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Station 7th B’day Charity Event for GamesAid (@GATrustees) round up

10 weeks ago myself and the team from the station held a 48 hour charity event on Twitch in aid of GamesAid, a fantastic charity that is close to my heart.

 

Sanitarium stream FB cover w black

 

Over the weekend we managed to raise just £236 of the £1500 we had hoped to raise via our Just Giving page and through a combined use of the station radio stream and Twitch streaming, we had some great shows and some fantastic input from our fans

 

The stand out moments we have kept on Youtube here:

 

 

During the weekend we played LOADs of great games, both PC and console based.   (and got very little sleep that weekend too)

 

Here’s PoulterGeist0 setting up the consoles:

 

WP_20140704_001

 

 

The JustGiving page is still live for those that still want to donate here:  www.justgiving.com/teams/SanitariumFM

 

But thank you to all the team and the fans for chipping in, plus to the great guys over at Subterranean Games for joining us and talking about War for the Overworld

 

~Lone


September 18th, 2014 by Lonesamurai
Posted in Gaming, General | No Comments »

Bruce Timm Is Making A New, “Darker” Justice League Animated Series

Justice League Unlimited

 

WOOHOO!

DCAU mastermind Bruce Timm will executive producer a new digital Justice League cartoon for Machinima to debut in spring of 2015. Titled Justice League: Gods and Monsters Chronicles, it will be be co-produced by his Batman: The Animated Series partner Alan Burnett.

 

Originally announced as another DC direct-to-home video animated movie, Gods and Monsters Chronicles will now be a three-part digital series; according to Comic Book Resources it’s an original story by Timm which has nothing to do with the 2001 Justice League comic of the same name. Most tellingly (via Variety):

 

“Chronicles” is said to revolve around a newly conceived reality in the DC universe where Justice League members Superman, Batman and Wonder Woman are much darker versions of the superheroes that people know.

 

I can’t be upset at the idea of any Bruce Timm-led DC animation, but does it really need to be darker? I swear, if DC continues this trend, eventually we’re going to get a Justice League that spends all its time murdering hoboes.


September 18th, 2014 by Lonesamurai
Posted in General, Movie Review | No Comments »

EGX 2014 Developer Session Line-Up

Thursday, 25th September 2014

12pm – Dead Island 2 (18+)

YAGER’s Senior Gameplay Programmer Isaac Durham Ashdown talks about zombies in the Hollywood Hills with Dead Island 2.

 

1pm – Dragon Age: Inquisition (18+)

Neil Thompson, Director of Art & Animation at BioWare, invites visitors to discover the vast open world of Dragon Age: Inquisition through a gameplay demo and more.

 

2pm – Death, Stealth, Money & Power in Elite: Dangerous

Combat, Piracy, Bounty Hunting, Trading & exploring – David Braben explains how you can do it all in Elite: Dangerous.

 

3pm – Roll7 Exclusive Announcement

The team behind OlliOlli and Not a Hero take to the stage to announce something brand new.

 

4pm – The Next Total War

Creative Assembly reveals the next title in the award-winning Total War strategy series.

 

5pm – Alien: Isolation (18+)

Al Hope, Alien: Isolation Creative Lead introduces a behind the scenes look into how the team at Creative Assembly created the incredible new ALIEN world. Jon McKellan, UI Design Lead & Byron Bullock, Audio Designer reveal how they created the immersive world of Alien: Isolation including bringing back the original ALIEN cast for the first time.

 

6pm – Never Alone

Gloria O’Neill of the Cook Inlet Tribal Council and Alan Gershenfeld of E-Line Media share their approach to inclusive development for Never Alone (Kisima Ingitchuna) as a model for sharing, celebrating and extending World Cultures through compelling, commercial video games.

 

Friday, 26th September 2014

 

12pm – Eurogamer Let’s Play LIVE

Gamer Network video heroes Gav Murphy and Ian Higton present a live Let’s Play of something incredible!

 

1pm – The Division

Brand Art Director Cortes Rodrigo Javier presents the realisation of the world of Tom Clancy’s The Division, and how the team at Massive developed some of the key pillars of the ambitious brand new IP from Ubisoft.

 

2pm – Heat Signature

Tom Francis will be flying through an infinite galaxy and hijacking randomly generated spaceships in a live, unscripted playthrough of Heat Signature, explaining the game as he goes.

 

3pm – Until Dawn

Supermassive Games present a live playthrough, with commentary, of Until Dawn. The session will be followed by an audience Q&A.

