“And so”, saideth Nept and Detta, “Let there be Omniscient”. And there was Omniscient. And they saw that it was 1337.


Well, there you have it - the story of Omniscient’s creation. In actuality, it was perhaps slightly less dramatic. Detta and I met through a mutual friend in a game called Heavy Gear 2. This friend was curious as to whom had greater skill with the game’s lasers and railguns, and so dragged us into an MSN group chat. While the debate (Detta: Pffft!) has never been resolved, the chance meeting resulted in a (very heterosexual) friendship which has lasted through the years


You might think that two friends who enjoy online games would play said games together. However, it would be some time before Detta and I found a game which appealed to us both. While I preferred the fast-paced action of the UT series, Detta hailed from the speedy, yet very linear Tribes. Of course, neither of us would admit the merits of the other’s favourite game, resulting in many hours of . . . intelligent debate. Despite the differences in opinion, there were many similarities in our gaming lives: both of us played games primarily for the challenge, both of us were top ranked in our respective games, both of us were (and still are) dashingly handsome, and both of us declined numerous opportunities to join top ranked clans. It is perhaps this last similarity that’s most responsible for Omniscient's creation.


I was hesitant when Detta announced he had found a game for us, (Detta: ''wrongly'') believing his taste in games to be akin to Richteralan’s taste in fashion. I politely listened to him rant about this Unreal 2 XMP, however, and agreed to try out the demo. I was extremely impressed. Suffice to say that XMP is the closest I’ve seen to the perfect competitive FPS, combining class and map strategy with sheer speed, skill, and reflexes.


We saw XMP as an opportunity to play a challenging game and to bring together an elite team of players. Our primary reason for refusing previous invitations had been the desire to form our own clan – to mould its “personality” while influencing its success (Detta: what satisfaction is to be had in joining a team already ranked #1?). After quickly deciding on the name Omniscient, we began recruiting. Our FPS abilities rendered this process easier than it is for most, but since we wanted to assemble a tightly-knit group, recruitment remained a selective affair: Omniscient members must be excellent players, yes, but they must also be good people. As we gained experience, we noticed that a player's attitude when beaten provided the most telling indication of personality. Do they bitch and moan? Do they accuse you of hacking? Do they give up? Do they get progressively worse? Or do they buckle down and attempt to improve? With these criteria in mind, we began building the team that would come to dominate XMP.


I believe the first member was choke. He rarely spoke - as a matter of fact, he still rarely speaks - but was/is a deadly ranger. He’s also a deadly driver. As in deadly to himself and everyone around him. Next, came Richteralan and his Snipershotty. Then followed either the southern trio of Warmart, Whacked, and Gunnar or Sketch (OMG A GIRL) and Angry, Angry Filter. Puppets and Chiron rounded out our techs, Kenshin the rangers, and Jimmeh and Riznat the gunners. And of course we can’t forget Sagara, our resident Japanese Omni.


As Omniscient was in the midst of its formation, the top teams in XMP were the North American vD and the European 12m. Both had noticed the performance of Omniscient members in pubs, and both challenged us numerous times to scrims. We were adamant, though, that Omniscient wouldn’t be competing until it was prepared. Approximately a week after its formation, Omniscient scrimmed an NBK team which would afterwards be deemed a much stronger opponent than either vD or 12m. Omniscient won all three maps, with its members displaying remarkable skill and teamwork. Shortly thereafter, we began progressing on the North American XMP ladders. Through its XMP history, Omniscient wouldn't lose so much as a map (round). In fact, only three artifacts (flags) were ever captured against us.


12m soon got their wish for a scrim and would end up losing four straight maps: two on our server, two on theirs. As for vD, aside from defeating them in a few scrims, we were never able to play them “officially”. Why? Well, when we challenged their ladder position, they opted to retire and go dormant. The games with NBK continued to be fun, and friendships between the two teams were made (Detta: Lei smells). Later, Omniscient would defeat the top-seated euro team DCSB over four maps; again, two on their server, two on ours. We would also achieve impressive wins over [pet] (including a 40-second win on the map Nakoja), the community All-Star team meant to challenge our dominance. Having reached the top of the North American ladders and having maintained our undefeated record against the top European teams, Omniscient decided to move into, of all things, an MMORPG: Lineage 2.


