Tsunamis are waves caused by disruptions such as earthquakes, landslides, or volcanic eruptions under the sea that displace water. They are not moved about by winds, but are instead huge volumes of water moving from their full depth. In deep oceans, they may move as fast as a jet plane. As the waves travel inland, they pile up higher and higher walls of water. The tallest tsunami waves caused by the Japan earthquake were estimated to be as high as a 12-story building.

Japan has a fascinating and multifaceted culture; on the one hand it is steeped in the deepest of traditions dating back thousands of years; on the other it is a society in a continual state of rapid flux, with continually shifting fads and fashions and technological development that constantly pushes back the boundaries of the possible. This is part of what makes it such a fascinating country to visit. If you are looking for something different you are sure to find it here!


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Outside of that, Silent Hill 2 is Japanese, and I know a lot of people like it's storytelling (I've never played it). I'm sure theirs many many more- The idea that all Japanese games have stupid, predictable stories is in the same vein as the stereotype that all anime is skeezy crap for shut-ins. There are plenty of bad stories, just as there is plenty of skeezy crap for shut-ins, but dig a little deeper and you can find some really cool stuff.

Most importantly, it does something that most video-game stories never manage to do, especially japanese ones: it's story is about a bigger theme. Japanese storylines usually exist for the sake of themselves. For example, if there is a twist, it is there because it is AEWSOME, rarely for the sake of the themes.

Edit: To make myself clear, I like a good crazy japanese story "about itself". Most Final Fantasy games are like this, the Xeno games stories are usually pretty good. But it's the fact that Persona 4 rises above that makes it special for me.

With the same heart-pounding narrative drive that made The Bedford Boys and The Longest Winter national bestsellers, Alex Kershaw brings to life this incredible story of survival and endurance.

The 10th-century Japanese narrative, The Tale of the Bamboo Cutter (Taketori Monogatari), can be considered an early example of proto-science fiction. The protagonist of the story, Kaguya-hime, is a princess from the Moon who is sent to Earth for safety during a celestial war, and is found and raised by a bamboo cutter. She is later taken back to her extraterrestrial family in an illustrated depiction of a disc-shaped flying object similar to a flying saucer.[8]

World War II, and Japan's defeat, deeply influenced Japanese literature. Many authors wrote stories of disaffection, loss of purpose, and the coping with defeat. Haruo Umezaki's short story Sakurajima shows a disillusioned and skeptical Navy officer stationed in a base located on the Sakurajima volcanic island, close to Kagoshima, on the southern tip of Kyushu. Osamu Dazai's novel The Setting Sun tells of a soldier returning from Manchukuo. Shhei oka won the Yomiuri Prize for his novel Fires on the Plain about a Japanese deserter going mad in the Philippine jungle. Yukio Mishima, well known for both his nihilistic writing and his controversial suicide by seppuku, began writing in the post-war period. Nobuo Kojima's short story "The American School" portrays a group of Japanese teachers of English who, in the immediate aftermath of the war, deal with the American occupation in varying ways.

Background: Breathing is an essential part of life. Diaphragmatic breathing (DB) is slow and deep breathing that affects the brain and the cardiovascular, respiratory, and gastrointestinal systems through the modulation of autonomic nervous functions. However, the effects of DB on human health need to be further investigated. Methods: The author conducted a PubMed search regarding the current evidence of the effect of DB on health. Results: This review consists of a total of 10 systematic reviews and 15 randomized controlled trials (RCTs). DB appears to be effective for improving the exercise capacity and respiratory function in patients with chronic obstructive pulmonary disease (COPD). Although the effect of DB on the quality of life (QoL) of patients with asthma needs to be investigated, it may also help in reducing stress; treating eating disorders, chronic functional constipation, hypertension, migraine, and anxiety; and improving the QoL of patients with cancer and gastroesophageal reflux disease (GERD) and the cardiorespiratory fitness of patients with heart failure. Conclusions: Based on this narrative review, the exact usefulness of DB in clinical practice is unclear due to the poor quality of studies. However, it may be a feasible and practical treatment method for various disorders.

