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Okay, as much as I am a fan of Mega Man games, when it comes to Keiji Inafune’s spiritual successor, Mighty No. 9 – a game that I was super-hyped about when it was first announced, and was devastated its Kickstarter was at a time I was financially unstable – in more recent months, I have simply stopped caring.
When you look at the track record, it’s hard not to see why. The project has been delayed three separate times for varying periods of length, which have led to its launch being delayed by almost two years in total. For its promise that it would arrive on all “current and next-gen consoles and PC”, it has really missed the boat to be relevant on consoles such as PS3 or Wii any more; and with Nintendo’s NX expected next year, it’s also rather late even for the Wii U. The fact it finally even HAS a launch date (June 21st) is the only saving grace.
So, after the long wait, you’d think Deep Silver – the development team working on the game alongside Inafune’s company, Comcept – would at least have a clue how to market Mighty No. 9 properly, right?
Well, no. The latest trailer for the game, while visually impressive and packed with action, is embarrassing fans and non-fans alike for its cheesy voice-over. Not only does it refer to the game using the sort of lines that should have probably stayed in the 80s – “Do you like awesome things that are awesome?” as an example – but it even borders on offensive to both Mega Man fans and Anime addicts – anyone who thinks “and make the bad guys cry like an anime fan on prom night” is a good line should be summarily fired. Unless you’re highly lactose-intolerant, take a look at the video below and make sure you keep the sound on:
Let’s be honest here. Mighty No. 9 is the kind of game that is most likely to appeal to people with a love of old-school platforming action games – I should know, I am one, and I still plan to get this game despite everything. Considering Keiji Inafune is well-known for such titles, Deep Silver should have been well-aware of this and marketed the game accordingly. Instead, they seem to be aiming for a ’90s Teenager vibe – excuse me while I look at a calendar. Keiji Inafune himself is already facing fan scepticism for his antics with the Kickstarter for another Comcept title, Red Ash, so this marketing disaster is unlikely to restore confidence in him or his company.
The update verified that the games were legitimately purchased, which is fair enough, but the sticking point for many had been that it also verified that you were using an approved Oculus device. This after the founder of the company once publicly said on Reddit: “If customers buy a game from us, I don’t care if they mod it to run on whatever they want.”
This admittedly was before someone actually managed to make such a thing a reality with a patch called Revive letting you play Oculus exclusive games on other headsets. The same creator who made that patch has now cracked open this latest update by simply disabling DRM in Oculus titles completely. However, this does also mean that there is no longer any checks on whether the game is a legitimate copy anymore either, something that the creator Libre VR was quick to say they didn’t support.
“I still do not support piracy – do not use this library for pirated copies.”
Founder of news website TorrentFreak, Ernesto Van der Sar, told the BBC “DRM as a means to prevent piracy is rather futile. If there’s a demand to use a product or access a service, people will often find a way around DRM and other technological blockades. History has shown many examples of how it mostly inconveniences legitimate customers.”
He also said that Oculus ought to learn from the movie and music industry and try to provide “great legal options” rather than trying anti-piracy measures.
“Oculus should focus on providing a superior platform and the best games instead of focusing on piracy at this point. It’s impossible to defeat piracy completely, but lessons from the movie and music industry show that providing great legal options work better than anti-piracy measures.”
A few weeks after the existence of a new and upcoming FNAF game was announced, Scott Cawthon has released the trailer for the game, giving us a glance at not only a good deal of the animatronics in action and a release date… but also a chilling little voiceover that seeks to remind us seemingly of the origin of the killer animatronics’ life.
From what we can gather from the trailer, there seems to be some element of things hidden away ‘underground’ although the animatronics we see look far from abandoned or broken. What they do look is quite disturbing, especially the clown-looking one in front – commonly speculated to be named “Baby” which is a known name for one of the new animatronics.
The voice pleads with us over and over, “please don’t hold it against us… you don’t know what we’re been through”. Previously it was speculated then all but confirmed in previous games that the original four of FNAF 1 were possessed by the souls of murdered children, so one has to wonder if something similar is making “Baby” and their fellows dance and menace the player this time.
Rather worryingly the first time we ever heard of “Baby” in a FNAF context was towards the end of FNAF World’s Update 2, in which (without spoiling anything) we were warned that something terrible was coming and that it was too late to turn ‘her’ off. That game’s ties to the FNAF series are a little bit up in the air, but there are signs that certain previous endings were very much linked and the entire world seems to be some ‘other side’ that feeds back to the horror games.
Once again, the series throws up some more mysteries in the form of killer robots in child-friendly shells. Who knows just what we’ll discover this time in the sister Location…?
Despite being quite a few years old now, Terraria is still a fairly popular 2D survival game and could be said to be responsible for popularising the genre. Today it has received a fairly sizeable patches that adds a number of things along with fixing a nice long list of bugs.
Patch 1.3.1 has added a variety of mechanical and machine parts, such as logic gates, junction boxes and mechanical lenses along with things such as Companion Cubes and Bone Campfires. Traps can now be rotated 90 degrees at a time as well, NPCs should be a little bit smarter (hopefully no more wandering out in the middle of the night!) and, joyfully, Inventory Sorting is now a thing in the game.
