Rage 2: id Software head talks possibility of Switch port — Destructoid
Id Software and Avalanche studio’s upcoming sequel to the post-apocalyptic Mad Max-inspired frag-fest, Rage 2, is not currently slated for release on the Nintendo Switch. Switch owners received thrilling news from QuakeCon last week as Doom Eternal was announced for all consoles including the Switch. This news has provided Nintendo fans with the hope that Nintendo can achieve a level playing field with its console competitors in regards to the launch of AAA third-party titles.
Despite Rage 2 not being planned for Nintendo’s platform, that doesn’t rule out a potential future release according to id Software’s studio director, Tim Willits. In an interview with Variety at QuakeCon, Willits explained that Rage 2 is processor-heavy by nature as the game “streams in world data” which provides seamless action while minimizing loading screens. This could prove to be an issue for the Nintendo Switch.
“We’re looking at the tech on that right now, and we’re still evaluating that,” Willits stated regarding a potential release on the Switch. “We stream everything and we’re just looking… because everything is open, everything’s available, so there’s no level loads. We are looking at that now, but we don’t know.”
Bethesda, if nothing else, has been ultra-supportive of the Nintendo Switch. Their hit title, Elder Scrolls V: Skyrim was ported to the platform within the console’s launch window. Furthermore, the publisher endeavored to bring both Doom and Wolfenstein II: The New Colossus to the console even if that release was months after the games’ initial launch on other platforms. Porting these graphically-elevated games to a lesser-powered console requires a certain finesse and added focus.
Rage launched for PlayStation 3, Xbox 360, and PC in 2011. The title was wholly developed in-house by the legendary first-person shooter studio id Software. The game was originally conceived from the idea of racing muscle cars around a desert setting. This later evolved into a post-apocalyptic theme where the player emerges from an underground shelter, known as an Ark, 106 years after an asteroid nearly destroyed the planet and obliterated human civilization. The Ark contained cryogenically frozen individuals who had the skills necessary to rebuild human civilization.
Survivors of the asteroid split into factions while some devolved into mutants from the radioactive wasteland. A people regarding themselves as the Authority thought of themselves as the government-head for what remained of humanity. The Authority has technological advancement on their side. But, many fought against the sinister group and formed a Resistance to combat the threat. The player finds himself in the middle of this war throughout the game.
A Mixed Reception
At the time of its launch, the game wasn’t a huge commercial success. Like most of id Software’s games, Rage was another leap in graphical quality. It sported the latest id Tech engine. Additionally, the gameplay mechanics were on point from a first-person shooter perspective as the action was fast, frenetic, and the controls were tight and responsive. However, the post-apocalyptic story was rather drab and scattered. Furthermore, post-apocalyptic games weren’t exactly uncommon, and there wasn’t much that set the title apart.
With Rage 2, Bethesda is aiming to change that perspective by bringing in the open-world expertise of Avalanche Studios. Would you like to see Rage 2 come to the Switch? Or do you feel the port is unnecessary? Let us know your thoughts in the comments below! And, as always, stay tuned to Nintendo Enthusiast for the latest in Nintendo Switch coverage.
Chris Hinton
Accountant by day, video games enthusiast by night. Somewhere in between all of that, I’m a husband, dad, and generally a giant man-child, too. If a game is all about action, there’s a safe bet I’m playing it. I started laying waste to virtual worlds as a youngin’ on the ol’ Atari and haven’t stopped since.
You need to play Sega’s best retro beat-’em-up on Nintendo Switch ASAP
Gaming
City living.
David Grossman
Back in the 1980s, a player’s physical location shaped their gaming experiences. There were consoles and computers, sure, but the marquee games appeared in arcades. The quarter-swallowing machines offered players what the kids today would call a microdose of gaming. You’d enter an arcade with a fistful of quarters, do your best to ignore the obvious traps like the claw-arm, and find the right game.
In 1991, the right game was Street Fighter II. Capcom’s brawler took the arcade world by storm. Players were fascinated by its vibrant, distinctive characters and seemingly endless combos, pumping quarter after quarter into the machine.
