War. War never changes.
From the birth of the universe to the human condition, mankind has pondered and solved many incredible mysteries of the immense world around them. But ever still, they never achieved the goal of figuring out the biggest mystery of all - themselves. Whilst no different from the rest of nature, humanity's nature was forever cursed. The quality of altruism was useless, against the sheer power of the inner nature of greed, self-destructiveness, and fatal curiosity. In the year 2077, humanity was put to the ultimate test. Their primal tendencies exhumed, the result was the eternal scarring of their home. Within two hours, they transformed the earth into what nearly became a permanent tomb. Humanity paid the price for these shortcomings, and the new world of nuclear fire and radiation, had represented mankind's demise, mimicking the very depths of Hell itself. But ever still, much like war, human nature had never changed. The same attitudes and instincts lived on throughout the centuries, with blood continuing to be shed by their own hand all throughout the globe.
But not all was lost. A great rapture had been reserved, with thousands of helpless souls preserved for a time in enormous state-of-the-art underground shelters, known as Vaults. But in the city of Chicago, another such rapture had occurred. Driven by corporate greed from the time, a contingency was drawn. A small handful of the vessels of man's nature were smited from the skies, providing chances of hope, shelter, and a safe tomorrow for all its citizens. By the end of the 23rd century, that promise and dream had mostly been kept. Many fabulous conveniences and amenities of the old world were able to live on into the new.
But where the past remains, the mistakes linger to haunt. Shifting their shapes, the order that ran the still great city was no different than the ancients of their line, and the region became a sad reminder of the old world. The rich and able lived in harmony, while the poor and disadvantaged lived in despair and sorrow. The difficulty of carving out a moral and legitimate means of living slowly arose. Hatred, violence, or simple desperation became the excuses and motivations for the face of the majority of every-day life.
But it was not as bleak as it was thought to be. Driven by the rare virtue of altruism, a noble Dirge came into being, existing under the fellowship and eidos of supporting their fellow man, and ending the struggles. It is this proposition, that you will hold dear. In what manner and interpretation, remains to be seen...”
Map of Fallout: Metropolis - https://www.google.com/maps/d/edit?mid=zy5erQ51ukcU.kpVUAeVuo85k&usp=sharing
After the Great War, Chicago became known as the Metropolis Wasteland, after the city wasted no time in picking itself up from the disastrous effects of the bombs, and was one of the very few cities prior to the event to spend many years committed to contingency plans and post-War survival. Most of the Chicago Loop (Inner Circle) was entirely untouched by the bombs, and was the only American city to use experimental short-range warhead defence technology. After the War, most of the skyscrapers and highrises in the Loop were deconstructed to aid in the reconstruction efforts throughout the rest of the Metropolis, and only a small handful of skyscrapers are left. Known as the CHIMERA Project, it was led by Poseidon Energy, who ran almost all of Chicago's urban planning by the 2060s, and figuratively owned a deed to the city. Farming, public transport, penthouse suites, (trains, trams, and large riverboats), employment, housing, policing, electrical power, a highly advanced wind farm, and a nuclear power station continue to exist, and the Metropolis' residents live mostly safe and sheltered lives. Outside of the Metropolis, the wasteland, the usual scenes of death and despair throughout almost all the rest of America are entirely prevalent. In recent decades prior to 2277, due to infighting, scarcity of resources and diminishing politics and conditions, the state of the Metropolis has worsened, and no longer has a unified government, which was called the CHIMERA Order, and instead has a peacekeeping military force keeping a continuity government and order, named TEMPUS. The entire Metropolis is encircled by white, 80% transparent photonic resonance barriers, known as the Criterion, with only one entrance in and out of the city, Fort Vanguard.
The Metropolis itself is an extremely industrious city, and the Inner Circle looks almost no different than the pre-War Chicago Loop. Individuals in suits on their way to work on streets in high population areas are a regular sight. Environmental cleanup efforts shortly after the war in the outer Metropolis went well, and apart from the barren landscape and occasional fenced-off radiation zones, it is no different than the Inner Circle. The entire Metropolis is an almost complete clone of a pre-War American city. Mostly youth-oriented, organised crime exists just the same, and criminal gangs do exist in some impoverished neighbourhoods. TEMPUS has four military agencies: First Response (military police), Border Force, CERBERUS (standing army/defence force), and the Exploratory Division (missions outside of TEMPUS-controlled territory, e.g. neighbouring wastelands).
