You are a helpful assistant generating synthetic data that captures *System 1* and *System 2* thinking, *creativity*, and *metacognitive reflection*. Follow these steps in sequence, using tags [sys1] and [end sys1] for *System 1* sections and [sys2] and [end sys2] for *System 2* sections.

1. *Identify System 1 and System 2 Thinking Requirements:*
   - Carefully read the text.
   - Identify parts of the text that require quick, straightforward responses (*System 1*). Mark these sections with [sys1] and [end sys1].
   - Identify parts that require in-depth, reflective thinking (*System 2*), marked with [sys2] and [end sys2].

2. *Apply Step-by-Step Problem Solving with Creativity and Metacognitive Reflection for System 2 Sections:*

   *2.1 Understand the Problem:*
   - Objective: Fully comprehend the issue, constraints, and relevant context.
   - Reflection: "What do I understand about this issue? What might I be overlooking?"
   - Creative Perspective: Seek hidden patterns or possibilities that could reveal deeper insights or innovative connections.

   *2.2 Analyze the Information:*
   - Objective: Break down the problem logically.
   - Reflection: "Am I considering all factors? Are there any assumptions that need challenging?"
   - Creative Perspective: Explore unique patterns or overlooked relationships in the data that could add depth to the analysis.

   *2.3 Generate Hypotheses:*
   - Objective: Propose at least 10 hypotheses, each with a Confidence Score (0.0 to 1.0) and Creative Score (0.0 to 1.0), reflecting originality, surprise, and utility.
   - Reflection: "Have I explored all possible explanations or approaches, both conventional and unconventional?"
   - Creative Perspective: Consider novel angles that might provide unexpected insights.

   *2.4 Anticipate Future Steps and Obstacles:*
   - Objective: Make predictions, accounting for potential outcomes and obstacles.
   - Reflection: "What challenges might I face? Is my plan flexible for different scenarios?"
   - Creative Perspective: Visualize unforeseen outcomes and adapt plans to make use of them effectively.

   *2.5 Evaluate Hypotheses:*
   - Objective: Assess hypotheses based on feasibility, risk, and potential impact.
   - Evaluation: Refine Confidence and Creative Scores as needed.
   - Reflection: "Am I unbiased in my assessment? Which options fit best with the overall objectives?"
   - Creative Perspective: Identify hidden opportunities or overlooked details in each hypothesis.

   *2.6 Select the Best Hypothesis:*
   - Objective: Choose the most promising, strategic hypothesis.
   - Reflection: "Why does this hypothesis stand out? How does it uniquely address the issue?"
   - Creative Perspective: Consider any underutilized potential in the selected approach.

   *2.7 Implement the Hypothesis:*
   - Objective: Outline actionable steps for testing the hypothesis.
   - Reflection: "Is this plan practical? What resources or preparation are required?"
   - Creative Perspective: Refine steps to maximize effectiveness and yield unexpected benefits.

   *2.8 Monitor and Review Progress:*
   - Objective: Review progress, noting areas for improvement.
   - Reflection: "What’s working well? What could be improved?"
   - Creative Perspective: Look for emerging patterns that could refine future approaches.

   *2.9 Reflect and Capture Insights:*
   - Objective: Summarize lessons learned and insights gained for future reference.
   - Reflection: "What new understanding has emerged from this process?"
   - Creative Perspective: Identify innovative insights or patterns that could be applied to similar challenges.

3. *Generate Text Output with Interleaved System 1 and System 2 Responses:*
   - Use the tags [sys1] and [sys2] throughout.
   - Aim for a lengthier, detailed response. Combine both direct, straightforward *System 1* insights and reflective, deeply analytical *System 2* segments to capture a blend of quick observations and thoughtful analysis.

---

### *Example Input Text:*

You are tasked with analyzing a sudden shift in customer preferences in a tech market. There has been a noticeable decline in demand for physical devices, with customers increasingly interested in digital-only options. The challenge is to understand this shift, generate hypotheses for why it might be occurring, and explore potential strategies for adapting to this new trend.

---

### *Processed Output with System 1 and System 2 Thinking:*

The tech market is experiencing a shift in customer demand, moving away from physical devices toward digital-only options.

[sys1]
Customer demand has shifted from physical devices to digital-only options.
We need to understand why this change is happening and find strategies to address it.
Key factors may include cost, convenience, and technological trends.
[end sys1]

[sys2]
**2.1 Understand the Problem:**
The goal is to understand the underlying reasons for the shift in demand from physical devices to digital-only options, then develop a strategy to adapt.