Two huge fans of SFII were Yuzo and Ayano Koshiro. The brother and sister had a professional interest in Capcom’s hit, considering they both worked at another game studio, Ancient. When they began developing their next game, 1992’s Streets of Rage 2, Ayano recalled in a 2015 interview that they liked SFII so much “we bought a cabinet and had it installed in the office.”
Who could resist this box art?Sega
That influence is evident throughout Streets of Rage 2, a game widely hailed as one of the best beat ‘em ups of all time. You can play it for yourself, since it’s available right now if you’ve subscribed to Nintendo Switch Online + Expansion Pack.
The original Streets of Rage featured police officers Axel, Adam, and Blaze, quitting a corrupt force to take down the man behind all of their city’s crime, Mr. X. They defeated Mr. X, but wouldn’t you know, he’s returned. Axel and Blaze are back for the fight, joined by Adam’s younger brother, a rollerblading teenager named Skate and their friend, a professional wrestler named Max. They’re going to take down Mr. X once and for all.
Sega
Right off the top, you’ve got two balanced characters in Axel and Blaze, one speedster in Skate, and one tank in Max. Streets of Rage 2 offers variety in player selection, enough that it is clearly hinting towards multiplayer as the best way to play. That’s reinforced as players get swarmed by enemies, even if they do have the generosity to attack one at a time.
Each enemy in Streets of Rage 2 gets a health bar, however small, and a name. One of the game’s real strengths is its baddies, perfectly drawn leather vest and shirtless punks ripped right out of a Black Flag show. These punks appear everywhere, from the city streets to Alien-inspired caverns. How did they get there? It’s a good question, but they’ve got knives and pipes, so better to punch first and ask questions later.
Sega
But it’s not just regular punks you’re fighting. There’s Electra, a dominatrix with an electric whip, Zamza, a gray nod to SFII’s feral green Blanka, pink-haired nuisances flying around on jet packs, riding around on motorcycles, and more.
Games like Streets of Rage 2 have a maximalist “everything but the kitchen sink” quality to them, tossing in more and more, that works because the game moves so fluidly, just about any enemy in any scenario will feel natural.
Sega
In that 2015 interview, Koshiro says that Ancient “had about 120 percent worth of ideas for every stage, and we had to downsize that to about 90 percent. So there was a lot that got removed.” It’s hard to tell that from the gameplay.
Button-mashers should take note that three lives can get used up surprisingly fast, and the game’s health pick-ups can often feel meager. You’re allowed one continuation after a game over, but that’s it. But even if your run is short, jumping back in with a friend is what makes Streets of Rage 2 so worthwhile.
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Default Key List — Official TF2 Wiki
Below is the default key list for Team Fortress 2 PC version . Any key can be reassigned through the «Settings» menu, the developer console or using scripts.
Content
- 1 Movement
- 2 Communication
- 3 Team Fortress
- 4 Class Special Skills
- 5 Battle
- 6 Miscellaneous
- 7 Optional
- 8 Errors
- 9 See also
Travel
Forward | W | +forward
|
|
Back | S | +back
|
|
Step left | A | + moveleft
|
|
Step right | D | +moveright
|
|
Jump | Space | +jump
|
|
sit down | ctrl | +duck
|
|
‘ | +moveup
|
Rarely used with mouse view enabled | |
Dive | / | +movedown
|
|
Look up | Page Up | +lookup
|
|
Look down | Page Down | +lookdown
|
Communication
Voice communication | V | +voicerecord
|
Allows you to talk to other members of your team if the server console variable sv_alltalk is set to 0 . If 1 , then all players on the server will hear your voice
|
Chat | Y | say
|
Text correspondence with all players on the server, including observers |
Command message | U | say_team
|
Text messaging only with members of your team |
