The sequel to Interplay’s legendary post-apocalyptic role-playing game was bigger and badder than the original Fallout, which translates into more space on the cutting room floor for discarded storylines, abandoned features, unrealized non-player characters and a fully-upgradeable, completely drive-able vehicle.
Among notable changes from development to release include two different dropped central plots, one involving an intelligent computer that took over a town (sounds like tabletop RPG Paranoia to me) and the other following the mutant army from the first game.
There was to be a peaceful counterpart to the Brotherhood of Steel, monks preserving old technology for religious reasons.
The Environmental Protection Agency building sounds like it would have been a magical place, filled with Pop Rocks (drink them with cola and you explode), a little weed and several NPCs, including a talking toaster straight out of British science fiction comedy series Red Dwarf.
I’m not sure which lost feature I regret the most, the ability to drive and upgrade a vehicle, or Ron Perlman insulting me. I suppose the car, as there’s still a slim chance I can piss Ron off enough for him to go all Hellboy on me.