- Nico589
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Member for 13 years and 5 days
Last active Wed, Feb, 8 2017 10:06:19
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Aug 29, 2011Nico589 posted a message on PAX - 1.8 Game Features!taste my sword endermen!Posted in: News
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Jul 20, 2011Nico589 posted a message on 1.8 Updates: Taller Worlds, Delicious Foodsor would they only ascend in unloaded chunks?Posted in: News
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Jul 20, 2011Nico589 posted a message on 1.8 Updates: Taller Worlds, Delicious Foodswould our old world's mountain's suddenly ascend or something?Posted in: News
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Minecraft Username: Nico589
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One of the many strengths that videogames like Minecraft possess as storytelling mediums is the manner in which they can evoke emotions within its players. Unlike with a book or a film, where you simply empathize with the characters presented to you, in videogames, each and every single decision made is yours and the ensuing chain of events will ultimately be cause by you. For example, the keys dropped by the infected guards are scarce and will only permit you access to certain areas of the map, and you wil run out of keys trying to uncover the events that led to the prison's infestation, but the beauty of it all is, you only get part of the story, and what you will end up with depends upon the choices you as a player make. (i.e Should I use THIS key for THIS door?)
But by far my favorite aspect of the map is the insane amount of detail that went into otherwise inconsequential events and areas within the map. Each and every (civilian) zombie is dressed differently, for example. And the areas and items themselves tell the story. (That shopkeeper obviously grew paranoid as the infected's numbers grew, so he barricaded himself in as a precaution against looters and zombies alike, unaware that he too was infected.) I'd like to see more of this... the remains and stories of the people desperately struggling against the inevitable apocalypse are what draws people to the scenario itself.
Overall, I found the map exceptional, and I cannot wait to see what you have in store!
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Kills: 1362
Deaths: 9
Rank: Bringer of the Cure
All right, I will admit: the moment I saw the words "Competitive Television Show" up on this thread's title, I was both interested and skeptical of the Exodus map in question. But of course, nearly every single doubt of mine was blown completely out of the water the moment I started playing the map itself. Of course, although the premise of a dystopian future society risking the lives of human beings for the sake of entertainment isn't exactly novel, I was surprised at how smooth the transition between episodes was. (I would have preferred a sort of "safe house" in between levels, a la Left 4 Dead, rather than a central hub from which we can access levels, but this is a minor gripe of mine and holds little sway over my opinion of the map as a whole.)
Each level is deceptively tricky, with an abundance of easter eggs and loot to be found within each and every single nook and cranny. This map happens to be one of the rare instances where wandering feet can actually prove advantageous, as there are a variety of hidden weapons that far outclass the arsenal available to the player, and can prove useful in dire situations. Combat doesn't deviate too far from the standard "player v.s horde" hacking and slashing that most players are accustomed to, but with clever use of the terrain available, it becomes exceedingly easy to flank and destroy undead foes. Bosses, while possessing health considerably higher than that of their lackeys, are still fairly nerfed and easy to pick off with the right arsenal. All in all, the action spread throughout the map is stern, but fair, with the zombie hordes possessing an adequate degree of menace without being too overwhelming.
One of the map's failing points, in my opinion, is that the entire "television" aspect of the map seems to fall flat at certain points of the game's storyline. It's true that we are constantly aware of the Host's presence thanks to his constant on-screen announcements, but I feel as if the entire "crowd reputation" bit could have been executed better.
(Perhaps giving players the option to make game-changing decisions in the middle of levels would have remedied this somewhat. For example: A player encounters a group of villagers barricaded in an apartment complex. Players can opt to either rescue, or abandon the villagers, and will get different rewards dependant upon the outcome of their decision. So if the player successfully rescues the villagers, he gets a bonus in reputation and becomes the crowd favorite. If he fails to rescue or completely ignores the villager family, then his reputation amongst the crowd will diminish. Just a suggestion, of course!)
Overall, I found the map to be an extremely refreshing and invigorating experience, regardless of the number of players involved. The combat and premise may not be entirely new, but they are executed well and with a bravura flourish that bolstered me with the willpower to push through the map in its entirety. I dislike the usage of numerical rating systems, as I consider them far too concise and clinical for a task as nebulous as the critiquing of a creative endeavor, so I will convey my final thoughts with a simple phrase.
Exodus Season I: The Zombie Apocalypse is superb.
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Shadis nods to his two companions, Darius and Gin. The military men begin making their way around each cadet, asking for their names, home districts, and preferred military squadron. It was tedious work, but once it was finished, the Head Instructor returned to the podium, somewhat optimistic about the recruits of this year.
"Now that the introductions are over, let's get down to business. Tonight, we will be sifting through all of you applicants. Those of you with conditions, physical or mental, will not be allowed to join the Military. Your services will only prove to be a liability in the battlefield. As for the rest of you, head over to the mess hall. You will be acquainted with your roommates soon after supper." At that, Darius performed a salute, before ordering the recruits to disperse.
((Intros are tedious. Training begins soon, I suppose.))
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Name: Rei Takahashi
Gender:Male
Age: 15
Bio: Born and raised in America, Rei grew up with a passion for mythology and folklore, along with many variants of contemporary literature. He was fairly popular in his old American school, that is until his father had to return home to Japan. Rei, who spoke English as his first language, did not adapt well to the situation. During his stay at Fumizuki Academy, his grades began to plummet because of his inability to grasp the Japanese language. This language barrier, coupled with his incompetence in advanced Mathematics, led to him becoming a member of Class F.
Personality: Wise and stalwart beyond his years. Possesses a dry sense of humor, and a moral code he strictly follows. He is a fair player and a gentleman, but is defensive and quick to anger. Classic bibliophile. Fairly perverted, as he frequents Kouta Tsuchiya's black market, searching for the prized photographs of Hideyoshi.
Avatar: A classical knight, which embodies Rei's great love for western literature and myth. Wears knight's armor and a helm which obscures much of his face. Carries an ornate crest shield, which it uses in tandem with a longsword.
Appearance: Short and shaggy raven black hair. Thin and sinewy, with an abundance of lean muscle. Not very athletic, despite what his appearance may relay. Always has some novel or piece of literature in his hands.
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victimrecruit. Darius gestures to one of the female recruits. Shadis nods and proceeds to make his way to the blue-haired girl, Kiara.0
Undead: Human beings who are branded by the Darksign, cursed to live forever until they lose their humanity and become zombies.
Chosen Undead: An Undead who will never lose his humanity. Therefore, essentially immortal.
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