Voice menu 1 | Z | voice_menu_1
|
|
Voice menu 2 | X | voice_menu_2
|
|
Voice menu 3 | C | voice_menu_3
|
|
Call a doctor | E | +helpme
|
Team Fortress
Change class | , | change class
|
|
Change team | . | changeteam
|
|
Open equipment menu | M | open_charinfo_direct
|
|
Open backpack | N | open_charinfo_backpack
|
|
Open contract list | F2 | show_quest_log
|
Opens the ConTracker interface |
Open game selection | F3 | show_matchmaking
|
Invokes a non-existent console command |
Quick change equipment | CAPSLOCK | +quickswitch
|
|
Select set A | load_itempreset 0
|
||
Select set B | load_itempreset 1
|
||
Select kit B | load_itempreset 2
|
||
Select G kit | load_itempreset 3
|
||
Throw diplomat | L | dropitem
|
|
Taunts | G | +taunt
|
|
Use item in action slot | H | +use_action_slot_item
|
|
Thematic action/taunt | +context_action
|
Opens the taunt selection window, or performs a standard taunt when no taunts are present in the selected equipment | |
Card details | I | showmapinfo
|
|
Inspect target/object | F | +inspect
|
|
Start voting | callvote
|
Opens the poll creation window | |
Change readiness | F4 | player_ready_toggle
|
Used to change readiness status in Mann vs. Machine or competitive matches |
Class special skills
DEMOMER: Sticky Bomb Explosion | MOUSE2 | +attack2
|
Also dashes when a shield is equipped |
MACHINE GUN: Machine gun spin-up | MOUSE2 | +attack2
|
In addition, throws a Sandwich, Buffalo Sandwich, Dalokosh Bar or Fish Bar, or attacks with a right hand |
MEDIC ÜberCharge | MOUSE2 | +attack2
|
|
SNIPER Riflescope | MOUSE2 | +attack2
|
Also weakens the Hunter’s string when aiming it |
SPY: Invisibility | MOUSE2 | +attack2
|
Also removes/unearths Death Ringer if it was equipped. |
SPY: Final Skin | B | lastdisguise
|
Changes the weapon of disguise when you are already disguised |
SPY: Command switch | — | disguiseteam
|
Only available when the Disguise Kit is open. Also effective when pressing the R key ( +reload )
|
* Note : On a right-handed mouse, MOUSE1 and MOUSE2 represent the left and right mouse buttons respectively.
* Note : Tab ⇆ is the default key for MOUSE2 on Mac.
Battle
Main weapon mode | ↵Enter | +attack
|
|
Alt. weapon mode | MOUSE2 | +attack2
|
Also used for special class skills |
Special attack | MOUSE3 | +attack3
|
Activates the Medic’s projectile shield and Heavy’s Rage in Mann vs. Machine. Also used to switch Vaccinator damage protection types |
Reload weapon | R | +reload
|
Toggles the Vaccinator’s damage defense types, opens the Innervate teleportation menu, or toggles the disguise command in the Spy’s Disguise Kit |
Previous weapon | MWHEELUP | invprev
|
|
Next weapon | MWHEELDOWN | invnext
|
|
Last weapon | Q | lastinv
|
Spy: closes the disguise menu Engineer: closes the PDA menu Closes the taunt selection menu |
1st weapon | 1 | slot1
|
Primary weapon (Spy has a secondary weapon) |
2nd weapon | 2 | slot2
|
Secondary weapon (spy has a building slot, i. e. a bug) |
3rd weapon | 3 | slot3
|
Melee weapon |
4th weapon | 4 | slot4
|
Used by Engineer (for buildings) and Spy (for disguise) |
5th weapon | 5 | slot5
|
Used by the Engineer to demolish buildings |
6th weapon | 6 | slot6
|
Draws a Grappling Hook in Super Mann Mode (or on servers with other modes where grappling is allowed) |
7th weapon | 7 | slot7
|
Not used |
8th weapon | 8 | slot8
|
|
9th weapon | 9 | slot9
|
|
0th weapon | 0 | slot10
|
Miscellaneous
Apply spray | T | impulse 201
|
|
Show player scores | Tab ⇆ | +showscores
|
|
Take a screenshot | F5 | screenshot
|
|
Save current or last repeat. life | F6 | save_replay
|
|
Take a screenshot for the complaint | F7 | abuse_report_queue
|
|
Outlet | F10 | quit prompt
|
|
Developer console | ` | toggle console
|
|
Agree to move to another server | askconnect_accept
|
Used to accept a server request to join another server | |
View/Accept request | J | cl_trigger_first_notification
|
i.e. exchange requests |
Delete/Reject Request | K | cl_decline_first_notification
|
*Note : ] is the default key for Show Player Scores on Mac.
