August 1, 2010 game releases

New videogame releases in stores, for week of August 1, 2010:
(subject to change)

PlayStation 3
Disney Sing It: Family Hits
Disney Sing It: Family Hits Bundle

Xbox 360
Xbox 360 4GB Console

Wii
Disney Sing It: Family Hits
Disney Sing It: Family Hits Bundle

PC & Mac
no new releases

DS, DSi, DSi XL
Dora the Explorer: Dora’s Big Birthday Adventure
Monster Rancher DS

PSP
no new releases

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Maestro! Green Groove (DSiWare)

Maestro! Green Groove
Available Platforms: DSiWare, iPhone
(reviewed on DSi)
Game Developer & Publisher: Pastagames & Neko Entertainment
Release Date: June 28, 2010
Official Website: www.nintendo.com

Review Summary:
Ever played a side-scrolling music-rhythm game? Chances are, you haven’t. Not like in Maestro! Green Groove. The colorful 2D platform transcends both side-scrolling games and rhythm games in controls and presentation. It’s a pleasant surprise. The low $5 cost from the DSi Shop doesn’t ask for too much of an investment in return for a fulfilling game. Although the single-player game isn’t too long, there is plenty of room for player improvement with the stat tracking feature and a Free Play mode. Maestro! Green Groove offers a colorful cast of characters (such as Peppy to Stacatto), in a unique game worth adding to your digital DSi game collection.

Rating:
4.25 out of 5
4.25 out of 5

Read the full review below!

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From Fire Hose Games for PS3

Please introduce yourself and tell us what you do in the gaming industry.

EG: I’m Eitan Glinert! I’m the founder, president, chief burrito officer (CBO), and janitor of Fire Hose Games. We’re a new indie game start up in Cambridge making kick ass downloadable games for PSN. We’re currently hard at work on our first game, Slam Bolt Scrappers. I generally split my time between business (“Please give us money!”), management (“2 WEEKS UNTIL PAX, PEOPLE! Finish the demo!”), and design (“Hey, what if all of our characters rode velociraptors?”). I used to program but I don’t do that much anymore.

What game(s) have you worked on previously?

EG: My first video game ever was Immune Attack (www.fas.org/immuneattack), a PC downloadable game that teaches immunology to high school students. Awesome! More recently I made AudiOdyssey (gambit.mit.edu/loadgame/audiodyssey.php), a PC rhythm game in which you star as a DJ in a club trying to get people to dance. The game is playable with a Nintendo Wii Remote (on the PC), and is 100% accessible to both blind and sighted users. Sweet! Be sure to go and download both games, they’re both free!

What game are you currently working on?

EG: Oooh, a softball! Thanks for asking. We’re currently working on Slam Bolt Scrappers (www.slamboltscrappers.com), an innovative mash up of building and fighting coming out on the PS3 in early 2011. The game is awesome! It’s a 1-4 player game in which you reach for the sky and build the greatest towers in Slam Bolt City while defending against deviously charming baddies and epic bosses. There is a great co-op campaign with all sorts of fun levels and an incredibly deep battle mode in which you and your friends can go head to head.

How would you sum up Slam Bolt Scrappers?

EG: Game of the year? Perhaps “a mash up of building and brawling like you’ve never before seen” is better?

Is there any audience in particular you’re targeting with Slam Bolt Scrappers?

EG: We’re trying to go broad with this one. Men ages 18-35 are the ones who tend to download games on the PSN, but we’d like to go beyond that. We’ve had a lot of women testers playing our game and they love it, and younger kids have a terrific time with the game too, so we’re trying to run the gamut and include everyone with this game.

Slam Bolt Scrappers PS3 game screenshot

What platform(s) is Slam Bolt Scrappers being developed for?

EG: SBS is going to be a PlayStation Network exclusive, so PS3 only.

How has the support from Sony been on Slam Bolt Scrappers and what was a deciding factor for you to launch on the PlayStation 3 platform?

