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Sanitarium.FM News Update | 17/04/2017

 

All the Star Wars goodness!

 

Welcome to the Sanitarium.FM News Update for Monday, April 17th 2017.

All your need to know gaming and tech news in one bite sized video!

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April 17th, 2017 by Lonesamurai
Posted in Gaming, General, Movie Review, PC, Playstation, Xbox | No Comments »

PC (STEAM) Review:  Warhammer 40,000 Space Wolf

Warhammer 40,000: Space Wolf is a card-driven turn-based tactical game which features RPG elements, containing a single player campaign, survival and PvP modes. Win these battles using the arsenal of weapons, abilities and cunning of the sky warriors.

 

 

Now anyone who knows me, knows my love for the all father and being a loyal son of Russ, having played Space Wolves on the Table Top since the early 90’s, so with 25 years under my belt, I’m dubious about anything that uses Leman Russ’ Legion, not only in it’s title but also as the main bulk of the game.

 

 

Warhammer 40,000 Space Wolf was initially an iOS/Android release back in 2016, which got rave reviews on the iOS/Android stores and usually the game would be straight ported over to PC (like Fallout Shelter, of course that seemed to work, so if done right, hell, why not), however Herocraft, the Engineseers behind the game, decided to rebuild the game from the ground up for it’s PC (STEAM) release, not only by making the graphics better and more detailed, but making it a one off purchase for the incredibly reasonable £9 and removing all the ingame purchase options that mobile games are well known for.

 

 

What we have at heart here is a TCG based tactical turn based shooter, and it works perfectly, using your cards abilities to make your character move, shoot and melee attack the vile chaos scum of the Word Bearer Legion and it’s really as simple as that. Of course it is a TCG at heart, so in typical card game fashion, you build a deck for your main character, in three variations that give him different option, from the standard Power Armour option, which has everything from melee and jump pack abilities, all the way to heavy weapon and wolf companion summoning abilities, through to the Scout armour that gives you more sneaking and sniper abilities, to the Terminator Armour, where everything is heavy, from the melee weapons to the Cyclone Missile launcher. there are some cards that can be equipped on your character too, giving you more options and even Overwatch ability, meanign if an enemy comes into range, your character may take a shot at them (incredibly good if you’ve buffed yourself in the last turn too).

 

 

What really struck me early on is the apparent difficulty level, it’s hard, but actually in a good way, I enjoyed losing. As you can see in my first live stream of it below, I just kept going back for more and didn’t realise how long I had been trying just the first level.

 

 

As you progress through the levels, you unlock, not only new cards to use, but requisition to make new cards and you can even fuse cards together, for instance, fusing two level 1 cards of the same type into a level 2 of that card. You also unlock new battle brothers aswell, Space Wolves of different squads lost on the planet during planetfall and making there way back to each other.

 

 

We all really enjoyed Warhammer 40,000 Space Wolf here at Geek Towers adn would wholeheartedly reccomend it, not only to Warhammer 40k fans, but to other TCG and Tactical Shooter fans too, it melds two game genres together brilliantly and considering it is a massive upgrade from the mobile version, not a straight lackluster port also raises it to exceptional, keep it installed for fun, game levels.

 

Warhammer 40,000 Space Wolf is available on STEAM at http://store.steampowered.com/app/553210/

 

By The Emperor this is a great game!
4.5 out of 5 For Russ!


April 9th, 2017 by Lonesamurai
Posted in Gaming, General, PC, Real Time Strategy | No Comments »

Sanitarium.FM News Update | 05/04/2017

April 5th, 2017 by Lonesamurai
Posted in Gaming, General, Multiplatform, Nintendo, PC, Playstation, Technology, Xbox | No Comments »

Titanfall 2: Campaign Review (Console)

(For Digmbot’s initial impressions of Titanfall 2, head over to his article here ~Lone)

 

Along with many of you, I was a little apprehensive about picking up the new Titanfall sequel this past fall. As of recently, the game has been on sale and had a price drop for the holidays/Game Awards. The game did boast a single player campaign mode, which was entirely lacking from the first incarnation, and I was hopeful to see what the Respawn Entertainment writers had in store for us.

