More... MORE! MOAR!!! |
More... MORE! MOAR!!! |
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| Developer(s) | EVERYONE! | ||||
| Publisher(s) | EVERYONE! | ||||
| Distributor(s) | EVERYONE! | ||||
| Director(s) | EVERYONE! | ||||
| Producer(s) | EVERYONE! | ||||
| Artist(s) | EVERYONE! | ||||
| Writer(s) | EVERYONE! | ||||
| Composer(s) | EVERYONE! | ||||
| Platform(s) | ⚠️ To Be Announced ⚠️ | ||||
| Genre(s) | EVERYONE! | ||||
| Series | EVERYONE! | ||||
| Engine | EVERYONE! | ||||
| Release Date(s) | The heat death of the universe | ||||
| Mode(s) | Single-player Multiplayer | ||||
| Age Rating(s) | |||||
| Media Included | ⚠️ To Be Announced ⚠️ | ||||
| Manual(s) | ⚠️ To Be Announced ⚠️ | ||||
| Available Input | ⚠️ To Be Announced ⚠️ | ||||
| Storage Needed | 999,999,999,999,999 QB (Quettabytes) | ||||
| Cost | est. $999,999,999,999,999 Morbillion | ||||
Ey, Jim? Y'know that game Untitled? Yeah I reckon it's time that we uhhh talk about it. It is the main subject for this article, anywho.
Wha, Dave? You wan' me to explain all of Untitled to ya? Alright then, here goes nothin'.
Err Untitled is ermmm... it's uhh, it's a game m'kay? It's uhhhh... it's a game and uhhh not a show or uh movie and uhhhh it's unfinished as fuck so y'all can all just scurry off okei? goon, git, git! GIT MOTHERFUCKER I HAVE A SEMI-AUTOMATIC RIFLE AHHHHHHHHHHHHHHHHHHHHHH AHHHHHHHHHH AHHHHHH
Untitled is the ultimate video game in the entirety of all existences and none-existences; and the sacred unholy scripture of the Dark Prognosticus written by
. It is an upcumming episodic mixed-genre open-world action-adventure role-playing platformer crossover video game developed and published by the
Newwenmani Company with the help and aid of every single damn video game company ever to exist (real life and fanon.) Originally conceived and dubbed in early production under the codename Project W Noah as a simple sequel to the SNES game 46 Elgnaj Repus, the project's development spanned several decades; from a profound RPG for the PlayStation 1 and Nintendo 64 with a budget of $882 million, to it eventually developing into a much larger and grander storyline that spans multiple decades of groundbreaking and existential themes of pure beauty and tragedy. As such, it is considered the video game of all time! Written and directed by multilingual authors, philosophers, and schizophrenic domestic terrorists: KMJ-081, Ozzie2009, and The Loathsome Dung Eater, the game is most notably known for being set to be the final video game EVER made and the single most autistic biggest, ambitious, outstanding, and greatest fictional crossover and work of fiction ever conceived by sapient thought, with over ∞ franchises, including all works of fiction, mythology, and all original settings throughout human history, crossing over for one last gigantic overarching multi-narrative of all lifetime. It is also set to be the longest work of art and fiction ever created and written; with the game’s entire script surpassing The Loud House: Revamped in its word count by 999,999,999,999,999,999999,999,999,999,999x (times) and making the laughable puny fanfic look like an amateur. Overall, the story is both a celebration and deconstruction of all fiction + fanfictions.
Taking place in the entire god damn motherfucking Omniverse, the aggregate of all fiction, the setting contains all settings. As such within its first glance, the story itself begins as a typical run of the mill heroic crossover, featuring many of your beloved fictional characters, trying to save all realities from an original nihilistic and evil antagonistic faction led by the elusive Cecil Turtle; similar to the very commonly stagnant and generic good vs evil narratives represented by people such as J. R. R. Tolkien, George Lucas, Tetsuya Nomura, etc. Though, that slowly starts to become ever less true as the narrative continues. The setting in truth, is much more complex, grandiose, cruel, bizarre, and surreal. All multiverses in the end, live in constant conflict. All realities are simply stuck in a state of total conflict with hostile inter-dimensional metaphysical races from the Omniversal void. There are effectively no truly benevolent or malevolent gods or entities in the Omniverse, only multiple sides trying desperately to eradicate one another. In the long run, our heroes cannot hope to defeat their enemies, so in the end, our heroes aren't really fighting for a brighter future but "fight for their right for peace, even if it's only for a little longer." Ultimately, through constant sacrifice and toil, our heroes simply delay the inevitable end of all life. But that's not all! The game doesn't just focus on all heroes; it's a story told through other perspectives. With the narrative’s multi-perspective structure, it ensures that moments of triumph for one side turns into horror when retold from another faction's viewpoint. A “liberation” becomes an invasion and a “preemptive strike” becomes an unforgivable genocide. Characters are written not as embodiments of good or evil, but instead, as just people warped by their own ideological believes, morals, fears, faults, loyalties, and survival instincts, often performing monstrous acts while sincerely believing they are preventing a greater catastrophe. Each faction is the primary antagonist of the other ones simultaneously, creating a narrative feedback loop of escalation where no side can de-escalate. As viewers slowly learn more about the nonsense that happens in the Omniverse, they are forced into the uncomfortable role of narrative judge, having to weigh each character's actions and decisions to decide what side, if any, deserves to be called “right,” fully aware that such a judgment may say more about the audience’s own values than about the characters themselves.
