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<channel>
	<title>tempest in a teacup &#187; fail</title>
	<atom:link href="http://www.sonictempest.net/tag/fail/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.sonictempest.net</link>
	<description>the pointless musings of a strange recluse</description>
	<lastBuildDate>Mon, 26 Jul 2010 08:53:28 +0000</lastBuildDate>
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		<title>Not sure why I did this</title>
		<link>http://www.sonictempest.net/2010/07/22/not-sure-why-i-did-this/</link>
		<comments>http://www.sonictempest.net/2010/07/22/not-sure-why-i-did-this/#comments</comments>
		<pubDate>Thu, 22 Jul 2010 08:23:29 +0000</pubDate>
		<dc:creator>sonictempest</dc:creator>
				<category><![CDATA[Music]]></category>
		<category><![CDATA[fail]]></category>
		<category><![CDATA[guitar]]></category>
		<category><![CDATA[recording]]></category>
		<category><![CDATA[why]]></category>

		<guid isPermaLink="false">http://www.sonictempest.net/2010/07/22/not-sure-why-i-did-this/</guid>
		<description><![CDATA[Random recording I did using my iPhone Swallowing notes all over the place, and both my right- and left-hand techniques are rusty as hell after not practising for months on end. (Oh and that background noise? Episode of Scrubs I had playing at the same time I was recording this) Still, it’s a start, I [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.sonictempest.net/files/Memo.m4a">Random recording I did using my iPhone</a></p>
<p>Swallowing notes all over the place, and both my right- and left-hand techniques are rusty as hell after not practising for months on end.</p>
<p>(Oh and that background noise? Episode of Scrubs I had playing at the same time I was recording this)</p>
<p>Still, it’s a start, I guess.</p>
]]></content:encoded>
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<enclosure url="http://www.sonictempest.net/files/Memo.m4a" length="175365" type="audio/mpeg" />
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		<item>
		<title>Oh hey, it&#8217;s finally publicly available</title>
		<link>http://www.sonictempest.net/2010/06/22/oh-hey-its-finally-publicly-available/</link>
		<comments>http://www.sonictempest.net/2010/06/22/oh-hey-its-finally-publicly-available/#comments</comments>
		<pubDate>Tue, 22 Jun 2010 07:44:00 +0000</pubDate>
		<dc:creator>sonictempest</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[fail]]></category>
		<category><![CDATA[internet]]></category>
		<category><![CDATA[onlive]]></category>
		<category><![CDATA[pc]]></category>

		<guid isPermaLink="false">http://www.sonictempest.net/?p=382</guid>
		<description><![CDATA[http://gizmodo.com/5566680/onlive-streaming-game-service-launches-first-year-free So I guess I can say what I thought about the beta! Long story short, it sucked. I got invited to the beta once a server farm near me was spun up, and I immediately gave it a try. Unfortunately my concerns with the service, which I outlined over a year ago, turned out [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://gizmodo.com/5566680/onlive-streaming-game-service-launches-first-year-free">http://gizmodo.com/5566680/onlive-streaming-game-service-launches-first-year-free</a></p>
<p>So I guess I can say what I thought about the beta!</p>
<p>Long story short, it sucked.</p>
<p>I got invited to the beta once a server farm near me was spun up, and I immediately gave it a try. Unfortunately my concerns with the service, <a href="http://www.sonictempest.net/2009/03/24/gaming-in-the-cloud/">which I outlined over a year ago</a>, turned out to be pretty dead on.</p>
<p>My two main concerns were 1) input lag and 2) picture quality. And neither fared particularly well during my time playing. I tried both Prince of Persia as well as Unreal Tournament III, and even in a single-player game like PoP the input lag was noticeable. However it couldn’t hold a candle to the mess that was UT3, which had something like half a second of input lag, completely messing up my aim and movement. On top of that it was prone to lag spikes, during which my screen would freeze and I’d be teleported a vast distance forward five seconds later. Last year, OnLive’s CEO claimed to have some sort of magical technology that would minimize the impact of round trip times on input responsiveness – I really want some of what he was smoking.</p>