 

titanfall-2-logo

 

I’ve never been more impressed with a game that I had so little expectation of. Having completed the campaign, I can say that it was certainly a welcome surprise to play through such an accomplished story. Aside from being well written and developed, I found myself really feeling connected to BT-7274, a titan that we ‘fell’ into responsibility of piloting. With the game telling us right at the beginning that the connection between a pilot and a titan is paramount in being successful, I really felt that theme flowing through the whole story. I cared when he was in jeopardy, and I feel like he cared about me as well. I do think that the theme of connection was dealt with really well through the campaign with something I was also not expecting: speech options. Now, I’m not talking about branching Mass Effect/Witcher conversations, but as a player you are in regular contact with your titan. These conversations are usually limited to a few lines, and the player only has a few different speech options to choose from. As a result of the abbreviated exchange, and the fact that the game does not pause for these quips, there is no loss of immersion or speed at which you are playing. That is HUGE. Had they decided to have the conversations with the BT stop the gameplay, or even forced you to walk, they would have been incredibly annoying. Luckily, they thought of that already, so sit back and get ready to enjoy an adventure with your new Vanguard-Class titan buddy.

 

titanfall-2-screenshot-1

 

Aside from the writing and flow of the story, the level design was also extremely well executed. Each area looked independent of the last, but still flowed together. There is always somewhere for your pilot to explore in each level, which you may want to do because there are secrets in the form of fallen pilot helmets to collect in hidden areas all over the place. I found myself a fair few times jumping out of my titan to traverse the levels and leave my titan on auto to help me clear the areas. Why in the world would I jump out of my massive, destructive suit of amazing armor to clear anything? Because it’s fun! Which brings me to another note about the gameplay: It’s SMOOTHER. Insanely better executed than titanfall 1’s wall running. In fact, it may be better than any wall running/jump pack type game I’ve played to date. Strangely, that also brings me to the first negative I have about the game. Get ready to wall run, a lot. Even as early as the first level, the game will demand that you are able to execute complex chains of wall running, or you will not be able to progress. Luckily, if you sit in an area for too long, the game will generate a ‘ghost’ for you to follow through difficult areas. That being said, being able to chain jumps and wall running is a pretty integral part of the gameplay, so it is good that they create a steep learning curve for the mechanic early. Don’t worry, the game comes up with several other fun mechanics to play with during the campaign including: cranes to create pathways, a maintenance gun, and time travel. I will say, I’ve never seen a game that included a time travel mechanic where the story-line was note entirely based on time travel as a theme, so well played on that one Titanfall 2.

 

titanfall-2-screenshot-2

 

But of course, we all want to hear about the multiplayer. My statement before about the game feeling smoother applies here as well. As a pilot, you feel as if you can easily traverse the maps and as a result, the pace is very fast. There’s nothing like getting murdered in the first few rounds after coming back to a game because you’re out of practice, but I was quickly able to regain my stride. Some of the new pilot weapons brought onto the scene feel really well optimized, but I don’t have enough time in yet to say how balanced they are. I really appreciate the additional titan loadouts, and look forward to learning how they counter each other. Having such specific strengths in the new titan classes has added an additional aspect of strategy to the multiplayer, much more than just waves after waves of titans being summoned where only numbers on either side is all that matters. The game-modes are a mimic of the first game, with a few interesting things added that seem to be targeted towards either titan or pilot gameplay alone.

 

titanfall-2-screenshot-3

 

The game is definitely an improvement on the first Titanfall, and 100% worth picking up. If you were into playing Titanfall 1, and were always wondering what a backstory on the war was, this is your game. Get ready to be ‘tossed’ into a fantastic adventure with your new mechanical friend.

 

A Titanic 9.5/10! Worth purchasing!


December 6th, 2016 by Autobot
Posted in Gaming, General, Multiplatform, PC, Playstation, Xbox | No Comments »

Guest Blog: Gadgetzan – How Will It Affect Hearthstone’s Meta?

It’s that time of year again fellow card slingers, when the nights get longer, the weather gets colder, and three factions of organised criminals kick their turf war over a fictional goblin city into high gear. That’s right Hearthstone’s latest expansion ‘Mean Street of Gadgetzan’ finally has a release date and is due to hit us on the first of December, just in time for the new Ranked Play Season.

 

gadgetzan

 

The first thing that catches the attention when looking at the card list is the introduction of ‘Tri-Class’ cards, here representing membership in one of three crime families, the 20s gangster style Grimy Goons (Hunter, Paladin or Warrior), the Eastern flavoured Jade Lotus (Druid, Rogue or Shaman), or the criminally magical Kabal (Mage, Priest or Warlock).