As the game is a melting pot of as much fiction as the participants here on this forsaken wiki can think of, the story itself contains almost all narrative genres imaginable. If you believe that absurdism, action flicks, adventure stories, afrofuturism, apocalyptic tales, black comedies, body horrors, buddy cop stories, comedy-dramas, coming-of-age tales, cosmic horror, courtroom dramas, crime thrillers, cyberpunk, disaster narratives, docudramas, dystopian works, eco-fiction, epics, erotica, espionage, experimental fiction, fairy tales, family sagas, fantasy, feminist fiction, folklore, found-footage, gangster stories, gothic fiction, grief literature, hard science fiction, heists, classical horror, kitchen-sink realism, legal thrillers, mystery stories, medical dramas, melodramas, memoirs, military fiction, mockumentaries, monster movies, musicals, mythic fiction, naturalism, neo-noir, new wave science fiction, opera films, outlaw narratives, political dramas, political thrillers, psychological horrors, psychological thrillers, pulp fiction, prison dramas, queer fiction, quest narratives, road-trip stories, romance, romantic comedies, rural noir, satire, science fantasy, sci-fi, screwball comedies, sea adventures, slapsticks, slashers, space operas, steampunk, superheroes, survival narratives, techno-thrillers, teen dramas, time-travel stories, tragedies, tragicomedies, weird fiction, westerns, xenofiction, young adult fiction, and zombie horror cannot work alongside each other, than this video game will prove you the fuck wrong bitch!
The game is scheduled to be released in 1,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000 AD (10^78 AD) during the heat death of the universe. Although, many people believe and have sworn that the game had already been released throughout the late 90s up to the 2000s with the game receiving mixed reviews from critics and audiences alike for its shady marketing and development, but engaging and tremendous gameplay, surreal experience, and groundbreaking storyline with the story itself having been the subject of extensive analysis for its existential and profound themes. As well for its literary devices and heavy usage of satirization. Influences said to have been included (but were not limited to) were the Abrahamic religions, Hinduism, Buddhism, Qigong, philology, philosophy, classical mythology, Norse mythology, Gnosticism, Zoroastrianism, Confucianism, Shintō, Taoism, and countless fictional precursors. The game was nominated for a Scammy, but it did not win the award due to lacking any evidence of the game existing outside of widespread anecdotal rumors, and some strange incidents that nobody could connect to the game without knowledge of who played it. Scientists are still convinced that the game was a mass hallucination brought upon by God as punishment for destroying the psyche of Chris Chan and plunging the timeline into darkness.
Untitled was initially conceived as a simple sequel to the SNES video game 46 Elgnaj Repus and started development after the game’s immediate success after release in 1994 for the upcoming sixth-generation consoles and the recently released PlayStation. One of the company’s executive producers, Liam Allen, wanted the next main game to have the central theme of “life and death” dating back to a tragic fever dream he had in 1994 after his mother passed away. After which, he always wanted to explore the theme of “life and death” in a “mathematical and logical way to overcome the mental shock.” In the dream, he also saw the ending of a video game and was determined to create it.
Allen put KMJ-081, Ozzie2009, and The Loathsome Dung Eater in charge to develop the sequel while also giving them a team in order for them to help him achieve his magnum opus. Many people who previously worked on 46 Elgnaj Repus returned to join and work on the new project, and though several people left, the team still grew in size. They forwent the usual prototyping phase and went straight into development, expecting to create something unprecedented. Ozzie said at the time that he wanted to make the game like a Hollywood film. The team knew from the get-go that its game version would be a 3D open-world game. The project began under the working title "Project W Noah."
