First Impressions

Game Concept

The object of the game is to avoid everyone, and the people you do come into contact with you either kill or let live based on your first impression of them.

Game Story

In a post apocalyptic world where a majority of the world’s population has been wiped out, Kyle*, a survivor, has become increasingly paranoid about the people around him. One bright side to all of the recent chaos is that the lifestyles people were accustomed to have not been disrupted, and there is still food and water for everyone who survived. However, that leaves little comfort to the man who was betrayed by his best friend — someone he had grown up with and trusted with his life and the lives of his family. His friend had been the one to cause the global devastation and was the one responsible for the death of Kyle’s wife and children. Kyle now chooses to stay in his home taking solace in his own company and the memories of the ones he has lost, but the problem for Kyle becomes when he needs to go out into the world. He has lost complete trust in all people and tries desperately to avoid anyone and everyone. This is as much for his safety as it is theirs. He’d made a promise to himself that he wouldn’t let another person do to him and the world what his previous friend had done. With most law enforcement agencies understaffed and being used elsewhere, he was free to take what he felt were necessary steps to ensure that events of the past never happened again. But problems arose around the end of the first month. He had taken the lives of so many that he was becoming a shell of the person he was already a shell of. That’s when he decided that he would only judge those with whom he came into contact.

Gameplay

There are tasks/quests that will get Kyle out of his house. During these quests the player’s main objective is to avoid other non-player characters.

If the Player comes into contact with a NPC, the Player is given the choice of whether or not to kill the NPC based solely on a first impression. Once the Player either kills or releases the NPC a cut-scene will show a potential action of the NPC, whether good or bad. If the NPC is left alive the Player will never see him/her again, or if the NPC is killed the Player must deal with hiding/disposing of the body.

Possible Ending

The Player will continue until his insanity meter fills, at which time a cut-scene will show the Player either ending his life or going on a killing spree in the middle of the day that ends with him being shot to death, or being found trying to wake the dead and subsequently getting hauled off to an asylum and locked away in a small room and forgotten.

*I will use my name for all characters male and female for whom I have not named

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