Tune In: 

Find us on TuneIn under "Sanitarium.FM" (Amazon Echo users: Ask Alexa to 'Play Sanitarium.FM on TuneIn'), or use our Web Player to tune in here:

Pop-out HTML5 Player
HTML5 Player has reduced functionality.

Auto DJ

with DJ Autobot


Or use these links to tune in via your preferred player:

 

 JetAudio, WinAmp, VLC and most other players:
High QualityMobile / Low Bandwidth
 Windows Media Player:
High QualityMobile / Low Bandwidth

How do I listen to you guys? - FAQ


As of 19 Apr 2018 14:25:26 BST

 You are not logged in. 




 Support The Sanitarium.FM! 

Become a Patron!
Or donate to us via PayPal:



 GOTM Art Prints! 


This is a preview of our Game of the Month Art Prints for February 2018. You can get prints like this and other perks every month by becoming a Patreon; or buy the prints (limited quantities) from our Print Store!


 S.FM on Minecraft! 

Status: Online
Host: sanitarium.fm
Port: 25565
Ping: 39 ms
Players: 0/30



BattleTech i April's Game of the Month!


Sanitarium.FM, Where everyone spins like a record baby right round round round.
Sanitarium.FM Site Search:  
Or click here to search the Forum.
Multiplatform Review: Steamworld Heist (STEAM & Nintendo Switch versions)

First released on STEAM in June 2016, but recently released on Nintendo Switch, takes a look at a great game, out on a new platform  ~Lone

 

Command a steam-driven pirate crew in a series of epic tactical shootouts. Inspired by classics like XCOM and Worms, SteamWorld Heist is turn-based strategy with a twist: You manually aim the guns of your robots, allowing for insane skill shots and bullet-bouncing action!

 

 

Steamworld Heist is the third game in the Steamworld franchise created by Swedish indie developers Image & Form, set in what appears to be the same universe still populated with a cast of colorful steam powered robots but this time with a new set of characters and a new style of game play, Heist being a blend of turn based strategy and skill based 2D shooting.

 

The story of Steamworld Heist follows Captain Piper Faraday, a smuggler and occasional pirate who is rebuilding her crew in order to collect as much swag (gallons of water) as possible and maybe make the universe a safer place, as long as it doesn’t interfere with her livelihood of course. Faraday begins her journey on an enemy ship where something went terribly wrong and she ended up alone, but you soon meet up with another crew member, the surly Seabrass, during the tutorial.

 

 

Upon completion of the tutorial you are introduced to the main ship which acts as a sort of hub between levels where you can relax, chat with the crew you have found/enlisted so far, and check your items/crew/skills at your leisure, then it’s off to the map to select a level or store to visit.

 

Levels in Steamworld Heist are largely procedurally generated so the ship layout will change each time, but the objective remains the same, whether that is collect x amount of swag, defeat x amount of scavengers etc., normally procedural generation in a game is a bit of a gripe of mine because although the programming can create a seemingly endless amount of level designs there are certain limitations in that some parts will always need to connect or things come out looking unnatural or boring, but during my time with Steamworld Heist I did not experience this and I played through levels a few times trying to get the maximum reputation stars (generally 3 a level) and level up some new crew members and I believe the reason why the procedural generation didn’t get to me is because the core gameplay is so well thought out and the implementation is near perfect.

 

 

Gameplay consists of a simple squad turn based movement and attack/skill or item round followed by enemies (if there are any) turn and then repeat until one side is destroyed and if you are skillful enough to make sure the other team is the one destroyed you can then explore the ship and collect the swag however you will be restricted to the same movement limitation regardless of enemy robots left, meaning that if your character has 6 movement points (as most of the starting ones do) you can move 6 spaces and attack or you can move a few extra spaces (referred in game as “sprinting”) and give up your chance to attack to cover more ground which can be handy if you want to move your character into cover or if you’re making a mad dash for the exit (killing enemies doesn’t give you anything extra so unless it is the objective it’s generally optional), now the attacking is where things get really interesting.

