Sweltering, sticky, and unyielding: this has been the reality for numerous countries this summer, with over 12 states reporting elevated humidity levels in July.
Preliminary data indicates that most of the affected 48 states experienced significant humidity in the Midwest, East Coast, and parts of the Mid-Atlantic last month. Research compiled by Oregon State University.
While hot and humid weather is typical in summer, the combined “feels-like” heat index values have soared into triple digits for extended periods in states like Ohio, Illinois, Kentucky, Tennessee, and Florida last month.
Cities like Pittsburgh, Roanoke, Virginia, and Washington, D.C., all marked the most humid July on record. Data managed by Iowa Environmental Mesonet tracks precipitation, soil temperature, and various environmental conditions. New York City and Raleigh, North Carolina, also faced severe humidity levels, while humidity in Detroit and Cincinnati hit their third highest levels last month.
In Paducah, Kentucky, the extreme heat and humidity from July 16th to 30th shattered many records for the city.
“We have reached the end of Paducah’s longest sustained high humidity event in the last 75 years,” stated the local National Weather Service branch. This was mentioned in a post on X on Thursday, noting that the hours spent at “oppressive humidity levels” exceeded 300% of the normal for July.
As climate change progresses, days with high humidity are expected to become more frequent. A warmer atmosphere holds more moisture, leading to increased humidity levels which present significant risks to health and public safety.
Elevated heat index values raise the risk of heat-related illnesses and fatalities, especially among vulnerable populations such as children, the elderly, and those with pre-existing health conditions. A 2022 study from nonprofit Climate Central shows that a mixture of high heat and humidity can hinder the body’s ability to cool itself through sweating.
“In various regions across the country and globe, dangerous heat is often coupled with high humidity. I discussed this in an analysis.
Moreover, a warmer atmosphere can lead to more intense storms, which can unleash large amounts of rain and result in hazardous flash floods.
So far this year, over 3,000 flash flood warnings have been issued, as reported by Iowa State University data.
Tragic flooding last month claimed at least 120 lives in the Hill Country area of central Texas, while multiple storms in New Mexico caused repeated flooding throughout July. At the end of the month, a severe storm hit New York City and nearby Tri-state areas, creating chaos during evening commutes.
MaA lot has changed for Hidetaka Miyazaki in the past decade. In May 2014, he became president of FromSoftware, the Japanese game developer known for the dark fantasy blockbusters Demon’s Souls (2009), Dark Souls (2011), and Bloodborne (2015), all of which he directed himself. At the time, FromSoftware’s games were critically acclaimed and had a devoted following, but they sold poorly, only selling a few million copies each. But in 2022, the company released the gloriously imposing Elden Ring, a collaboration with fantasy author George R.R. Martin. Not only is it Miyazaki’s best work, it’s also his most popular to date, having sold 25 million copies to date. FromSoftware is no longer a niche company that produces cult hits; it’s now a company that produces bona fide blockbusters.
Has this changed Miyazaki’s thinking? Given how unforgiving and ruthless his game world is, it may not be surprising that he’s not the most optimistic person you’ll ever meet. “Elden Ring was in a league of its own in terms of success and critical acclaim, but what we try to do as a company is to never assume that it’s going to happen again in future games,” he told me in an interview in Los Angeles. “We never make decisions based on the assumption that because we did it once, it’s going to happen again. Allowing for this fairly conservative prediction gives us room to fail, which ultimately leads to better games and better decisions. Indirectly, I think that the assumption that we’re not going to make hits anymore, that conservative outlook, inspires and helps our game design.”
Miyazaki and the From Software team Comfortable. And even if they did, it’s hard to imagine they would have made a game as demanding, ambitious, and at times brutal.
Shadow of the Eldtree, a major expansion for Elden Ring, is released today. It takes players to a terrifying land of shadows, filled with amber skies, fearsomely grotesque monsters, and vengeful, forgotten warriors. From Software’s games are notoriously difficult, demanding extraordinary grit, determination, and drive from the player. Shadow of the Eldtree may be the hardest yet. Shadow of the Eldtree will put even those with 100 hours of Eldtree experience on the back foot. But it handsomely rewards persistence with a complex, fascinatingly opaque storyline and memorable battles against fearsome entities, from ghostly, leaf-adorned dragons to giant walking cages of human ash. The sense of accomplishment you feel when you finally conquer the unconquerable in a Miyazaki work remains unmatched.
The harsh nature of Eld Tree feels like a dump of cold water on me. Maybe it’s because I’ve been playing this game for 15 years, but Elden Ring feels just a little more approachable than other FromSoftware games. If you get stuck somewhere, you can move somewhere else, rather than charging at the same near-impossible boss over and over again. There are more options, and you can always try a different approach. It doesn’t feel like you’re having your face shoved in the dirt, as I said to Miyazaki. all At the time. Does he think this is part of the reason Elden Ring has garnered more fans than Dark Souls or the 2019 ninja fantasy Sekiro?
