Tune In: 

Back on air soon!


Our live radio broadcasts are currently on hiatus while we work on improvements to Sanitarium.FM's core services. For further information, visit our Discord.

 Your Sanitarium.FM Account 


Today
  • 6am - Auto DJ
  • 9am - Auto DJ
  • 12pm - Auto DJ
  • 3pm - Auto DJ
  • 6pm - Auto DJ



 Support The Sanitarium.FM! 

Become a Patron!
Or donate to us via PayPal:





Join us at 9pm every day (except Tuesday) for live shows! We have shows at other times too - check the Schedule for the full listing!
Sanitarium.FM Site Search:  
#EGX2014: Roll7 announce PS4 Sequel to OlliOlli

olliolli2

With its simple gameplay and perfectly portable nature, independent studio Roll7 surprised a lot of people when it released the side-scrolling, skateboarding game-cum-reaction test OlliOlli; and the title quickly became one of the handheld’s best sellers. That success earned them a place at this year’s EGX London; where at 3pm today, the small team of indie developers announced what to expect next.

 

Currently in development, OlliOlli 2: Welcome to Olliwood is, as the name suggests, a sequel to the PS Vita hit, with much loftier targets in sight – not least emphasised by the franchise’s move from handhelds to the big screen. With the sequel hitting the Playstation 4, OlliOlli 2 features a complete visual overhaul to make it fresher and more HD-quality in order to be more appealing for TV and emphasise the fact that sequels always aim to be bigger and better. But it’s not just for show – the game now includes 7,000 more frames of animation making tricks look more realistic and fluid than ever.

 

The reason for the need to add detail to tricks is because, in OlliOlli 2, there’s going to be a lot more of them. In addition to all-new grinds and jumps to complement the existing set of tricks from the first OlliOlli, Roll7 has listened to player feedback and added the ability to perform manuals – lifting the board slightly and riding on two wheels, for the non-skaters – while on solid ground. An enhanced combo system makes it a lot easier to chain tricks together for higher points; plus there’s an extra incentive to the game’s overarching purpose of timing your landings to perfection: perform a perfect grind and you’ll be able to “switch” it, repositioning your board to perform another trick mid-grind and adding one more multiplier to your combo bar. Tony Hawk’s Pro Skater fans should be very familiar with this mechanic, though the controls are slightly different.

 

Levels and Worlds in OlliOlli 2 are also taking on a whole new shape – quite literally. Thanks to a whole new engine for which the sequel is being built from scratch, OlliOlli 2 sheds the straight-line nature of levels in the original game; to bring in curved terrain and even ramps for greater air time. If you wanted to speed all the way downhill and perform a massive jump off a ramp at the bottom, you’ll get to do it in OlliOlli 2. Levels also feature split paths, allowing multiple ways to trick through each location – you might find yourself choosing from a low grind or going up high for massive air time. The “Welcome to Olliwood” part of the title references part of the game’s new theme – levels will be split into “Worlds” based around popular film genres, with decals and obstacles to match; such as an Aztec world with vibes of Indiana Jones.

 

Roll7 explain that, like the old OlliOlli, the current plan is for the levels in OlliOlli 2 will be procedurally-generated. Obstacles, rails and ramps will be generated based on what you’ve already skated, rather than a fully randomised affair – allowing players who regularly bail at one part of a level to memorise the layout and prepare for it next time, such that players hopefully progress further with every run and ultimately overcome any roadblocks they experience. This plan is regularly debated within the team, with some feeling an infinite-scrolling layout to allow levels to continue randomly for as long as the player can survive would be better; while others like the current method for ensuring that players cannot get completely stuck during a run. It will be interesting to see which camp finally wins out.

 

Of course, if one tires of taking on the game’s challenges and story or simply trying to beat their best runs, there’s always the fun of competing against others. Roll7 admitted that, on realising that they missed an opportunity in the original PS Vita title to implement online leaderboards comparing your run to other players, “we still wake up in a sweat wondering why we didn’t”. OlliOlli 2, therefore, will be incorporating them from the very beginning, letting you know just how your skating and reaction times compare to other players. But that’s not the only concession to multiplayer being considered. OlliOlli 2 will also feature a local split-screen multiplayer mode called “Combo Rush”, allowing up to four players to compete simultaneously to achieve the highest scoring run in 60 seconds. Roll7 claim the new multiplayer mode is also being used as a basis to look into potential future additions, such as online multiplayer and other types of competition.

 

 

OlliOlli 2 is planned to hit the PS4 sometime in 2015.


