» Tue Mar 15, 2011 5:54 am
Here's a variation of the same theme, for ya... it just totally exploded into my brain after reading this thread. >.<
Fallout: Prepare for the Future
You start out as a civilian in one of the major urban centers right around the time of the Limit-115 (The New Plague) outbreak in the American Midwest. As the screen fades in, you find yourself standing in a rather sizable line within an otherwise small office structure. On either side of you are black and white televisions hanging from racks on the ceiling, each tuned in to the Galaxy News Network. A very professional-looking reporter is busy talking about the rampant shortages of fuel and food nationwide. He goes on to comment about the growing unrest in Denver, Boulder, Chicago, and New York following the implementation of nationwide "Power Rationing".
As the line moves along, you experience a number of commercials... as well as get to see a few advertisemants here and there.
As there -are- people behind you in line, you are goaded along by these folks to proceed. The news returns in the meanwhile, likely drawing your focus away. From somewhere outside comes the sound of sirens as well, further immersing you in the sounds of the city. Fire trucks follow soon after, and if you watch the window at the back (front?) of the building, you can see Emergency Response Vehicles speeding by.
After a few minutes longer, a familiar face in the line next to you spots you and begins to chat you up. It's at this point that whatever tutorial or message for properly conversing with NPCs pops up. As this makes up the end of the 'waiting in line' portion of the introduction... the last person ahead of you will move aside from the counter, revealing a man in fatigues with a shaved head waiting for you patiently.
He says something along the line of "Well, do you have your paperwork?"
At this point, you are given the character generation screen... and are allowed to create your character, assign your skill points, and allocate your SPECIAL stats.
Unfortunately, hair options are limited to shaved, crew, and Sarge. But them's the breaks.
(Since I liked the bit about the player having a brother, I say that he already have gone through the line and be waiting for you outside the doors when you leave again.)
You and your brother do some stuff in your neighborhood... talk to some friends, maybe visit the 'romantic interest' for a while. Then you head back home and tell your folks about what you've done. They're not surprised... but definitely look and sound terrified about sending both their sons off to Alaska when the 'real' trouble seems to be the riots and unrest back home. Your sister tells you that she's very proud of the both of you, and that she'll take care of Mom and Dad while you're gone.
Certain actions taken, during this point could also affect any future interactions with survivors after the bombs fall.
Flash-Forward a few years:
Next thing you know, you're standing on the front lines of Anchorage for REAL... and it's a lot different from the way that you played it in the simulator for Fallout 3. This place is an absolute hellhole. The Chinese have occupied the city for years, now... and many of the citizens living there have suffered rather unduly. Worse still, of course, is that a great many Chinese civilians now live there as well.
Your mission, at this point, becomes to infiltrate and secure strategic positions within Anchorage itself. The American Field Headquarters is currently outside of artillery bombardment range... but falls under siege shortly after your unit is dispatched. When you return, your brother has been wounded and is being patched up in the medical tent.
Now, you begin to experience a familiar mission or two. Your squad is tasked with an aerial infiltration of the mountaintop artillery base. With a number of explosive charges, and only as much equipment as you can carry, you will have to fight or sneak your way through a Chinese-Occupied facility, get to the guns, and disable them before they can put an end to the Anchorage Reclamation before it even begins.
This will be almost exactly like you experienced it from Fallout 3... only this time, there's no immersion-breaking disappearing bodies/ammo crates/Health Tubes. This time, you have a medic, you have Benjamin, and you have a couple other fairly skilled guys to help you get past the much more difficult opposition.
Alternatively, if your character is of Asian descent, he will be not only the subject of abuse and jokes from the other American soldiers... but capable of donning any felled Chinese soldier's jumpsuit and impersonating a member of the Occupation Forces. Mind you, doing this might also get you shot by your own guys if they don't -know- about it. So be careful where you go wearing that thing.
After a great deal of work, you successfully destroy the artillery guns.
As you are escaping, however, a bullet from behind takes you down. As you scream in pain and roll about, another round pierces the goggles of one of your two nameless comrades. The soldier goes down instantly as Benji kills the sniper. It's too late for the man you lost... but hell... you're still alive. That's got to count for something!
Upon returning to the infirmary, you learn that your brother has been selected to lead the charge for the Pulse Field.
The rest of Anchorage goes down fairly differently than how the simulation explains it... and you and your brother continue to fight on through mission after mission across the frozen wasteland of Alaska. The fighting literally goes on for years. However, every time a year or so span of time comes around, you and your brother get to go home for a few weeks. These spans of time further develop relationships between family and friends and romantic interests. You can even persuade your family to take a chunk of your pay and buy themselves entry into the local Vault. Your status as an American Soldier gives them some leeway.
Ultimately, when 2077 rolls around, you and your brother may wind up in any number of places.
Depending on your actions and interactions with Army personnel during the Anchorage campaign... you (and perhaps your brother as well) might find yourselves re-assigned to a number of different locations when the bombs fall (including everyone's favorite Military Base, Mariposa). If you work it out right, you may both end up together. However, if you are separated, it becomes as much a part of your mission to find one another... as it is to get home.
Ultimately, once you have either been re-united... or confirmed that your brother is dead... your mission becomes to return home and find out what fate has befallen your loved ones. Along the way, you are presented with a number of communities and locations to explore and aid in the development of. You can even assist in the foundation of a number of series-important organizations, if you play your cards right.
The end-game comes in the form of series of variables. Depending on the actions you have carried out throughout the game, a 'end-game' McGuffin will pop up somewhere and trigger a series of 'final events'. It could be a familiar face from the past, or someone driving up in a still-running Chryslus Motors Highwayman.
In this example, it's your hand-held radio from during the war. It crackles to life quite suddenly after being dormant for a very considerable amount of time. On the other end, a man claiming to be the Acting Secretary of Defense is recalling all available soldiers to active duty. Overhead, Vertibirds can be seen heading West... to the coast.
Picking up the radio and replying will cause an end-game scene in which one of those Vertibirds lands a few feet away from you. This one in particular has the Great Seal of America on it, and identifies itself as Marine One.
The first man to step off of it is a pale, pasty-skinned man in his middle ages. He's wearing a black suit, a red tie, and an American Flag pin... and proceeds to introduce himself as the President of the United States of America. After a short conversation about your time in Anchorage, he explains what an honor it would be to share a flight with a 'True, Red-Blooded American Hero'. As you step aboard, he explains to you that America might be down... but she's certainly not out. With the whole world in ruins, devastated by nuclear war... safe 'Enclaves' were constructed across the country to ensure that all surviving military and governmental personnel could effectively rebuild the United States in a fraction of the time it would take a country like China to recover.
Then bam, the scene fades out as the chopper takes off and the credits roll... with some ironic (and maybe even creepy) 50's music to play you out.