Rock Band 3 Announced and Other Related News

RockBand3

So an interesting post appeared on the Rock Band Facebook page today in which Rock Band 3 was announced as being in development. Not only that, but they claim the new game “will innovate and revolutionize the music genre once again“. We’ll see how all that turns out as those are currently the only details that have been provided besides the game being set to release this holiday season.

In what I would consider even more interesting news, Rock Band also has a new track pack coming out next week for Lady Gaga. The initial news of four new Lady Gaga songs being released may not be all that exciting, but wait there’s more. In addition to the four tracks that include “Bad Romance,” “Just Dance,” “Monster” and “Poker Face”, a special cover version of “Poker Face” is also set to be released, sung by none other than Eric Cartman. If you’re a fan of South Park you’ve probably seen the episode “Whale Whores” in which Cartman sings the song in Rockband. If you somehow missed the episode you can check out a short clip below.


Plucky’s 3D Adventure

PluckyGenre: Platformer
Developer: Ianthraxx
Publisher: Ianthraxx
Players: 1
Retail Price: 80 Microsoft points ($1)
Availability: Xbox Live Arcade Indie Games

C+


There are many genres covered in the Xbox 360 Indie scene, but there haven’t been many attempts at the 3D platformer. Ianthraxx has taken a whack at it with Plucky’s 3D Adventure. Its unpolished feeling may drag it down slightly, but it still manages to be fun in the end.

There’s no rhyme or reason as to why Plucky, the game’s cutesy lizard-flower creature has set out upon his quest, nor is an objective given. The game employs a simple “get to the flag” formula, while the stages themselves have a similar feel to the challenge levels found in Super Mario Sunshine where you don’t have access to FLUDD. Jumping across the platforms and through the levels can be tricky — sometimes because of the stage design, and sometimes due to the awkward camera.

It's a suprisingly good looking game

It's a suprisingly good looking game

The classic adage of “you get what you pay for” is applicable here when it comes to certain aspects. The game looks great, especially when you consider it costs a dollar. But the rough edges might be too much for some gamers to handle. The controls are serviceable, but Plucky is usually far too eager to slide down a wall instead of completing a jump. It would have been nice if he grabbed the edge and climbed up instead, as sometimes the game requires jumps to be too precise for their own good.

The game also employs an odd fish-eye filter on the visuals, creating an awkward and unsettling feeling while Plucky runs about. It’s absolutely no help that Plucky’s animation is jerky and awkward as well. The camera can be controlled by the player and it’s a good thing since zooming out alieviates this issue to some degree, but those sensitive to motion will likely have a rough time here.

Those who can get past those issues will find the actual levels are well-designed and provide a decent challenge. There are four worlds, each with their own conventional platformer theme: forest, space, ice and everyone’s favorite type, lava. Each has their own gimmick — space makes use of conveyor belts, and the ice world has disappearing platforms and slippery blocks. Not even one of the game’s 20 levels have a maximum time limit, but completing them quickly enough will unlock a medal.

If there’s one word to describe Plucky’s 3D Adventure, it’s ambitious. Developer Ianthraxx has put together what feels like a bite-sized piece of a lost Nintendo 64 era platformer. Luckily, it’s available at an equally minuscule price. It may lack the polish of a 3D platformer produced by a professional studio in every aspect, but it’s still a good deal of fun in its own right.

Steam Makes Its Way to the Mac

valve-mac-260

Valve finally made the announcement today that we’ve all been expecting, Steam is being brought to the Mac. In addition to the unveiling of Steam for Mac, Valve has also announced that they will be bringing their library of games with the new service including Left 4 Dead 2, Team Fortress 2, Counter-Strike, Portal, and the Half Life series. All of these games as well as the service will be available sometime next month, but no exact date has been provided yet.

One thing they did provide though was information about an exciting new feature called Steam Play, which will allow a customer who purchases a game on PC or Mac to play the game on the other platform free of charge. This in combination with Steam Cloud will allow players to start a game on a PC and pick up right where they left off on a Mac. Steam Play will be fully supported in all Valve titles but hopefully more developers will take advantage of this new feature.

It looks like Valve isn’t just easing into working on the new platform, but rather jumping in head first which is great for Mac users like myself. Not only will they bringing all of their previous titles with them, but they will also be launching all future releases for Windows, Mac and Xbox simultaneously starting with Portal 2 later this year. Not many publishers have thrown support behind the Mac as a gaming platform, but hopefully with Steam on the way we might see more developers and publishers porting their titles over to the Mac.