September 26th, 2014 by CrimsonShade
Posted in Gaming, General, Playstation | No Comments »

Ultra Street Fighter IV: Omega Mode, OR…  HOLY SHIT, KEN KICKS HADOUKENS!!!

street fighter omega

 

 

Omega Mode is free DLC for Street Fighter IV takes all 44 characters and gives them different (I’m hard-pressed to say new) abilities making them feel bigger, better, or in some cases, like the old versions of themselves. Capcom had a little something to say about it on its blog:

 

“As the primary goal for this mode was fun, we placed more emphasis on making the characters feel new, than on their balance.”

 

The video above gives far more detail and pretty moving pictures, so watch it and let us know what you think in the comments. Then look for the Omega Mode DLC later this year.

 


September 25th, 2014 by Lonesamurai
Posted in Gaming, General, Multiplatform, Nintendo, PC, Playstation, Technology, Xbox | No Comments »

Finally! WoW Patch 6.0.2 Introduces: Undelete Character

WoW-WoD

 

Great news everyone! We now have the power to undelete a character in the upcoming Pre-patch for World of Warcraft: Warlords of Draenor (better known as Patch 6.0.2). There will be limitations, so before you get too excited, look what the recent blog post by Blizzard has to say:

 

>Characters under level 10 and Death Knights at level 55 are not eligible to be undeleted.
>Characters between level 10 and level 29 will no longer recoverable after 90 days.
>Characters between level 30 and 49 will no longer recoverable after 120 days.
>All other characters level 50 and above are eligible to be undeleted at any time.
>Please keep in mind you will only be able to use the undelete option once every 30 days.

 

Undeleting a character restores all of its enchantments, gems, and items fully intact.

 

Blizzard also included their policy on what happens with a deleted characters name:

 

We’ll be holding deleted character names for a limited time, and the original creator can reclaim it for use on a new character during that time. If you create a new character with the same name as one of your deleted characters (let’s say Flugur), the new character must be renamed, transferred, or deleted to complete the restoration of the original Flugur.


September 25th, 2014 by Lonesamurai
Posted in Gaming, General, Massive Multiplayer Online, PC, Technology | No Comments »

Warlords of Draenor Patch 6.0.2 Background Download Begins!

So, it comes…

 

WoW-WoD

 

To help you get prepared for the upcoming Warlords of Draenor Patch 6.0.2 release, we’ve uploaded the patch data to the background downloader. By downloading the patch in advance, you’ll be ready to get in-game and start playing as soon as the expansion goes live!

 

If you have issues during this process, you can find help to resolve them on the support site here.

 

You can adjust your download settings within the Battle.net desktop app by clicking on the Battle.net symbol and selecting “Settings” from the menu. Under Game Install/Update you’ll be able to adjust your download options for each of your games and enable or disable the background download, adjust the rate for your download, or pause it if you have a restriction on daily downloads.

 

Now I need to get my Paladins arse in gear huh?


September 24th, 2014 by Lonesamurai
Posted in Gaming, General, Massive Multiplayer Online, PC, Technology | No Comments »

Blizzard says World of Warcraft expansions expected to arrive more quickly in the future

Blizzard may not expect World of Warcraft to grow again in the future, but that doesn’t mean it’s giving up on the game. In fact, Tom Chilton, lead game designer at Blizzard, says the studio has actually expanded the game’s development team over the past couple of years.

 

WoW-WoD

 

It’s inevitable that a game as long-lived as World of Warcraft will lose players, and new players aren’t as likely to stick with it over the long term as those from ten years ago, according to Chilton. That, and the sheer volume of new content that’s been added to the game over the past decade, has led Blizzard to change its approach to creating new expansions.

 

“The game can only get so complicated before it starts to collapse under its own weight, and becomes very cumbersome to do anything new with,” he told MCV. “So we are always trying to simplify the game, while at the same time add new things so that the total complexity does not get completely out of control. And you could already argue that the complexity of WoW is already huge. That can be overwhelming to new people coming in.”

 

The World of Warcraft development team has actually expanded from 150 employees to 220, he explained, which will be good for the game in the long run. But it’s also one of the reasons the Warlords of Draenor expansion took so long to come to fruition.

 

“By growing by 50 per cent, you don’t get people in off the street who can make content exactly in the way that we would want. There’s an acclimatization process,” Chilton said. “That has resulted in slowing us down. But in the long-term we are now positioned to release expansions more frequently.”

 

The truth is that even though World of Warcraft’s numbers have tumbled precipitously over the past few years, 6.8 million subscribers is the kind of user base most MMOs would kill to have. Sustained, long-term growth may not be on the table anymore, but it’s clear that the game is going to be around for a long time yet.


September 18th, 2014 by Lonesamurai
Posted in Gaming, General, Massive Multiplayer Online, PC | No Comments »

« Previous Entries Next Entries »