KMJ conceived the premise of Project W Noah as a "detective story where the city was the main character." He envisioned a hack, small-time, womanizing private investigator, who would become engrossed in a big murder case, and the story would unfold from a young female clerk at a flower shop who would slowly recall parts of a story consequential to the plot. Thus, the city would grow. This idea of a "single place changing over time" was central to Project W Noah. He saw previous games as "road trip movies" with little reason for the hero to backtrack to earlier areas and instead wanted the player to see a setting grow dynamically over time.
Later, the initial literary inspiration was one of KMJ’s once again from one of the series of books he read known as The Notebook Trilogy by Hungarian writer Ágota Kristóf. KMJ suggested to the other co-directors that he wanted to pay tribute to Kristóf’s story by implementing the major plot twist into this story, which was the “betrayal of the narrator” which “[betrayed] the audience” from the third book: The Third Lie. He also found the two protagonist twins as a major factor to the themes of the trilogy so he insisted that the theme of twins would be an essential theme for the entire game. Ozzie and the Dung Eater liked KMJ’s suggestions so much that they decided to expand on the themes in The Notebook Trilogy by introducing more existential philosophies into the story. These philosophies included the works of Friedrich Nietzsche, Sigmund Freud, and Carl Jung. The two also wanted to include dystopian elements such as those found from THX 1138, Soylent Green, and Childhood’s End. According to Ozzie, the original rough draft idea for the story that would become what the game is known now was invented by Ozzie after hearing KMJ’s analysis of The Notebook Trilogy. The original concept was a story about “a young soldier of fortune with multiple personalities.” According to her, the story’s theme revolved around “where do we come from, what are we, and where are we going”. The game’s story was enough of a departure from the predecessor that the development team questioned whether fans would even consider it a sequel or even part of the same franchise.
Allen would come along and request the team that the story would show at least one realistic death rather than a "Hollywood" sacrificial death. Ozzie and the Dung Eater conceived everyone that the entire game should have at the very least ten “chapters,” or “acts,” or “books,” in order to structure the game’s story to correspond to the mystical and abstract Tree of Life found within Kabbalah which resulted in the game's overarching story's dividations being named "emanations." Furthermore, each emanation would have varied game mechanics in the game. Ozzie and the Dung Eater described the story as "normal" for its beginning, leading to a "triple-play twist." Another theme that the Dung Eater introduced was the reckless appearance and "uncomfortable beauty" of chimera—multiple creatures fused into one—which was the idea behind the metallic and wooden antagonists known as the Metarex.
After finishing one of his games in 1994,
wanted to create a new game with an experimental and avant-garde concept. The game he wanted to make was based on his waifu's recent fascination with conspiracy theories, with concepts like governmental censorship being major topics he wanted to explore in his new game. Caleb also considered cyberpunk influences from around 1978 when Caleb participated in a Dungeons & Dragons campaign created and led by Bruce Sterling. After that, he realized that he wanted to create a video game that didn’t fit a specific genre and where any player could choose how to play the game the way they wanted to, unlike most games at the time, which he found very saturated.
In his proposal to a bunch of shitty companies, he described the concept as a dystopian and futuristic setting with “big-budget, nonstop action” starring an ex-cop detective. He described the project as “high” risk for its “technological unknowns” as “probably the toughest project on his wish list.” Unsurprisingly, it failed to get picked up. He later left all the companies he used to work for and founded his own damn company. He would later produce Capa Simulator 2015 in 2011 while keeping the original idea he had in 1994 for an avant-garde video game in mind. Caleb simply wrote that the timing was not yet ripe because the business teams were not interested, the technology was not yet feasible, he did not have an interested team or the resources to make one, and publishers did not want a “cross-genre game.” Caleb, himself, was also tired of unrealistic fantasy and alien settings. Frustrated with his own company full of NPCs, Caleb sought employment elsewhere to create the perfect sequel to Capa Simulator 2015 and his dream project and was nearly about to sign a contract with the evil EA when Liam Allen approached him. Allen was looking for a talented gameplay director to help develop the very challenging and experimental Project W Noah, which led to him wanting to hire Caleb. When Allen offered him a chance to make his “gameplay visions” into reality without any financial restrictions, Caleb was immediately on board.
Allen kidnapped various artists like Ninespit to draw the character designs. The enslaved subdivision used a system where everyone put out plans regardless of their section. While every slave handed in text documents they had made on a computer, one of the artist's were handwritten and illustrated. Allen thought the illustrated proposals were amusing and chose that specific artist to draw the characters. The first original characters the specific artist created for the story were Willem and Chtholly.
