|The following is based on Fallout Extreme and is not canon.|
Fallout Extreme is a canceled squad-based first and third person tactical video game set in the Fallout universe. It was planned for release on PlayStation 2 and Xbox video game systems. It saw development by 14° East and would have been published by Interplay Entertainment.
On November 22, 2000 the game's proposal was presented to Interplay, but was rejected and never materialized. Its existence was unknown until the design document was leaked online on January 27, 2010. The game was in development for several months in 2000 but never had a concrete development team. All that is known is Brian Christian, the head of 14° East, was the lead producer, and Todd J. Camasta was the art director. It never proceeded past the conceptual phase, but would have used the Unreal Engine..
The game would have been able to be played in the first or third person perspective. The player would control a four person squad of specialized characters, and be able to switch the active member at any moment. The squad could consist of ordinary wastelanders, former Brotherhood of Steel members, super mutants, and Native American and Mongol warriors. Single and multiplayer modes were planned for the game, including squad campaign, deathmatch, capture the flag, assault, squad deathmatch, squad capture the flag, and squad assault.
It was not going to be just a shooter, but rather "a game of action, tactics, and strategies where moving into position, planning and falling back is just as essential as having the biggest guns." The world map was divided into territories, each of which had different layouts, populated by various enemies and different geographical strategic significance. One's strategy would come into play based not only on the tactics employed for a given mission; as the dynamics of each mission would be different based on whether the player entered the territory from the west, south, north, etc. For example: to get to a particular territory one could choose either to charge through an enemy stronghold or to sneak around through adjacent territories in order to flank the enemy.
Missions would also be interconnected and your choices would have consequences. For example: if the player destroyed a bridge in the territory of one mission, the enemy forces might be weakened in the next one because of a lack of reinforcements. Conquering and holding territories with productive towns would be essential for establishing and maintaining supply lines. If there was a supply camp nearby, the player's access to various kinds of weapons, ammunition, etc. would be constant and reliable. The player could even close off a territory, forcing enemy troops to pass through another territory where an ambush could be set up.
After completing a given mission, the player would move their squad to outlying camp areas, where new characters for the roster squad (max. 16) could be recruited and different members could be assigned to the active four person squad for the next missions. Members of the roster not on the active squad could be sent as scouts to adjacent territories or deployed into newly conquered territories to hold the fort. If a character died, they would clear space in the roster, allowing the player to recruit new members.
At any time during a mission, the player could switch and control any of their four squad members, each of whom had different perks and specialize in different weapons. In the meantime, the other characters could be issued various standing orders. However, characters also had personality traits that would determine how they would react under different stresses. Each character would gain experience points, which would allow them to increase combat skills or unlock perks.
According to the design document the game would have taken place almost a century after the Great War.
The Brotherhood of Steel, the "once silent organization," has been expanding and seizing more and more territory under their control. Their area of influence stretches as far as Alaska, where their new headquarters is now located. Their agenda "leaves little room for the survival of radiation or Forced Evolutionary Virus outbreak victims." Local humans are either drafted into their ranks as cannon fodder or enslaved, and mutants are outright eradicated. They are whom the player would oppose during the first half of the game.
The player controls a squad of revolutionaries known as the Cause. Throughout the game, they would gain momentum, starting in Oregon, then north through Washington, Canada, and eventually reaching Alaska. Each reclaimed town would vow loyalty to the Cause.
However, after defeating them, the player would learn why the Brotherhood set out to Canada and Alaska in the first place. The Cause must now venture across the Bering Strait, through the Russia, Mongolia and finally into China, in order to disarm the Doom's Day Missile that would obliterate what is left of the United States of America. The endgame would then take place within the Forbidden City, where the Chinese Emperor resides.
Each territory would feature an unique layout with its own tactical set-ups and challenges, different resources, unique features that can be leveraged to affect other territories (such as opening or closing a dam that blocks the river and can starve areas downriver of water), geographic features such as passes or fordable rivers, and of course, border access.
The player would also be able to encounter potential recruits for their growing revolution by exploring territories.
A supply line was a linked chain of supported camps. If one of the camps in the link was lost, it would break, and the player would have to retake the territory to regain it. Retaking camps was intended to be left to the player's discretion and their particular strategy and approach to each territory.
Supply lines would be tied to towns established in each territory, and their ability to manufacture war materiel. Each town would produce one specific weapon type. As such, conquering and defending territories against enemy forces was to be an important part of strategic gameplay: As long as supply lines were intact, the player would be able to use the camps as a reliable source of weapons and ammunition.
If these were cut, they'd have to rely on replenishing their stores from defeated enemies and capturing weapon stores. However, even if maintained, weapons and ammo would take time to arrive at the target forward camp: The further, the longer it takes. The player would be able to set up networks of supply chains and make them quite robust, by connecting existing camps together.
Furthermore, the camps would be an interface for the player to manage their squad, interact with new squad members, collect and review intelligence, deploy remote territory governors, plan strategy, and of course, deploy to their next mission. These would be fully realized maps where the player would be able to walk their chosen squad member through and enter various tents to interact with camp features. These would be the Armory, Munitions, First Aid Station, Personnel, Command, and Signals tent.
