What is the difference between the 12 years of menstrual education in the state religion and the nine years of consistent education? All three editorial committee members pointed out that compared with the past menstrual education, the 12-year state education health textbooks are more "Life-oriented" when discussing menstruation, and also add "Literacy orientation", hoping that through cross-disciplinary, interdisciplinary learning allows students to apply what they have learned in their lives.
Teacher hu zhining, the editor of the first edition of the south, has also developed the first set of menstruation textbooks in taiwan. For her, the biggest reform of the 12-year state education menstrual education is "Life-oriented". "The 12-year state logo design education emphasizes different ways to face these problems in life situations. Now the focus is on strategies, not knowledge recitation." teacher hu zhining believes that the current trend of health textbooks has been from the past standardization and emphasis on physiological structure, it has become more emphasis on "Physiological health care" and physiological products, and "More emphasis on differences".
Teacher chen xiuqi of the hanlin version pointed out that in the past menstrual education emphasized "Organ learning", while the current trend of health textbook compilation focuses more on "Health concepts and habits". In addition, the textbooks of the 12-year state religion are more focused on life, that is, "Related to life", rather than introducing reproductive organs.
MMoexp: Miyazaki began his career in game development relatively late
I'm too often in, at the very least when I have only 33 years left on his odometer thinking about my legacy. I'm constantly worried about what I've achieved and the legacy I'll leave, particularly in comparison to others, both successful and otherwise. So, when playing FromSoftware's Elden Ring Runes over the last month, I couldn't help to look up studio president Hidetaka Miyazaki's profile, just to feel more smug about my own self.
Miyazaki began his career in game development relatively late. But by the time that he was just 33, he had already begun in charge of the direction of Demon's Souls, the PlayStation 3 classic that established the popular Souls-like pseudo-genre that has become an enduring facet of gaming's history. Since then, Miyazaki has become the creative genius behind FromSoftware's biggest projects which include Dark Souls, Bloodborne, Sekiro: Shadows Die Twice and Elden Ring, which released on every major gaming console (apart from Switch which isn't able to handle these massive games) on February 25. I've since spent nearly 90 hours in Miyazaki's mind and let me tell you, it can be quite bizarre.
Elden Ring is an inevitable climax in Miyazaki's legacy. It's this massive, sprawling game that draws inspiration from, almost every FromSoftware project before it. Gameplay is (and I'm sorry for having to say it) Dark Souls meets Breath of the Wild. I barely know where I'm going or what I'm doing half times, but the game isn't too complicated that it's overwhelming with the myriad of options and methods. Elden Ring mostly stays out of its own way, offering users gentle pushes in the direction of cool stuff while also providing the necessary support should you decide to take your own route A complete set of features concealed in the expected confusion of the traditional FromSoftware design.
I've come to terms of the fact that reviewing Elden Ring--that is, providing an accurate and complete account of my time playing the game is almost impossible, at the very least, with my limited abilities. How can I create the feeling I felt every when I ran into a vendor or opponent who was able to create the most sorrowful, mournful music I've heard in video games? What are the words I can use to bestow the same soothing nostalgia that washed over me the very first time I slammed into an object with my weapon and it eventually faded away, revealing an escape route? What can I use to spell out the perfect onomatopoeia that captures my exaggerated groan when were greeted by a mass of smoke-spewing basilisks, immediately conscious of the dangers they pose from encounters in the previous Souls games?
Everything in Elden Ring comes bundled with the exact same type of friction, intended to rub you wrong, until finally, it rubs you the correct way. And those rough edges cannot be smoothed out without altering the game's main of existence. Souls fans usually are enticed by the feeling of satisfaction which comes from conquering the many challenges of the genre however, it's much not just that. It's similar to when my father recently lubricated the hinges an old screen door in my childhood home to best place to buy elden ring items. When I first opened it after his job as handyman, I felt and felt a tingle of weightlessness, but I didn't hear the exact sound and sensation I expected. I did not hear anything. I was not feeling anything. It was like I was lost in the void. All the feel, all the personality that door previously clutched with its creaking joints was gone, replaced with an ethereal smoothness that concealed its existence rather than adding flavor to the world.