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brett307

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Everything posted by brett307

  1. I often believed Yuri Zavoyski was the creator of the Matryoshka Dolls, as in the radios he mentions finding one and Element 115, and likely conducted experiments with them. The results could've been the dolls, but there was never a hint in the name.
  2. Die Rise is a fun map/mode and draws a bit of gameplay style from Zombie "classics", such as Der Riese or Ascension. To me, it's a bit of a glorified Survival map; Tranzit had much more gameplay mechanics, but it's still a major step up from Green Run- if anything, it's a bit of compensation for all the new mechanics we despised in Tranzit mode. Overall, it's made for the old-school fans, so if you enjoy the older maps, pick it up.
  3. There are a total of seven Perk and Pack-a-Punch spawn locations. Pack-a-Punch, Juggernog, Double Tap II and Mule Kick will only spawn at the sweatshop elevators, and Speed Cola, Quick Revive and Who's Who only spawn in the Hotel/Mall elevators.
  4. brett307

    Why is this?

    My thoughts exactly. I think it's because of how they've incorporated the story into the game itself- it's no longer hidden and comprised of small tid-bits of information, but rather obvious and has a larger presence in the game than just a small radio message or writing on the wall.
  5. brett307

    Why is this?

    Treyarch isn't really making us do our own thinking...if anything, they're doing the exact opposite. Take the opening cutscene for example; 8 maps ago we would be forced to scroll through all the quotes the characters made, radio information and any piece of data we could get our hands on to figure out how four people got from Washington to Shanghai. Samuel's background was pretty much another giveaway, what with the cutscene, the quotes and the TV. Not really complaining, because sometimes it was frustrating when there were so many questions and so little answers, but when they said they were making a story mode, I didn't know they meant a literal mode where the blanks are already filled in, so to speak.
  6. brett307

    Why is this?

    It appears Treyarch is no longer explaining the background of the Zombies story, but rather moving forward with the TV messages. We've been getting some information about our new characters, such as Samuel and the Flesh Society, Marlton and Nuketown etc., but I agree, we need some more background for our characters.
  7. brett307

    Why is this?