Pacific Northwest of America
|Mount Hood||Several settlements are located around the mountain. These would have been the origin of the Cause.|
|Fort Williamette||Brotherhood stronghold|
|The Sound||A location in the former state of Washington.|
|Issaquah Nation settlements||After the War, the city was rebuilt, and would eventually become the capital of the Issaquah Nation.|
|Vault 6||Located at Mount St. Helens, this shelter ran an experiment allowing small doses of radiation to be released into the Vault once a day. This resulted in the population turning into an aggressive pack of extremely irradiated feral ghouls.|
|Mount St. Helens||A Brotherhood of Steel experimentation lab was set up here, alongside Vault 6 existing inside the mountain.|
|Capitol Hill, Seattle|
|Troll Warren||This super mutant settlement city would eventually be taken over by the Cause.|
|Montauk preserve||The remains of a pre-War Native reserve belonging to the Montauk.|
|Brotherhood North American Forward Operations Base|
|Libertyville (shanty town)|
|Alaskan Pipeline||Underground BoS prisoner network|
|Brotherhood re-education camps||Little is known about this location, except that it was located somewhere in the Bering Strait region. It is likely this is where the Brotherhood of Steel would take their prisoners for reconditioning after transporting them through the Alaskan Pipeline. The camps would eventually be destroyed by the Cause.|
|Satellite relay station Tango-Echo|
|Abandoned USAF nuclear silos||These are a few of the many nuclear missile silos dotted across the remains of the United States of America, emptied of their payloads during the Great War.|
|The Great Convocation||Inuit settlement|
|Anchorage, Alaska ruins|
|Aleutian research station||The research station is located in the Bering Strait region.|
|The Last Ranger station||Located in the Bering Strait region.|
|Abandoned oil refineries||These are a few of the many oil refineries dotted across the globe, long made useless with the consumption of all the world's oil.|
|Soviet steppes villages|
|The Herd lands||This would have been the source of the Horde of Huns, a large raider tribe. The Cause would have had to fight their way through in order to advance into China.|
|The Little Red Cafe||Under the control of the Army of the Golden Tiger.|
|Army of the Golden Tiger encampment||One of the biggest settlements under control of the Army of the Golden Tiger in China.|
|Beijing||The new emperor resided within the Forbidden City, a large fortified palace inside the city. The Chinese remnants began building a nuclear missile here to wipe out the United States, known as the Doom's Day Missile. The Brotherhood of Steel learned of this and tried to invade Asia, but they were overtaken and destroyed by a gang known as The Cause before they could get there. This gang would go on to take the same mission and invade the city. They successfully managed to kill the Chinese Emperor and destroy the missile. The area was often attacked by the Horde of Huns from Mongolia.|
|The People's Nuclear Missile Silos 27 and 31||These are two of the many nuclear missile silos dotted across the remains of the China, emptied of their payloads during the Great War. It is possible that one would have been the launch site of the Doom's Day Missile.|
|The Emperor's Gardens|
|The Forbidden City|
Brotherhood of Steel
The "once silent organization" has been expanding and seizing more and more territory under their control. Their area of influence stretches from Fort Williamette in Oregon into Alaska, where the Brotherhood's new headquarters is now located. The Brotherhood's agenda "leaves little room for the survival of radiation or FEV outbreak victims." Local humans are either drafted into the Brotherhood's ranks as cannon fodder or enslaved, and mutants are outright eradicated. It is the Brotherhood that the player would oppose during the first half of the game.
Eventually, their iron-fisted rule would result in the revolutionary force known as The Cause to rise up and overthrow them about a century after the Great War. However, it would be revealed that the post-War Chinese Empire still threatened the former United States, that the Brotherhood had sought to stop. The Cause would manage to cross the Bering Strait and end the threat of the Chinese Empire.
Player characters are all members of The Cause, a group of revolutionaries, fighting first against the oppressive regime of the Brotherhood of Steel, and then Imperial China. This gang arose from the settlements around Mount Hood. After initial success in Washington and Oregon, destroying a major Brotherhood fort and gaining recruits from surrounding communities, they proceeded north. They pushed through Canada and into Alaska, wiping out Brotherhood positions and locations all the while.
Only after almost completely wiping out the organization do they learn the reason for the push north: Imperial China is constructing a Doom's Day Missile to completely destroy the remnants of the United States of America once and for all. The Brotherhood of Steel had been attempting to reach Beijing and destroy the missile before it can be completed.
The Cause adopts the Brotherhood's mission, and crosses the Bering Strait into the remains of the Russia. They pass through Mongolia, fighting a group of raiders known as the Horde of Huns, and finally reach China. They defeat the Army of the Golden Tiger and New Imperial Guard, kill the Chinese Emperor, and ultimately destroy the nuclear missile.
- Issaquah Nation
- Horde of Huns
- Siberian Cossacks
- Army of the Golden Tiger
- New Imperial Guard
- Throwing stars
- Throwing knife
Behind the scenes
The game's design document is presently archived in the Brian Fargo Papers at The Strong National Museum of Play in Rochester, New York, limited to on-site researchers only.
- Fallout Extreme Game Proposal
- Fallout Extreme Xbox concept submission document
- Fallout 'X' - Test World design document