Advanced
Below is a list of default keys that are not shown in the settings, but are assigned in the game files.
end | centerview
|
Center view |
+strafe
|
Blocks gaze rotation | |
INS | + klook
|
Move sideways. When pressed, restricts the player’s movement to the left or right side only, blocking forward and backward movement |
P | say_party
|
Text chat only with members of your lobby |
Errors
- The F3 key is assigned to a command that does not exist.
- Actions of commands
+klook
and+strafe
are reversed.
See also
- Xbox 360 control keys
- PlayStation 3 control keys
Impress in 2 seconds: how joy, rage, fear and envy affect our work
For many years, emotions were thought to have no place in the working world. The ideal leader is someone who approaches problems rationally and dispassionately. But in reality, this scheme does not work — we are all human. Skolkovo business school professor Elena Vitchak tells how to be aware of emotions, use them for your own good and influence the energy of your team
They won’t forget how they felt.» This statement in business literature has been overgrown with various additions, but the meaning remains the same: in communications, conflicts, complex negotiations, after a while, the participants will not remember what they discussed, what numbers they called. They will remember how they felt or how they were made to feel.
Finished reading here
Our negotiations are the more difficult, the wider the emotional funnel into which the interlocutors fall. In managing teams for a leader, the main managerial challenge lies in creating a high-quality environment where the personal qualities of the participants are important, but not as critical as we think. In their book Telling Ain’t Training, Harold Stolovich and Eric Kips unequivocally state that «weak performance in the workplace is largely environmental rather than personal.» According to numerous studies, team effectiveness depends on 80% of the environment and only 20% on the individual abilities of the team. What affects the environment in which the team works?
The magical constructor of a favorable environment consists of numerous puzzles: psychological safety, emotional attitude, a balance of criticism and praise, constructive feedback, a high level of trust, the presence of a certain level of negative emotions. Everything that regulates the environment for the team is directly or indirectly related to emotions, about which we understand very little.
There are two approaches to understanding emotions. The first is the division of emotions into various groups and subgroups with further analysis. Emotions can be divided into several groups with «baby names»: joy, anger, sadness, fear, love, surprise. The number of emotions is different, but finite. There are no more than thirteen of them.
The second approach is charts that explain how our situational responses shape over time. Metaphorically, this means that the way people use their emotions depends on the interaction of emotions and the mind, and this interaction depends on the emotional experience of the individual, as well as learned social and behavioral skills. Admittedly, for many people, emotions are an extremely confusing matter. We begin to think or talk about them only when they reach their extreme form. We are not physiologically able to control our emotions, and in order to control them, it is necessary to at least recognize them, which we have never been taught. The good news is that emotional literacy is one of those skills that can be learned.
Impression in 2 seconds
The candidate comes to the interview with a great resume. You look at him and immediately feel dislike, but you can’t do anything with yourself.
Nalini Ambadi and Robert Rosenthal of Harvard University wanted to study the validity of the judgment we make about a person when we first see him. During the experiment, the researchers showed students a 10-second video with teachers who had to be assessed on 15 different parameters. They then repeated this experiment with another group, showing only 5 seconds of the video. At the end, they left 2 seconds to evaluate the teachers for the third group of subjects. Interestingly, the ratings after 10 and 2-second viewing were the same.
These and many other studies have led to the conclusion that we decide whether to believe a person or not, whether we like him or not, whether we trust him or not, even before he opens his mouth. It is a survival mechanism inherited from our ancestors. We instantly answer ourselves three questions about the interlocutor: friend or foe? Winner or loser? Trustworthy or not?
What mood is made of
In addition to business life hacks, there is a universally recognized concept of «emotional intelligence». Emotional intelligence EQ, invented by two researchers — Peter Salovey and John Mayer and popularized by Daniel Goleman in his book of the same name. It shows a person’s ability to recognize emotions, understand the intentions, motivations and desires of other people and their own, as well as the ability to manage their emotions and the emotions of other people in order to solve practical problems.