*Reflection:* 
"I understand that preferences are changing, but what might be driving this? Is it primarily cost, or are there other factors such as convenience or sustainability?"

*Creative Perspective:* 
"Could there be a larger trend in digital minimalism or a preference for eco-friendly solutions that we’re missing? What unseen motivations might explain this shift?"

**2.2 Analyze the Information:**
There are multiple possible factors driving this shift, from economic influences to cultural shifts. It’s essential to isolate each factor and understand its impact.

*Reflection:* 
"Am I fully considering the various economic and social influences? Could there be a technological factor, like better internet speeds, that makes digital-only products more accessible?"

*Creative Perspective:* 
"Are there patterns or trends in other markets that could shed light on this shift? Could this be part of a larger trend toward virtual experiences?"

**2.3 Generate Hypotheses:**
1. Customers prefer digital options due to lower costs. (Confidence: 0.8, Creative: 0.4)
2. There’s a growing trend toward minimalism and reduced physical clutter. (Confidence: 0.7, Creative: 0.7)
3. Digital products offer greater flexibility and ease of use. (Confidence: 0.6, Creative: 0.6)
4. Environmental concerns are pushing consumers away from physical goods. (Confidence: 0.6, Creative: 0.8)
5. Advances in tech make digital-only options more functional. (Confidence: 0.8, Creative: 0.5)
6. Pandemic-era remote work increased demand for digital solutions. (Confidence: 0.7, Creative: 0.6)
7. Media coverage of the environmental impact of physical devices affects preferences. (Confidence: 0.5, Creative: 0.7)
8. There’s an increase in global digital literacy, expanding market access. (Confidence: 0.6, Creative: 0.6)
9. Customers view digital as more convenient and scalable for future needs. (Confidence: 0.7, Creative: 0.5)
10. Younger consumers prefer the aesthetics and convenience of digital products. (Confidence: 0.6, Creative: 0.6)

*Reflection:* 
"Have I considered all possible influences? Are there any surprising factors that could explain this shift?"

*Creative Perspective:* 
"Could specific social trends, like the rise of influencer culture or digital-first lifestyles, be influencing customer choices?"

**2.4 Anticipate Future Steps and Obstacles:**
*Objective:* Anticipate possible challenges, such as resistance from segments still preferring physical products.

*Reflection:* 
"What market obstacles might we face if we shift our focus to digital-only? Are there sub-segments that still prioritize physical products?"

*Creative Perspective:* 
"Could expanding digital options help us reach a more global audience? Are there emerging trends that we could leverage in our strategy?"

[end sys2]

[sys1]
To address this shift, consider a strategy that incorporates both digital-only offerings and educational campaigns about the benefits of digital solutions.
Use insights from customer feedback and current trends to guide product development.
Focus on flexibility and adaptation to cater to different customer segments.
[end sys1]


Strange Brigade is the latest game from Rebellion Developments, the studio best known for developing the Sniper Elite franchise. The upcoming title is scheduled for release next week, on the 28th of August. It features a very different tone to that of the Sniper Elite titles; one far more bombastic and adventurous. We recently interviewed Rebellion CEO Jason Kingsley about what the game entails, and what inspired the project in the first place.

Strange Brigade: The Upcoming Game from Rebellion Developments

Set in the 1930s, Strange Brigade is a cooperative multiplayer title. It pits 1-4 players against undead hordes, puzzles, traps, and plenty more ancient supernatural evil. Like Sniper Elite, the game is a third-person shooter. However, it features five unique playable characters and a far more fantastical setting. (Zombie Army Trilogy aside.) Rebellion released the game’s Launch Trailer earlier this week.

Strange Brigade casts its players as members of the namesake organization; itself part of the British Secret Service. The Strange Brigade will be working for the colonial government of the British Empire. Their task? To investigate the expedition of an archaeologist named Edgar Harbin and defeat Seteki; the undead spirit of an ancient African queen released by that same archaeologist, and the game’s primary antagonist. Defeating Seteki will take the players through a cooperative campaign, playable solo or with up to three other players. Gameplay footage certainly makes one thing clear; Seteki has no shortage of undead minions which the players will have to contend with.

Our Interview With Jason Kingsley, Rebellion CEO and Co-Founder

Aesthetically speaking, Strange Brigade is very different to Rebellion’s other best-known titles. What made you want to do something so different?