<p>As for picture quality, I stated in my earlier entry that they had to be using some sort of compression to get the data size down to manageable levels. And lo and behold, that’s exactly what they’re doing. The feed you get is 720p in name, in that it consists of 720 horizontal rows of pixels, but it lacks the characteristic sharpness that you would get from running a game at 1280&#215;720 on your own machine. And of course the compression artifacts get worse as your connection experiences hitches.</p>
<p>A new and exciting complaint many people have about the service has to do with its pricing model. You need to pay a subscription – but you also need to pay full retail price for any game you want to play, which seems completely boneheaded to me. I know there are the variable costs of servers to deal with, but surely if you’re going to buy large numbers of copies of a game to run on a server farm, that entitles you to some sort of bulk licensing deal?</p>
<p>In the end I’m sort of left wondering who this product is meant to serve. PC enthusiasts are just going to laugh at it and leave it alone, while people who might want to try some PC games are going to end up with a substandard experience, shorn of all the things that make PC gaming awesome – better graphics, more control options and customization. They might as well just stick to their consoles instead.</p>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>Motion to Dismiss</title>
		<link>http://www.sonictempest.net/2010/06/09/motion-to-dismiss/</link>
		<comments>http://www.sonictempest.net/2010/06/09/motion-to-dismiss/#comments</comments>
		<pubDate>Wed, 09 Jun 2010 07:13:12 +0000</pubDate>
		<dc:creator>sonictempest</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[fail]]></category>
		<category><![CDATA[motion control]]></category>
		<category><![CDATA[super mario galaxy 2]]></category>
		<category><![CDATA[wii]]></category>
		<category><![CDATA[wiimote]]></category>

		<guid isPermaLink="false">http://www.sonictempest.net/2010/06/09/motion-to-dismiss/</guid>
		<description><![CDATA[So I’m playing Super Mario Galaxy 2, backlog be damned. And it’s a pretty good game, just as I expected it to be. Sure, extra lives still grow on trees much like the original game, but the stages are inventive and it usually takes me a few tries to figure out the exact timing or [...]]]></description>
			<content:encoded><![CDATA[<p>So I’m playing Super Mario Galaxy 2, backlog be damned. And it’s a pretty good game, just as I expected it to be. Sure, extra lives still grow on trees much like the original game, but the stages are inventive and it usually takes me a few tries to figure out the exact timing or trick to beating them.</p>
<p>One thing that I’m not glad about is the persistence of the silly motion controlled-stages.</p>
<p>Sure, there are fewer of them, and I’ve already gotten all the gold stars in all of them, but they still reinforce my held notion that the Wii’s motion control is a dead end for games on that system. There’s perhaps one use of the Wii remote’s motion sensor that I’ve been able to tolerate, and that’s its use as a pointing device (in games like Resident Evil 4, or any number of Wii FPSes).</p>
<p>Super Mario Galaxy, on the other hand, has you do stupid crap like hold your Wiimote vertically and tilt it to control a giant ball that Mario is balancing on. These stages are nowhere near as interesting as the pure platforming stages, and the controls aren’t anywhere near as precise as they need to be. It’s at times like those that I wish the game supported the Classic or GameCube controller.</p>
<p>After my experience with the Wii, Sony and Microsoft’s motion controllers have me more apprehensive of the kinds of crap they’re going to try and pawn off on the gaming public. I’ve heard rumblings of a motion controlled version of Sonic Riders for Natal…ugh.</p>
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		<slash:comments>2</slash:comments>
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		<title>There go the alarm bells</title>
		<link>http://www.sonictempest.net/2010/02/16/there-go-the-alarm-bells/</link>
		<comments>http://www.sonictempest.net/2010/02/16/there-go-the-alarm-bells/#comments</comments>
		<pubDate>Wed, 17 Feb 2010 02:37:22 +0000</pubDate>
		<dc:creator>sonictempest</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[dimps]]></category>
		<category><![CDATA[fail]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[sega]]></category>
		<category><![CDATA[sonic 4]]></category>
		<category><![CDATA[sonic team]]></category>
		<category><![CDATA[why]]></category>

		<guid isPermaLink="false">http://www.sonictempest.net/2010/02/16/there-go-the-alarm-bells/</guid>