Arkedo Series – 01 JUMP!

JumpGenre: Platformer
Developer: Arkedo
Publisher: Arkedo
Players: 1
Retail Price: 240 Microsoft points ($3)
Availability: Xbox Live Arcade Indie Games

B


If someone fell into a coma during the late 80s and woke up today, Arkedo Series – 01 JUMP! is probably how they would have imagined games would look in the future. The game’s crisp presentation and simple gameplay recall a time when a bomb-dropping crab made of iron appearing randomly was the only motivation you needed to venture forth into the unknown.

The game puts players into the shoes of the aptly named Jumpboy, who may or may not visit the same tailor as Pitfall Harry. The object in each level is to disarm all of the bombs and make it to the exit. It will cost you a life if any of them detonate, so getting to them as quickly as possible is the best course of action. The game rarely makes use of this in a sinister way, giving players a decent amount of time to navigate the level comfortably. That’s not to say, however, that the game is a cake walk.

Knives are limited in quantity and use

Knives are limited in quantity and use

As with any platformer worth its salt, JUMP! smoothly ramps the difficulty from easy to ‘how the hell?’ over the course of its 30 levels. There are a few levels that stand out as being particularly troublesome, but its never due to unfair design. It’s just that jumping from narrow platform to narrow platform while avoiding a stuttering column of flame happens to be something of a challenge.

JUMP! makes use of several gameplay features besides its titular action. Enemies will try to take you out with their basic and predictable patterns and are usually placed in areas which present strategic challenges. Skeletons that throw bones into you from below platforms are the standout stressor; everything else is pretty simple to overcome. There are also places where the game requires you to grab a certain amount of money before the bombs can be diffused, sometimes requiring you to backtrack before continuing on. There is also an attack option — a throwing knife — but they’re rare to find and can only be used once. The game can be completed without them, however, so it’s uselessness is really no big deal.

The charming neo-throwback graphics and catchy soundtrack only help make JUMP! a compelling title to experience, especially those who grew up playing Donkey Kong or even the original Mario Bros. Jumpboy may never reach mascot status or his game mainstream success, but they still represent a fantastic reimagination of one of gaming’s earliest styles of play.

Johnny Platform’s Biscuit Romp

BiscuitGenre: Platformer
Developer: Ishisoft
Publisher: Ishisoft
Players: 1
Retail Price: 80 Microsoft points ($1)
Availability: Xbox Live Arcade Indie Games

B


There aren’t many games available for a dollar, much less good ones. Chances are you’re looking at the PS2 version of Madden 2004 in a bargain bin somewhere at that price point. That’s what makes Johnny Platform’s Biscuit Romp so refreshing. It’s a perfect example of what’s right about Microsoft’s Indie Games initiative.

Extra lives are gained by drinking copious amounts of coffee

Extra lives are gained by drinking copious amounts of coffee

The game started out as a homebrew project for the Nintendo DS, but it plays wonderfully on the Xbox 360. Johnny Platform, the game’s titular character, controls perfectly. Leaping from platform to platform is as easy as pie thanks to the tight and responsive handling. The first few levels teach the player how the game plays, and while the mechanics are simple it’s nice to learn what you can do. And as the game teaches you the basics, the levels are fairly simplistic. Still, certain aspects the game are left up to the player to figure out and its here where the game truly shines.

The game teaches players how to jump, which is something of a given in a platformer. It doesn’t teach you how to push objects, however, or how you’ll need to use them to reach your goal as the game goes on. It becomes more of a puzzle platformer in this regard; almost a toned down version of Klonoa: Empire of Dreams on the GBA. The game never makes the player scratch their noggin, but completing the levels sometimes requires presice jumping and exact planning. The best part is the game never resorts to cheap deaths — if you die you know it’s squarely on you.

Protip: You will not win by jumping on the spikes

Protip: You will not win by jumping on the spikes

Each of the 55 levels are one-screen affairs, and it’s impressive how much creativity Ishisoft pulled out of such a limited set of mechanics. There are several of these, things like platforms that sometimes break away after being jumped upon, or cookies which can be rolled away and will continue with their own momentum until stopped. These mechanics are mixed in to provide maximum variety and are never overused.