 

In terms of actual deck building,at least for me personally these seem more to be there to help thematically define the factions in this expansion rather than cross the lines between the classes, there is no giving overload to druid or ‘choose one’ style cards to rogue within the Jade Lotus faction for example outside of -maybe- getting something useful from another class via each factions ‘Discover’ minion which can reach into the whole clans card pool, but that does not seem reliable enough to build a deck around. At first I was a little let down by this (especially since there are only three card per group), but now that the whole card list has been released the unique ‘themes’ of these factions as supported by the both the Tri-Class cards and cards within each pure class itself become clear and seem to be what will really define this expansion rather than what seems at the moment to be a slightly gimmicky deck building constraint.

 

The ‘theme’ for the Grimy Goons is buffing cards that are in your hand rather than in play, Jade Lotus are all about the ‘Jade Golem’ mechanic which I will go into more detail on later, and the Kabal have a number of legendaries that require no duplicates in your deck (like Reno Jackson) plus ‘potion’ spells. Think of these more like restricted neutral cards to support specific class strategies rather than expanded class cards in other words.

 

The above might seem somewhat sacrilicious, and, as with all reviews of a card list not in actual play yet it is quite possible I will be proved wrong by the meta but below are five cards (not in any particular order) that I think exemplify the kind of decks we may be seeing after the expansion hits.

 

-Note- I’m not going to be talking about how these cards may potentially affect future metas when a new set of expansions gets rolled out  into Wild next year as A) That’s an article all by itself B) We don’t have all the information for yet. C) I’m ill at the moment and can’t quite kick my brain into gear to think that widely at the moment. Anyway, onwards!

 

dragonfirepotion

 

It’s probably no surprise that this is the first card that really grabbed my attention during the reveals. I am a fan of Dragon Priest but despite some recent gains it has been hurting for mass removal since the loss of Lightbomb, and I am sure this new card being costed the same is not an accident. Combine this with the new Drakonid Operator, which has good stats, a discover mechanic to get a card from the opponent’s deck, and slots perfectly in at the 5 mana slot and you get the Dragons coming home to Priest after their recent forays into other classes. It’s probably also worth mention the other raft of goodies that Priest has got this expansion too. Potion of madness does the same thing as shadow madness but to minions of one strength lower but at 3 mana less. Combine this with a pint size potion that reduces all enemy minion – 3 attack for a turn to allow for a turn of very favourable trades at a bargain cost and you have the kind of combo I like where each individual component is also strong by itself. I still need to run the numbers but I am also looking forward to trying out Wrathion (who draws cards until you -don’t draw a dragon) and Kabal Talonpriest who  rounds out the theme of ‘value’ here, again with strong stats at 3 mana at 3 and giving another minion + 3 health isn’t a dragon but is just -strong- and is a reminder that in Hearthstone you can have all the flashy combos you like but one of the most consistent ways to win matches is to build around ensuring you play a better ‘value’ card than your opponent at every point along the mana curve, a hallmark of Dragon Priest in particular but perhaps on the Mean Streets there is a new contender for that crown…

 

grimestreet-outfitter

 

I was undecided about whether to put this here or Smuggler’s run which is a spell that does the same thing but for 1 mana but ended up going with the Outfitter due to the potential for bouncing him back to hand with Brewmasters and to actually get a body on the board. Both cards are paladin and for a drop in early tempo with either of these cards (probably both if you are building a deck around this concept) every single other minion in your hand just gets -better-. Often the way of determining the value of a card is to compare cost to stats, the baseline acceptability without tradeoff is generally considered to be that either attack or health should be equal to the mana cost and the other should be one higher (3 mana for a 3 / 4 for example hence why I rated Priest cards with these stat lines -plus- a strong additional ability so highly in the previous section), but with the Outfitter,  the coin, and a deck focused on minions for example you could be looking at 5 / 5 worth of stats for 2 mana as your first play with no major downside. That’s incredible value. At the start of a new season and when a new expansion comes out so do the minion focused ‘face’ decks. While everyone else is still getting used to their new cards and strategies these singularly focused decks know exactly what they are doing and can navigate the maelstrom of uncertainty with ease (until they get to the choppy waters of high up the ranked ladder but the metaphor is getting away from us at this point). It happened with Shaman when Karazahn was coming out and I would be surprised if Paladin rush decks were not somewhat of a thorn in people’s side when the new expansion hits too. Lots of small minions offset with card draw like Coldlight oracle, the new Meanstreet Marshal and potentially space for the new Small Time Recruits (3 mana to draw 3 1 cost minions) spell to help offset the usual issues Paladin and you could just power through opponents before they get a chance to get going. What can possibly help stop a deck of undercosted minions though, well I’m glad you asked…