		<description><![CDATA[So apparently someone leaked a video of Sonic 4 running on the 360, and it seems like some of my concerns were well-founded. The physics seem really off &#8211; since when did jumping while running on a flat surface give you that much horizontal momentum? Why doesn’t Sonic accelerate as he falls? Why are his [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.tssznews.com/2010/02/16/bulletin-alpha-build-of-sonic-4-leaks/">So apparently someone leaked a video of Sonic 4 running on the 360</a>, and it seems like some of my concerns were well-founded. The physics seem really off &#8211; since when did jumping while running on a flat surface give you that much horizontal momentum? Why doesn’t Sonic accelerate as he falls? Why are his jumps so floaty? How is the game letting him stand on an inclined surface without falling? And so on. Not to mention booster pads. Leave those in the Rush and Advance games, please – I like to earn my momentum, not have it handed to me on a plate.</p>
<p>And apparently <a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258410a07/?did=0bbf0002-0000-4000-8000-000058410a07&amp;bt=0&amp;sb=1&amp;mt=256&amp;gu=66acd000-77fe-1000-9115-d80258410a07&amp;p=1&amp;of=6">Dimps is developing</a>, which again tells me that no-one inside Sonic Team probably has any idea how to develop a 2D Sonic game in the classic style any more. Not that Dimps is infinitely more knowledgeable about this, mind you &#8211; the only game they’ve made that came anywhere near classic Sonic physics was the first Sonic Advance. And so far this game looks like it’s using Sonic Rush physics. For a demonstration of the silliness possible in that game, I refer you to this video:</p>
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</div>
<p>At least the game looks rather nice.</p>
<p>People are claiming this is an alpha build, and that’s true. Maybe I’m getting agitated about nothing. But at the very least you’d think they’d have nailed the physics engine before starting to build full levels. ESPECIALLY since they’re claiming this is the revival of classic Sonic.</p>
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		<title>As if Fallout 3 weren&#8217;t annoying me enough already</title>
		<link>http://www.sonictempest.net/2009/11/08/as-if-fallout-3-werent-annoying-me-enough-already/</link>
		<comments>http://www.sonictempest.net/2009/11/08/as-if-fallout-3-werent-annoying-me-enough-already/#comments</comments>
		<pubDate>Sun, 08 Nov 2009 09:15:05 +0000</pubDate>
		<dc:creator>sonictempest</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[annoying]]></category>
		<category><![CDATA[bethesda softworks]]></category>
		<category><![CDATA[buggy]]></category>
		<category><![CDATA[fail]]></category>
		<category><![CDATA[fallout 3]]></category>
		<category><![CDATA[wtf]]></category>

		<guid isPermaLink="false">http://www.sonictempest.net/2009/11/08/as-if-fallout-3-werent-annoying-me-enough-already/</guid>
		<description><![CDATA[I seem to have run into a bug that prevents me from progressing in the game without using a noclip cheat. WTF]]></description>
			<content:encoded><![CDATA[<p>I seem to have run into a bug that prevents me from progressing in the game without using a noclip cheat. WTF</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Not much to say today</title>
		<link>http://www.sonictempest.net/2009/09/30/not-much-to-say-today/</link>
		<comments>http://www.sonictempest.net/2009/09/30/not-much-to-say-today/#comments</comments>
		<pubDate>Thu, 01 Oct 2009 05:33:06 +0000</pubDate>
		<dc:creator>sonictempest</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[arcade]]></category>
		<category><![CDATA[beyond good & evil]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[fail]]></category>
		<category><![CDATA[lost planet]]></category>
		<category><![CDATA[street fighter 4]]></category>
		<category><![CDATA[super street fighter iv]]></category>
		<category><![CDATA[ubisoft]]></category>
		<category><![CDATA[wtf]]></category>

		<guid isPermaLink="false">http://www.sonictempest.net/2009/09/30/not-much-to-say-today/</guid>
		<description><![CDATA[Just wanted to mention that I beat Beyond Good &#38; Evil last night and started working through Lost Planet and This decision is retarded and will probably come back to bite Capcom in the ass somewhere down the road That is all.]]></description>
			<content:encoded><![CDATA[<p>Just wanted to mention that</p>
<ul>
