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| Idea Info |
Name:
The Matrix: The Wrinkle in the Fabric Index:
Secondary
Category:
RPG Submitted:
6/10/2003 1:02:36 AM Written By:
error404 |
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The Matrix: The Wrinkle in the Fabric
6/10/2003 1:02:36 AM
By: error404
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all Game Ideas by this Member
Category: RPG Games
Learn Game Programming
DeVry's Game and Simulation Programming curriculum will prepare you for taking on various development roles in the game industry.
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Westwoods’s game art & design program will teach you everything you will need to know before you apply for a job in the game industry.
You start off as a boy of 15 in an ancient suburban area in Hiroshima, Japan. The setting and plot revolve around the mini-story ‘Beyond’, originating from the Animatrix set. If you haven’t seen it, the setting has rows and rows of sand-brick buildings, shops, and homes. You can explore the neighborhood looking for money, jobs, etc., until you go into the haunted house. It is located just west of the center of town, and no one has ventured into it for ages. Then, the real story begins. When you enter the house, after completing a certain number of tasks under the debt of the mysterious man named Epi-epi. The first of the few will be to deliver a note to someone. After you finish that mission, if you go to the haunted house, at one point in the house, you will see a floating can. When you go near it, you will float up, and when you do, a blue light will envelop you, and in effect, confirming the newfound ability ‘Rise’. Rise allows you to make objects levitate, which might be helpful in some missions. After three missions, you learn ‘Barge’ which lets you control the levitated object. After six tasks, you get ‘Spring’ which gives you the power to jump pretty high. Then, following ten assignments, you find ‘Flux’ which causes a random non-destructive program (such as rain or wafting newspapers) to go wild, and it can distract humans. At fifteen completions, ‘Pillow’ is learned, which lets you fall off high places without a scratch, and constantly causes you to float a few decimeters above the ground. After twenty-one tasks, ‘Freeze’ can be used, which temporarily freezes everything except upper body. This move can be used to stop in mid-jump, and look around for something to use barge on. After twenty-eight missions, ‘Rebound’ is learned, which at whim can boost you off walls in mid jump. Imagine this: With an enemy on your tail, you use spring to fly into the air. You freeze there and while there, you barge a rock into his head. As you unfreeze, you rebound of the wall and grab hold of the scaffolding above you and freeze again. This time you levitate the enemy, and as you melt back to life again, the adversary plummets to his doom. All this could happen with the aforementioned moves. But wait! There are more. At the thirty-six command mark, you learn ‘Gumshoe’ which allows you to walk on walls for a short period of time. At the forty-five mark, your spring is adjusted, propelling you twice as far. And of course, at fifty-five, you receive ‘Blast’ which blows back everything within a certain range. There will definitely more, but to list them all, you would need a dictionary. Bonus moves should be earned after completing special mission and such, or finding an underground cave with Matrix-y phenomena inside. After completing Epi-epi’s 101st mission, the final fight arrives. Agents arrive to destroy the beloved haunted house, and you must use your powers to fight them off, until Epi-epi and his henchman Kori-kori and Nama-nama come. They finish them off, and you win the game. After accomplishing a win in the last battle, you receive a code unique to each game. If you restart the game and go to the symbol shop in the south of town, you get new abilities and unlock new areas. The Matrix has never been so fun!
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