We have an amazing combination of two minds. The rational mind is an instrument of comprehension that we are able to be aware of. It is logical, occupied with thoughts about everyday life, more noticeable in its result in the form of knowledge, reflects the ability of the mind to think and reflect. The emotional mind is another cognitive system, powerful, impulsive, irrational. A similar mechanism of cognition has developed over billions of years of evolution. Emotions and intuition controlled our instant reaction in situations where we were in mortal danger. Ideally, there should be a balance between the rational and the emotional, where emotions feed and inspire us to act with the rational mind. Conversely, the rational mind ennobles and in some cases prohibits the manifestation of emotions.
Strong emotions like anxiety and anger can interfere with working memory. That is why we absolutely cannot think sensibly during such affects. One useful way to spot emotions early on was suggested by psychologist Robert Plutchik, who developed the Emotion Scale, or Emotion Wheel. In it, of great interest is the transition from basic emotions (joy, trust or fear) to derivative emotions (anger, displeasure, grief). For example, anger at the lowest level of intensity is annoyance; at the highest level of the wheel, anger becomes anger. Why is this important in the workflow?
Let’s imagine that you have appointed a new project manager, but you doubt whether he will cope with the task. An employee may experience initial apprehensions because they doubt whether they can do a good job. Fear turns into anxiety that the outcome will be bad. If the team does not talk about emotions, and you, as a leader, did not notice it, the feeling remains unrecognized and unmanaged. Then it moves to the next level of the «Plutchik wheel» and becomes fear.
Fear triggers a whole new set of behaviors, including blaming others, zero progress, defensiveness, and unproductive communication. If the manager still hasn’t handled the situation, the next form of emotion may arise: horror. Then the brain is not only completely captured by emotions, not only the project fails, but the person himself does incomprehensible and unpredictable things. For greater effectiveness, it is necessary to recognize emotions at the moment of occurrence.
Fear is the most powerful and primary, basic human program, another emotion in which power is hidden. Humans have an amygdala, the amygdala, an area of the brain where fear is generated. The amygdala is responsible for our fear 24 hours a day. People have different amygdala activity: in some it is more active, in others it is less. The positive purpose of fear is safety, self-defense, survival of the species. Fear is the result of an ancient program in the human brain, despite the fact that in the modern world 95% of our fear signals are meaningless. If in the old days a person had to protect himself constantly in order to survive, now there is no such need. Fear is built into us so deeply that we often cannot resist it. We refuse to act because we are afraid, taking it as a hint of intuition, but this is just a reaction of the brain, which always eschews everything new, reports that we are in uncharted territory and there are no ready-made scenarios here. In the work of teams, fear is the strongest barrier — it is the fear of condemnation, the fear of being misunderstood, rejected or ridiculed, the fear of losing control.
Gremlins, as coaches like to say, are mythical creatures that are to blame for unexpected problems. Everyone has them, but do you know how to work with them?
Richard Nixon once said: “People react more strongly to fear than to love. It’s not taught in school, but it’s true.”
Amazing research has been done to analyze feelings of envy. Envy can hardly be called an emotion in its purest form, but it has an interesting effect on the work of the team. Mark Stein, professor of administration and management at the University of Leicester in the UK, has hypothesized that leaders’ fears that subordinates will outperform them make envy «a real problem in leadership succession. » What’s more, research by Tanya Menon, an associate professor at Ohio State University, shows that envy hinders knowledge sharing and innovation because the emotion of envy causes people to turn on the fear of competition.
Emotional day of a manager
In practice, any leader regulates the emotional state of himself and others from morning to evening. A short meeting on Monday — how it starts, that’s how the day will be, with jokes, anecdotes or brainwashing of individual negligent team members. They will remain silent, but the reptilian brain will raise the necessary level of alarm, and cortisol will not keep you waiting.