 

 

Attacks in the game are largely ranged and the exact type will be determined on the character class (unchangeable) and the weapon they have equipped (a little more versatile but linked to the classes as well), the characters at least during my playtime all used guns as their primary weapon (swapping to a melee attack when enemies are one space away) and these guns range from a scoped pistol to a shotgun all the way to a grenade launcher, each one handles differently and is useful in certain situations but by far my prefered weapons were the scoped ones, the scopes in the game come paired with laser sights so you can see the trajectory your bullet will take before you fire allowing you to set up some very satisfying ricochet trickshots, the ricochets work with the other weapons as well but without the laser sight they require a keen eye and some patience to pull off the same kind of shots.

 

 

The game is refreshing in that it really is set up to reward skill over luck, every situation I was able to overcome with a well placed shot or a tactical retreat, sometimes losing an ally along the way but their scrap is returned to your ship so they can be rebuilt to fight another day, the only penalty being that the destroyed robot doesn’t take their share of experience but you can always take them back to the level or even to an easier one to harvest some experience, get a few level ups and come back with a more powerful and tactical team and as you are the one that aims the gun and the set up is turn based you really do have the time to plan your attack and pull off some spectacular shots, maybe aiming for the head for a (by default) 50% chance of a critical hit or taking out their legs to stop them from being able to move, or even if you are so inclined firing a shot at their hat to knock it off their head and (assuming you don’t already have it) picking it up and taking it for your own.

 

 

In summation I had a wonderful time with Steamworld Heist, the characters are cartoony, cliched and simplistic which fits right alongside the strong undercurrent of humour throughout the game, the graphics are polished and wonderful to look at, the music (by steampunk band Steam Powered Giraffe) is fitting and great to listen to and there is something so satisfying of bouncing a bullet off two walls and getting a headshot destroying a robot who was hiding behind cover, the levels are short but action packed and I feel like I will be spending quite a while enjoying my time there, if you like well paced turn based tactical games and/or impressive snooker trick shots then you could do much worse than checking out Steamworld Heist for yourself.

 

Steamworld heist gets a steampunk 9/10 from us!

 

SteamWorld Heist: Ultimate Edition, including all previously released DLC, is out now on Nintendo Switch for $19.99 / €19.99 or the equivalent.

The standard edition is available for $14.99 / €14.99 on Steam, PS4/PS Vita, Wii U and Nintendo 3DS.

A mobile version for iPhone and iPad is yours for $9.99.

 

Check out the trailer below


February 12th, 2018 by TGB_SirhcAndAr0n
Posted in Gaming, General, Multiplatform, Nintendo, PC, Playstation, Xbox |

Nintendo Labo is Nintendo’s Quirky New Idea for Homemade Interactive Toys

Nintendo has a reputation for taking unusual gambles in pursuit of new gaming experiences. While these gambles don’t always pay off – the Virtual Boy was a failed attempt at VR headset gaming that was released before it was even ready; the Wii U was an example of disastrous marketing; the promised Wii Health Monitor never materialised; and how many of you have even SEEN the Nintendo 64DD, among others? – more often than not, Nintendo’s quirkiness proves to be a stroke of genius and puts the company back on the map for many years. The Wii introduced us to the benefits of motion-control gaming and captured a casual gaming audience other consoles had alienated; and the Switch is once again breaking sales records with its gimmick of a handheld console that is equally capable of being played at home as on the move. Indeed, such is the track record of Nintendo that there is a long-held belief by fans: “Nintendo is best when it’s at its quirkiest”. So when Nintendo announced a new Switch-enabled toy range, you could almost hear the sound of eyebrows raising across the globe.

 

A demonstrative picture of the Keyboard Toy-Con from the Nintendo Labo Variety Pack.

Revealed last night in an impromptu Nintendo Direct video, Nintendo’s latest product idea combines real-world props with Nintendo Switch technology to make interactive toys that also introduce young kids to the basic idea of coding. Dubbed “Nintendo Labo”, the lego-like concept revolves around stand-alone kits containing pre-cut cardboard pieces, rubber bands and other materials, along with Switch cartridges containing the Nintendo Labo software. By following instructions, children can use the pieces to make models of various toys such as a piano, handlebars for a motorbike, or even a house. Then, with the Switch software, the toys transform into interactive games – use the piano to play music through your TV! Peek inside your new house and become an interior decorator! Play a motorbike racing game!

