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The highly anticipated action-survival title from the PlayStation exclusive developer Naughty Dog entitled The Last of Us launches next Friday, and the game has spent the last few days busily garnering rave reviews, achieving a current average of 96/100 on metacritic. With scores like that, The Last of Us certainly should be a game to remember, so creative director Neil Druckmann sat down to have a little chat with PlayStation.Blog about the game's development and inspirations, how to uniquely imbue video game characters with believable emotion, and the chance for sequels or spinoffs in the future.

When asked about the potential for "more stories" set in The Last of Us's universe, Druckmann stated that, while the narrative of The Last of Us is self-contained, the universe and mythos created around the game are still "ripe for more stories."

Head past the jump for the full quote as well as other highlights from the interview!

At Konami's Pre-E3 2013 press conference this morning, they talked about the new Fluidity Engine being introduced in Pro Evolution Soccer 2014. The engine is comprised of 6 components: TrueBall tech, M.A.S.S., PES ID, Team Play, Heart, and The Core.

TrueBall tech gives the player heavy control over the ball's movement in play, able to move it in any direction, even while it's in the air. This is made possible by other elements of the Fluidity Engine, deciding how the ball moves by using the player's line and center of gravity and by how their mass is being shifted. The concept Very Center is also being introduced, allowing separate control over the player and the ball. Konami says this gives way to a "more instinctive style of play."

M.A.S.S. is the next component, the Motion Animation Stability System, which simulates body contact physics, something TrueBall uses. This new physics engine will create more realistic gameplay to draw the player in more than ever before.

To learn about the other described engine components, make the jump!

Next Level Games is an independent developer from Vancouver who has a close bond with Nintendo after developing the Mario Strikers series, Punch-Out!! for Wii, and most famously, Luigi's Mansion: Dark Moon for Nintendo 3DS. Nintendo Life recently sat down with a few members of Next Level Games for an interview, and at one point asked what Nintendo IPs they would like to work on next. Bryce Holliday, Director of Luigi's Mansion: Dark Moon, had this to say:

"Really, we are grateful to work on any Nintendo IP but if there are any wish-granting entities listening out there, we would love a chance to work on a Zelda or Mario game!" — Bryce Holliday

After reviving Punch-Out!! and making the sequel to a 12-year-old GameCube classic, it seems as if Next Level Games could be on track to becoming a well-loved Nintendo developer. Would you like to see Next Level Games work their magic on Mario or Zelda, or would you rather see them take on another revival of a cult classic?

Nyamyam is an indie studio comprised largely of former Rare developers. The studio is currently working on an upcoming game entitled Tengami, a beautiful adventure game with a unique popup-book art direction. Founding member, Jennifer Schneidereit recently sat down to have a chat with Shack News regarding Nyamyam's reasoning behind their choices on Tengami's aesthetic.

In addition to its popup book style, Tengami also took inspiration from the art of Japanese fables. Schneidereit mentions that after choosing to go with a popup book aesthetic, they began researching cultural histories which were rich in paper-making, and eventually settled on the culture of Japan:

"Japan has a long tradition in handmade papers and, since all of us at Nyamyam love traditional Japanese culture, we started to experiment with different Japanese papers until we arrived at the current look of the game."  -- Jennifer Schneidereit

She also points to the willingness of Japanese fables to be dark and their nuanced ideas about good and evil as other contributing factors towards Tengami's gorgeous art direction.

CEO Ted Price of Insomniac Games, the studio responsible for the Ratchet & Clank series as well as the PlayStation 1 Spyro The Dragon titles, recently did an "Ask Me Anything" on Reddit. He was asked about his thoughts regarding next generation consoles: Wii U, PlayStation 4, and Xbox (Infinite?). Price's response may strike a nerve with some; here it is:

“Wii-U is something I'd consider more current gen - but we're not working on games for it,” Price wrote. “When it comes to PS4 I'm excited that they seem to be lowering barriers for independent developers. It's cool to see almost weekly announcements from Sony explaining how they're opening things up for indies. And of course I'm very excited to see what Microsoft announces soon.” -- Ted price

Regardless of the obvious--Wii U is technically a next generation console--responses like these do not inspire confidence. I guess we can put down "Insomniac Games" on the list of third party developers not bothering with Wii U games. Let's hope Nintendo's major first party titles launching later this year can kick start Wii U sales and, by extension, third party support.


Rising indie developer AckkStudios is developing an upcoming game called Two Brothers, an action RPG designed to feel like a classic Game Boy game. We at Gamnesia had the chance to speak to Andrew Allanson, who served as the producer and leading composer and on the game's staff, about a wide variety of subjects. Areas of focus in this interview including the design of the game, challenges introducing gamers to Two Brothers' new ideas, and the relationship between plot and gameplay. Read the full interview to see why you should be as excited as we are excited about Two Brothers.

Recently we had the pleasure of interviewing Grant Kirkhope, a sound designer best known for his work on the soundtracks to Rare titles from 1996 to 2008. Grant Kirkhope has since been nominated for several awards in composition for his more recent work on Kingdoms of Amalur: Reckoning, which has gained him some recognition in the film industry, though many retro game fans still recognize him today as one of the geniuses behind games like Banjo-Kazooie, Perfect Dark, Viva Pinata and GoldenEye 007.

During the interview, we discussed several aspects of his career and life, such as the closure of 38 Studios, Microsoft's acquisition of Rare, "Mingy Jongo," the current state of the gaming industry, and of course Mr. Kirkhope's methods, opinions and future in sound design and soundtrack composition. Head past the jump to read all about it!