<li>I beat Beyond Good &amp; Evil last night and started working through Lost Planet and</li>
<li><a href="http://www.eventhubs.com/news/2009/sep/29/ono-no-arcade-release-super-street-fighter-4/">This decision is retarded</a> and will probably come back to bite Capcom in the ass somewhere down the road</li>
</ul>
<p>That is all.</p>
]]></content:encoded>
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		<title>GG SNKP</title>
		<link>http://www.sonictempest.net/2009/08/09/gg-snkp/</link>
		<comments>http://www.sonictempest.net/2009/08/09/gg-snkp/#comments</comments>
		<pubDate>Sun, 09 Aug 2009 23:30:39 +0000</pubDate>
		<dc:creator>sonictempest</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[buggy]]></category>
		<category><![CDATA[chin]]></category>
		<category><![CDATA[fail]]></category>
		<category><![CDATA[fighting games]]></category>
		<category><![CDATA[infinite]]></category>
		<category><![CDATA[joe]]></category>
		<category><![CDATA[king of fighters xii]]></category>
		<category><![CDATA[snk playmore]]></category>

		<guid isPermaLink="false">http://www.sonictempest.net/2009/08/09/gg-snkp/</guid>
		<description><![CDATA[&#160; SNKP, you clowns :( I don’t think this has been confirmed to be a console-only bug yet, but seriously, with all the crap you left out of this game you still managed to let moronic infinites like this through your playtesting process?! This game is starting to resemble KOF2003 in more ways than one. [...]]]></description>
			<content:encoded><![CDATA[<p>
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</div>
<p>&#160;</p>
<p>
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<div><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/W07IjAXb70w&amp;hl=en"></param><embed src="http://www.youtube.com/v/W07IjAXb70w&amp;hl=en" type="application/x-shockwave-flash" width="425" height="355"></embed></object></div>
</div>
<p>SNKP, you clowns :(</p>
<p>I don’t think this has been confirmed to be a console-only bug yet, but seriously, with all the crap you left out of this game you still managed to let moronic infinites like this through your playtesting process?!</p>
<p>This game is starting to resemble KOF2003 in more ways than one. Oh well, I guess I needed a coaster for my coffee mug.</p>
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		<slash:comments>12</slash:comments>
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		<title>If this is what they mean by &#8216;re-birth&#8217;, screw reincarnation</title>
		<link>http://www.sonictempest.net/2009/07/28/if-this-is-what-they-mean-by-re-birth-screw-reincarnation/</link>
		<comments>http://www.sonictempest.net/2009/07/28/if-this-is-what-they-mean-by-re-birth-screw-reincarnation/#comments</comments>
		<pubDate>Wed, 29 Jul 2009 05:45:50 +0000</pubDate>
		<dc:creator>sonictempest</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[bland]]></category>
		<category><![CDATA[blazblue]]></category>
		<category><![CDATA[buggy]]></category>
		<category><![CDATA[fail]]></category>
		<category><![CDATA[glitch]]></category>
		<category><![CDATA[king of fighters]]></category>
		<category><![CDATA[king of fighters xii]]></category>
		<category><![CDATA[meh]]></category>
		<category><![CDATA[ports]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[snk playmore]]></category>

		<guid isPermaLink="false">http://www.sonictempest.net/2009/07/28/if-this-is-what-they-mean-by-re-birth-screw-reincarnation/</guid>
		<description><![CDATA[Ever find your skepticism to be completely justified? Everything about KOFXII’s game system feels weird. The game is definitely slower than XI, 98 and 2K2, no doubt about that. On top of that even stuff like jumping has had its timings changed. When I do what used to be a hyperhop in XI or ‘98UM [...]]]></description>
			<content:encoded><![CDATA[<p>Ever find your skepticism to be completely justified?</p>
<p>Everything about KOFXII’s game system feels weird. The game is definitely slower than XI, 98 and 2K2, no doubt about that. On top of that even stuff like jumping has had its timings changed. When I do what used to be a hyperhop in XI or ‘98UM my character flies across the screen to get an uppercut up his ass. On top of that timings for things as basic as Terry’s dB, dA, df+C, QCB+A combo have changed. The first KOF that comes to mind when I think of an equivalent in the games I’ve played is probably KOF2003, and considering how bad that game was I don’t think that’s a good sign.</p>
