You start out in a pre-war Florida, cutting the head off a parking meter in an attempt to get the juicy dosh inside. After the authorities pursue you, you begin the first tutorial, focusing on movement. You are apprehended, and taken to a rural prison camp. The second tutorial takes place during an attempted breakout, where you end up fleeing and shooting the warden’s face clear off with a double-barreled shotgun. You are taken back to the camp and restrained, in anticipation of being transferred to a higher-security prison.
Suddenly- lights on the horizon. The ground ripples like a pond after a pebble was thrown into it. The delta-winged Chinese bombers in the distance are given chase by a squadron of
F-107 Voodoo jets that scream overhead. It’s too late. They drop their payload, and with a heavy thud, another light sears across the landscape. The shock wave annihilates the prison camp, and everyone there. Except you.
Congratulations!
You ‘dun got yoself ghoulified. That means a lot. Now you’re almost immune to radiation. Also, you look like rotted bacon. Good for you.
You've since traveled from Florida to Texas, on a pilgrimage to Hawaii. You're pretty sure you can make the swim and, given your boredom with life, are willing to give anything to break the monotony of near-immortality. It's currently 2289, and the west has been raped by the NCR fighting Caesar's Legion, all while defending themselves from a hedonistic and sociopathic courier with an unstoppable robot army. Combat erupts often, and the only safe havens are ruled by either one of these factions. The NCR have a Rhineland trench-style manner of living, squabbling amongst broken buildings and makeshift vehicles. The Legion have a tribal aesthetic, though they have been brutalized by the courier as well. The courier's faction, the Free State of New Vegas, have a semi-cyberpunk thing going on. The courier runs a technocratic dictatorship, where Franz Kafka's logic infests the dirty, Bladerunner-esqe settlements. Their military, the Glorious Vegas Army, or GVA (jee-vah), have conscripted infantry serving alongside mechanized units and the odd vehicle. The Enclave live off in tankers and battleships off the coast of Texas and California, down into Mexico. They've also got some secret land-battleships somewhere, too.
After living in Pasadena for a while, you proceed south down the gulf, taking the scenic route to Hawaii. Fuck the desert, we’re going into the
jungle. On your way to the Texas-Mexico border, after fighting the GVA with the help of the NCR, are blindsided by an Enclave bombing run (by the beautiful
XB-48). The ensuing inland assault annihilates both the NCR and, with conceited effort, the GVA robots and conscripts. You are then forced to take cover on a piece of wreckage that is sent off to sea by a tactical nuke, also from the Enclave. You are then sent from the area around Pasadena and into the gulf.
You wash up on a beach in Cuidad del Carmen, a beach turned into a pile of glass and ash by harsh radiation. After you emerge from the black, sludgy water, a wave breaks on a melted skeleton clutching a beat-up M-60. You shuffle over to the corpse, and lazily pick up your new best friend.
Cue
malaguena.
Ciudad del Carmen is home to a small Enclave gas and nuclear power facility, and you just washed up in the most irradiated area in all of Mexico. Watch as your skin begins to glow with the barrel of your M-60, the newly irradiated rounds poisoning everything they hit. You must dash across the Zacatal bridge (the largest bridge in Latin America) roadie-style, considering the Enclave regulars with rippers and thermic prods chasing you. After dispatching these enemies in your own way, you walk a long, lonely walk across the Zacatal. There's a small dirt runway at the end, with more Enclave stationed there. You put your game face on and, after tearing them a new asshole you commandeer a
small Enclave patrol plane and fly the fuck out of there, to the north-west. As expected, you are shot down by yourself as you crash the plane into the east face of
Pico de Orizaba, the largest mountain in Mexico. Been alive for almost 300 years and you
still haven't acquired spontaneous test-pilot knowledge. Bullshit, that is.
Your body is picked up by a group of ghouls from Brazil (huehuehue) who give you a quick waking slap to the face. You and the ghouls proceed to level and reminisce on the old days of having skin. After making yourself a few friends, you continue your constructive spree by make a nice set of armor (medium, light, or heavy) from the wreckage. You depart, leaving that lovely looking ghoulette un-boned (you'll get her next time). You shed a silent tear as you descend into the jungle alone...
Fallout: FUBAR (title pending)
It's a first person action RPG running on a modified version of Just Cause 2's Avalanche engine. This will permit massive numbers of characters and objects to be rendered in a massive, lush apocalyptic landscape, all at a consistent frame-rate and level of graphical prowess. The slowed-down character movement and emphasis on realism will give even more depth and magnitude to the landscape. Relatively low graphical standards will permit an immense amount of randomly-generated quests, plus randomly-generated armor and weapons (a-la Borderlands), so it'll have a shitload of replay value. The sets of armor and weapons will be very visually similar to to those in Fallout 1 and 2. The last thing I'd want is to bastardize such a brilliant art style.
Vehicles will play a small part in the gameplay, being present in all armies to an extent. The NCR and GVA have the occasional salvaged truck with dakka taped to it, while the Enclave have a good navy, small air force, and an army based mainly around power-armored soldiers with scarce ground support vehicles. The driving physics will emulate Far Cry 2's, being fully first-person and difficult. Piloting an aircraft will be a very rare experience, but it will be as realistic as logistically possible (see: hard). In spite of these new methods of transportation, your best bet is to walk. Gas and fuel rods aren't cheap in the post-apocalypse. The third person will be axed, and replaced with one fit only for looking at your character. Gameplay will be purely first-person.
The buildings will have destructible areas on them, like a more realistic version of Battlefield: BC2. You can blow a hole in the wall with conceited effort, but destruction like that would be more as a byproduct of an attack, not a viable tactic. Buildings won’t be able to be knocked down, though. The most destruction you’d see is a door turned to splinters after being hit with a round from an anti-materiel rifle, or a wall knocked down by a rocket. Characters and creatures will be deformable as well, receiving broken bones and other lacerations, to the point of becoming a pile of bloody mush.
The soundtrack will be more
varied and will feature more surf, rockabilly, and Latin guitar tracks to fit the setting.