The classicly pixelated graphics, chiptune soundtrack and intentionally compressed low-quality audio complete the package, cementing it as a love letter to an era gone-by while proving that you don’t need bump-mapping and bloom-lighting to create an entertaining experience. Johnny Platform’s Biscuit Romp isn’t exactly a revolution, but it’s a no-brainer for anyone with a dollar to spare and any interest in platforming, no matter how massive or minute.

Game Informer Unveils Portal 2

Game Informer Cover

Game Informer Cover

Rumors about Valve’s plans for the Portal series have been flying around the Internet over the last few days. It just so happens that some of them turned out to be true. Portal 2 was revealed when Game Informer unveiled the cover of their upcoming April issue. Yes that’s right, Portal 2 is coming and is scheduled for released sometime later this year.

Unlike the first Portal release, Portal 2 will be getting a full stand-alone sequel with loads of new content. From the GameInformer cover image we can see that it looks like your character will finally be leaving the lab and entering some type of jungle terrain which opens up a whole new world of gameplay possibilities. In addition to some brand new outdoor exploration, they have also announced that the new game will feature a unique two player campaign with two new characters. The launch platforms were not revealed in any official release as of yet, but EuroGamer has reported that Doug Lombardi has confirmed the game’s release for PC and Xbox 360.

The game was only unveiled today but already a ton of details have emerged and I’m sure we can expect a lot more in the coming weeks and months, so check back often and we’ll keep you updated.

Blaster Master Overdrive

BMOGenre: Action
Developer: Sunsoft
Publisher: Sunsoft
Players: 1
Retail Price: 1000 Wii Points
Availability: WiiWare

C


For those who grew up in the era of acid washed jeans and monster ballads, the name ‘Sophia’ is likely connected to one of two things: a snarky Sicilian immigrant on a sitcom about women in their golden years, or a cannon-equipped tank that can jump. It just depends on whether or not you played Sunsoft’s Blaster Master on the NES. The original is fondly remembered by those who played it due to its tight design and open world. It was one of the first examples of the ‘Metroid-vania’ formula, popularized and named years later following the release of Castlevania: Symphony of the Night. It was also a fairly challenging game with a premise that remains relatively unique to this day. Sunsoft has resurrected the brand through Nintendo’s WiiWare service with Blaster Master Overdrive, and they’ve kept the basic gameplay structure in tact. Sadly, control issues and a generally boring aesthetic will keep this from reaching the same legendary status as its inspiration.

In the future, giant crabs are an epidemic

In the future, giant crabs are an epidemic

Like every Blaster Master game before it, Overdrive makes use of two different styles of play. The first is best described as a side-scrolling platformer with heavy emphasis on exploration. Players navigate the aforementioned Sophia through the game’s environments in search of dungeons to explore. These platforming levels have powerups sprinkled about them, many placed on ledges barely out of reach or behind odd looking walls. These will only be accessible when upgrades are found after defeating bosses in the dungeons, which make use of the secondary gameplay: multi-directional top-down shooter.

The shooter levels are where most of Overdrive’s problems lie. Navigating the environments is a simple affair — you enter, shoot enemies and collect any powerups you find. The dungeons lack any sort of creative design, so don’t expect any hidden paths or tricky puzzles. There are groups of quick moving enemies that you’ll need to deal with, however. They become more dangerous as the game goes on, and more numerous as well. And this is where the game fails the hardest.

Navigation is handled in an acceptable manner, making use of eight-way directional movement. The gun shoots in the direction you’re walking, so if you turn tail to run from an enemy, you won’t be able to shoot them unless you engage the game’s strafing function. Since Overdrive is controlled with the Wii Remote only in the popular NES style configuration, they’ve tied strafing to the button on the back of the controller. It’s uncomfortable and impractical. Couple that with a character who does his best to stay away from locking into any of the 45 degree positions when strafing is engaged and you have an anger-inducing formula.

Leaving the tank is mostly useless

Leaving the tank is mostly useless

Taking hits in the dungeons is particularly devastating since each hit removes your hard earned weapon upgrades. These upgrades are found hidden throughout the shooter levels. Each of the three weapon types can be upgraded five times. Getting deep into the game and living to tell the tale requires two things: upgraded weapons and nearly perfect play to keep them that way. The default weapon settings simply aren’t powerful enough to handle the game’s higher-powered baddies.