“⠀⠀At the very start of development, the scenario wasn't complete yet, but I went along like, 'Well there’s the detective and a girl, and from there, I drew the designs while thinking up details about the characters. After I finished the two main characters, I carried on drawing by thinking what kind of characters would be interesting to have. When I handed over the designs, I'd tell people the character details I'd thought up or write them down on a separate sheet of paper.„
— S.O.S.
Similar to 46 Elgnaj Repus, which had an ensemble cast, the sequel would be no different. The two initial characters were Willem, a cowboy in the vein of Clint Eastwood, and his love interest, Chtholly. Originally in 1994, the game was to include over 40 playable characters and span over 12 years with its story based around the antagonist force known as the Noah army, which attempts to use "primitive machinery to enslave mankind." The specific artist also helped create some of the basic story outlines, and also helped the team come up with the other characters during that time.
Untitled is a 3D open world action mixed-genre role-playing video game that is half platformer and half turned based combat with occasional 2D gameplay sections. The game contains the largest open world of all time, exceeding the pitiful size of Grand Theft Auto VI's pathetic world 99x (times). Players complete various objectives in order to progress through the story. In the game, the player controls over 16,000+ including a sad virgin chud who's somehow still better than their canon counterpart. The player can switch between any of the available playable characters at any time, similar to Grand Theft Auto V or Grand Theft Auto VI, with the only exception being when the player is actively engaged in combat and the character they want to switch to is not in the same fight. When traversing the various open worlds, they all feature real-time, fast-paced 3D “stylish” action role-playing platforming gameplay, set in a default third-person perspective but players can switch to first person if so desired. The overall mode prioritizes exploration and platforming. It includes components similar to those found in Kingdom Hearts games, Dark Souls games, Bloodborne, Sekiro: Shadows Die Twice, the Final Fantasy VII remake trilogy, and the Devil May Cry series. Players can freely explore multiple dimensions and its hundreds of universes. The open world is explored by foot but also allows the use of vehicles or mounts as a primary mode of transportation, similar to Grand Theft Auto and Red Dead Redemption. However, players can use fast travel outside of combat. Aside from central areas, the game features extensive optional regions, including many hidden dungeons where players can fight mini-bosses and gather helpful items. Billions of checkpoints are located throughout the game. In these places, the party can enter camp mode, where everyone can relax. These checkpoints are also the specific coordinates that one can travel to using fast travel. Upon death, players respawn at the checkpoint they last interacted with. Alternatively, they may choose to respawn at specific locations highlighted by traditional checkpoints provided they died nearby, which are usually found in boss encounters or long dungeons. Combat Mode is triggered when interacting with specific enemies and or bosses throughout the game which basically turns those battles into turned-base combat with real-time elements and quick time events.
There are also side-scrolling platformer sections similar in-vain to the fan-game Mushroom Kingdom Fusion but much more expanded. The player enters "Level Mode" when entering a level which all are scattered all across the open world. The levels in question feature a modified Mario-style design characterized by their difficulty and overall progression. Just like regular gameplay, characters can change their moveset to be utterly different from their base ones. For example, Mario’s default moveset can be changed with equipment to resemble that of Mega Man or King Dedede. Some levels are so massive they become their own Metroidvania-style levels. The overall combat features a tradition turned based battle system. On each character’s turn, the player can select a whole variety of options like items, attacks, or spend accumulated ATB to use ranged attacks. Ranged attacks are aimed freely, similar to a third-person shooter. When using a Skill, a quick-time event can be completed for enhanced effects. During enemy turns the player can dodge, parry, or jump over attacks in real-time to avoid damage. Similar to World Map Mode, parrying is way more difficult than dodging, but it provides the opportunity to counterattack, and if playing a Science-type character, it provides ATB. Sometimes, when enemies attack, players are also put into a heart-shaped soul in a fixed area. When this specific enemy attack begins, the game becomes a bullet hell where the player must avoid attacks unleashed by the opposing enemy. Combat Mode ends when either side has no remaining combatants or when the player decides to flee the battlefield. If certain instances are met, players can also spare enemies which also ends the battle. Furthermore, a stamina system allows players to "break" enemies, temporarily stunning them for massive amounts of damage. As the story progresses, the game introduces new attacks and parries, including “special attacks,” “special counters,” and “special skills,” all of which deal devastating damage. The use of special attacks is monitored by a gauge shared by each character. It will slowly fill up when the party uses skills in combat. The party and enemies can also apply various status effects on each other, boosting or impairing either side's combat efficiency. Some enemies have weak points that can be targeted or may be vulnerable to certain elemental attacks. Combat with enemies can be within melee or from a distance using ranged weapons. Enemy attacks can be dodged, blocked, or parried. Spells allow players to enhance their weapons, fight enemies from afar, and restore lost HP (health points.) The party can only memorize a limited amount of these spells using BP (badge points) within the gameplay, which can be cast using a staff, wands, or seals. Weapons can be improved using weapon improvement objects. Aside from direct combat, stealth mechanics can be used to avoid enemies or allow the targeting of foes with critical hits while hidden. Specific moves and skills may be more effective when used under certain conditions, e.g., dealing more damage when the enemy is hit from behind. Some skills can also be used in a specific order for special effects: the Break/Topple/Daze/Burst series will drop items and remove an enemy’s enraged status if present. In contrast, the Break/Topple/Launch/Smash series will do significant damage. Once ATB (active time battle) is filled in combat, the player can halt the action and use special abilities such as magic, items, and or special moves. The player can assign these special abilities to shortcut buttons, enabling them to play in real time without pausing. Each ability has its own ATB cost. Similar to Persona PP, the game has a fart option where if you pull the L2 shoulder trigger, only some characters like Jangle will fart like Incredible Gassy. That's it. It serves no practical reason whatsoever. Which DeviantArt user added this option?