EG: Sony and Sony Online Entertainment have been really great. They’ve done a terrific job of supporting us while at the same time giving us the creative freedom we need as indies to make our game. As for a deciding factor to launch on the PS3, well we really feel the PSN is the best platform for our game to come out on. PSN users are people who want exciting new experiences and love games that are heavily innovative, so we should fit right in.

From its inception to where it is today, how much has Slam Bolt Scrappers evolved from when you first had the idea of the game?

EG: It was a hugely evolutionary process! This game is actually the 5th iteration if you can believe it! Iterations 1-2 weren’t that great, 3 and 4 were better but still not quite there, and we really hit a home run with this version. It just goes to show that sometimes you need to go back to the drawing board and make major revisions if you want to create something really fantastic!

What are some of the challenges in launching a new game like Slam Bolt Scrappers?

EG: Where to start? Getting the game done is a hard enough challenge on its own; getting the word out about the game is just as difficult. If no one knows about your game it doesn’t matter how good it is.

About how big is the team at Fire Hose Games?

EG: We’re a team of 7 developers.

Some of the crew at Fire Hose Games

What are some of the challenges of starting up a game studio?

EG: Getting money, finding a team, coming out with a good game, and what we’re eating for lunch are all some of the challenges we face at Fire Hose.

If you could give one tip to someone interested in game development, what would that be?

EG: Make games! I’ve seen so many people who want to get into games but don’t actually take the time or put in the effort to make a game. Stop wishing and start making!

What are some of your influences (games, film, etc.)?

EG: For SBS we were definitely influenced by fighting games like Smash Bros., multiplayer games like Mario Kart, and building games like World of Goo and Pontifex II.

As a developer considering the playing field of the future, what are some of your thoughts on where gaming is headed (ex: motion control gaming, 3D, cloud gaming services like OnLive)?

EG: I’m pretty sure that in the future people are really going to want chocolate covered pretzel controllers that they can eat after playing Halo. We’re planning on making our next game compatible with these futuristic devices.

[LOL] Is there anything else you want to share with GamingBits readers about Slam Bolt Scrappers and Fire Hose Games?

EG: Yeah! Follow us on Twitter (firehosegames) and become fans of us on Facebook (Fire Hose Games, Slam Bolt Scrappers)! We’ll be sure to have exciting stuff for our fans, and we’ll even have a few fun contests up there with REAL PRIZES*! Awesome! (*Prizes may or may not be awesome).

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Many thanks to Fire Hose Games and Eitan Glinert for taking time out of their busy game development schedule to do this interview!

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Two Worlds II Antaloor trailer

What environments and locals await you in Antaloor? SouthPeak Games has released the Two Worlds II “Return to Antaloor” trailer, which may be a first outing in the fantasy landscape for many of you. For those unfamiliar with the towns,  jungles, and the catacombs that beckon from beneath, here’s a preview of what you can expect.

Watch the Two Worlds II Return to Antaloor trailer here on YouTube.

With the territory comes wild animals, beasts, hostile locals and demons (to name a few). But as a fireball wielding mage, well suited soldier or stealthy assassin, you can survive the elements how you choose, using what you see fit. Two Worlds II offers plenty of customization and items that will aid you on your journey. If you enjoy fantasy action-RPGs watch for Two Worlds II on October 5, 2010 for the Xbox 360, PlayStation 3 and PC.

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Final cover art for Conduit 2

SEGA and High Voltage Software today released the final cover art for Conduit 2. As you can see from the cover, SEGA wants players to know there are multiplayer gameplay modes available, which was also heavily demoed at E3. This time around, it certainly feels like more is being put into the multiplayer component of the game. Conduit 2 will also support the Wii MotionPlus, which wasn’t in the first game. One thing that is missing is from the cover is the A.S.E. (All Seeing Eye), which was very predominant in The Conduit. The A.S.E. is expected to make a return in this sequel, so don’t worry if you enjoyed the puzzle solving element.

See the final Conduit 2 game cover in high resolution here.

For more details on Conduit 2, visit SEGA.com. A release date has not been confirmed for the Wii exclusive game, other than an estimated Winter release. No word on whether there will be a Collector’s Edition as in the first game. Read impressions for the E3 2010 demo here.

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