During the day, the manager learns that the contractor has damaged the equipment and deliveries will start very late. He silently listens to the employee who brought the bad news, saves «anger» for the contractor. He has already built a storyline of a combination of anger and anger. And if the facts turn out to be reliable, his motivation to “tear everyone apart” will increase many times over.
Then the manager goes to production and finds out that the budget for the product has tripled. His brain clearly monitors the situation and adjusts the necessary amount of fear that the project will close, his reputation will be damaged. (What will I look like?) Fear works every second, and «gremlins» turn into monsters.
And in the evening he speaks to the students, forcing himself to concentrate, suddenly begins to talk about his products with great love, with pride about the mission of the company, with tenderness about the engineers who are changing the world. He is pleased. Joy and pleasure crowded out everything that had accumulated there during the day.
There is a simple exercise. Try to imagine different objects: a table, a waterfall, an airplane, a car. No problems will arise. Now try to imagine emotions: joy, sadness, fear, anger. To change the «images of emotions» we need much more time. In a constant rush, we do not have the opportunity to experience emotions, but they affect the work of your team.
Behavior that is rewarded and recognized in most organizations is the ability to be logical, efficient, solve complex problems, and have problem-solving abilities. Unfortunately, the most effective and bright performers can lose their acquired skills when the emotional state takes precedence over the rational start. It could be an intervention in values, a significant life-changing event, a divorce, or illness. Organizations can respond in one of two ways: replace overly emotional leaders with those who act according to standards and reasonableness, or provide support.
Most of the people around us have internal «emotional scars» described in Maxwell Moltz’s book Psychocybernetics. And their influence on the personality is very powerful. The body always protects us from future injury by creating scars, but “the basic relationship of the injured person with the world is almost always one of enmity. And it is based not on acceptance, cooperation, collaboration and pleasure, but on the concentration of rivalry, battle and defense.
The task of the leader of the future, among other tasks, is to be able to recognize, understand and regulate the emotional background of the team, because it is he who largely determines the energy of people and creates the environment.
Practical advice to the manager
— Understand as deeply as possible what your personal values are. Knowing your values is the key to understanding why certain situations resonate with you emotionally. By being aware of your values, you will learn why you behave the way you do in certain situations. Remember that other people are also ready to get on the defensive and go into the emotional field if their personal values or beliefs are at stake.
— Train your ability to understand how you feel. Being aware of your emotions directly influences the decisions you make and helps build a reputation as a leader who doesn’t depend on unpredictable moods. Name the emotions that move you in words. «Now I’m angry.» «I’m scared». «I worry». Try to regularly evaluate what is happening in terms of emerging emotions. Try to recognize emotions in the early stages of the spiral.
— Pay attention to the environment and context in which you work. This will provide an opportunity to understand why your team is behaving one way or another. It will also give you time to take action if the situation or behavior gets out of hand.
— When people behave strangely or badly, take the time to find out the reasons for such behavior. Most of your employees are emotional beings. Outward circumstances most often hide what people feel.
— Try to allocate «quiet time» for your team. People should have «quiet hours» when no one touches them. The employee may not read the mail, not answer. He can plan his own activities and be responsible for his actions.
— Schedule time for yourself. Unfortunately, our culture does not value the time we spend on ourselves. This may not be a conversation about work, a meeting with a coach, a psychologist, or just an interesting person. It can be a “switch” format where you regulate your state by feeding positive emotions.
— Allow yourself and your team to talk about emotions. «Emotional courage» helps in resolving difficult conflicts or unproductive communications.
What will help the team to accumulate a critical amount of «emotional energy»:
- Indifference and sensitivity to each other. It is caring for each other that creates the necessary level of psychological security.
- Sparks of passion for the cause, the client, the product. Big goals, bright images and dopamine keep us going through tough times.
- Creative ways to manage stress and conflict.
- Balance of criticism and encouragement (the Losada ratio, or Losada ratio, tells us that there should be three “strokes” or praises for one criticism).
- Understanding the strengths and weaknesses of each team member, because inevitably there comes a time when the strong must help the weak.
For many decades it was believed that emotions have no place in the working world and the ideal leader is one who approaches problems rationally and dispassionately.