The game allows multiplayer (online or natively) with it functioning similar to the Elden Ring seamless co-op mod. As of now, it is reported that the game allows up to seven players (six AIs if playing single player) simultaneously throughout the playthrough. Furthermore, the battle composition includes the “vanguards” and the “partners.” The composition is highly similar to the anime Soul Eater, with all seven playable characters of the team consisting of physical combatants. In contrast, seven other characters are chosen as living weapons that the physical combatants utilize. The characters who are active and use different team members as weapons are the ones known as vanguards, while the characters who transform into weapons are the ones known as partners, respectively. All characters can be switched into a vanguard or partner role as long as there are two members in each team. Furthermore, the player can switch between party members at any time during battle and can even switch characters’ roles as vanguards into partners, with the partners automatically reverting into their playable forms and becoming vanguards while the vanguards do the opposite and transform into weapons instantly. If the vanguard party is defeated, the partners switch to vanguards and continue fighting until they get defeated, which as well afterwards, the game will be over. There are also two types of character “classifications” when it comes to how characters recharge their skills in-game. A character’s classification is permanent and cannot be changed. There are only two classifications in the game which are science (scientific characters) and magic (magical characters.) Scientific characters’ special skills do not fill up unless they attack. Meanwhile, the ATB of magical characters fill up gradually and automatically. Both character type’s ATB doubles in quantity if they perform parries from enemies. Thirdly, there are two main “categories” of playable characters in the game: “mortals” and “immortals.” Mortals gain skills by leveling up but can benefit from additional skills by equipping accessories. Meanwhile, immortals do not know any skills initially but instead gain skills by "linking" with a mortal character that is currently part of the battle formation, earning skill points in battle towards complete learning of the skill. Immortals also have the ability to automatically revive in battle should they lose all their HP. Though, if the entire party is downed, including the immortals, the game will be over. All characters’ “jobs” A.K.A. “classes” are fully customizable and players are free to switch between any weapons and move-set within the game at their leisure. For example, if you want Jangle to wield a sword or a chainsaw or a bazooka, it’s all up to you. You can also customize any playable characters’ appearance by outfit or even hair and aesthetics. If you don't like how Jangle or any other character looks like, then customize theme with the various alternative costumes and purchasable outfits players can obtain throughout the game. Fuck it, you can even change their specific UI colors encase you hate the color red or some shit and want your entire team to be green coded for some autistic reason.
Choices made by the player radically affect the plot and general progression of the game, with the player's morality acting as the cornerstone for the game's basis.