Miyazaki: “I’ve always felt that the world is a really harsh place.” Photo: FromSoftware/Sony
“That’s certainly part of the intention. Elden Ring gives players a lot more freedom because of its open-world nature and game design,” he muses. “At no point in the game did we want players to feel boxed in or overly limited in the scope of what they can do and experience in that world. It’s not a very gloomy, dark fantasy that we’ve become accustomed to in past FromSoftware games… The same starkness and coldness is still there, but we wanted to create beautiful moments. Conceptually, there’s a bit of high fantasy in there. It feels like you have a break, both in terms of the difficulty and the learning curve, but also in the world setting.”
Every new FromSoftware release brings up a bit of a discussion about difficulty and accessibility in modern games. Some developers choose to offer easier modes for less experienced or time-poor players. Sometimes they even remove enemies from the game entirely.
But this doesn’t suit a game like Elden Ring – difficulty is what the game is about, and reducing the difficulty stifles creativity.
“If you really want people all over the world to play your game, you can just make the difficulty lower and lower, but that wasn’t the right approach,” Miyazaki said. “If we had taken that approach, I don’t think the game would have turned out the way it did, because the sense of accomplishment that players get from overcoming these hurdles is a very fundamental part of the gaming experience. If you lower the difficulty, you take away that joy. I think it ruins the game itself.”
For Miyazaki, improving through failure isn’t just a game design principle, it’s something of a personal philosophy. As president, he creates a work environment where developers can experiment and ideas don’t get bogged down. No one project dictates a developer’s entire future. His big break came in 2006, when he was put in charge of managing a struggling fantasy project at FromSoftware. The game would become Demon’s Souls. “I thought if I could figure out how to manage the game, I could turn it into whatever I wanted,” he told The Guardian’s Simon Parkin in 2015. “The best part was that if my idea failed, nobody cared. It was already a failure.”
“To be honest, I don’t think it’s that different now than it was 15 years ago when we were making Demon’s Souls,” he laughs when I remind him of this. “What I try to foster in our environment is to make sure that young directors and game designers have the same kind of experience that I had when I was working on Demon’s Souls, that if this game fails, it’s not the end of the world. I think that mentality and attitude helps people grow.”
Mr. Miyazaki is different. The first time I met him In 2011“I’ve always been a big fan of the game,” he said at Tokyo Game Show, just before the release of Dark Souls, the game that would thrust him into the spotlight. Quiet and soft-spoken, his eyes glued to the carpet, he says he used to shy away from being the center of attention. But now he’s much more confident and comfortable talking about both business and game design. When he thinks, he looks up at the ceiling, not down at the floor. He’s now a father to a young daughter and leads a company. And like players of Dark Souls and Elden Ring, he’s emerged as a more capable person.
However, he remains as hands-on as ever as a game designer. “Regardless of my title or position in the company, there is always the joy and satisfaction I get from making games,” he says. “I enjoy helping to nurture and develop young directors who will take the company to the next level. But sitting in an administrative office all day is not my style. I want to really get my hands dirty and continue to make games together, and through that, pass on my process to other generations of talent. I’ve held the title of president for almost 10 years now, but I’d say about 95% of my work and time at the company is devoted to game making and game direction. In this ratio, I’d say I’ve only had about 6 months of actual experience as an executive!”
The world is also very different from when Demon’s Souls was a big hit. I think the reason why more people are resonating with the work of Hayao Miyazaki and From Software is because we’ve become accustomed to a feeling of helplessness. For those who have lived through the last 15 years of pandemics, political turmoil, and looming climate disaster, bleak situations are not so foreign. What Elden Ring gives us is a glimmer of hope that, perhaps, if we are strong and persistent enough, we can triumph against all odds.
“A lot of From Software’s games throw you into this barren wasteland and make it a very harsh, harsh, cold experience… I don’t think what we’ve done in the game has changed, but maybe the world will change. Have “The last few years have been exceptional in terms of what’s going on around us, but even before that I felt the world was a very harsh place. I’ve always lived with that worldview, that value system. So this idea of being cast out into the wilderness and planting the seeds of growth feels almost universal to me. Maybe more people are discovering that now.”
I think what a lot of people miss in From Software’s games is a sense of hope. First Interview In a 2010 email exchange with Miyazaki, he told me about the origins of Demon’s Souls’ unusual multiplayer, in which players can summon anonymous helpers to help them get through a particularly frightening area or boss encounter. He was driving up a hill in the winter when everyone got stuck. It wasn’t until everyone in the back started helping by pushing the car in front to the top of the hill that someone finally made it. He called it a “connection of mutual aid between fickle people,” adding, “Oddly enough, that event will probably stick in my mind for a long time. It sticks for a long time precisely because it was so fleeting.”
Elden Ring is filled with these fleeting moments of beauty and friendship, and they’re all the more meaningful because they’re so rare. In a harsh world, moments of respite are precious.