 

All of these projects come as part of a $70 variety pack, which is already listed for pre-order on Nintendo’s website. A second $80 set includes an alternative set of projects, such as a wearable robot-simulating suit – potentially giving the toys (dubbed Toy-Cons by Nintendo) appeal to a wider age range. Nintendo’s clear intention, however, is for Labo to be a discovery tool for youngsters to learn and play, repurposing the Switch to augment a dynamic constructive experience.

 

It remains to be seen how well this will work. The cardboard nature of the toys makes them fragile and prone to both quick breakage or simply being ripped up by younger kids; although it also makes the kits cheap to produce and potentially opens the door for homebrew hacks – after all, it’s cheaper to download a cardboard design for a custom controller than 3D-print one. Nintendo have already pledged to offer cheap methods to replace components from their kits; and it’s not hard to imagine further sets in the future offering all new toys to keep kiddies interested. The question is, will kids buy into the idea of educational toys; and just how long will their attention span last?

 

Labo will launch first in the US on April 20th, followed by Europe a week later. As a promotional campaign for the new toys, the Nintendo UK Twitter announced today a four-day event in London scheduled for mid-February, and is looking for families to apply to take part:

 


January 18th, 2018 by CrimsonShade
Posted in Gaming, General, Nintendo |

EGX 2017: Floor Review And A First Timers Look At EGX

The joy of the prevalence of video games in recent times, is that it’s easier to explain your niche to others. This made it especially easy to explain to strangers why I was dressed as a character from Overwatch on a busy Sunday train to Birmingham, as I made my way to EGX at the NEC. And, while I am a regular convention goer and equally an avid gamer I had never been to a games specific expo before.

 

 

EGX is a mainstay for the big name gaming companies, with many demonstrations and presentations on new titles; regular Twitch streams by devs; cosplay competitions and merchandise on the floor. It has big draw for casual gamers, for families, and for industry professionals – and even for those looking for advice for how to make gaming their career. With all this in mind I was definitely expecting a busy day of exploring the expo floor and hopefully getting to try out some games in the process.

 

 

The upside was there was definitely plenty to see and do from a browsing standpoint. From the moment you walked in there were people handing out fliers and codes for promotions. The indie games area, EGX Rezzed, dominated the front zone even before you started to approach any of the larger name companies. I found this quite refreshing, as a demonstration of the importance of the indie market, and offered a great mix of games to play in genres ranging from very family friendly, to viral horror potential.

 

 

There were a good number of competitive gaming areas on show. This included the ESL E-Sports Arena; The Road to EGX Overwatch tournament; and a Street Fighter V tournament that had a raucous and excited crowd. It was great to see audience participation encouraged, as these areas had huge viewing screens that allowed folks to stand back and immerse themselves in the action, and to get behind the players throwing down – sometimes, quite literally – on screen.

 

Being present Sunday meant catching the tail-end of the various exciting panels that were available to attendees, but EGX had provided streams via Twitch the entire weekend and these could be caught up on through mobile even if it wasn’t physically possible to get inside. These can also be watched back on the EGX YouTube channel and give a good insight into many of the games that were on parade as well as industry insights.

 

 

The biggest draw still came in the shape of the big names, with Sony, Microsoft, Ubisoft, Nintendo, Sega, Square Enix and Blizzard all having their own zones broken up over the expo. There were long waits for anyone who wanted a sneak peek at titles such as Farcry 5 or Assassin’s Creed Origins, to learn more about recent releases like Destiny 2, or even to try their hands at Youtube phenomenons like PlayerUnknown Battlegrounds.

 

There were upsides and downsides throughout my time on the expo floor. The biggest obstacle I found as a casual con-goer was that when it came to trying things out I didn’t get to see or do quite as much as I might’ve liked. Though the Indie Rezzed zone occupied most of the entrance area many games were only available on one or two screens at best.

 

 

A prevalent theme throughout the whole expo was that there didn’t seem to be many people enforcing rotation of players, either. On one occasion I came over to the Overwatch area after having been there an hour previous, and the same folks were still playing on many of the computers available. It made it much more evident to me why so many people make EGX a four day long event, in order to get as much gaming in as possible.

