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Backstory of Die Rise


Zx Andrex xZ

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Posted

Me and my friend Weedkiller were playing Die Rise when I noticed something about the co-op loading screen. It sounded strange, and I realised that it sounded reversed. Weedkiller decided to record it and play it back in reverse, and we discovered that it is the same audio that is used after the game ends, but it is extended.

It is from this that I have made a link to the backstory of Die Rise. During the cutscene at the start of a solo match, we see Russman die, and shortly after this the characters are seen teleporting to the lobby. This leads me to believe that the characters are stuck in an endless loop, where they cannot escape and when they all die they are teleported to the lobby with no recollection of what happened. Also confirming this is when Samuel says something along the lines of "I feel as if we have been here before", meaning that they can vaguely remember being there and possibly proving that they have been there before. Also, the voice that speaks to Samuel tells him that he needs to fix a rift, hinting that they may be trapped until they can fix this rift, which could be the outcome of the Easter egg.

We do not know how the characters got into this loop, nor what will happen when they escape, however we are open to suggestions and alternate theories.

This is my first post, I made this account today and am new to forums. Feedback is more than welcome.

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Posted

I think this is bang on yeah. Something odd has happened to time, as shown by Russman's death and then resurrection.

Now, I wouldn't be surprised if the "objective" of the Easter Egg is to fix said Rift in Time and get the crew out of this loop. Or at least...

They need help.

Posted

Not to mention Misty and Samuel's quotes about deja vu on Tranzit. I agree, I think we've just struck gold on this theory, and the goal of the next Easter Egg for this map.

Posted

TBH I didn't notice the speech on Tranzit, interesting find. We may have been looping since Tranzit, which means that we may have to set up the towers in each location to escape.

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