“If I look deeply into my history, there are definitely experiences that have influenced my identity, the worldview that drives me to make games,” Miyazaki said. “I’ve never taken a step back and thought about what triggered it, but there’s definitely something that’s the reason these are the types of games I want to see and make. If I looked in the mirror and took a hard look at myself… if I went on a soul-searching journey to find out why, I might be disappointed in myself. It would force me to face how boring and ordinary I am. Maybe I’m intentionally avoiding that. That’s what keeps the creativity flowing.”
Having a positive mindset can have unexpected results
DEEPOL (Plain Picture/photo by Anja Weber Dekker)
Do you suffer from low self-esteem? If so, you may have been told to repeat phrases like, “I am worthy of love, I am worthy of love, I am worthy of love.” Repeating positive statements like these is called self-affirmation, and it's said to boost a person's mood and sense of worth. Sounds incredible, right? Well, it is. When psychologists tested the effectiveness of this mantra, it backfired. Participants who started out with low self-esteem ended up feeling worse. The problem was, they simply didn't believe what they were being told.
We know that a positive attitude is good for your health, and that the right mindset can really impact your health and happiness. But it turns out that too much of a good thing can be bad. What psychologists who study self-esteem have discovered is an example of “toxic positivity” – the idea that forcing yourself to interpret your experiences in an optimistic way and suppressing negative emotions can actually do you harm. The term has become something of a buzzword in both academia and pop culture. And yet, the messages that “happiness is a choice” and “positivity is a mindset” are rampant.
What is needed is a return to balance. It is not enough to say that excessive positivity is harmful; we need to know when, why and for whom it is harmful. Fortunately, there is a growing body of research addressing these questions. …
New research has discovered that despite restrictions on advertising campaigns targeting young people, children are being inundated with gambling promotions and content that resembles gambling while browsing the internet.
The study, commissioned by charity GambleAware and funded by donations from gambling companies, highlights the blurred line between gambling advertising and online casino-style games, leading to a rise in online gambling with children unaware of the associated risks. It warns that gambling advertisements featuring cartoon graphics can strongly attract children. Recently, a gambling company promoted a new online slot game on social media using a cartoon of three frogs to entice players.
GambleAware is recommending new regulations to limit the exposure of young people to advertising. Research conducted by the charity revealed that children struggle to differentiate between actual gambling products and gambling-like content, such as mobile games with in-app purchases.
Zoe Osmond, CEO of GambleAware, emphasized the need for immediate action to protect children from being exposed to gambling ads and content, stating, “This research demonstrates that gambling content has become a part of many children’s lives.”
GambleAware chief executive Zoe Osmond said urgent action on internet promotions was needed to protect children. Photo: Doug Peters/Pennsylvania
The report also points out that excessive engagement in online games with gambling elements, like loot boxes bought with virtual or real money, can fall under a broader definition of gambling. It calls for stricter regulation on platforms offering such games to children.
Businesses are cautioned against using cartoon characters in gambling promotions, as they may appeal to children. However, there is no outright ban on using such characters. Online casino 32Red, for instance, recently advertised its Fat Frog online slot game on social media with a cartoon frog theme.
Dr. Raffaello Rossi, a marketing lecturer focused on the impact of gambling advertising on youth, criticized regulators for not acting swiftly enough to address the proliferation of online promotions enticing children. He called for new advertising codes to regulate social media promotions effectively.
The Gambling and Gambling Council assured that their members strictly verify ages for all products and have implemented new age restriction rules for social media advertising.
Recent data from the Gambling Commission indicates that young people are now less exposed to gambling ads compared to previous years. While no direct link between problem gambling development and advertising has been established.
The Advertising Standards Authority (ASA) stated that it regulates gambling advertising to safeguard children and monitors online gambling ads through various tools and methods.
The Department for Culture, Media and Sport affirmed its focus on monitoring new forms of gambling and gambling-like products, including social casino games, to ensure appropriate regulations are in place.
Kindred Group, the owner of the 32Red brand, was reached out to for comment.
○One of the most harmful myths about digital technology is that it is somehow weightless or immaterial. Remember the early talk about “paperless” offices and “frictionless” transactions? And of course, our personal electronic devices Several Electricity is insignificant compared to a washing machine or dishwasher.
But even if you believe this comforting story, you might not survive when you come across Kate Crawford’s seminal book. Atlas of AI or impressive Structure of an AI system A graphic she created with Vladan Joler. And it definitely won’t survive a visit to the data center. One giant metal shed houses tens or even hundreds of thousands of servers, consuming large amounts of electricity and requiring large amounts of water for cooling systems.
There are currently between 9,000 and 11,000 such data centers around the world. Many of them are old-style server farms with thousands or millions of cheap PCs that store all the data our smartphone-driven world generates, including photos, documents, videos, and recordings. It’s starting to look a little outdated. In such casual abundance.
what i was reading
shabby philanthropist Read Deborah Doan’s book sharp review for alliance Tim Schwab’s critical book magazine, bill gates problem.
final write Veteran commentator Jeff Jarvis think about giving up “About old journalism and its legacy industry,” in a BuzzMachine blog post.
slim picking In his blog No Mercy/No Malice, Scott Galloway suggests that AI and weight loss drugs have a lot in common.
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