tempest in a teacup

the pointless musings of a strange recluse

Well that was unexpected

So apparently the downtown Gameworks got KOF XII and BlazBlue machines last week.

I guess I’ll be going downtown to get my ass kicked this weekend…

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Incoherent rambling

About time for one of these posts, I think.

I’ve found a new place in downtown Seattle that I’ll be moving to next month. My current complex is honestly not that bad except for two problems:

  1. The ISP choices are terrible (I currently have 1.5Mbps DSL, which is the highest speed available)
  2. There isn’t really much of anything within reasonable walking distance

The new place has a supermarket on the ground floor (yay) and a few restaurants within walking distance. The ISP is Comcast, which may be dubious to some but I’m willing to go through the annoying setup process if it means I get a download rate from this century. The only downside is that I’ll either need to take a bus or a company shuttle to work, but eh, I need to start getting up earlier anyway. Getting all my stuff moved over is going to be a pain though…the number of my possessions has increased considerably since I moved to Seattle.

Speaking of Internet, I braved uTorrent a while back to watch some fansubbed anime, namely the first two episodes of K-On! I like it, but I probably won’t be able to watch the rest of it since BitTorrent basically nukes my connection (for reasons I haven’t figured out yet).

Still waiting for Sony to patch in PS2 support for the Madcatz SF4 sticks…I figure if it doesn’t come within another few patches I may just sell this to buy a HRAP3 (which does work for PS2 games). As it stands I need to use my old Tekken 5 stick over an adapter, and going from the awesome Sanwa joystick + buttons to the decent-ish Hori stick and buttons is…well, it’s like owning a Ferrari and driving a Honda instead, if you get my drift.

Installed iPhone OS 3.0 last week. My phone seems to be a lot more responsive now, so it’s obvious they’ve put some work into performance. I don’t use copy/paste much, but the push notifications have been very handy – I finally installed an IM client (Beejive) on my phone thanks to this new feature. Of course, if the damn thing supported background tasks in the first place this wouldn’t be an issue…

That said, I kind of wish AT&T didn’t want $400 from me for the 3GS. That new camera and faster CPU are really enticing.

I took out my guitar for the first time in months today, and all I can say for now is ‘wtf I suck.’ Hopefully this will change.

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Back on the leash, sort of

So today’s the 18th anniversary of the release of Sonic the Hedgehog for the Mega Drive/Genesis. It seems fitting, therefore, that I have some thoughts on one of the more recent Sonic games (which I bought after I traded in a bunch of Wii games) – Sonic Unleashed for PS3.

I find the core platforming mechanics (at least those in the daytime stages) to be much improved over Sonic 2006 – for one, Sonic Team has finally realised that modern gamepads have more than two buttons on them, and therefore all your face buttons are now used for non-overlapping actions. Not having to start the level from scratch because the game thought you wanted to do a bounce attack instead of a light dash even though you were in mid-air right next to a line of rings is definitely an improvement. On top of that, the game also shows you when your homing attack will actually hit something, as opposed to previous games where it was pretty much luck of the draw.

The daytime stages also draw more from Sonic Adventure 2 than Sonic 2006 – no more lifebars on enemies, and a much bigger emphasis on having to know the ‘best’ route through a stage in order to get an S-rank. However, it also takes a significant feature from Sonic Rush – the boost system. Knowing when to boost can sometimes be important (for instance, boosting off a ramp can help you reach alternate routes or items that are higher up), but otherwise it doesn’t really add to the game much. Much like in Rush, there isn’t any reason why you wouldn’t want to be holding down boost all the time (the only exception is when you need to drift).

Fortunately, there are at least some stages where the game at least tries to make it harder for you to hold down boost, either by tossing numerous obstacles like spike traps and gaps that need to be maneuvred in quick succession, or by limiting the amount of rings present in a stage so that your boost capability is limited. These stages are usually found through town missions – while these mostly consisted of idiotic, mundane tasks in Sonic 2006, in Unleashed they typically whisk you off into a modified version of one of the daytime stages – versions that have usually been modified to be somewhat harder, containing more obstacles or featuring stringent time limits. Overall, the daytime stages are a pretty fun romp, and definitely the most fun I’ve had with a 3D Sonic since SA2.