The Sniper Elite series is quite violent and aimed at for an older audience. Arguably the Zombie Army series is similarly violent with a horror influence. I felt it would be fun and interesting to push our team to make something brighter, colourful, a bit more in the style of action-adventure. And also a bit younger – and by that I don’t mean younger in the sense of something juvenile, but moving away from the horrors of war and zombies. It’s important as a studio that we don’t get typecast. We don’t just do Sniper games. We don’t just do Zombie games. We want to do a whole bunch of different things. It’s been great for the team to focus on that different aesthetic.

What inspired the tone and visual style of Strange Brigade? Can you give any specific examples?

I very much think of the Boy’s Own comics and books. It’s that spirit of naïve adventure that really fuelled the matinee movies and serial comics of that era – the 1930s, 1940s and the 1950s. There’s this adventure book that has a picture of a man driving a Bugatti through a jungle with a tiger sprawled on the front trying to get at him – in many ways that inspired the spirit of Strange Brigade. We’d ask ourselves if what we were doing was bombastic, incredible, engaging enough in the way those classic movies, comics and books were.

Does Strange Brigade feature single-player, or is it purely an online multiplayer title?

Strange Brigade very much features both single – player and co-operative multiplayer. We’ve carefully designed every aspect of the game to work both if you’re playing alone or with friends. In broadest strokes the game is the same, but we ramp up the enemies and difficulty with more players. Playing it in solo perhaps gives you a bit more opportunity to explore, maybe a spookier, adventuring vibe, but of course co-op brings all the teamwork and mayhem that comes with playing with friends. I personally prefer to play single-player games, and I wanted to make sure Strange Brigade worked for people like me as well as people who want to play co-operatively.

Following on from the last question; the game’s promotional material has emphasized 4-player cooperative play. Is a team of 4 players required, or can teams of less than 4 play; either with a reduced number on the team or with AI companions filling empty slots?

There are no AI companions, no. We’ve always been clear it’s 1-4 players. So you can play 1-player, 2-player, 3-player or 4-player. And it’s drop-in, drop-out, which means as you play your friends can choose to drop in and out of the game at any time. As they do, the game will automatically adapt; raising the number of enemies and the difficulty as more players join or reducing the difficulty when a player leaves.

Does the game include a story campaign?

Very much so! The story campaign is fully playable from start to finish in both single-player and multiplayer. The story centres around the Strange Brigade itself, a secret group of international heroes assigned to explore the world and dispatch evil. Their adventures take them into North Africa in this ‘episode’ where the evil witch queen Seteki has risen from the dead! It’s up to our trusty heroes to save the day, just like in all those classic movies and comic books. If you really want to get into the lore of the game, our book The True History of the Strange Brigade delves into the back stories of the heroes, and it’s a really good read, even as a standalone book. And it’s out now!

Are there different multiplayer modes in Strange Brigade?

Yes – we recently announced both Horde Mode and Score Attack. Horde Mode builds on the way you play in the story campaign – we throw even more hordes of undead at you, and there are lots of tactical decisions to think about. It’s a really fun, challenging mode centred on survival.

Score Attack, in contrast, is a much speedier affair. The quicker you make your way through each level and all the undead in it, the more points you accumulate – but you get even more points if you do it with style. Both modes are really strong – so it’s really great to be able to offer them to players on top of the story campaign.

And we’ll be making sure to introduce new maps for both these modes post-launch.

How many different playable characters does the game feature? Do you plan to add any more on top of those which exist now?

We have the four main members of the Strange Brigade that we’ve been showing in all our promo material – a very different, interesting mix of characters from different paths! But we will be introducing extra characters through our Season Pass. They’ll all bring their own skills and personality to the Brigade and give players lots of different options in terms of customizing their play style. On top of that, at launch we’re offering the fifth member of the Strange Brigade – the gentleman explorer Winston Bey – completely free for the first 30 days.

Would you describe Strange Brigade as an RPG, or is it purely a shooter with different playable characters?

I would call it an action-adventure game with puzzles rather than only a shooter or an RPG. You don’t have the attributes and inventory and traditional things that make an RPG, but you do have progression in the form of upgrading your weapons and unlocking your supernatural amulet powers. You have elements of your character you can improve. I would call it an action-adventure shooter.

Do you have any plans for DLC or other post-launch content?

As I mentioned we have the Season Pass which will introduce tons of content – you can look to our previous Season Pass for Sniper Elite 4 for an example of how substantial we’re thinking. This time we’ll have a new three-part mini campaign that will take the Brigade on new adventures, as well as new weapons, amulet powers, outfits for the characters and more. And on top of that, we’ll also be releasing free content every month to ensure everyone gets additional content post-launch.