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fratsigschuni
6 günler önce -

Streets of Rage Remake is a beat 'em up fangame developed by a team under the leadership of a Spanish developer named "Bomber Link" (known also as "Link". It was a remake of the original Streets of Rage trilogy, with usage of gameplay mechanics and original tone from the series combined with additions not previously present in the original games. The game was particularly large with the inclusions of many playable characters, gameplay stages, and remixes of official soundtracks from the original Streets of Rage games. The fan project first began on March 17, 2003, and was worked on by more than 20 people.
Streets of Rage Remake fully released on the Bombergames forum website in April 2011 for download on the Windows PC platform before the download links were taken down by the forum's moderators because of a cease and desist order by Sega. Despite this, the Bombergames team continued to update the game, releasing a few bug fix plus content addition updates years after the download link takedowns.
The fangame itself received positive receptions as an unofficial series entry, with critics arguing that it surpasses the original Streets of Rage games. As a result, they had also criticized Sega's legal actions against the developers of Streets of Rage Remake, accusing Sega of fearing its success and stating that their actions tainted the company's reputation. Critics of Sega's legal actions argued that the company could have taken advantage of the fan-made project to enhance positive relationships with the gaming community.
Streets of Rage Remake is a fan-made homage to the original side-scrolling beat 'em up Streets of Rage trilogy, originally released for the Sega Genesis, Game Gear, and Master System consoles.[1] The fangame aimed to remain loyal to the original series with responsive gameplay, consistent tone of the original games, and remixes of their soundtracks to evoke nostalgic responses from returning players while being distinct.[2] The fangame includes 19 playable characters,[1] most of whom were from the original trilogy, including hidden characters.[2] For instance, players are able to play as Adam, exclusively from Streets of Rage (1991), with gameplay attributes from Streets of Rage 3. Another playable character is the series' main antagonist Mr. X.[3] Streets of Rage Remake features 64 different enemy types, 83 remixes of the original games' official soundtracks, and 103 gameplay stages.[1] Also included in-game are 40 cutscenes, 8 endings, and additional game modes such as Survival Mode, Boss Rush Mode, Events Mode, and Volleyball Mode.[4] The likes of returning characters, remixes of the Streets of Rage trilogy's soundtracks, and multiple ingame pathways had previously been demonstrated in an early release of the fangame by 2007.[5][6]
Streets of Rage Remake also contains gameplay features not originally present in the original games, such as new power-ups, bonus levels, an in-game shop to purchase items, and alternate level paths that players can choose from.[2] The remake additionally includes cut content from the official games, like the previously scrapped motorcycle stage gimmick found in the codes of Streets of Rage 3.[3]
Prior to the release of Streets of Rage 4 in 2020,[7] Sega released its last Streets of Rage franchise game in 1994, although it continued to rerelease the series on different ports. A development team, led by a Spanish developer named "Bomber Link" (known also as "Link", began the Streets of Rage Remake project on March 17, 2003.[8] A 2007 interview of the lead developer of the fangame revealed that his name is Eduard Luna Bolao.[5] The team consisted of more than 20 collaborators and went through about 8 years recreating the game from scratch. According to Link on his website, the fangame used neither reverse engineering nor any code from the original games. They were assisted by five musicians for remixing the original series' soundtracks for the remake. Link noted on his website's F

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fratsigschuni
7 günler önce -

The most frequent question I ask in meetings is: what would make people join public life and what prevents them from doing that? It seems ridiculous that this question comes from someone who is at home on their computer 10 hours a day.
The most reoccurring feedback I get from public talks is the appreciation of personal vulnerability combined with theory. I try to bring my own shortcomings and awkwardness into my work. I refrain from positioning myself above other people or claiming I would know how they should do their work. I am not offering a five-step plan to frictionless life.
It seems slightly embarrassing to say this. I needed a reminder that I need spend time in shared spaces - commercial, membership-based and public - to do better work on shared spaces.
I carried some of these small moments of discomfort, joy, amusement, and frustration into a client project where we're designing a survey on why people use public spaces and what prevents them from doing that. Based on my recent visits, I asked a collaborator, which one of these options would I choose if I am lazy, or I am in a funk, or if a scent or behavior makes me uncomfortable. We ended up expanding the drop-down menu.
The last few decades have shown me that if we truly are committed to understanding why people open or do not open their front door and join public life, innovation and human-centered design methods can help in this. Public library systems like Richland, Aarhus and Calgary have understood this and hired designers and trained design competencies for their staff.
My strongest evidence on the power of human-centered design in understanding experience is from Helsinki. In 2018 we had just merged our culture, sports, library, and youth services into one division of 1,800 staff members. We were enabling experiences from symphony orchestra concerts to going swimming with your family. While our services were highly different, we were serving the same people. We needed shared language and tools for communications and experience design. One of the ideas I kept repeating was that we have won every time people open their front door - even if they are going to the bar.
Together with a local design agency, our staff surveyed and interviewed Helsinkians about their leisure time. One observation stood out for me in its honesty. I cannot trace the exact wording, but it was along the lines of:
Recognizing this is not an invitation to give up. Quite the opposite. It is an invitation to designing services, programming, and spaces for people in their full awesomeness, awkwardness, faultiness, and laziness. It is admitting that while people often know what is good for them, they just cannot get ourselves to do it. We brought this honesty to the resident profile tools developed for our units.
The result was a package of human-centered design tools based on the insight that the fundamental questions in joining public life were self-efficacy (are you able to to) and curiosity (are you open to). (Available in Finnish here.)
Self-efficacy is a combination of concrete and experienced obstacles to use a service as an equal member of society. Curiosity refers to an attitude to new things and variation. We understood that if we wish to increase openness, we need to create incentives. If we wish to increase capability, we need to remove obstacles.
The work resulted in four resident profiles, which I still carry with me. These are not fixed rather than ways that people approach a service on a particular day. (You see above in the sketch in English and below in Finnish.)
The Pampered: The person is open, interested and capable. They feel like the city is filled with opportunities and are eager to try new things. Due to active engagement and high sense of self-efficacy, they are often critical regarding the quality of experience.
The Ones Needing Encouragement: They have real obstacles, which make using a service difficult. The obstacles range from physical access to not feeling wel

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fratsigschuni
4 yıl önce -

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fratsigschuni
4 yıl önce -

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fratsigschuni
4 yıl önce -

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https://colab.research.google.....com/drive/14qld_y58_
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