 

But where there was sometimes a lack of gaming there was still a lot of engagement. Representatives were generally happy to talk with con-goers. There was a cosplay stage in the centre of the convention where people could go and watch others that had turned their love of gaming into a creative outlet. There was some great merchandise available, from t-shirts to bags, figures to tech accessories.

 

Another great addition came in the form of a board gaming area, which had the Playopolis board game library working with EGX for the first time. They were providing games for visitors to sit together and play in the seating area. Some upcoming titles were demonstrating as well, including the MMORPG inspired City of Kings, were set out for folks who wanted physical gaming as well as digital gaming. There were some board gaming specialist vendors, too, making it just as easy to take the same experiences home with you.

 

 

All in all, I found my first experience of EGX a fun one, with most of the hiccups I encountered ones that could be easily rectified with a little pre-planning, or even spending a longer time at the convention over its four day length. And, with the joyous prevalence of video games in recent times, who knows – it may be even bigger and better than ever the next time it rolls around.

 

And with that…

Isnotavampire.

 

 


September 26th, 2017 by isnotavampire
Posted in Gaming, General, Massive Multiplayer Online, MOBA, Multiplatform, Nintendo, PC, Playstation, Real Time Strategy, Xbox |

Nintendo confirm SNES-flavoured sequel to Nintendo Classic Mini line

Nintendo made waves last year when, near the holiday season, it released the NES Classic Mini – a miniaturised facsimile of the original Nintendo Entertainment System, with 30 classic games built-in. Though the console was only available for a few months – with most selling out – before being discontinued by Nintendo as a “limited edition product”, even before its discontinuation, rumours were swirling about a potential sequel based on the NES’s successor console, the Super Nintendo Entertainment System – often shortened to “Super NES” or just “SNES”.

 

Well fans, the wait is over. Nintendo has confirmed the rumours, announcing that a SNES-flavoured sequel IS indeed in production and will be hitting European and American Nintendo fans very soon!

 


Official banner showing off the European Super Nintendo Entertainment System, courtesy Nintendo UK (click to enlarge).

 

Like the NES Classic Mini, the Nintendo Classic Mini: Super Nintendo Entertainment System is a miniaturised replica of the Super NES console, seemingly with the localised styling for its region. For us Europeans, that means the sleek and svelte curved chassis embellished on its top-right corner with the four-colour Super NES emblem; Americans will receive the blocky, squarish design with purple buttons that was released in that region. It’s not yet clear if the controllers – of which two will be included in every pack – will follow suit. Also included in the package will be a HDMI cable, allowing the classic games to be enjoyed in Full HD for the first time; and a USB cable for power. Annoyingly, the European package will NOT include an AC Adaptor in the box, meaning that if you don’t have a powered USB port on your TV, you will need to pay extra for an adaptor to plug it into the mains.

 


The less sleek, but still attractive US Edition of the SNES Classic Mini, alongside its controllers (courtesy Nintendo of America)

 

But what about the games? While the SNES Classic Mini will feature a smaller software library to its predecessor – containing just 21 games compared to the NES Mini’s 30, the titles on offer still give a diverse range of single- and multi-player games comprising many of the original console’s favourite titles. All but one of these titles will be available straight off the bat, and all of the titles will be based on their original 60Hz American releases – even in the European edition. For example, Contra III: The Alien Wars, which was remade in Europe as Super Probotector: Alien Rebels, will go back to the original US version for both region’s consoles. Star Fox (originally released as Starwing in Europe) and Final Fantasy III (which is actually Final Fantasy VI in the original Japanese numbering scheme, as the actual 3-5 were not released in US originally) also keep their US names.

 

Games available from the start:

 

  • Contra III: The Alien Wars
  • Donkey Kong Country
  • EarthBound
  • Final Fantasy III
  • F-ZERO
  • Kirby Super Star
  • Kirby’s Dream Course
  • The Legend of Zelda: A Link to the Past
  • Mega Man X
  • SECRET of MANA
  • Star Fox
  • Street Fighter II Turbo: Hyper Fighting
  • Super Castlevania IV
  • Super Ghouls’n Ghosts
  • Super Mario Kart
  • Super Mario RPG: Legend of the Seven Stars
  • Super Mario World
  • Super Mario World 2: Yoshi’s Island
  • Super Metroid
  • Super Punch-Out!!