In the 2290s, the impoverished in the wastelands outside of the Metropolis began crusades against TEMPUS, through the actions of protests and terrorist attacks on the city. The Abbey of the Road in Edgewater, north of the Metropolis, regularly peacefully campaigns for support of the neighbouring wastelands and settlements, and sends missionaries and humanitarians to the regions. TEMPUS are under increasing pressure from their citizens to solve the rising terror threat from the neighbouring wastelands.
Fallout: Metropolis begins in the year 2298, in Vault 82, a few miles south of TEMPUS' Fort Vanguard, lying exactly under the foundations of the photonic resonance barriers that made up the Criterion, enclosing the entire expanse of the Metropolis. The Vault's role was to act as a Plan B for the CHIMERA Project, in-case the nuclear defense technologies in the Loop failed, which they did not. The Vault only took unwounded United States military personnel who were extensive battlefield veterans. If the CHIMERA Project failed, the Vault would have activated its GECK and established whatever presence it could in the city. Shortly after the bombs fell, the overseer at the time, Rowan Wyatt, who was a renowned senior Vault-Tec scientist, had a great change of heart, and regretted the work he did for them, and despised the actions of the US government/Enclave, and abandoned the entire project, and refused to engage further in CHIMERA. He changed the directive of Vault 82 to that of a control Vault. This caused a large schism between dwellers loyal to the overseer's views, and those loyal to CHIMERA. A revolt occurred, leaving 193 dead, but it turned in the overseer's favour. All evidence of the events were kept forever secret. The Vault was equipped with firing ranges, a large stockpile of munitions, and military Tranquility Loungers. Over the decades, all residents of the Vault were trained into soldiers from birth in the event they would need to evacuate the Vault. In addition, Rowan Wyatt became ghoulified after a close call with a bomb blastwave just before he entered the Vault.
Since 2283, the Criterion was having occasional outages, leaving the army of the Metropolis in a very dangerous position. TEMPUS soon deduced that the cause of the issues were Vault 82's architecture itself, due to its placement directly below the foundations of the barriers, placing growing strain on them. TEMPUS no longer held the ability to recreate the technology, and nor could that specific version of the barriers be moved. Vault 82 therefore affected the entire stretch of the barriers, and if the problem was not rectified, the barriers that made up the Criterion would soon be forever lost. In 2298, Director Maxus Knowles, leader of TEMPUS, contacted Overseer Wyatt over radio, and gave him an ultimatum; hand over control of the Vault for it to be demolished in order to rectify the issues, and hand over all its residents to be conscripted into the TEMPUS army, or for TEMPUS to detonate its only nuclear weapon on the Vault door and invade. He was given a limited amount of time to hand over control.
The player character, the most skilled soldier in the Vault, who becomes known throughout the wasteland as "The Crusader", was summoned by the overseer. They were given the task of leaving the Vault and putting a stop to TEMPUS' goal of destroying the Vault, by whichever means necessary. Secondary goals were to get a feel of the regional situation, and gain access to the Metropolis.
After Ron Perlman's speech, the screen fades to black, and slowly, beginning with blur, the player's eyes open, and they are lying on the floor in the Vault's firing range. The drill instructor, a typical Gunnery Sergeant Hartman kind of guy, helps them to their feet, reminds them that the date is October 1st, 2298, and informs the player that a young, bumbling dweller named Damon had knocked over a flashbang lying on a table, rendering them unconscious. Damon is similar to FNV's Jake Erwin, and is an aspiring dweller who always used to love playing army when he was a kid, but always lost, which the drill instructor mentions. The player looks at a pane of smashed glass to check for a bump on their head. This is where the player designs their character's appearance. After firing off a few more rounds, teaching the player the mechanics of shooting, crouching, and the Pip-Boy, as well as throwing a few grenades down the range, the drill instructor takes Damon and the player into his office to write up an accident form. Before writing up the form, the drill instructor picks up a copy of the book You're SPECIAL! that his son left in his office the previous day, and harshly, yet humorously berates Damon by throwing it at him and going into another lengthy rant. The player picks up the book from the floor and has a quick flick through. This is where the player decides on their SPECIAL stats. After finishing his rant, the drill instructor asks the player a few questions relating to their health and how they currently feel, as well as what they experienced. This will allow the player to pick their Tag! skills and Traits.