 

devolve

 

Perhaps a left field pick as it reactive rather than proactive, but in my opinion this card just straight up takes certain deck archetypes round the back of Fizzgrimble’s Inn and shivs them in the kidneys until Gold comes out. The Paladin decks mentioned above lose all their advantage since the in initial cost doesn’t change and therefore the devolved minions are tiny, not to mention it is a reliable way of stopping those annoying one hit combo murloc decks as it removes the key component minions from the game rather than killing them to be returned by Anyfin Can Happen later. Against other shaman decks it negates the advantage you get from overload minions, and any other deck that relies on specific minions to work (Flamewalker for mage, deathrattle minions for N’zoth) just get massively disrupted. Admittedly you still have to deal with the minions that are left and you -could- end up with some nasty but Shaman is generally fine with board clear on smaller minions. It doesn’t really help with larger creatures with standard costs that are brought in by other means though which may be somewhat pertinent as we will now see…

 

jade-idol

 

What is a ‘Jade Golem’? Well the first time you summon one it’s a 1 /1 creature with a nominal cost of 1 mana. So far so unimpressive, but the next time a Jade Golem is summoned it will be a 2 / 2 for 2 mana, the next time it’s a 3 /3 for 3, and so on building on subsequent played cards not unlike the C’thun mechanic. Soon, once you have gotten over a bit of an initial tempo hit to get the first one out every time you summon one you are getting great value for your mana. There are a lot of cards that summon a golem as a battlecry particularly the Tri-Class Cards but I’ve picked this spell as the secondary effect makes it the real workhorse of this kind of deck, to clone itself and shuffle 3 copies back into the decks is just bananas even before you get to the idea of doing both with Fandral Staghelm! Adding back into the deck like this more or less makes it impossible for a fatigue loss which makes certain Control Warrior decks very sad indeed and potentially sets up a similar Druid version of this kind of control deck backed up with healing spells. Jade blossom seems a good spell to get the Golem train rolling as for 3 mana it drops a golem ramps you with an empty mana crystal and there are plenty of other cards along the mana curve to keep it rolling. Unless I have missed something major it is difficult to see how this card will not be one of, if not -the- stand out player of the expansion. Speaking of stand out players we haven’t actually touched on any ‘big legendaries’ yet…

 

krul-the-unshackled

 

You may have been expecting Kazakus (the Kabal legendary who creates a unique and powerful potion at a specified mana level based on some discover mechanic style choices if you have no duplicates) in this slot but my gut feeling is that he is more of a supporting player to be included once you have already made the decision to make a deck that supports the ‘no duplicate’ mechanic since the unique potion, while potentially powerful does not seem powerful enough to build an entire deck around by itself due to the randomness involved. Neither do the other two class legendaries who have a similar deck building constraint, strong as they are but Krul? Krul seems a lot more like an Old God from the previous expansion, you can build a deck around making sure you have demons in hand, and then getting them all in play on turn 9 in a similar manner to N’Zoth, particularly comboing a Doomguard or two with Mal’ganis, plus with Reno and Kazakus to help you get to endgame (plus it’s not like Warlock has a hard time filling it’s hand up) this could be an interesting deck to keep an eye on. In general it’s worth noting that it seems that this time around the designers have moved away slightly from having big high costs legendaries, Hobart Grapplehammer for Warrior (who buffs all weapons in the deck and hand for 2 mana) and Wickerflame Burnbristle for paladin who has a huge amount of abilities for 3 are good examples of more ‘utility’ legendaries like Bloodmage Thalnos from the base set which is a nice direction to be going in that adds flavour to the classes rather than just raw game ending power.

 

I think that’s my main takeaway from this card list, there’s a lot of flavour here between the Tri-Class factions and inexplicably motorcycle riding pigmen and it seems there are a -lot- of new mechanics here to be tried out and experimented with that I am sure will be expanded on in future. Apologies if I did not touch on your favourite class here or missed an ‘obvious’ card but these were the ones that jumped out at me like a cutpurse to a humble tourist, on the Mean Streets of Gadgetzan.


December 1st, 2016 by
Posted in Gaming, General, Multiplatform, PC | No Comments »

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