 

While all the games listed above are available out of the box, Nintendo has also tucked in one final tasty treat. By playing one level of Star Fox, a twenty-first, exclusive game will be unlocked: Star Fox 2! This sequel to the original Star Fox, also originally intended for the SNES, was cancelled just prior to its original launch in all regions, and although it has since been leaked and made available illegally online as a ROM, the game has never been officially released by Nintendo – until now!

 

The SNES Classic Edition will hit both Europe and America on September 29, 2017 with a suggested retail price of $79.99 in America; European Retail Price is to be confirmed.


June 26th, 2017 by CrimsonShade
Posted in Gaming, General, Nintendo |

Pokémon Direct 6/6/2017 Roundup: Ultra Sun and Moon, Gold and Silver, Pokkén Tournament DX

The official logo for the Pokémon franchise internationally
The official logo for the Pokémon franchise internationally

As is customary for Nintendo, overnight fans of Pokémon were surprised by the sudden announcement of a Pokémon Direct scheduled for 3pm British time today, with the promise of news of “future entries in the franchise”. Lasting just 8 minutes, the Pokémon Direct was a short and sweet affair, making three major announcements without going into detail about any of them – but here’s a summary of what we DID see.

 

Pokkén Tournament DX

 

As many people likely expected, Nintendo is bringing a Pokémon game to the Switch, although it’s not a main series RPG as many had hoped. Following in the footsteps of Mario Kart 8 Deluxe, another of the most popular games on the Wii U, Pokkén Tournament, is coming to the Switch in an upgraded form. Pokkén Tournament DX will be bringing the popular Tekken-inspired Pokémon beat-em-up to the Switch on September 22, 2017, augmenting the original 14-Pokémon cast (and two additional alternative forms) with additional characters such as Darkrai, Scizor, Empoleon, Croagunk, and Decidueye. Three-on-three team battles are also being introduced to the DX release, alongside online ranked matches and friend-only group fights.

 

Gold and Silver on Virtual Console

 

On the same day, Nintendo will also be re-releasing the second generation of Pokémon games, Pokémon Gold and Silver, to the 3DS Virtual Console. The last Pokémon games before the modern GBA and DS era, Gold and Silver allowed players to traverse both Kanto and Johto on their hunt to catch all 251 Pokémon across both regions and beat the 16 gyms. Famously remade for the DS as HeartGold and SoulSilver with many enhancements, the original games will now be re-introduced to the modern generation as eShop exclusives on September 22, 2017; and like the Red, Blue and Yellow Virtual Console releases, will also support Pokémon Bank, allowing you to import your Pokémon into Sun and Moon to bring them to the latest Generation. Check out the announcement trailer below:

 

 

Unlike the original games, there is no word yet as to whether transfers between the Red/Blue/Yellow VC releases and that of Gold and Silver will be possible – but we wouldn’t put it past Nintendo to have thought of this too, so watch this space for updates.

 

Ultra Sun and Moon

 

Perhaps the biggest announcement of all though is the reveal of the next main series titles. On November 17, 2017 Nintendo will release to Pokémon fans worldwide Pokémon Ultra Sun and Moon, promising new monsters not found in the original releases and a different story, along with new features that, according to the video, “will allow you to enjoy your adventure even more, making this truly an ‘ultra’ title”. Details were scarce, with only ten seconds of footage shown, but there is a strong suggestion that the new titles will be a sequel/upgrade to the current generation Sun and Moon games, in a similar fashion to how Pokémon Black and White were later followed up by Pokémon Black Version 2 and Pokémon White Version 2 (commonly referred to by fans as Black 2 and White 2).

 

No doubt by now you’ll be wanting to watch these other announcements yourself as well, so enjoy the official announcement trailer below; and don’t forget to check back here for all your latest Pokémon and other gaming news!

 

This article first appeared on Technically Motivated.


June 6th, 2017 by CrimsonShade
Posted in Gaming, General, Nintendo |

« Previous Entries