Facepalm Full O' Napalm
 
 
You know, if I could click *you*, you wouldn't know a moment's peace.

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One of the basic pieces of furniture, a chair is a type of seat. Its primary features are two pieces of a durable material, attached as back and seat to one another at a 90° or slightly greater angle, with usually the four corners of the horizontal seat attached in turn to four legs—or other parts of the seat's underside attached to three legs or to a shaft about which a four-arm turnstile on rollers can turn—strong enough to support the weight of a person who sits on the seat (usually wide and broad enough to hold the lower body from the buttocks almost to the knees) and leans against the vertical back (usually high and wide enough to support the back to the shoulder blades). The legs are typically high enough for the seated person's thighs and knees to form a 90° or lesser angle. Used in a number of rooms in homes (e.g. in living rooms, dining rooms, and dens), in schools and offices (with desks), and in various other workplaces, chairs may be made of wood, metal, or synthetic materials, and either the seat alone or the entire chair may be padded or upholstered in various colors and fabrics.

Chairs vary in design. An armchair has armrests fixed to the seat; a recliner is upholstered and under its seat is a mechanism that allows one to lower the chair's back and raise into place a fold-out footrest; a rocking chair has legs fixed to two long curved slats; a wheelchair has wheels fixed to an axis under the seat.

The chair has been used since antiquity, although for many centuries it was a symbolic article of state and dignity rather than an article for ordinary use. "The chair" is still used as the emblem of authority in the House of Commons in the United Kingdom and Canada, and in many other settings. In keeping with this historical connotation of the "chair" as the symbol of authority, committees, boards of directors, and academic departments all have a 'chairman' or 'chair'. Endowed professorships are referred to as chairs. It was not until the 16th century that chairs became common. Until then, people sat on chests, benches, and stools, which were the ordinary seats of everyday life. The number of chairs which have survived from an earlier date is exceedingly limited; most examples are of ecclesiastical, seigneurial or feudal origin.

Chairs were in existence since at least the Early Dynastic Period of Egypt (c. 3100 BC). They were covered with cloth or leather, were made of carved wood, and were much lower than today's chairs – chair seats were sometimes only 10 inches (25 cm) high. In ancient Egypt chairs appear to have been of great richness and splendor. Fashioned of ebony and ivory, or of carved and gilded wood, they were covered with costly materials, magnificent patterns and supported upon representations of the legs of beasts or the figures of captives. Generally speaking, the higher ranked an individual was, the taller and more sumptuous was the chair he sat on and the greater the honor. On state occasions the pharaoh sat on a throne, often with a little footstool in front of it.

The average Egyptian family seldom had chairs, and if they did, it was usually only the master of the household who sat on a chair. Among the better off, the chairs might be painted to look like the ornate inlaid and carved chairs of the rich, but the craftsmanship was usually poor.

The earliest images of chairs in China are from sixth-century Buddhist murals and stele, but the practice of sitting in chairs at that time was rare. It wasn't until the twelfth century that chairs became widespread in China. Scholars disagree on the reasons for the adoption of the chair. The most common theories are that the chair was an outgrowth of indigenous Chinese furniture, that it evolved from a camp stool imported from Central Asia, that it was introduced to China by Christian missionaries in the seventh century, and that the chair came to China from India as a form of Buddhist monastic furniture. In modern China, unlike Korea or Japan, it is no longer common to sit at floor level.

In Europe, it was owing in great measure to the Renaissance that the chair ceased to be a privilege of state and became a standard item of furniture for anyone who could afford to buy it. Once the idea of privilege faded the chair speedily came into general use. Almost at once the chair began to change every few years to reflect the fashions of the day.

In the 1880s, chairs became more common in American households and usually there was a chair provided for every family member to sit down to dinner. By the 1830s, factory-manufactured “fancy chairs” like those by Sears. Roebuck, and Co. allowed families to purchase machined sets. With the Industrial Revolution, chairs became much more available.

The 20th century saw an increasing use of technology in chair construction with such things as all-metal folding chairs, metal-legged chairs, the Slumber Chair, moulded plastic chairs and ergonomic chairs. The recliner became a popular form, at least in part due to radio and television.

The modern movement of the 1960s produced new forms of chairs: the butterfly chair (originally called the Hardoy chair), bean bags, and the egg-shaped pod chair that turns. It also introduced the first mass-produced plastic chairs such as the Bofinger chair in 1966. Technological advances led to molded plywood and wood laminate chairs, as well as chairs made of leather or polymers. Mechanical technology incorporated into the chair enabled adjustable chairs, especially for office use. Motors embedded in the chair resulted in massage chairs.

