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We Need To Talk About How Bra Sizes Work

As any number of women’s magazines will tell you, 80% of women are wearing the wrong bra size. That’s probably because bra shopping is hell on earth and basically impossible unless you invite a total stranger into the fitting room to help measure you properly, but it might also be a result of our society’s complete misunderstanding of what bra sizes even are. If the video game discourse is any indication, most people seem to think bra sizes stop at DD and that anything smaller than “huge badonkers” is in the A-to-B range.

I’m talking, of course, about Tifa Lockhart, who has been accused of having B-cup breasts–as her character model in the Final Fantasy 7 Remake looks different from her extra-busty appearance in the PS1 era–as well as the entire female cast of Mortal Kombat 11, for that matter. Now, these are fictional women who have top-of-the-line physics engines supporting them, so it’s not like they really need the extra support from an $80 Lululemon sports bra. But if we’re going to use bra sizes as shorthand to talk about fake women’s bodies, we’re going to do it right, goddammit.

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Lucky for you, I know a thing or two about this. Bra sizes have two main components: the cup size and the band size. The cup size is denoted by letters, like B or DD, and refers to the actual breast part of the bra. The band size is a number based on the size of the person’s ribcage area (right under the actual breasts), and it’s secretly the more important size.

While most people tend to focus on the cup letter, it’s band size that determines cup size. So if you have two people whose actual breasts are exactly the same size, but whose band sizes are different, they’ll wear different cup sizes. A 36DD, for example, is the same as a 34DDD–those two people have the same size breasts, but one has a smaller rib cage, so the cup size scales up a bit. Why does Big Lingerie do this? Because the cup size represents the difference between your band measurement and your breast measurement, with one inch difference being an A, two being a B, and so on. The bigger the difference, the bigger the cup size.

Anyway, back to Tifa. Tifa is a Woman of Small Ribcage, so I’m going to guess and say she’s a 28 band size. If you look at her for even two seconds, you can see that her chest is a lot bigger around than her ribcage. I’d say it’s at least a six- or seven-inch difference, which puts her in the F or G range. Did you know bra sizes go up that far? They sure do!

On top of that, there’s also been some discussion around Remake Tifa’s bra–specifically that she’s wearing a sports bra. Sports bras are generally a bit more constricting in terms of fit, and while some retailers do offer traditional bra sizing options, you’ll often see sports bras sold in dress sizes (2, 4, 6, 8, etc.) or in the small-medium-large metric. Because of the design and further size confusion, sports bras often make chests look “flatter” than they are. In Tifa’s case, however, it looks like she’s wearing a $100-plus designer sports bra that imitates the look of a regular bra. I’d argue the type of bra she’s allegedly wearing has little to no effect on the perceived size of her chest… or how hard she punches the hell out of things.

So while it may be true that Tifa’s chest looks smaller than it used to be (or perhaps how you imagined it), it’s by no means a small chest. Even if you did think she wears a B-cup bra, though, you can still look at her and see that it is not a small chest. Now that you know how bra sizes work, you can go back to the cast of MK 11, too, and observe that they have different bodies and thus fit a variety of bra sizes. And finally, consider that there’s nothing at all wrong with small boobs to begin with.

In conclusion, if you think that video games are being censored because suddenly “every” female character has A- or B-cup boobs, you’re just plain wrong. And if you must complain, you should maybe consider complaining about ribcage size instead.

from GameSpot – Game News https://www.gamespot.com/articles/we-need-to-talk-about-how-bra-sizes-work/1100-6467977/

What Pokemon Go Should Borrow From Harry Potter: Wizards Unite

Niantic’s new Harry Potter game, Harry Potter: Wizards Unite, has officially arrived. Given its pedigree, the title is unsurprisingly very similar to Pokemon Go. Wizards Unite is clearly built around the same style of augmented-reality gameplay (albeit with a Harry Potter twist), and many of the game’s elements even have direct analogs in Pokemon Go: Fortresses are Harry Potter’s equivalent of Gyms, for instance, while Portkeys serve the same function as Eggs, among many other examples.

Despite their similarities, however, Wizards Unite also differs from Pokemon Go in a few notable ways. Not only has the game launched with more content and features than Pokemon Go had at its outset (with the glaring exception of Adventure Sync), Niantic has also incorporated a number of RPG-like mechanics that Go lacks, chief among them the Professions system. Once you reach a certain level in the game, you’re able to select from one of three different classes for your character, each of which boasts its own distinct attributes and comes with a skill tree that can be leveled up to unlock additional skills and perks.