 

4pm – Company of Heroes 2: Ardennes Assault

Company of Heroes 2 Director, Quinn Duffy will be joined by Producer Greg Wilson to give CoH2 fans an in-depth look at the all-new standalone content, Company of Heroes 2: Ardennes Assault.

 

5pm – Nuclear Throne

Nuclear Throne is a game about action and randomness. Vlambeers’ Rami Ismail talks about randomness in games, how Nuclear Throne handles its level generation and how all of that leads to the challenging game that so many people have been playing over the past few months.

 

6pm – Battlefield Hardline

Steve Papoutsis, General Manager of Visceral Games, details the inspiration behind Battlefield Hardline and how his team at Visceral are putting their own, new stamp on the Battlefield franchise.

 

Saturday, 27th September 2014

 

12pm – Call of Duty: Advanced Warfare – The Art of Inspiration

Glen Schofield of Sledgehammer Games talks Call of Duty: Advanced Warfare’s Creative Development.

 

1pm – McNeil & Pamphilon Go 8-Bit with The Comedian’s Comedian Podcast

A very special edition of The Comedian’s Comedian Podcast with Stuart Goldsmith, interviewing McNeil and Pamphilon about their career, with a focus on their live videogaming/comedy show “Go 8-Bit!”.

 

2pm – Middle-earth: Shadow of Mordor (18+)

Bob Roberts, Lead Designer at Monolith Productions, brings the latest news on this open world RPG.

 

3pm – The Magic Circle

Jordan Thomas demonstrates the core gameplay and themes of The Magic Circle – a darkly comic story about the hero of a legendarily unfinished game who attempts to complete it from the inside.

 

4pm – Volume

Mike Bithell will be showing a few unseen mechanics from Volume, his upcoming PS4 and desktop stealth game, and doing a live Q&A.

 

5pm – Evolve (18+)

The Turtle Rock team present a unique multiplayer run through of Evolve followed by a Q&A session.

 

6pm – The Witcher 3: Wild Hunt (18+)

Using the latest video and gameplay stills, CD Projekt will present the various mechanics which combine to create the living and breathing world of The Witcher 3: Wild Hunt.

 

Sunday, 28th September 2014

 

12pm – Dying Light (18+)

Maciej Binkowski, Dying Light’s Lead Game Designer, will unveil some exciting news regarding Techland’s new game.

 

1pm – Hellblade

Dominic Matthews will discuss Ninja Theory’s new title Hellblade, the studio’s bold independent approach and an update on the game’s development.o far.

 

2pm – LEGO Batman 3: Beyond Gotham

Arthur Parsons, Game Director at Traveller’s Tales, will present the latest on LEGO Batman 3.

 

3pm – Lords of the Fallen

CI Games’ Executive Producer Tomasz Gop presents an exclusive look at the upcoming action RPG Lords of the Fallen, providing an in-depth discussion of the design process behind the game’s challenging yet rewarding combat. Showcased via all-new gameplay, attendees will also get the opportunity to put their questions to the developer.

 

4pm – Tearaway Unfolded

Rex Crowle and Michelle Ducker present a playthrough of Tearaway Unfolded for PS4, highlighting the exciting new gameplay mechanics in this expanded retelling of the BAFTA award-winning Tearaway.

 

5pm – Online Worlds with Dean Hall

DayZ creator Dean Hall argues that multiplayer sandbox gaming is the future.


September 18th, 2014 by Lonesamurai
Posted in Staff | No Comments »

Blizzard To Raise The Subscription For World of Warcraft (@Warcraft)

Over the last few years, Free to Play has not only become a staple of the MMO market, but big companies have moved their MMO from subscription, to Free to Play to entice new players in.

 

Blizzard, seem to think the opposite.

 

wowfree

 

As announced on our forums on August 15, a change is coming to World of Warcraft subscription pricing for players who use pounds sterling.

 

We regularly look at our pricing around the world and from time to time we make changes in light of local and regional market conditions. As such, we want to give everyone a heads-up that we will shortly be adjusting the pound sterling subscription price of World of Warcraft.

The new price for recurring subscriptions will be £9.99 for one month, £28.17 for three months (£9.39 per month), and £52.14 for six months (£8.69 per month). The suggested retail price of the 60-day prepaid time card will be £20.99.

As a thank you for current World of Warcraft subscribers, we guarantee that players with recurring (auto-renewing) subscriptions at the time of the price change will retain their current price for two years, as long as they remain in the same recurring subscription without interruption. This applies to anyone who is already in, or signs up for, a recurring subscription prior to the price change, which is scheduled to take place at the Warlords of Draenor release. We will reach out to relevant players approximately two months prior to the price change with a reminder.