The game features a shit ton of minigames that basically act as fully fleshed-out side games. Examples of the various minigames throughout the game’s story include but are not limited to:
There are so many fucking minigames in the game that I only listed like 0.00000000000000000000000000000000001% of all minigames in the entire game. All minigames have online and multiplayer support (obviously)
Set in the Omniverse, the game is set across all of fiction as players explore every single protoverse, string, quark, proton, neutron, electron, atom, molecule, living organism, planet, galaxy, dimension (alternative or pocket), timeline, world, realm, reality, world between worlds, hub, nexus, subspace, void, universe, multiverse, megaverse, microverse, macroverse, archverse, hyperverse, outerverse, xenoverse, gigaverse, geraverse, teraverse, petaverse, exaverse, zettaverse, yottaverse, xennaverse, quettaverse, wekaverse, vendekaverse, udekaverse, tredaverse, sortaverse, rintaverse, quexaverse, peptaverse, ochaverse, nenaverse, mingaverse, lumaverse, kamaverse, jameaverse, ianaverse, hevaverse, grinaverse, fremaverse, echaverse, drunaverse, ceraverse, brotaverse, aritaverse, xeraverse, harpiverse, harpoverse, umptyverse, squilliverse, heloverse, ferroverse, lottaverse, wololoverse, nyeverse, altarverse, yupeteverse, bertovataverse, centijataverse, bertotrataverse, centitrataverse, bertojrettaverse, googoliverse, hoolaverse, dakaverse, hendaverse, dokaverse, brontoverse, geoverse, saganverse, pijaverse, alphaverse, kryaverse, amosverse, pectrolverse, underverse, betaverse, allphaverse, zeroverse, gammaverse, omegaverse, eliteverse, infinityverse, verses also called "omniverse", godverse, barrel, ultraverse, beyond bubble, transcendentum, transcendentem continuum, box, superbox, hyperbox, final box, barrelplex, superreality, megareality, hyperreality, ultrareality, superdimension, megadimension, hyperdimension, ultradimension, structure of everything, archverse chain, hierarchy, hierarchy hierarchy, final fractalism, ultimate fractalism, giftbox, gigamonarch, allsphere leaf, allsphere tree, allsphere, ultirium, impercievable plane, endsphere, boundless plane, silent plane, super hierarchy, and every other known, unknown, conceivable, inconceivable, comprehensible, and incomprehensible thing and non-thing, narratives and hierarchies, time and space, timelessness and spacelessness, possibilities and impossibilities, truths and falsities, logic and illogicality, emotion and apatheism, existences and nonexistences, beings and non-beings, perfection and imperfection, light and darkness, yin and yang, creation and destruction, sense and nonsense, ideas and non ideas, realities and unrealities, facts and lies, life and death, good and evil, everything and nothing, and fiction and non-fiction that has ever came to exist, actually exists, will ever exist in the future, and will never exist and has never existed.
Players will meet and traverse various universes of countless books, television shows, movies, video games, board games, legends, fairy tales, comic books, fan-fictions, pieces of art, fantasies, wishes, thoughts, brief ideas, things not even thought of yet, and things that will never be thought of + our own reality (right outside of your window, get outta your parent's basement and check it out!!), as well as universes similar to it. This means that players will come across and be able to explore various settings across thousands continuities like that of Marvel, DC, Image Comics, Dark Horse Comics, Wildstorm, Archie, Harvey, Shueisha, Boom Studios, Rebellion, Dynamite, IDW, Graphic India, Derby Pop, Vertigo, Oni Press, Udon, Valiant, Kodansha, Shogakukan, Dav Pilkey, The Beano, The Dandy, Shonen Jump, Doctor Who, SCP, Lovecraft, Dragon Ball, Sailor Moon, Pokémon, Mickey Mouse, Pixar, Transformers, Jurassic Park, Fast & Furious, Mission: Impossible, Indiana Jones, Pirates of the Caribbean, The Simpsons, SpongeBob SquarePants, Looney Tunes, Scooby-Doo, Teenage Mutant Ninja Turtles, Power Rangers, Super Sentai, Kamen Rider, Godzilla, King Kong, Gundam, Neon Genesis Evangelion, Final Fantasy, The Legend of Zelda, Super Mario, Sonic the Hedgehog, Halo, Call of Duty, World of Warcraft, League of Legends, Minecraft, Fortnite, Grand Theft Auto, The Walking Dead, Game of Thrones, The Matrix, The Terminator, Alien, Predator, Rocky, Rambo, WWE, UFC, Sesame Street, Winnie-the-Pooh, Hello Kitty, Barbie, G.I. Joe, My Little Pony, Sailor Moon, Yu-Gi-Oh!, Digimon, Beyblade, Street Fighter, Mortal Kombat, Tekken, Assassin’s Creed, Resident Evil, Metal Gear, The Witcher, Avatar, Shrek, Ice Age, Despicable Me, Madagascar, Kung Fu Panda, How to Train Your Dragon, Twilight, The Hunger Games, Percy Jackson, The Chronicles of Narnia, The Muppets, South Park, Family Guy, Rick and Morty, Avatar: The Last Airbender, Dora the Explorer, Peanuts, Calvin and Hobbes, LEGO, Stephen King, Homestuck, The Elder Scrolls, World of Darkness, Dungeons and Dragons, Magic: the Gathering, Discworld, Middle-earth, The Nutshack, Slayers, every Friday Night Funkin' mod, all Lost Media in human history, Ben 10, the one and only Bee Movie, Pretty Cure, Umineko, Candy Candy, Bobobo-bo Bo-bobo, all-time classic: Boku no Pico, The New Norm, the Peppa Pig Fanon Wiki, the Spongebob Fanon Wiki, the Pooh's Adventures Wiki, The Loud House, The Really Loud House, Loud House: Revamped, Peepoodo, every terribly written tiering wiki, every shitpost/meme wiki ever, every single video game mod ever, a certain Serbian film from the year 2010, motherfucking Cory in the House, and many, many, many, many, many more fucking uni/multi/mega/giga/tera/peta/exa/zetta/yotta/ronna/quetta/hyper/outer/arch//ultra/"omni"/etc. verses to ever have been mentioned or seen (and a beyond fictional googological amount never mentioned or seen or even thought of by anyone or anything in existence, even stuff omniscient beings don't know despite knowing everything), including every verse to contain all of fiction and reality and every verse that claims to be and is actually beyond real life.