Elements like these help make Wizards Unite a deeper experience than Pokemon Go, and the latter would benefit from pilfering some ideas from its sister title. Of course, no proper Pokemon game has allowed players to pick a class before, so Wizards Unite’s Professions system may not exactly be in keeping with the spirit of the series, but something similar could be implemented. Players have been pit against a wide variety of specialized Pokemon trainer in the mainline games, from Bug Catchers to Bird Keepers to Hikers, and these classes could serve as the basis for a Pokemon Go-style Professions system.

Other elements from Wizards Unite that Pokemon Go would benefit incorporating are daily quests and login bonuses. Pokemon Go does already have its own quest system of sorts in the form of Field Research tasks, but to acquire these missions, you must travel to a Poke Stop, and you can only have a certain number of active tasks at a time, so you can’t stockpile them. Wizards Unite, meanwhile, offers players a list of daily challenges to complete, as well as a little bonus each day they log in. A combination of the two methods would certainly add more incentive to fire up Pokemon Go every day.

Wizards Unite also features a potion-brewing system. As you play, you’ll encounter materials on the overworld that can be used to brew different types of potions. Potion brewing would feel out of place in a Pokemon game, but the series has allowed you to craft certain items in the past; in Pokemon Gold and Silver, for instance, you could collect different kinds of Apricorns and forge them into specialized Poke Balls, such as the Lure Ball, which makes it easier to catch Water Pokemon. A similar kind of crafting system would work very well in Pokemon Go.

Harry Potter: Wizards Unite is available for free on iOS and Android devices. If you’re just getting started in the game, be sure to check out our full Wizards Unite coverage. We’ve put together guides detailing how to get more Spell Energy, as well as breakdowns of how Wizarding Challenges work and how to pick the best Professions for you.

from GameSpot – Game News https://www.gamespot.com/articles/what-pokemon-go-should-borrow-from-harry-potter-wi/1100-6467963/

Star Wars Jedi: Fallen Order’s Exploration Inspired By Metroid

After an impressive showing during EA Play at E3 2019, new details about Star Wars Jedi: Fallen Order have emerged. A Respawn Entertainment developer cites the Metroid series as a prominent influence on how exploration is handled in the upcoming third-person action-adventure game.

Lead level designer Jeff Magers sat down with GameInformer to discuss Jedi: Fallen Order’s exploration. Magers said it’s “an exploration game from the level design perspective, at its core” and that “traversal feels snappy [and] responsive.” But while things like “mixing in [the] wide range of traversal tools [to] make the moment-to-moment feel really good” and “no UI objectives in the world” sound nice, things got interesting when Magers mentioned how Metroid (among other titles like The Legend of Zelda franchise and the Dark Souls games) influenced the hotly-anticipated Star Wars game.

“Metroid absolutely served as an inspiration for us,” Magers told GamerInformer. “What the Metroid-style level design does for us is somewhat [of] a way to give the player guided exploration. A ton of freedom within the world, but at the same time we can deliver really handcrafted moments and really focus on the moment-to-moment.” Magers then described design sensibilities common in Metroidvanias: hidden secrets, backtracking, abilities/weapons that unlock new areas. For Jedi: Fallen Order, “Force powers are lock-and-key mechanisms,” meaning that behind the Force push gate you couldn’t get through earlier, “Maybe there’s a whole other area [or] maybe there’s a little secret.”

Since hidden pathways and secrets to discover abound, Jedi: Fallen Order is not really linear. “We have linear sections of the game,” Magers said. “And each, I’d say 30-minute to one hour section that we call a level… will be somewhat linear, although there [are] different branching options, different choices to make, different secrets to find [and] areas to explore. But when it really opens up is kind of at a macro level. You will be retraversing through these levels that earlier was kind of more of a linear experience… with your new tools and your upgraded hero. It really aligns with kind of the goal of the game, which is to become a Jedi.” It sounds like the Jedi has become the master of Jedivania.

Star Wars Jedi: Fallen Order will launch on November 15 for PC, PlayStation 4, and Xbox One.

from GameSpot – Game News https://www.gamespot.com/articles/star-wars-jedi-fallen-orders-exploration-inspired-/1100-6467974/

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