Upon leaving the firing range to go to their living quarters, the overseer runs up to the player in a frantic manner, and calls him into his office for an urgent discussion. In his office, he will tell the player he received a threat from the outside that could doom the entire Vault. He lets the player listen to the recording of the radio conversation between him and Maxus Knowles. Afterwards, he will refresh the player's memory of history, by playing them a pre-War Vault-Tec slideshow film similar to Vault 11's "Happy Trails", about the details of the CHIMERA Project, and what the expected outcome will be. After watching, Wyatt will tell the player that the outcome presented in the film was exactly what happened: the Metropolis. He will also bring the player up to speed on a little bit of the present situation in the Metropolis and the surrounding wasteland from exploration teams sent outside twenty years ago.
Wyatt insists to the player the urgency and delicateness of the matter, and that he has nobody else he could trust more with the task. He asks the player to go outside and put a stop to the impending threat by TEMPUS. The player, while possibly with a bit of doubt and unsureness, then wholeheartedly agrees, and takes on the mission. The screen fades to black, and several hours pass. In the several hours that passed, the player got their affairs in order, said their goodbyes, and met the overseer at the Vault entrance hall. The player cannot take a Vault 82 jumpsuit with them, and must keep their origins a complete secret. Before the player leaves, Wyatt hands the player a holotape that he himself recorded for them to listen to after they leave. He also installs radio communication software on their Pip-Boy, which can be used to communicate with Wyatt whilst away from home.
Whilst in the Vault's entrance cavern after the door's closure, the player listens to the holotape they were given. In the holotape, Wyatt explains the Vault's early history, and the revolt that occurred in November 2077, as well as the activities of the federal government and Vault-Tec before the war, justifying his actions, and insisting that it's "all old history now". When the player speaks to Wyatt later on, they have the options of commending Wyatt's actions, taking a sceptic attitude with him, or just simply letting him know that they registered what he discussed.
After leaving the Vault and entering the wasteland, the player will experience the signature blinding sunlight, and find themselves in a small barren field in the middle of the ruins of a pre-War town near several broken and shattered pre-War roads, pointing eastwards, directly facing the Metropolis, with the Inner Circle's towering skyscrapers being in plain sight, and the glistening sparkles of Lake Michigan being visible lying in the very far distance. About 150 feet in front of the player lies the Criterion, which does not hinder the skyline of the Metropolis due to the field being coloured white and 80% transparent. The player can explore and investigate the ruins of a nearby college building, campus, and sports fields, a church, and a theater in the immediate vicinity. The destroyed town is lightly concentrated with wasteland raiders and low-level wildlife.
The player can perform athletic moves, depending on their Carrying Weight and Agility points. Such actions include grabbing onto ledges, crawling (if not wearing power armor or other heavy types or armor), sliding, and barrel rolls to avoid enemy fire or grenades. Sprinting can be performed, but takes up AP.
A dedicated cover system appears, where the player can stand behind a wall, or stay crouched behind an item of cover and reach out to fire a weapon and quickly duck back down. All NPCs will do the same as well. Many surfaces and cover items in the game are marked by the code as cover spots, in order to make the feature work.
Myrtle Labs is the scientific headquarters of TEMPUS, and later on in the game, with a high TEMPUS reputation, the player can became a paid tester for their technologies. One example of their technologies is Mag-4, a project where they are attempting to create magnetic boots that can walk on special surfaces, which TEMPUS hopes to implement further into the 24th century, such as building Mag-Walks on the Inner Circle's buildings, for example. Many other technologies can also be tested, and a small few can be gifted to the player after testing all their work.
Parachutes can be found at certain points, which can be stocked by the player to jump from very high points, such as tall buildings in the Metropolis, to access areas of the world that cannot normally be reached. In addition, the player can also set up ziplines.
For the PS4, Sixaxis motion control can be used, for actions such as reloading, by sharply tilting the pad upwards, or for parachuting, by steering the pad to the direction the player would like to take. Many other aspects of the game, such as lockpicking, can be controlled by Sixaxis. However, Fallout: Metropolis does not support Move or Kinect.