By Matthew Costello

An action-packed experience in keeping with the award-winning videogame from identity software program, the creators of DOOM® and QUAKE®, Rage follows one man’s struggle to save lots of the way forward for humanity in a ravaged, post-apocalyptic world.

The asteroid Apophis has annihilated Earth, and just a small percent of humanity’s top and brightest were stored. Buried deep less than the floor in life-sustaining Arks, those selected few are tasked with one important mission—to repair civilization to a devastated planet 1000s of years after the impact.

When Lieutenant Nick Raine emerges from his Ark, he unearths a destiny indistinguishable from nightmare. Humankind has now not been completely destroyed at the floor global, and a primitive new society has emerged within which existence is nasty, brutish, and brief. Mutants and bandits prey upon the susceptible, and a mysterious army team often called the Authority preys upon every person. Worst of all, a would-be tyrant seeks to impose his will upon the shattered planet. Armed with not anything greater than his strive against education and survival instincts, Raine needs to upward thrust to fulfill the demanding situations of the barren region.

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For when the aforementioned person looks at the monitor through her glasses, there are a lot of properties she still doesn’t see. She does not see what kind of light is reflecting off it in the part of the spectrum not visible to human eyes. She does not see the motions of the individual molecules composing the monitor. Of course, there are machines that allow us to perceive all of this stuff—electron microscopes, photomultiplier tubes, etc—but when using these sorts of instruments, one no longer perceives Mario!

Independently of the formidable task of building much better eye trackers, the computational load of having the console store all of the possible focal points is probably just too much. The first attempt at simulating near-to-far focusing in a successful game franchise was made by the designers of the Deer Hunter series; in these games the player is able to see things far away in greater detail by looking through a rifle scope than he can just by looking at the screen. The view through the scope is represented by a circle on the screen, the inside of which contains a larger, clearer representation of something that was portrayed as smaller and blurrier prior to bringing up the scope.

But even these rather radical innovations in interface design fall well short of the kind of thing we’ve been trying to envision. The player of Deer Hunter is not permitted to adjust the focusing distance of the scope on the fly as one could while setting up a real rifle. And the player of Call of Duty 4 can always bring the blurry parts of the screen into focus as blurry parts of a screen, something that cannot be done within her own visual field. In real life, things in the less distinct parts of the visual field come into focus when one focuses on them.

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