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Category: May

A Few Examples Of Japanese Style Sitting

I was doing some research regarding the formal way of Japanese sitting but, much to my surprise, I found a few lists detailing different ways of sitting as well as the context and methods behind them. As you may imagine, I didn’t expect to find so much detail about something that I would consider to be as basic as the act of sitting down. Given how fascinating I found the topic, I thought I’d share a few examples of Japanese style sitting as well as some facts about them.

Let’s start off with what may be the most recognisable style and the reason why I was searching for information in the first place. Seiza, written with the kanji 正座 which means proper sitting, is used for formal situations and consists of kneeling down so that your knees and shins are on the floor while you rest your upper body weight on your heels. While this is expected in many situations, this method can inhibit blood flow and cause paresthesia. However, there have been arguments that seiza can improve your posture and strengthen your muscles. The fact that many Japanese households and buildings have tatami flooring also helps to limit potential damage and make sitting seiza easier.

An example of an anime character sitting seiza style.
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When Games Make Me Rethink Game Design

I would like to think that I’ve played more games than the average person. Therefore, it would make sense that I would gradually grow used to the way games within specific genres are designed so that I can easily expect what type of game I’m about to play. However, there are times when I come across a game whose game design catches me off-guard. Depending on the game, this can either be a good thing or a bad thing but, in the situations where it’s good, they can cause me to look at the individual elements within a game in a brand new way. Given that, I thought I might share some of the times where games have made me rethink game design and what those elements were.

I’m going to skip the early years when I was discovering video games for the first time as the key word in this article is “rethink”, something which requires a basic understanding before it can happen. I spent many years playing games with some of my fondest memories being when I first discovered JRPGs, a Christmas morning with a new console and game and meeting my best friend because I overheard her talking about a game I had played. However, I think the first time I ever had to reexamine how games were designed was when I played a game called Dark Souls.

A promo image for Dark Souls Remastered.
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A Quick Look At The Harvey Awards

The Harvey Awards are something that I can distinctly remember hearing about from time to time whenever a manga won an award there. I knew it was prestigious but I never thought about what the awards actually were. Therefore, I thought it might be interesting to take a quick look at the Harvey Awards, a little bit about their history, the current categories and manga’s place at the awards.

The Harvey Awards were established in 1988 and are named after Harvey Kurtzman, one of the founders and editors of the magazine MAD along with a variety of other work. They were first held at Chicago Comicon and have gone through a variety of locations with their current being New York Comic Con. The Harvey Awards are presented for achievements in comic books and have covered a wide variety of categories such as Best New Series, Best Anthology and, what I would’ve known them for, Best American Edition of Foreign Material. However, these have since been reduced to six categories.

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Insanity Difficulty Made Me Appreciate The Gameplay Of The Mass Effect Trilogy

I recently picked up Mass Effect Legendary Edition, a rerelease of the Mass Effect trilogy, and decided to play through the three games, something I was excited to do since I’d never played the third game before. Upon glancing at the achievements, I noticed that there were achievements for completing the three games on its highest difficulty setting, Insanity. Since I’d have the option to switch difficulty midgame if I found it to be too challenging or unpleasant, I decided to give it a try and I’m glad I did as insanity difficulty made me appreciate the gameplay of the Mass Effect trilogy in a way that I didn’t before.

I should start by saying that I had played both Mass Effect 1 and 2 at their lowest difficulty in my youth, a practice that I wouldn’t shed until years later as well as playing the Soldier class which basically just meant that they’re a weapons expert. I was looking to change things up for this playthrough so, after some brief research, I settled on the Infiltrator class as they specialised in using a sniper rifle as well as some tech abilities. This decision was probably the right one for insanity difficulty as I’ll get onto in a bit.

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