<p>I took a spin through single player mode, and immediately recalled KOF XI’s pretty good AI on normal difficulty – while not awesome, it at least tried to use human-like attack patterns on you. Iori would pressure you with hop Cs and Ds, Gato would regularly do his tap combo into punch super every time he got an opening, Kyo would try to stuff your pokes with his QCF+A autoguard, and so on. The reason I remembered this is because KOFXII’s normal difficulty AI is dumb as a brick. It jumps around randomly, spamming pokes and rolling out of the blue for no reason (making it perfect bait for a down B combo on recovery). Athena basically did her reflector something like five times in a row, only stopping after I smacked her with a DM. The only exception was Daimon who would use the bullshit autoguard on his HCF+P to blow through absolutely everything I did to him – even jump attacks.</p>
<p>Also if the AI somehow manages to land a critical counter on you it’s terrible of taking advantage of it. Andy tagged me with a counter close C so that he could do f+C….forward roll, nothing. And it doesn’t even get better as you get further in the game.</p>
<p>OK, fine, AI in fighting games isn’t typically known for being great, and the point of fighting games is versus mode anyway. But seriously, everything about this game screams ‘WE DIDN’T HAVE TIME TO FINISH THIS, BUT HERE IT IS ANYWAY.’ Practice mode doesn’t save your training settings (it did in previous KOF ports), <strike>there’s no way to go back to the character select menu from Practice mode</strike>, and there’s random slowdown all over the place in the front end, which looks like it was designed by some guy with a copy of Photoshop and a hard-on for Times New Roman.</p>
<p>The game also has some weird hitbox issues. I could swear my opponent and I passed through each other in mid-jump, and the hitboxes on ground attacks are messed up against opponents landing behind you. I managed to score a counter hit on someone who jumped over my Terry’s crouch C because he landed behind me and got smacked by the tail end of the hitbox while trying to poke me. Go figure.</p>
<p>And then of course there’s shit like this:</p>
<div style="padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; display: inline; float: none; padding-top: 0px" id="scid:5737277B-5D6D-4f48-ABFC-DD9C333F4C5D:fd4dc380-2dbb-4f85-ac8f-577480652c8e" class="wlWriterEditableSmartContent">
<div><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/Y45AlvLFHYQ&amp;hl=en"></param><embed src="http://www.youtube.com/v/Y45AlvLFHYQ&amp;hl=en" type="application/x-shockwave-flash" width="425" height="355"></embed></object></div>
</div>
<p>And on top of all that, I still think this game is a net loss in terms of depth from KOF XI.</p>
<p>I haven’t tried it online yet, mainly because I don’t know anyone else who has it on PS3 and because of the horror stories I’ve been hearing about people who have played it online. BlazBlue lets me play laglessly against my friend in Japan – I doubt KOF XII will give me anywhere near the same connection quality.</p>
<p>Oh, and regarding <a href="http://www.sonictempest.net/2009/05/28/snkp-does-my-work-for-me/">the sprite issue I brought up in an earlier post</a> – I have a HDTV at home, and it is rather obvious that KOFXII’s sprites have been scaled up. While I can’t make out individual pixels on the BB sprites at about 5 feet away, it’s pretty easy in KOFXII.</p>
<p>On a happier note, I scored an S-video cable for my PS3 so I’m going to see if I can record some of the BlazBlue (and maybe KOFXII, if they ever fix the netcode) matches that I’ve been saving. In particular <a href="http://www.waxinlyrical.com">xephyris</a> and myself had a great set of matches last weekend…I’ll be sure to post them up here once I’ve uploaded them somewhere.</p>
<p>UPDATE:</p>
<p>I tried playing online. The lag was so bad that the game was running at less than 1/2 speed, and some fuckwit who didn’t know how to play managed to beat me with his laggy Joe after I beat his other two characters with Kyo alone. RAGE</p>
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		<title>I&#8217;ll have more on the Spy vs Sniper update at some later point</title>
		<link>http://www.sonictempest.net/2009/05/24/ill-have-more-on-the-spy-vs-sniper-update-at-some-later-point/</link>
		<comments>http://www.sonictempest.net/2009/05/24/ill-have-more-on-the-spy-vs-sniper-update-at-some-later-point/#comments</comments>
		<pubDate>Mon, 25 May 2009 04:46:12 +0000</pubDate>
		<dc:creator>sonictempest</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[annoying]]></category>