Regarding the setting of all settings itself, everything is in the Omniverse; and to be clear, there is only “ONE” Omniverse because it IS everything. If you think of a random universe right now, the Omniverse has it. It includes every single literary work, television show, movie, anime, cartoon, video game, urban legend, mythology, meme, etc. EVER! Even fan fiction is part of the Omniverse; simply put, the Omniverse is the absolute entirety of all fiction, including all our favourite heroes, villains, toons, OCs, waifus, husbandos, Smash Bros mains, those shitty ass spirits from Ultimate, every character you are either mixed on or absolutely despise, every character that hasn't even been made, every character that will never be made, every character that can be conceived of, every character that can't be conceived of, every single goddamn one motherfucker! This means players come across various characters like NPCs, sex offenders, eldritch gods, sentient kitchen objects, self-inserts, people who have no idea what the fuck is going on, etc. From everyone like Mickey Mouse to Marty McFly to Barack Obama to Romeo and Juliet to Harry Potter to Hello Kitty to Hatsune Miku to Angstrom Levy to Herobrine to Mario to Biggie Cheese to Charlie from Charlie's Colorforms City to Darkseid to Exdeath to Fred Flintstone to George Costanza to Judge Holden to Iago to Postman Pat to Jay Jay the Jet Plane to Kenshiro to Little Miss Trouble to Molag Bal to Nikusa to Ook and Gluk: Kung-Fu Cavemen from the Future to Philip J. Fry to Queen Beryl to Roland Deschain to Sonichu to Tik-Tok to Ursula to Paw Patrol to Vilgax to Waluigi to the Xenomorph Queen to YOU all the way to Zog to fucking Motu Patlu & Knuckles (featuring Dante from the Devil May Cry Series + Bowser's Minions, and Gandalf the Grey, and Gandalf the White, and Monty Python, and the Holy Grail's black knight, and Benito Mussolini, and the Blue Meanie, and Cowboy Curtis, and Jambi the Genie, Robocop, the Terminator, Captain Kirk, and Darth Vader, Lo-Pan, Superman, every single Power Ranger, Bill S. Preston, and Theodore Logan Spock the Rock, Doc Ock, and Hulk Hogan, and Inkling Girl, and Inkling Boy, Leeroy, Kaebora Gaebora, and Dora the Explorer, and Spongebob Squarepants, and chosen one: Sora, Sephiroth, Chun Li, Master Chief, and King DeDeDe, Big Smoke, Professor Oak, every single Teletubbie, Gordon Freeman, and the dragon Spyro, Roy, our boi, Nurse Joy, and RED Pyro, and Henry the VI, and Henry the VIII, and Queen Merelda from the Wario games, and Bandito Chinchilla, and Flying Gorilla, and Gipsy Danger, and Mechagodzilla, Galactus, Unicron, King Nixel, Garmadon, Mark Twain, Mother Brain, every single Pokémon, Aka-Chan, Kii-Chan, Ao-kun, and Ganon, Zeal, Pauline, Shadow Queen, Oganesson, and the Gobblegut, Sir Lancelot, that one giant eye robot from Storybots, Dr Trayaurus and Giganotosaurus, Finn McMissile, Sailor Venus, the Dark Lord Sauron, King Bob, Tamatoa, King Krob, 2Pac, Little Mac, every single Minecraft Mob, Andy Warhol, and Vincent Van Gogh, Vee, Shinji, King P and Misato. And... I dunno, John Travolta's character from Saturday Night Fever? And also Bumblebee (And a side of friiiiiiiiiiiiiieeesssss))| Title | Song | Composition | Source | Writer(s) | Artist(s) | Duration |
|---|---|---|---|---|---|---|
| ♪ Praya Dubia | Original | Untitled | Ozzie T. Floridian | Ozzlo Ozzelo | 03:42 | |
| ♪ Everlong | Cover | The Colour and the Shape | Dave Grohl | Foo Fighters | 04:16 | |
| ♪ Iris | Cover | City of Angels | John Rzeznik | Goo Goo Dolls | 04:37 | |
| ♪ Complicated | Cover | Let Go | Avril Lavigne • Lauren Christy • Scott Spock • Graham Edwards | Avril Lavigne | 04:03 |
Many far right grifters gamers are angry at the game for adding non binary characters and other "woke" shit (similar to the Persona PP situation.)