    I completely understand and I agree, lately things have been slow. That's simply because the amount of secrets and Easter Eggs Treyarch puts in the map are slowly decreasing. We're no longer fighting in 935 facilities, in fact I think the hotel skyscraper was the first public, recreational, non-experimental-facility we fought in. But the problem is that we've really dissected all the information we got in Die Rise; we looked at the radios, which told us about side-effects of indirect exposure of 115 and Samuel's hidden past, and the buildings, which told us that we're in Shanghai, etc. With that opening cutscene it's like Treyarch is handing the storyline for BOII Zombies to us on a silver platter, and I really hate that. I think they should go back to giving small Easter Eggs that convey the story, not what they're doing right now.
  8. I seriously laughed out loud when I read this! But seriously, it's becoming a bother. Green Run was understandable, but a map like Die Rise is just annoying and unnecessary.
  9. Thank you for the welcome, Pinnaz. I've loved this community for nearly 3 years and thought it's time to get involved and put my ideas out there, and hopefully grab some ideas of others to expand my knowledge. Test #4 is likely key to this diary- I love that Treyarch managed to get one question in there for those who knew about the story- very Treyarch-y of them! (Perhaps "Previously on COD Zombies will catch on for naming these diary updates? )
  10. It's not just filling in some holes, but giving brief explanations to events in our current story that may confuse some players. The reason why this diary was created was to explain how teleportation works, as it plays a large role in our transition from Green Run to Great Leap Forward. Again, it wasn't designed for people who were well-acquainted with the story- it was created for people who had little to no understanding of the story and had just recently joined in on Zombies.
  11. Perhaps. However, if all the rockets hit at the same time, it would mean that Moon-GLF would have to be in modern times. Green Run had likely been abandoned after the Hanford Site was shut down, explaining why it looks so outdated. The same can be said for the sweatshop- compared to the other skyscraper, it's extremely outdated. The calculator watch isn't too much of a big deal, I think it was just there to give Marlton more of a nerdy type of character rather than be used as evidence of time. However, I still believe we've been in modern times since Moon. But again, just my opinion, and can easily be wrong as it can easily be right.
  12. My exact perspective- it was set between Test #5-6. Perhaps just an oversight, but I don't believe there was mentioning of Test #4, so that could be key. However, Richtofen and Maxis seems surprised (or at least Maxis, as we know Richtofen has already mastered teleportation and was merely conveying the charade), so it's indicated Test #5 was the first successful test. Oh well, maybe just an oversight. I've been an observer of the story for many years, and only recently joined in on the forums to put in my input, and get some "output", if you will, from others.
  13. I'm hoping we're getting more of this diary, as it helps us get some insight on what was going on with the tests we've heard so much about in the Der Riese radios. To me, the Maxis Diary is simply an outlet to expose the main focus points of the story to those who aren't very well-acquainted with it; sort of like a "previously on CoD: Zombies..." type thing. My guess would be that this diary is set after Test #5 in the Der Riese radios- it was the first time an MDT experiment was conducted and the subject didn't reappear at the mainframe or was destroyed, and it was obviously around the time Maxis' suspicions of Richtofen increased. I'm hoping we'll be getting more of these diary entries soon, and perhaps one elaborating what the "tunnel" he was teleported to was.
  14. Could you give a few examples for Moon/Nuketown in the 1960s? I understand the banner in the hangar at No Man's Land points to 1966/67, but it could easily have been left there if the facility was overrun around that time. If the maps are in the 1960s it would really disrupt the continuity with all the hints we've been given pointing to modern times in Green Run/Great Leap Forward. I want to say it was a continuity error on Treyarch's part, but then again, does Treyarch make continuity errors?
  15. I still strongly believe Moon/Nuketown is still in 2025. Marlton has shown knowledge of 2025 weapons, and considering we can hear him in the bunker, I'm still convinced we're in 2025. But again, it's pretty clear we've been in modern times since CotD; the ANDO radio in Shangri (ANDO was a company made in 2004), the mentioning of the HAARP Research Station in Green Run (founded in 1993), and of course, the SDC zombies (which ISN'T a "democracy", but a fictional Chinese faction that existed in the 2025 campaign) as well as the high-tech fridges. I'd also like to thank the compliment from MurderMachine on my previous post (unless it was sarcasm, which I hope it was not).
  16. To me, Who's Who needs to be a one-time thing; I hate this Perk so much it's indescribable. I seriously hope I never have to see it again, and the only good thing about it IMO is the jingle. It's really my only complaint about this phenomenal map- everything else is pretty darn good. Buildables are no longer useless and unnecessary, the map is just the right size (I've learned my lesson asking for bigger maps from my Green Run experience) and there's some, odd quality about this game that just makes you want to keep playing and replaying. I can only hope our future DLC will be equally impressive...
  17. http://www.google.com/imgres?um=1&hl=en ... =116&ty=98 This can be seen on the collars of the zombies wearing armor. The fridge for me has some significance, since there's another fridge texture model in the Power building. To me, it seems like Treyarch wouldn't be using two completely different texture models for a fridge- it is saying, at least in my opinion, we're at least in a near future of some sort. I agree, my original thought was that after Hanford was shut down the entire city was just left to crumble. One thing can be 100% certain here, however- we are in modern times, and have been in modern times since Call of the Dead.
  18. ^^ this the original map is called Nuketown 2025 so either it takes place after that time or someone did a realy nice job at patching the place up! ^^All of this Also, I was poking around in Theater when I noticed some zombies wear uniforms with the SDC's symbol on their collars...if you aren't familiar with them, they're a faction from the campaign...which is set in 2025. Other 2025-oriented discoveries I found were the computers in the spawn room (they look almost identical to ones in campaign/Multiplayer) and the refrigerators in the Hotel (these can be found on Raid, a domestic 2025-era house). So yeah, I think maybe from Shangri-La and up we were dealing with post-campaign 2025. As for Nuketown 2025, I agree with MurderMachine; it was merely I fun preorder bonus with little relevance.
  19. I've adopted the Jumping Jacks name, but I often find myself saying "Advanced Phasers" occasionally. But yeah, Jumping Jacks sounds good, though I'm not sure where Wiki got "Minions" from.
  20. Not sure if this has relevance, but in the spawn room there's two computers that are quite similar to computer models seen in campaign behind the desk. I'm sure we've all seen them, but to me they look very modern-day, and if it were the 90s they would look much different. Also, there are several fridges around the Box's spawn room that have the same texture design as a 2025-era fridge that can be found on the Multiplayer map "Raid." If that's not enough, the zombies that wear armor/uniforms have the SDC logo on their collars (I recommend checking in Theater). Call me crazy, but Die Rise seems pretty 2025-oriented.
  21. Maxis can communicate with anyone- you can hear his quotes when playing as any of the four. Richtofen can exclusively be heard by Samuel, because of his contact with 115 (the radio message on Green Run states Richtofen can only be heard by contact of something, and since Stu ate flesh I'm guessing that it's 115). I've always considered Maxis the more trustworthy of the two, since he hasn't shown his true intentions as Richtofen did on Moon. HOWEVER, I'm not endorsing the idea that Maxis' hands are squeaky clean- whether it was for funding or not, he partnered Group 935 with Hitler's Wunderwaffe Program, something I simply can't put past him. I suppose his true colors will be shown on the last map's Egg- will his goal really help humanity (or what's left of humanity)? Or is it for personal gain of power?
  22. I feel like all the Easter Eggs are working towards a much bigger goal- the Zombies plot has been further implemented into the actual gameplay that eventually we're simply having missions in every map such as the Tower of Babble and High Maintenance, that will continue the new story arch of Maxis vs. Richtofen. If there truly is and "endgame" for Zombies, I guarantee it will be in the final map after completion of one side on the other maps. But yes, we should be getting better rewards, since there are tons of players who couldn't care less for the story and just want the achievement and some form of reward other than story progression.
  23. Good summary of all the missing elements of Die Rise. It was indeed amazing, but like all amazing things, it can be improved. Maybe it's just my opinion, but I think that Who's Who could be added to this list; I really disliked the Perk! I feel like they could've added a much more useful Perk, or maybe brought back Tombstone.
  24. I've always considered Nuketown to be a prologue of sorts to Black Ops II Zombies, explaining the Earth's destruction and Richtofen's rise to power, mainly for those who weren't following the storyline or weren't up to date with events from Moon. The closest thing we'll have a major Easter Egg I believe is the Moon dialogue, or Marlton in the fallout shelter. But who knows? Treyarch's full of surprises and likes to put things in places you'd least expect, so I'm not casting off the idea. As for a High Maintenance continuation, I think we learned our lesson chasing that kind of stuff. My guess is that the "continuation" of Tower of Babble Treyarch hinted at via Twitter was the Die Rise Easter Egg, since it continues the polarization of the pylons and the story arch of Maxis vs. Richtofen.
  25. When in the Bhudda room killing the zombies for the previous step, Maxis mentions they must complete this step so he can find the "Enlightened One". To me, it seemed like he wanted to figure out who has been quote-unquote "enlightened" with the power to hear Richtofen, which is Samuel. As for Maxis being evil, my opinion he has good intentions, but in the final DLC he will be corrupted with all the power he's acquired over the zombies if one should complete his steps of all the Easter Eggs.
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