What's perhaps more telling than either of those comments - Inafune is saying nothing new, and Fish's comment was little more than a poorly worded gut reaction - is the extent of coverage each has received. I wouldn't go so far as to say that Japan-bashing is in vogue in gaming circles, but it certainly seems to strike a nerve. There's a deep undercurrent of thought, both among gamers and within the industry, that agrees with Inafune and Fish - much of the criticism for the latter, notably, stemming from the rudeness of the comment in its context, rather than any flaw in its reasoning.

So, what happened? Where did it all go wrong? There's a popular and deeply tempting narrative that simply says that Japan lost its mojo. It's a narrative that slots neatly into the broader economic and cultural story of the Lost Decades (indeed, now the Lost Generation) since the end of the economic bubble in the early 90s. It interlocks pleasingly with the idea of a nation that, after a century of looking outwards and westwards, reversed course and turned inwards. That's a perspective that gives us an easy narrative about a country whose game developers stopped making innovative, optimistic fantasies for gamers everywhere, and started making retro games to help salarymen recapture their 1980s youth, or dating sims for stay-at-home social recluses.

Like all simple narratives of complex social change in gigantic countries, this one is deeply suspect. It's got some of the answers, but not all of them - not even a majority. If we want to really understand what's happened to Japanese games, we need to look a lot more closely and carefully at the country. There are problems - GDC's coverage makes that obvious - but they're not necessarily the problems you'd expect, and could even turn out to be serious advantages in the years to come.

Let's address, for a start, the idea that Japanese games are immensely qualitatively different to the way they used to be in the past. One important thing to recognise in this regard is that you're not observing this from the position of a fixed observer. Most people comparing Japanese games now, when you're in your late twenties, thirties, forties - whatever - with Japanese games then, when you were a teenager or a student. Is it any wonder that tastes have changed? The optimistic RPG narrative or the self-important chest-thumping of Metal Gear don't always resonate with an older, adult audience the way they did with teenagers. That doesn't mean they suck - it just means they're not for you any more.

Japanese developers don't get the easy ride they once did. Their games are no longer automatically fascinating just because they're Japanese, and many developers struggle to break away from the childish narratives which enraptured us as teenagers but feel laughable as adults. Yet there's still a wealth of talent in this sector, and in the mobile gaming sector, sadly hidden from Western view, a whole new revolution in gaming could just be churning away. You can never go back to the past - but it would be foolish to entirely write off Japan's future.

Many Japanese once revered the wolf as Oguchi no Magami, or Large-Mouthed Pure God, but as Japan began its modern transformation wolves lost their otherworldly status and became noxious animals that needed to be killed. By 1905 they had disappeared from the country. In this spirited and absorbing narrative, Brett Walker takes a deep look at the scientific, cultural, and environmental dimensions of wolf extinction in Japan and tracks changing attitudes toward nature through Japan's long history.

Few books offer as intricate a view into another culture's attitudes toward an animal's extinction and disappearing wilderness as The Lost Wolves of Japan. Eloquently written and rich with notes that make this book highly appropriate for undergraduate and graduate course..Lost Wolves shows not only the global influences on species extinction but also how the loss of wilderness and signature species such as the wolf are deeply situated within rich, human worlds of rituals, stories, and legends that are themselves disappearing.

The history of Imperial Japan, from the Meiji Restoration through to defeat and occupation at the end of the Second World War, is central to any understanding of the way in which modern Japan has developed and will continue to develop in the future. This wide-ranging accessible and up-to-date interpretation of Japanese history between 1868 and 1945 provides both a narrative and analysis.

The tales, however, were likely inspired by a brutal murder that actually took place in Inunaki Tunnel. The tunnel, being remote and rarely used by traffic, was a popular spot for gangs. One afternoon in December 1988, a group of teens kidnapped, robbed and tortured 20-year old Umeyama Kouichi before burning the young man alive deep within the tunnel.

The flow of each level needed to not just tell a fun, self-contained story, but to guide the player along the gameplay journey. What bosses we had to face, what gadgets were available, what environment we were in, all factored into the decisions of the narrative. The narrative was the starting point for every level. From a flowchart of the action and story beats we then developed a full script and storyboards in collaboration with our cinematics, tech and level designers. 2351a5e196

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