“⠀⠀0/10, too much 𝓯𝓻𝓮𝓪𝓴𝔂 shit. Also, too fucking hard! There should have been way more yellow paint in the game so I could know where to go. I hate thinking for myself!„
— IGN
“⠀⠀Absolute Cinema„
— Martin Scorsese
“⠀⠀Untitled is an absolute masterpiece, and if you disagree then your existence is worthless.„
— Ozzie T. Floridian
“⠀⠀Untitled is the greatest video game ever made and a beautiful love letter to the art of storytelling. It challenges you on an emotional level with it's most soulcrushing moments, while also delivering amazing expansions to almost every piece of media involved. It's got laugh-out-loud humor, a gripping story that's both heartbreaking, funny, weird, mythological, thought-provoking, heartwarming, and many other adjectives to describe a great story. Overall, this game gets an [highest number in the entire Omniverse]/10. By the time you finish this absolutely massive game with hundreds, if not thousands of hours of content, you'll giggle and cry like a baby, smile seeing all your favourite characters together, and have so much fun that you'll never want to lay your eyes off your screen for the next 70 years.„
—
A conversation with ⠀.
The game features 16k playable characters, a shit ton of bosses, and 20,000+ none playable characters
Side of Light A.K.A. Forces of >>{[(『⊙𝕄ℕ𝕀𝕊𝕀𝕄』)]}<< (played by Eddie Murphy)
Side of Darkness A.K.A. Forces of CECIL TURTLE
In the dead of night, as the streetlights lit in a silent motion, lays: Jangle's house. He is sound asleep when suddenly in one swift motion, his entire hentai shrine mysteriously vanishes in the hands of an unknown thief. Eventually he awakens, realizes, cries, and cums before gaining the strength to step outside for the first time in his incel chud life to goon the adventure of his lifetime to bring the robber to justice (whoever they fucking are.) He yanks a lever underneath his bed to fling himself out of his house, which forms a hole on his door, which marks the end of the story shown on the intro and begins the game.
After he experiences a photorealistic portrayal of a panic attack after witnessing the world beyond his house for the first time in 12 years, he encounters a friendly turtle fishing on a rock named Cecil Turtle, who gives him proper advice and instructions to not just him but to the player on how to play the game. After like two minutes of convincing tutorial dialogue, he suddenly kicks Jangle in the balls and gives a brief monologue about his "intense, carnal" desire to kill and eat him. Cecil is then just promptly scooted off by a motherly CRACK addict by the name of Crack Miser, who calls Cecil a "motherfucking cocksucking piece of shit" and takes Jangle to his super secreted hideout shed in the Colombian rainforest to smoke weed and crack and also to teach the player more about the basic controls of the game. Here, he basically teaches everything you need to know about the game and thus...
THE JOURNEY BEGINS.
After lighting up one CRACK too many (which ironically restores your HP in-game), Crack Miser slips on his dick and falls down a flight of stairs. Upon going down the stairs out of concern, Jangle soon discovers that Crack Miser is actually a DEA enforcer under the name of Hank Schrader wearing a weird Snow Miser skinwalker suit. Knowing full well he's been duped, Jangle immediately attempts to flee but is thwarted by Hank when he catches him in a net in order to confiscate his CRACK. He later admits to being an agent of "Dotar Surk", an unidentifiable, eldritch massive cosmic god beyond human comprehension that they view as "benevolent" but only because if he's going to fucking destroy all of reality in a fit of rage if they fight against him. Before dying at the hands of Jangle, Hank warns him that he won't survive out in the wild and that this "won't get him his hentai back", which is something he knows for some reason lmao