This is the game’s major failing. You shouldn’t have to fight the game’s enemies and the controls at the same time. If the game supported the Classic Controller, these complaints would be nullified. You could tie strafing to a shoulder button and allow movement with the analog stick. Boom — problem solved. A patch is rumored to be in the works that would add support for the controller in, but the game suffers as it is.

This sadly notable in what could be considered the best part of the game: the boss fights. The developers have channelled the spirit the NES for the bosses with great success. They have memorable and creative patterns, are large and imposing, and are a general pain in the ass. They require high-level planning and play to defeat — even then you’ll find yourself limping and de-powered after some of the fights. The best part is that once you learn the boss’ pattern you can always improve how you react; you can always do better. Again, the controls are players the biggest enemy, causing you to walk into bullets as you try to position your character’s gun toward whatever weak-points need targeting. Even still, these battles are the most enjoyable part of the game.

Say, this looks familiar

Say, this looks familiar

Defeating a boss will upgrade Sophia, allowing you to access areas and items that were previously out of reach. The game’s grappling hook is a nice compliment to the hover function, though the vanilla level design rarely takes advantage of this combination. The drill is also a nifty tool, used both as a brick-breaker or a weapon. The game’s later additions aren’t quite as versatile — climbing walls isn’t nearly as fun as it sounds — but they are necessary additions nonetheless. It is notable that the game requires players to leave Sophia to access dungeons, but you can do this anywhere on the map as well. You could choose to wander around the tank levels a bit, but the game never takes advantage of this. Even if you wanted to screw around outside of the tank, you couldn’t do so for long since your life bar depletes automatically. This is supposedly because of the “poison air” — a gameplay element seemingly added to cover up a design aspect the development team included but ignored.

While a patch would improve the actual playability, it wouldn’t correct some of the game’s other missteps. Overdrive is guilty of uninspired design in almost every aspect outside of the boss fights. The dungeons all use the same graphics with different colors. Most of the overworld has the same issue as well. Sure, there’s a fire and an ice level, but those are really the only two non-stone looking levels. Oh, the enemies are also guilty of this. There are only a few enemy types throughout the entire game as well. There are more powerful versions that sometimes vary in size or color and take more hits to defeat, but it still doesn’t change the fact that there should be more variety. It’s almost as though they designed the assets for half a game, realized they needed more, then came up with this as a solution. Pallet swapping is acceptable occasionally — who doesn’t love Scorpion and Sub-Zero or the Teenage Mutant Ninja Turtles — but it shouldn’t comprise more than 50 percent of a game. The one bright spot in terms of presentation come from the music, which mostly consists of remixed versions of the original game’s themes.

Blaster Master Overdrive isn’t a terrible game, it’s just uninspired. It’s lack of creativity keeps it from living up to the vaunted status of its older siblings, and its control issues keep it from succeeding as a modern piece of programming. Its difficulty makes it difficult to recommend as an introduction to the series, and fans will find themselves irritated with the controls and vapid design. Blaster Master deserves a better revival than this.

Bloodstream Raiders

bsrlogoGenre: Shooter
Developer: Assyria Game Studio
Players: 1
Retail Price: $3
Availability: iPhone

D


Bloodstream Raiders was an interesting experience for me. It was the game I took into the hospital with me while my wife was busy not being in labor like she was supposed to be. Instead of playing it, though, I wound up reading most of the time. Eventually I realized my reluctance to play the game was sort of a review in itself, because the game just isn’t very fun.

bsraidersThe premise is that you’re defending a person’s blood from infection, and takes the form of a sort of dual joystick shooter meets sidescrolling spaceship game (like Aegis Wing on XBLA and countless games before it). Enemies float from right to left, and if you don’t kill them it raises the body’s temperature; get too high and you lose. You can pick up bits that raise two different meters, one destroying all the enemies onscreen and the other lowering your temperature. Each level is a part of the body (stomach, liver, etc) that is cleansed at the end.

I appreciate the presentation, beginning with the ’start game’ button being a box to take your ‘thumbprint’ and carrying on through the level schematic. Once I got down to playing, though, the game was just ‘oh I missed that one, and another; you know, I don’t really care.’ I had some trouble with keeping my thumbs in the ‘joystick’ circles, at least at first, but that may be due to my unfamiliarity with the genre on the iPhone (whether or not the genre deserves to be on the platform at all is another article).

There’s nothing overtly bad about Bloodstream Raiders; there just wasn’t anything particularly good about it either. The app store is flush with games, including games that are mechanically nearly identical to this one, and so I think this needs to be classified as some of the chaff amongst the wheat.