		<category><![CDATA[fail]]></category>
		<category><![CDATA[team fortress 2]]></category>
		<category><![CDATA[updates]]></category>
		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://www.sonictempest.net/2009/05/24/ill-have-more-on-the-spy-vs-sniper-update-at-some-later-point/</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>But for now, this is all I want to say.</p>
<p><font size="5"><strong>Damn you Valve and your crappy weapon unlock system!</strong></font></p>
<p>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).</p>
<p>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?</p>
<p>Bah.</p>
<p><a href="http://www.teamfortress2fort.com/custom/24/images/gallery/74f1e693-93cd-4a45-b69c-c86f3717128c.jpg">This image</a> 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.</p>
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		<title>Oh Valve, you silly people</title>
		<link>http://www.sonictempest.net/2009/05/05/oh-valve-you-silly-people/</link>
		<comments>http://www.sonictempest.net/2009/05/05/oh-valve-you-silly-people/#comments</comments>
		<pubDate>Wed, 06 May 2009 05:38:14 +0000</pubDate>
		<dc:creator>sonictempest</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[annoying]]></category>
		<category><![CDATA[blog]]></category>
		<category><![CDATA[critical hits]]></category>
		<category><![CDATA[fail]]></category>
		<category><![CDATA[team fortress 2]]></category>
		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://www.sonictempest.net/2009/05/05/oh-valve-you-silly-people/</guid>
		<description><![CDATA[Today’s TF2 blog update is pretty funny, for all the wrong reasons. The first was whether or not you understand what killed you. If you don&#8217;t know what killed you, that death is failing in providing you the feedback it&#8217;s supposed to, and you won&#8217;t be able to figure out what you could have done [...]]]></description>
			<content:encoded><![CDATA[<p>Today’s <a href="http://www.teamfortress.com/post.php?id=2477">TF2 blog update</a> is pretty funny, for all the wrong reasons.</p>
<blockquote><p>The first was whether or not you understand what killed you. If you don&#8217;t know what killed you, that death is failing in providing you the feedback it&#8217;s supposed to, and you won&#8217;t be able to figure out what you could have done differently. Unsurprisingly, we saw that these deaths were highly aggravating to players, and in sufficient number caused new players to stop playing entirely. Trying to reduce the number of these deaths in TF2 was done through a variety of changes. It was one of the reasons why we chose to remove the hand-held grenades that each class had in TFC, which were one of the primary causes of these deaths. It was one of several goals that led to the creation of the freezecam.</p>
</blockquote>
<p><font color="#777777">…but they added critical hits.</font></p>
<blockquote><p>The second was whether you felt you were actually engaged with the person who killed you. Dying to someone you weren&#8217;t engaged with, especially when you were already engaged with someone else, was aggravating. Even worse was dying to someone who you couldn&#8217;t have engaged with, even if you chose to. In that case, you&#8217;re very unlikely to believe you could have done anything differently to survive.</p>
</blockquote>
<p><font color="#777777"><em>…</em>but they added the Sandman.</font></p>
<p><font color="#777777">Ah well.</font></p>
<p><font color="#777777">Why another post about TF2 oddities? Well, my total playtime as Soldier finally overtook my playtime as Pyro, making the Soldier my most-played class. I’ve mentioned before that I’ve been playing Soldier a lot more since he had a higher skill ceiling, and I’m more or less at the point where I can play the Soldier decently in public games and score reasonably high on the scoreboard. Unfortunately this has also meant that deaths due to crits have become about 100x more annoying as a result. It’s so goddamn annoying to have a decent streak as Soldier ended by some dumbass Engineer’s crit wrench because his sentry managed to kill some dipshit Spy a few minutes earlier. Or to have a Soldier that I successfully juggled one-shot me with a crit shotgun blast that wouldn’t have killed me otherwise.</font></p>
<p><font color="#777777">And don’t get me started on Soldier and Demoman crits, even though I get my fair share of those. Ugh.</font></p>
<p><font color="#777777">Why are there so few nocrit servers out there :(</font></p>
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