Chairs can be made from wood, metal, or other strong materials, like stone or acrylic. In some cases, multiple materials are used to construct a chair; for example, the legs and frame may be made from metal and the seat and back may be made from plastic. Chairs may have hard surfaces of wood, metal, plastic, or other materials, or some or all of these hard surfaces may be covered with upholstery or padding. The design may be made of porous materials, or be drilled with holes for decoration; a low back or gaps can provide ventilation. The back may extend above the height of the occupant's head, which can optionally contain a headrest. Chairs can also be made from more creative materials, such as recycled materials like cutlery and wooden play bricks, pencils, plumbing tubes, rope, corrugated cardboard, and PVC pipe.

In rare cases, chairs are made out of unusual materials, especially as a form of art or experimentation. Raimonds Cirulis, a Latvian interior designer, created a volcanic hanging chair that is a handmade out of volcanic rock. Peter Brenner, a Dutch-born German designer, has created a chair made from lollipop sugar – 60 pounds (27 kg) of confectioners' sugar.

Chair design considers intended usage, ergonomics (how comfortable it is for the occupant), as well as non-ergonomic functional requirements such as size, stacking ability, folding ability, weight, durability, stain resistance, and artistic design. Intended usage determines the desired seating position. "Task chairs", or any chair intended for people to work at a desk or table, including dining chairs, can only recline very slightly; otherwise the occupant is too far away from the desk or table. Dental chairs are necessarily reclined. Easy chairs for watching television or movies are somewhere in between depending on the height of the screen.

Ergonomic design distributes the weight of the occupant to various parts of the body. A seat that is higher results in dangling feet and increased pressure on the underside of the knees ("popliteal fold"). It may also result in no weight on the feet which means more weight elsewhere. A lower seat may shift too much weight to the "seat bones" ("ischial tuberosities").

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So about that pillow
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Gremmerz police officer™ 24 jul om 21:59 
Glad to help! :tgrin:

Checked its store page out quickly and yes an open world RPG seems like a better choice that will give more entertainment and fun for your money.
Facepalm Full O' Napalm 24 jul om 15:12 
You had me at the first half :steammocking:. No, but I appreciate it though! Most of it seems to have already been spoiled by my perusing YouTube, going by the spoiler text.

Now that I’m talked out of wasting my money on that, Kenshi is kicking my ass but is fun so far!
Gremmerz police officer™ 23 jul om 0:48 
(part 4 - end)

As despite your choices matter more during the story and the endings are more distinct compared to Telltale, but not so much so to warrant replaying or owning the game for it. You can just watch the 12 major endings and the key variations or differences in the storyline (and secrets) not just the endings and you've seen it all basically.

However if you are into exploring these different plot progressions with their numerous but tiny differences then go for it, but if you only care about the major plot points and some key details then I don't feel it's worth more than watching on YT and you also save the time and effort in the process which you can spend on an actual RPG with much greater variation both when it comes to endings and plot details and has better replay value.

:lunar2019coolpig:
Gremmerz police officer™ 23 jul om 0:48 
(part 3)

The path you take there can vary much more but the end result will be those above and of course people also tend to count character deaths as separate endings (each possible death as a different one at that) which is silly too, but yes death (and thus losing the game) is also a possibility, so while there aren't that many endings as some claim they are still distinct so better in that regard and your choices matter more and have greater variation how to play than Telltale games so it is better in that regard too, but not so much as to can personally consider it way beyond but not as bad either hence why I wrote earlier it is similar to Telltale games (but not identical).

So in sum as I wrote in my previous post I don't feel it is worth getting if you can just watch it on YouTube.

...
Gremmerz police officer™ 23 jul om 0:47 
(part 2)

Some claim the game has at least 40 and possibly above 80+ endings but that is as above mentioned if you count every slight variation as a different ending which is clearly just an artificially inflated number. Below link has a post that is more realistic with 12 major different endings (maybe a few more, but excludes the slight differences which do not really matter in this sense).

https://gamefaqs.gamespot.com/boards/182637-detroit-become-human/76802775

Quote below with spoiler tags added to hide unless you want to read them.

I would say 12 endings total or 4 for each character. ...

Markus Revolution Success
Markus Revolution Fail
Markus Demonstration Success
Markus Demonstration Fail

Connor Deviant
Connor Deviant Leader
Connor Machine Success
Connor Machine Fail

Kara and Alice Reach Canada
Kara and Alice Cross the River
Kara and Alice At the Recycling Center
Kara and Alice Don't Make It to Freedom


...
Gremmerz police officer™ 23 jul om 0:45 
(part 1)

When it comes to choices making a difference it is good as there are different outcomes where Telltale was limited in that regard as they made series most cases so had to end at a similar place for the next episode to can continue without having to start from a wildly different point thus your choices didn't really result in great differences while in Detroit they only made one game so the endings despite not that many when it comes to major ones still are very distinct in result so the choices do matter but unless you deliberately count every tiny bit of slight variation as a different ending there are not many major ones but are very different from other major ones.

...