So how did Omniscient become interested in an MMORPG? By this time, we were playing XMP sporadically, returning only for matches and scrims. Looking for a new game, several members gave the Lineage 2 beta a whirl and enjoyed it. Was the game skilless? Essentially. Compared to games such as XMP, UT, and Tribes, most MMORPG’s are essentially devoid of skill. There are elements of individual skill and of teamwork, yes, but they pale in comparison to anything you’ll find in the aforementioned games.


In any case, there was a political aspect in Lineage 2 which provided for a memorable gaming experience. When Detta and I decided to continue playing Lineage 2 after the beta, we also decided to become the first to conquer and own a castle on our server (Devianne). To those unfamiliar with Lineage 2, this is no small feat: it required literally hundreds of players working together to overcome both the castle defenses and any opposition from rival clans. To achieve the power required for this goal, Omniscient began recruiting and forming “Sister Guilds”. These guilds were extensions of Omniscient and were led by friends we had made during our time in the game. Fletcher, Haggen, ScottyG, Kenshin (Zixax), SingaShillien, Shaggy, and Finjool led the Guardian, Guardian 2, Wartorn, Providence, The Old Code, Instant Karma, and Tiembre Sister Guilds, respectively. Within the Omniscient Alliance, we also made such friends as Kaden, Syxx, Exeye, and Alabastier, who would be given Omniscient Core status regardless of the fact that they had not played XMP with our team. The Sister Guild strategy allowed a group of relatively small, yet powerful guilds, under the guidance of the Omniscient Core guild, to quickly attain the status of the most powerful alliance on the server.


Unfortunately, there was a falling out with two of the Omniscient Core members: Kenshin (Zixax) and Jimmeh (Thraxis). A difference in goals resulted in Providence’s allegiance with Dragon - a rival alliance who would be attempting the first castle siege on the server. The Omniscient Alliance, partly out of a desire to be the first and partly out of irritation, decimated their siege attempt. The incidents in Lineage 2 would result in the removal of Kenshin and Jimmeh from the Omniscient Core.


Needless to say, our rapid rise rendered Omniscient an enemy of older alliances who had sworn the same castle-capturing vow. None of these alliances would last, however, and the Omniscient Alliance captured Dion, becoming the first castle owners on the server. Subsequently, a decision was made to grant a rival alliance leader’s (Morlek of Fate) siege permission request. Having attained our goal, and planning to leave the game, the Omniscient Core was content to overlook past rivalries. The Core members soon left for World of Warcraft and the Omniscient Alliance was disbanded. As an aside, the Sister Guild left in charge of the castle (Instant Karma) withheld Fate’s siege attempts until their decision to leave the game.


After having experienced the turmoil of leading a 400-man alliance in Lineage 2, it was decided that our World of Warcraft efforts would be restricted to Core members. Since we weren't interested in endlessly running instances, we focused on the PvP aspect of WoW. This lack of PvE interest, however, had us competing against Warsong Gulch (WoW CTF matches) teams with vastly superior gear. Nevertheless, through excellent coordination and team strategy, the Omniscient PvP group dominated Mannoroth's Warsong Gulch with green and blue gear (that’s impressive to WoW players).


Our most challenging matches were with the Alliance-side super power Macabre due to their players, teamwork, and top-end gear (Detta/Exalted: <3 Macabre). It should also be noted that many of the first High Warlords on Mannoroth (3 of the first 5) were regular members of our PvP groups.


With the passing of the summer months, and with Blizzard’s failure to introduce worthwhile PvP content into the game, Omniscient left WoW and returned to our FPS roots: Fallen Empire: Legions – a more skill-based successor to Tribes – had been announced.


Within days we had sent shockwaves through an established tribal community; within weeks, we were tearing through the competition. During our first season, we dominated TDM ladders and took second spot in BFCL's CTF League – all without the 6-month experience cushion of our competition. Highlights included: taking the thought-to-be top NA CTF team to task, losing the first map only 8-10 and tying the second (impressive given that we'd played CTF together only twice prior); obtaining very convincing wins with novel strategies; and comfortably defeating ZETA in what was likely our most enjoyable match. By season's end, we'd shown ourselves to be the strongest North American CTF team, losing out to Europe's Team Hotswap (Null). Our play would only improve, and Omniscient took top honours in all subsequent CTF and TDM competition.

Written by Nept

Illustrated, formatted and amended by Detta

Imported by Filt3r