That said, I still think the nighttime stages have no business being in this game. They’re a drag on the entire experience, and are not anywhere near as entertaining as the daytime stages. The platforming is very pedestrian, with nothing really special about it (and also features some weird control bugs), and the combat mainly consists of mindlessly mashing the same buttons over and over. There’s no real lock-on system, so flailing madly is pretty much the best strategy in most situations. There’s a block button and tons of combos, but there are one or two combos that overpower basically everything else in your arsenal, and you almost never need to block as there are very few things that can do significant amounts of damage to you. There are fewer nighttime stages than daytime stages, but they make up for the lack of number by being annoyingly long. Their length, combined with their utter blandness, only serves to make me wonder why these levels exist. Would it not have been better to include more obstacle-based platforming areas in the daytime stages?

Other changes that have been added to the game include an experience and level up system, although this only really matters for the nighttime stages – daytime Sonic has only two attributes, which control his top speed and the length of his boost meter, and leveling them up didn’t affect my experience of the game much. The Werehog has many more attributes, although the only really important ones are the ones that control attack power and learning new moves. If the Werehog weren’t in this game, there would be even less reason for this system to exist than there is now.

The visuals and audio are definitely an upgrade from Sonic 2006, featuring things like dynamic shadows, proper bump mapping and a very detailed set of stages for you to run around in. The draw distance is impressive, with very little of the pop-in that plagued Sonic Teams’s earlier current-generation console effort. The PS3 version of Unleashed does have some odd framerate issues – while the framerate isn’t locked to 30fps like the 360 version’s is, it experiences ridiculous amounts of slowdown in some of the hub areas and Werehog stages, as well as some of the more effect-intensive stages like Adabat.

Overall, Unleashed feels like two steps forward and one step back, really. The daytime stages are entertaining and occasionally challenging (an attribute that is rare in Sonic games these days) but the whole package would really be better off for the exclusion of the nighttime stages. The effort spent on developing them would have been better spent on improving the daytime stages – I’d have loved to see some of the alternate routes from the Wii version make an appearance here, for instance.

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The E3 post I should have written a month ago

Yeah, I’m late. I’ve been busy :p

There was some interesting stuff at E3, I guess. Of particular interest to me were the following:

  • Left 4 Dead 2 – yeah, I’m looking forward to it. There’s been a lot of bitching about the timing of the release (just a year after the first game came out) and I understand some of it, particularly since L4D has only gotten two significant updates since its release (the first being the major patch that buffed the Infected in versus mode, and the second being the Survival Pack). However, the point of a sequel is to improve upon the original’s mechanics, and it looks like L4D2 will do this, with more weapons, more enemy types (the new Charger special Infected should make corner camping a fair bit harder) and the Director now being able to control the weather (which affects visibility) and the routes you can take through the level. Given that, I’m very much willing to shell out another $50 to try it.
  • Metroid: Other M – This came out of nowhere, really. The fact that Team Ninja is developing something for the Wii is pretty much enough to get me excited. While my experience with Ninja Gaiden is limited to the DS version (lol) and the demo for Ninja Gaiden Sigma, as well as an hour or so playing Ninja Gaiden II on my friend’s 360, and if this new Metroid game is anything like it then it will definitely be worth playing.
  • Super Mario Galaxy 2 – more Mario Galaxy? Yes please.
  • Mass Effect 2 – I thought Mass Effect was a game that failed to live up to what it could have been – it had an enormous universe to explore…which mostly consisted of barren planets with abandoned mines/military bases/laboratories, all of which must have been built with prefabs or something seeing how they repeated the same 4 level layouts again and again. The combat system was decent enough, although the much-hyped dialogue tree system wasn’t really anything that hadn’t been done before. If anything I’d have preferred a system that didn’t separate your options into ‘Obvious Good Choice’, ‘Obvious Neutral Choice’ and ‘Obvious Bad Choice.’ There have been games that have done this already, and I’m not sure why so many devs seems to be married to it. In any case, Bioware claims that ME2 will have less barren planets, and that the choices you made in ME1 will have actual consequences for your ME2 game. On top of that they’ve apparently beefed up the combat with new features like location-based damage and an improved cover system. I guess I’ll keep an eye on it.
  • Assassin’s Creed II – I’m playing the first game right now, and while it’s a pretty fun action game, all the people who called out the pointless overworld (which can fortunately be skipped after you’ve visited all the cities) and the lack of investigation types are pretty much right on the money. While this game seems to have added a bunch of new combat moves, I don’t know that it’s addressed the real problems with the game. I’m keeping my fingers crossed that it has, but interviews like this don’t really do much for my confidence.
  • Uncharted 2: Among Thieves – The first Uncharted is still one of the best PS3 exclusives out there, and its sequel seems to improve on it with a more involved melee system and more enemy variation. Hopefully the combat set-pieces are just as exciting as the first game’s.