Marvel Ultimate Alliance 2

MUA2Genre: Action-RPG
Developer: Vicarious Visions
Publisher: Activision
Players: 1 – 4
Retail Price: $40
Availability: Xbox 360 (version reviewed), Playstation 3, Wii, Playstation 2, PSP, DS

C


Sometimes publishers and developers of a long standing franchise feel they have gone as far as they can go with an existing gameplay formula. They attempt to reach out past their demographic in certain scenarios, choosing to simplify more complex aspects of their formula in an attempt to gain a casual audience. It’s usually either hit or miss in these situations, and in the case of Marvel Ulimate Alliance 2 it’s a miss — big time.

Marvel Ultimate Alliance 2 is the fourth game (remember the two X-Men Legends titles) in a series which takes a team of Marvel characters and pits them against some of their greatest enemies. Well, considering we ran out of the Marvel universe’s greatest villains the last time around, this time the developers over at Vicarious Visions have latched on to the most well known comic story arc in recent years; Civil War. This way we have no shortage of villains because the heroes fight each other.

Cap and Phoenix against a couple Shield grunts... a bit of a mismatch

Cap and Phoenix against a couple Shield grunts... a bit of a mismatch

Though the game does not follow the storyline from the comics to the letter (neglecting their earth shattering final note) it is completely serviceable because the series have essentially always been about the delicate balance of dungeon-crawling, earning new powers and unlocking new characters. This time, however, the rug has been pulled out from underneath the RPG side of things and has almost been completely eliminated. In the past you would start with one or two powers. You could then choose between leveling those up or choosing new abilities from a pool of roughly twenty powers or boosts which then could be activated in battle. There was a sense of budgeting, saving up for the really awesome powers. There were those moments where you thought “Man, if I just get past this last battle, I can afford to shoot laser beams from my hammer.” That’s not the case this time, unfortunately.

This time we have four powers and about a half dozen semi-boosts which are passive. Three out of four powers are available from the start; you unlock the final two boosts at once when you choose your allegiance a few levels in and the final power halfway through the game. Though I appreciate that I can take a step back without penalty in later levels to take the new boosts into account, there aren’t enough options to really care for more than a small period of total game time.

The eternal struggle of good versus... good?

The eternal struggle of good versus... good?

In addition, previously available three alternate costumes (which provided dramatic statistical changes for each character) are axed down to one alternate cosmetic choice when you beat fifty enemies. That is if and only if you chose the appropriate side for that character. Finally there is a new system of collectible boosts, which is all well and good, but the system in which you choose which three to apply is hindered by the lack of an effective type organization, the ability to trash ones that are not useful to you, or comparative views to what you already have equipped.

With the RPG elements whittled down as much as they are, this places a much larger emphasis on the combat. There are some minor improvements such as more interactive objects for use as projectile weapons; there is a lot of satisfaction in inadvertently launching a pile of missiles after all. There is also major improvement as far as the team interaction goes. Out is the weak super-power chain of the original Ultimate Alliance in which one guy hits the super button and you are trapped watching everyone’s animation in succession for about a minute. It could only kill henchmen, and by the time the first guy’s power ended there were no more enemies to kill with the other three! Here it works much better: two allies pull the trigger at the same time and combine their powers for devastating effect. You quickly find out that some team ups are better suited for large groups and some are meant for big attacks on the bosses.

The improvements to combat are just not enough, and here is why. When you remove the balancing that new powers give you, you take the shades off the fact that you are just destroying mostly the same random enemies again and again. This monotony causes the game to get real old, real quick. Now, I understand that the lack of individual options allows you to play with more heroes across the roster, but that was the reason for replay in the first place. If you are trying to get people to experience most of it the first time what is the point in having unlockable characters? I even understand that the most accessible games needs to mix it up every now and again but when the developers neuter their game, even earth mightiest heroes fall flat.

Rock Band Network wants to kick some ass

Well I am too

Well I am too

The long awaited Rock Band Network launched today, bringing with it more than 100 songs. I personally only care about one – Stroke 9’s Kick Some Ass, from the end of Jay & Silent Bob Strike Back — but I can certainly appreciate fans of Flogging Molly and The Main Drag being excited about songs being included.

We at Extra Guy are contractually obligated — to ourselves — to bitch every time Rock Band tracks are released and do not contain selections from Coheed & Cambria, but I’m excited about the possibilities here. Protomen: I am looking at you.