Ubisoft has done a good job—arguably great—at supporting Nintendo's Wii U platform so far. However, as the sales are slipping, Ubisoft is finding that the Wii U's delivery message is a hard one to understand. Whereas Wii was easy to understand and use upon seeing it, the Wii U with its GamePad must simply be played to be understood. Xavier Poix, managing director of Ubisoft's Annecy, Montpellier, and Paris studios, had this to say about the Wii U:

"The depth of what you can do with that console is really hard to get across unless you play with it," Poix said. "It's different from the Wii, where seeing was believing. With the Wii U, people really need to experience it."

He has much more to say about the future of the Wii U after the jump.

Sony is ending its partnership with SuperBot Entertainment, the developer of Playstation All-Stars: Battle Royale. This is due to underwhelming sales of the title, which surely hasn't met Sony's expectations. By cutting ties with the studio, SuperBot is unable to work on Battle Royale any longer, and production of future content will be moved to Sony’s Santa Monica Studio.

Early reports suggested that SuperBot would cease to exist without Sony's support, but director of operations David Yang confirmed that the studio will continue to develop independently.

SuperBot Entertainment can confirm that the relationship with SCEA has ended on good terms. We are extremely grateful to have had the opportunity to work on with Sony on Playstation All-Stars Battle Royale, and are extremely proud of the work we have done. SuperBot Entertainment will continue working on projects that reflect our passion for games and our commitment to creating award winning titles. We are very excited about beginning the next chapter of our future and invite all of our fans and supporters to follow our journey. - David Yang

More from David Yang and Sony after the jump.

In a  Q&A session held during Nintendo's Q4 financial briefing, the legendary Shigeru Miyamoto spoke up on Pikmin 3. Miyamoto discussed both what he believes will help Pikmin 3 reach consumers and how they won't be forcing asymmetric gameplay in games that don't need them.

“With regard to 'Pikmin 3' for Wii U, I don’t want to be misconceived, but the biggest draw of this game is the higher-resolution images through the high-definition graphics. You can even see Pikmin’s gestures with the graphics. We are not going to put asymmetric gameplay in a game if it is unnecessary. In this game, you can see the entire map on Wii U GamePad. The two screens of the TV and Wii U GamePad will let you see what you are doing at any time during your gameplay, which alone is a great evolution for a strategy game. As a side note, you can play this game only with Wii U GamePad. If it is hard to imagine what it will be like, maybe you can recall the visuals of the original 'Pikmin' for Nintendo GameCube and imagine how you can play it with the smaller but more detailed screen in your hands. The two control sticks of Wii U GamePad will let you play this game more comfortably and, with a TV screen, the gyro sensor inside Wii Remote Plus will further help your gameplay. Wii U GamePad will give you style variations of playing this game and playing only with Wii U GamePad might be a good experience for you. I hope you will like this game.”

Of course, that's not all Miyamoto had to say about high-definition gaming. Further on in the session Miyamoto mentions the importance of making sure the image players see feels lifelike while referring to last year's E3 in which Nintendo opened up with a video of Miyamoto surrounded by Pikmin. The entire Q&A session can be found over at Nintendo's official website, so be sure to give it a read!

In the company's Q4 report for 2012, Nintendo's president Satoru Iwata revealed that there are games slated for a 2013 launch that the company has yet to announce. After waiting so long for Pikmin 3 to arrive on the Wii U and hearing more recent news about titles like Game & Wario and The Wonderful 101, it's fantastic to hear that Nintendo is waiting to announce some games until closer to their actual launch dates.

Q. What is the timeframe of the new software you were mentioning? What about the development structure?

Iwata: We are not thinking about a long time frame. We are thinking about midyear up to end of the year 2013. We also have games that are slated for end of the year that we haven't mentioned yet.

We already know there are games coming from Retro Studios and EAD, as well as several recently announced titles, but after such an incredible list of first-party software coming to the system, what else could there possible be waiting for us? Is there a massive interactive Pokémon game that makes use of the Wii U's NFC sensor? Is The Wind Waker not the only GameCube remake the Wii U will see in 2013? Is Nonspecific Action Figure actually taking the lead in a new franchise? Only time will tell the answers to these questions, but we can be sure 2013 is going to be one hell of a year for Nintendo fans.

Last month's announcement of Pokémon X and Y Versions was met with huge excitement from nearly every corner of the Nintendo fandom. Even many who have personal distaste for Pokémon admit that it's going to push the 3DS from "success" to "powerhouse." The staff here at Gamnesia recently had the opportunity to discuss our thoughts on Pokémon X and Y Versions. After several questions were posed by writer Jackson Murphy, the staff has combined to offer you our individual insights into Pokémon X and Y. In this roundtable discussion, you will see what the we hope X and Y Versions can achieve in expanding the world of Pokémon and much, much more.

What was your reaction to the reveal of Pokémon X and Y Versions

Nathan Janc: Well, I was excited initially because personally I haven't played much of any Pokémon game in a decade, since I kept waiting for some sort of noticeable advancement from the outside looking in. We got that now visually as they try to bring the game into a 3D world. It's exciting, and while not the greatest visually so far, it's a big step up for a Pokémon game. I was a bit put off by the fact that we’re still moving on a tile-based grid pattern instead of including all the axes of movement, but this is probably intentional to still force some trainer-on-trainer battles in single player. It's probably the most excited I've been since Pokémon Gold and Silver.

Head past the jump to see how everyone else feels.