"The oldest and strongest emotion of mankind is fear,
and the oldest and strongest kind of fear is fear of the unknown."
- H.P. Lovecraft
When the stars are right, the veil between our reality and others become dangerously thin. So thin that breaching through can be done with minimal effort by even the weakest of magic rituals or pseudo-scientific contraptions. These wounds of the veil allows corruption from more ominous realms to pass into our world, transforming innocent creatures into paranormal entities of legend and unleashing inexplicable horrors unto the world.
Cults of our world work to tear this veil open with obscene rituals which will summon forgotten horrors of ancient times, and to conjure up portals that could reach outside of the ordered universe, to summon the Ultimate Gods.
The only real defence against these beings, entities, and events of the paranormal is an old and ancient world-spanning order – now known as the Paranormal Intelligence Bureau (PIB). Agents recruited from around the world, fighting to rid the world of this ominous threat.
Inspired by games such as the XCOM and Final Fantasy Tactics Series, Paranormal Intelligence Bureau will be a tactical turn-based game. The goal is to save the world of the roaring 20's from a threat of paranormal nature.
From your headquarters aboard a majestic zeppelin, you control a roster of agents to combat the paranormal threat, close shut any ruptures in the veil and banish the Elder Gods themselves.
Beat the paranormal and save the world!
Agents are the main tool for the player to not only respond to paranormal events, but also handle matters at the HQ. Each agent is trained within roles with their own set of unique abilities:
The Lovecraftian Mythos plays a huge role in the game with entities like:
Kybernesis, founded 2007 have so far released one game, Wasteland Bar Fight. The team members vary from self-taught developers to bachelors and masters within game design, writing and music.
Blink Studios, founded 2011, consists of 4 veterans from the industry, Sigbjørn Galåen, Eigil Jarl Halse, Kjetil Hjeldnes and Christer Sveen. Their track records include such games as The Thing, Dreamfall, Dreamfall: Chapters, Messiah, Age of Conan and The Secret World.
From Bouncy Rock Entertainment we have Jonny Ree with over 10 years of experience in the international game developement scene with titles such as Neverwinter Nights 2 and Darkfall in his portfolio.
A lot of people ask us what we mean when we say the game will have Lovecraftian horror. Especially based on the fact that many games these days advertise that the game is Lovecraftian, when all it has is maybe one tentacle, not-exactly-Lovecraftian monsters or a sanity system.
To answer the question, we're developing PIB with Lovecraft as our prime inspiration. We will strive to make it as pure Lovecraftian as possible, that is without any Derlethification with christian-inspired wars between good and evil gods and all that crap.
The Lovecraftian aspect will stay cosmic, morally grey (I mean, The Great Old Ones don't really care about humanity, we're like ants to them!) and utterly cataclysmic if successfully awakened, freed or summoned.
However, we will also of course include the more "mortal" horrors from Lovecraft's writing. Horrors like Ghouls, Nightgaunts, Elder Things, Shoggoths, Mi-Go and I think you get the point :)
PIB agents surpise a cult as they prepare to ritually sacrifice a woman to the Ultimate gods.
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