That’s basically it, I guess. Borderlands seems kind of interesting, but I want to know more about it before I decide whether I should look forward to it or not – right now it seems to be a first-person Diablo II with guns.

Tomorrow being a ‘special occasion’, I’ll have a more in-depth post on a game I’ve been playing on my PS3 for the last week or so.

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Niconicodouga just discovered Daler Mehndi, apparently

I fear for the future.

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To make up for the whining

I have something positive to say for once – I’m playing Gyakuten Kenji and I like it so far. 3 cases in and it’s much more entertaining than Gyakuten Saiban 4.

This post is also to make up for the bitching that will ensue once I’ve had some time to compose my thoughts on this little announcement out of E3 today.

以上。

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SNKP does my work for me

For a while now, I’ve suspected something wasn’t quite right with the look of King of Fighters XII. Sure, I’ve ranted on and on about how the system they’ve put in place is less interesting to me than those of the other three most recent 2D KOF games, but what I’m talking about today is the actual look of the game – namely the sprites.

If you put screenshots from the two major high definition 2D fighters – BlazBlue and KOF XII – next to each other, one thing immediately becomes clear. The KOFXII sprites look incredibly pixelated compared to their BlazBlue brethren. If you don’t believe me, here are a couple of shots that you can tab between in your browser and verify for yourself:

BlazBlue shot

KOF XII shot

This was explained away in an earlier interview as SNKP preferring the ‘dot art’ look for their sprites. That didn’t really make sense to me, though – it’s possible to get the ‘KOF’ look for a high-resolution sprite without it looking incredibly pixelated. For instance, look at Akatsuki Blitzkampf, a game that runs at 640×480. At their native resolution, the sprites look sharp and don’t have the same problem KOF XII’s do.

My suspicions were only multiplied when I found out that the home port would have a filter option for the sprites. Why on earth would you need to apply a filter to sprites that were designed to be displayed at 720p? Sure, games like Guilty Gear XX have had soft filter options for whatever reason but they didn’t really need them.

As it turns out, I really should have just applied Occam’s razor and come to the obvious conclusion – the sprites were never drawn to be displayed at 720p to begin with.

SNKP launched a new site today lauding the awesomeness of the dot art approach they’re taking with KOF XII. One of the features is a dot art gallery that lets you see the new sprites in action. This gallery lets you view the sprites at 100%, 200% and 400% zoom.

This is the Kyo sprite on the website displayed at 100% zoom:

Kyo_XII 

Compare that to the Kyo sprite that we can see in the screenshot I linked above – it’s a lot smaller. In fact, the in-game sprite seems to line up more or less with the website sprite displayed at 200% zoom. The logical conclusion, therefore, is that the KOF XII sprites are in no way drawn at HD resolution (in this case 720p).

You might think this isn’t a really big deal to be making a fuss about, but honestly, from playing games like KOF XI, NeoGeo Battle Coliseum and Melty Blood that use low-res sprites on high-res backgrounds, the difference is honestly very visible and very jarring. If they weren’t going to draw these sprites with HD resolutions in mind, they should have just gone with a 480p game and made that look awesome.

Heck, that way they could probably have put it on a cheaper board, and might have even been able to put in all the stuff they had to cut. Like all the interesting mechanics and half the roster.

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I’ll have more on the Spy vs Sniper update at some later point

But for now, this is all I want to say.

Damn you Valve and your crappy weapon unlock system!

I’ve put in maybe 3-4 hours of game time a night for the last four nights, and all I have to show for it are two Spy items that I got in quick succession on Thursday night (one of which has since become completely useless thanks to a bug fix).