Bug fixes include that Medusa can no longer petrify players standing above her anymore, critters spawned from statues are no longer catchable, has made the Wooden Boomerang useable when standing upon slopes and much more besides.
The full notes can be read below:
Features
Added Controller Support using Xinput.
Added Inventory Sorting.
Dart Traps & all Temple Traps can now be hammered to rotate 90 degrees at a time.
Added smart interact, making chatting with NPCs, opening doors and using objects easier.
Cannons (normal, bunny, confetti, Snowball Launcher) can now be controlled by wire and shoot fake projectiles!
Improved Smart Cursor & made it interact with more items.
Quality of life
Improved Wire drawing to look less fuzzy with multiple colors on the same tile.
Improved over 1,800 sprite graphics.
Optimized net messages for tile entities (target dummies, item frames)
Improved the Settings Menu and added new settings.
Added new large gem over-head display.
Improved melee hit detection around slopes.
You can now use situational building accessories from your inventory and toggle their effects like info accessories.
Info icons now have a border around them when aimed at (clarity!).
Improved keybinding options, you can now also bind to mouse 3/4/5.
Items
Added Logic Gates (AND, NAND, OR, NOR, XOR, NXOR
Added Logic Gate Lamps (On, Off, Faulty)
Added Logic Sensors (Day, Night, Under Player)
Added Liquid Sensors (Water, Lava, Honey, Any)
Added Conveyor Belts.
Added The Grand Design.
Added Yellow Wrench.
Added Junction Box.
Added Mechanical Lens.
Added Announcement Box.
Added Actuation Rod.
Added Team Blocks and Platforms.
Added Static Hook.
Added Presserator.
Added Engineering Helmet.
Added Companion Cube.
Added Gem Locks.
Added Large Amber.
Added Weighted Pressure Plates (4 colors).
Added Wire Bulb.
Added 12 new craftable Critter Statues.
Added Portal Gun Station.
Added Trapped Chests.
Added Projectile Pressure Pad.
Added several new monster statues.
Added Angler Tackle Bag.
Added Geyser Trap.
Added Bone Campfire.
Added Ultra Bright Campfire.
Added Multicolor Wrench.
Miscellaneous
Critters spawned from statues are no longer catchable.
Highly increased Duke Fishron’s “run away” distance.
Medusa can no longer petrify players directly above her.
Medusa is now Hardmode-only.
Added NPC names for the painter, wizard, and skeleton merchant, based on contest results.
You can now find Beehives in the Jungle – Not the bees!
Lowered the volume of the Solar Eruption’s use sound.
Torches can now be put on actuated tiles.
Slimes should no longer be able to go through 1 block high gaps.
Target dummies no longer benefit from lifesteal or spectre set.
Bug Fixes
Fixed Frostbite hiding time left when wet under certain circumstances.
Fixed Desert Spirit hitbox to match sprite size.
Fixed NPCs not recognizing kills / interactions properly if they have multiple segments.
Fixed music boxes not emitting music notes while open.
Fixed Flesh Grass spreading under Sunflowers.
Fixed Tally Counter not showing information for enemies hit with mounts or special attacks.
Fixed player leg skin colors mismatching the rest of the body when in stealth.
Fixed Seedler not dropping from Boss Bags.
Fixed popular NPC Housing exploit.
Fixed Ranger Lifesteal bug.
Fixed Paint Sprayer spraying over blocks in several occasions that it should not (e.g. grass that gets turned into dirt as a result of placing an object).
Fixed being on the edge of the underground not counting when spawning dungeon / Underground Desert monsters.
Fixed teleporting directly on top of a pressure plate not triggering it properly since.
Fixed Town NPC melee weapons drawing brightly while in darkness.
Fixed Crimson Heart failing to stand to roll roll around on platforms.
Fixed tile entities not properly clearing on world clear procedure.
Fixed Crystal Storm not bouncing its shots.
Fixed chests without custom names not showing mouse over icons.
Fixed Wooden Boomerang being unusable when near slopes.
Fixed Wall of Flesh going above hell and dragging everyone with it.
Fixed Martian Saucer having invisible / unhittable body parts in multiplayer.
Fixed Martian Probe not causing Martian Invasions when it should.
Harpies and Antlion Swarmers can no longer swim.
Fixed dressers blowing up from explosive projectiles.
Fixed Gi and Kimono leg sprites being genderswapped.
Fixed ancient light and fishron bubbles not appearing in expert mode.
Fixed Werewolf sounds being bugged if used for vanity.
Fixed Tax Collector not using some of his special chat dialog.
Fixed infinite flight time exploit.
Fixed Martian Saucers missing their home planet during the invasion and leaving.
Fixed trapdoors de-syncing when operated via wires.
Fixed L shaped housing exploit.
Fixed minecarts hitting invincible enemies.
Fixed multiple bugs regarding auto-pause and inventory management.
Demon Altars should no longer create ‘unbreakable’ pots.
Fixed rare “character not respawning” under certain circumstances.
Fixed background drawing through completely unlit walls in hell.
Fixed solar pickaxe using a bad glowmask.
Fixed wall of flesh not spawning in singleplayer under certain circumstance.
Fixed snow not falling naturally after a player jumps in most cases.
Fixed paintball gun and confetti grenades being unable to crit.
Fixed Titanium Armor & Black Belt dodges not working against Moon Lord.