 

So what do you think?   With other high profile MMO’s going Free to Play over the last couple of years (yes Star Wars, we’re looking at you, you loser…), do you think Blizzard are going the wrong way, or cashing in on the market they know they have?

 

Wow-Warlords of Draenor


September 13th, 2014 by Lonesamurai
Posted in Gaming, General, Massive Multiplayer Online, PC | No Comments »

No Micro-transactions In Forza Horizon 2?  WOOHOO!

Forza 5 launched with some nasty micro-transactions, made more upsetting by the fact that people already spent $60 to buy it.

 

Players were pissed, and creator Turn 10 spent months re-tuning the otherwise solid racer. What does this mean for open-world spin-off Forza Horizon 2? No micro-transactions whatsoever.  At first.

 

Forza_Horizon_2_Cover_Art

 

Ralph Fulton, of Playground Studios’ (Forza Horizon 2’s primary developer) talked openly about the prospect of being able to spend real money on things—cars, upgrades, and the like—otherwise earn-able in-game at a recent preview event in San Francisco, and he didn’t mince words: the firestorm that came down on Forza 5 provided a valuable—though indirect—learning experience for the Horizon team.

 

“Obviously we couldn’t help but notice what happened with Forza 5,” he said. “Absolutely. But at the same time, I did feel bad for the team [at Forza Motorsport creator Turn 10]. They worked incredibly hard on that game and then things erupted.”

 

Their solution, then, is to launch at the end of this month with no in-game micro-transactions, no cars buy-able for real money, whatsoever.

You either earn your way to the top or stall out at the starting line. Why? Playground wants to make sure the game’s economy isn’t broken—that is, obnoxiously slow for people who don’t spend real money—like Forza 5’s initially was. They also want to show fans that this game is designed to be fair and rewarding first and foremost, that it won’t repeat the sins of its series cousin.

 

“We’re not trying to short-change anybody out of the experience,” he said. “We want a massive amount of content available to everyone on day one.”

 

“There’s a twofold strategy to that. First, we want to make sure our economy is as we planned it. From the start, we want to make sure progression, the economy, the amount of credits you get in the game—that all of that is fair and rewarding. Our job is to make you feel good about your progression. We need to make sure that’s the case once the game is out in the wild and people can play it.”

 

“The second half of that is to demonstrate to everyone else—to the players—that we have a game which is balanced such that you never need to spend a penny on it. It will reward you. You will feel great. You’ll feel like a rockstar for the progression you make through it.”

 

How exactly will that work, though? What’s the difference between “feeling like a rockstar” (or, you know, a famous race car driver, which might have been a more apt analogy) and feeling like you’re being swindled by a used car salesman? Fulton explained it like this:

 

“We tried to make the game really generous. We give you two or three cars in the first hour. The wheelspin mechanic [that gives you a random reward when you level up] is really important too. Everybody loves a slot machine, and you have that sense that you’ll be leveling up every 15 or 20 minutes. With that, you have this next opportunity to get more cash or even to get a car.”

 

Horizon 2’s world is allegedly three times larger than that of the first Forza Horizon, too. Fulton boasted that doing everything in it would take at least 100 hours.

 

Of course for now, that’s just a boast… empty air, no substance. What I can say with certainty is that in my experience of the game’s first hour, rewards came fast and furious. I leveled twice and got pretty good in-game money both times. I also won a championship in my muddy, thoroughly-dented-from-driving-like-a-maniac Camaro, which netted me even more glittering prizes. Also my car’s mutant healing factor kicked in after I crossed the finish line, so I didn’t have to pay pesky repair fees or anything like that.

 

As is, Forza Horizon 2’s economy—at least, at this early point—inspires confidence. We’re not entirely in the clear, though. Assuming players largely get on well with Forza’s new, more generous side, Playground hopes to add micro-transactions at a later date.

 

 

“I’m sure there will come a time when we want to offer our players more choice,” said Fulton. “But we won’t do that at first. The crucial thing is to make this point [about our economy] to our fans.”

 

An admirable goal. I’ll confess, I’m not in love with the idea of putting micro-transactions in a $60 game at all, but—for the time being—it’s looking like The Way Of The Future. Here’s hoping more creators opt to nail down the, you know, fun side of their reward systems first and then sweat the other details. If Playground keeps to its word, Forza Horizon 2 will at least provide a good model to follow.


September 12th, 2014 by Lonesamurai
Posted in Gaming, General, Xbox | No Comments »

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