Here’s the list:

3 Inches of Blood – Battles and Brotherhood
Alias Unknown – Top Back
Amberian Dawn – He Sleeps in a Grove
Amberian Dawn – River of Tuoni
Andrew Buch – Trippolette
Audio Fiction – Race The Hourglass
Bif Naked – Sick
Blackmarket – Tongue Twister Typo
Bojibian – Still There
C&O – We Are the Best
Chaunce DeLeon and The Fountain of Choof – Tadpole Search and Rescue
Children of Nova – The Complexity of Light
Color Theory – If Not Now When
Dear and the Headlights – Talk About
Despised Icon – Day of Mourning
DnA’s Evolution – The Heist
Error 404 feat. CJ Watson – If Trucks Drank Beer
Fake Shark-Real Zombie! – Angel Lust
Fake Shark-Real Zombie! – Horses in Heaven
Fake Shark-Real Zombie! – Running for the Razors
Fake Shark-Real Zombie! – Sestri Levante
Five Finger Death Punch – Burn it Down
Flogging Molly – Drunken Lullabies (Live)
Flogging Molly – Requiem for a Dying Song
Foreword – Watch It All Go Down
Free Spirit – Far Away from Heaven
Full-Source – End Quote
Full-Source – It’s Not You, It’s Everyone
Full-Source – Red Sky At Morn
Furly – Icarus’ Song
Gandhi – Arigato
Giant Target – In Memories
Giant Target – Signs
Glass Hammer – Hyperbole
Glass Hammer – Sleep On
Heaven Ablaze – Parhelia
In This Moment – Mechanical Love
James William Roy – Paper Valentines
Jonathan Coulton – Creepy Doll
Jonathan Coulton – Ikea
Jonathan Coulton – The Future Soon
KMFDM – A Drug Against War
KMFDM – Juke Joint Jezebel
Kristin Hersh – Fortune
Kristin Hersh – Mississippi Kite
Lacuna Coil – Survive
Lead the Dead – Rip’er
Longwave – No Direction
Marillion – Whatever Is Wrong With You
Matter in the Medium – Persistence of Vision
MC Frontalot – Goth Girls
Nick Gallant – Inside Out
Nick Gallant – Turn Yourself Around
Of Last Resort – Fade Away
of Montreal – Heimdalsgate Like a Promethean Curse
Pink Flag – Nancy Drew
Ron Wasserman – Fight Back
Rose of Jericho – Buried Cold
Scratching The Itch – Lemon Juice
Scratching The Itch – The Buddy Disease
Scratching The Itch – You’re My Everything
Senses Fail – Lady in a Blue Dress
Skeletonwitch – Crushed Beyond Dust
Skindred – Stand for Something
Speck – Grumpytown
Speck – VP of Booty Reports
Stars of Boulevard – Limousine
Stephanie Hatfield and Hot Mess – Can I Stay
Steve and Lindley Band – Backyard Buildyard
Steve Vai – For the Love of God (Live)
Steve Vai – Get the Hell Out of Here
Steve Vai – The Attitude Song
Stroke 9 – Kick Some Ass ‘09
Stroke 9 – Little Black Backpack ‘09
Suicide Silence – Disengage
Surprise Me Mr. Davis – Sissyfuss
The Cold Goodnight – Give
The Dirty Love Band – Moonboy
The Everybody – You Got That
The Fisticuffs – Liverpool Judies
The Hold Steady – Sequestered in Memphis
The Humans – It’s Good
The Kimberly Trip – California
The Main Drag – Cease and Desist
The Main Drag – Don’t Let Me Down (Slowly)
The Main Drag – Dove Nets
The Main Drag – Homosuperior
The Main Drag – How We’d Look On Paper
The Main Drag – Love During Wartime
The Main Drag – Megatron
The Main Drag – Talk Them Down
The Main Drag – Teeth, Face, Outerspace
The Main Drag – Tricky Girl
The Main Drag – What’s Your Favorite Dinosaur?
The Shins – Australia
The Slip – Children of December
The Slip – Even Rats
Ultra Saturday – Not My Fault
Ultra Saturday – Superhero!
WaveGroup Feat. Becca Neun – Liquid Smog (StompBox Remix)
Wounded Soul – Rx
You Shriek – Lilith in Libra
You Shriek – No Heroes
Zack Wilson – Another California Song
Zack Wilson – Ox