I didn’t think it was possible to make the weapon acquisition process even worse, but somehow, they found a way. What is so wrong about just giving everyone the new items and letting them run off and play with them?

Bah.

This image is really the only way to sum up the situation. And yes, there are tons of achievement_idle servers out there, with players doing nothing but standing around while AFK.

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Spy sappin’ mah update

Been a while since I wrote anything here…maybe that’s a good thing.

Anyway, if you play TF2 and don’t live under a rock then you probably know that the next big update hits on Thursday. The twist this time is that it’s a double update – both the Sniper and the Spy are getting new items and achievements. Since I’ve started playing Sniper recently (rather terribly I might add) and occasionally dabble in playing Spy this is good news for me.

On a related note, go watch Meet the Spy. It’s funny.

They’ve revealed two Sniper and three Spy weapons so far, as well as a new game mode, so here are some thoughts.

The Huntsman

A bow and arrow – I was hoping for something like a crossbow (the bow from Half-Life and Half-Life 2 is probably my third favourite weapon after the magnum and the shotgun) but this’ll do. It has a faster recharge time between shots and still crits on headshots, and will apparently pin people to walls if you kill them with it. No real complaints…it seems to fill the niche of people who want to headshot without having to scope (with the drawback that you need to be a lot closer to your target).

The Razorback

And here we have the other side of the coin. I find it hard to believe that any decent Sniper will ever equip this. For one, the best Snipers hardly ever stand still – they go for quickscope shots, and the move around a lot so that the enemy doesn’t know where they are. On top of that if Spies know that a Sniper can’t be backstabbed they’ll just whip out their revolver. 3 shots = dead Sniper.

The Dead Ringer

I think the fact that this triggers when the Spy receives a non-lethal hit will limit its usefulness. It seems to me that the ability to trigger the ability on demand like in Fortress Forever might make it more useful. I can only see this being a crutch for crappy Spies who get found out and don’t know how to use the revolver in conjunction with their cloak to escape.

The Cloak and Dagger

This, I’m a bit more enthusiastic about, as it allows Spies to lurk pretty much anywhere undetected without being seen, at the cost of not being able to refill their cloak with metal boxes. I imagine it might even let the Spy lurk behind enemy lines for extended periods, allowing him to let his team know about enemy movements. Not too many points in that, but it’s a team game, isn’t it?

The Ambassador

I had to do a double-take when I saw the name of this weapon, since given my background this is what comes to mind when I think ‘ambassador.’ That said, I’m not sure what they mean by ‘the accuracy of a sniper rifle.’ The regular revolver is already one of the most accurate weapons in the game; do they mean that this new gun will be able to headshot people? If that’s the case I can see this being a compelling upgrade.

Payload Race

I’m not too happy about this mode – Payload is a slow chokepoint-infested grindfest as it is, and all this is going to do is multiply that by two. On top of that, two Arena maps? Does anyone really play Arena? I mean, I do from time to time but the fact that you have only one life per round makes the existence of crits in this mode quite inexcusable.

In summary, the upcoming update looks like it’ll be about equal parts ‘awesome’ and ‘failure.’ Which, I have to admit, is a step up from the Scout update…

They have yet to show off the last Sniper and Spy unlocks, as well as that nonsense about personalized items…I guess we’ll hear about those tomorrow and Thursday. And let’s not forget that Valve likes sneaking other unrelated changes into their class update packs – we might see some other potentially interesting changes.

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All out of gum

Well, this came out of nowhere.

And it was starting to look like they would actually finish the game after all this time, too!

I’m not a huge fan of 3D Realms or Duke Nukem, but they did publish a lot of the games I played when I was a kid (not the least of which was Wolfenstein 3-D, aka the great-grandfather of all first-person shooters) so they deserve my respect for that, if nothing else.

That said, you have to admit that something like this was bound to happen given that they’d been working on the same game for 13 years, with the entire process apparently being self-funded. I mean, Half-Life and its sequels were both bankrolled by Gabe Newell and yet those two games’ development cycles combined were still shorter than DNF’s.

Right now I’m wondering if some other studio will buy the DNF assets and finish the game.

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