Creative vision

"Hero? You want to be a Hero?  You know how to tell which ones' the Hero?  He's the one in the pile of corpses with the fancy jacket."

What is this game
PARPG is a grimly realistic isometric RPG that takes place in the nuclear winter induced frozen waste land of Scandinavia. It uses the FOSS engine FIFE and a customized RPG system.

What is a "PARPG"?
It's a nasty mutant furry pig. Good eaten', if you have four guys to take it down -- and are willing to lose one. Actually is stands for "Post Apocalypse Role Playing Game" and as such is representative of our commitment to defer important decisions like naming the game until the time is ripe.

Target systems
PARPG will run on up-to-date Windows, Linux, and Mac OSX systems.

Overview
Tired of saving the world from the big bad? You'll be happy to find an old can of luutefisk. This game forces the player to think about survival first, looting the corpses second. Want to be a Slayer of the Wastland? Want to command awesome forces of nature? Control the destiny of millions? Wrong game.

You'd be advised to stay away from unnecessary combat. That guy may only have a knife, but it doesn't look very antiseptic, and you only got 4 more shells for your rusty old .45. Need to take out a nest of highway robbers? I would not suggest barging in the front door guns a-blazin'. Bring a couple friends and a plan. Or hell, maybe join up and betray them from within.

We got to cross 100km of tundra and someone stole our dogs. I wonder if that snowmobile works (it doesn't)…  but hey we might be able to jury rig it. It would probably make it there, anyway. These things run on alcohol, right? Fire up the still - and save me a shot.

PARPG is a hybrid game. It's core is an old-school 2D isometric game with dialog trees and turn-based combat. But the combat is not stand toe to toe and grind each other's hit points to dust, then quaff the technological equivalent of a healing potion. It's about team work, tactics, efficiency and "the better part of valor" (that's discretion for the unliterary). De-emphasizing combat and phat l00t means making the rest of the game more interesting, more important. Visionary predecessors like Fallout and Planescape:Torment have shown what can be done with dedication and dialog trees, and we will lovingly craft the Players interaction with types both civilized and unsavory. But that's not all. A deep skill tree and robust and flexible scripting system will allow all sorts of non-combat / non-dialog interactions with the world, and this will be key to any progression or puzzle solution. A big component of the game will be patching and jury-rigging the pieces of the old world into usable items that promote the Player's survival. Or someone else's demise. Finally we will add a clever and entertaining resource management component. Players will not be able to grind their way to being a fabulously wealthy demigod that walks the earth distributing just retribution and/or arbitrary punishment.

Team Vision Statement
The parpg world is dark. It's COLD. It's pointless and it's soul-crushing. If after playing a scene the players is contemplating suicide (or better yet, buoyed by false hope of something that will NOT come true), you have done your job.
 * If Fallout was gritty, this game is a gravel pit under a slime pond.

Remember the 1980s? Funny stuff. Just when the player is wresting with the realization that the only one who can help him out of his predicament is a baby-marrow-sucking cannibal, he finds a cache containing "Flock of Seagulls - Greatest Hits"
 * Break the ice with gallows humor.