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Shinji Mikami, creator of Bethesda's upcoming horror title The Evil Within and previously Resident Evil, believes his new game is a return to roots. Talking to Eurogamer, Mikami said he thinks improved graphics will help to drive home some of the scares, but also stressed that seeing isn't everything when it comes to horror. The more we see of horror villains, the less frightening they are, and when horror developers pump out sequel after sequel, the fear factor sinks with each new installment.

“Used at the right time and in the right way disempowerment can be the most powerful tool for the horror game creator. Sequels are a big problem in horror entertainment. As a horror game series continues you begin to know who the enemies are going to be. Just this knowledge naturally makes the game less scary. So to capture a wider audience designers add more action. That further reduces how frightening the game feels. Instead of trying to introduce new ideas I want to return to survival horror’s roots. We’ve strayed from that. I want to explore fear again, and that sense of overcoming fear, one that’s unique to games. That’s one reason I’m making The Evil Within. Really, I’m making this game just because it’s fun to scare people."

Read the rest after the break.

Assassin’s Creed lead writer Darby McDevitt was asked at the San Diego Comic-Con whether or not a future installment in the franchise could take place in the present day. While McDevitt was open to the idea, he claimed that one of the series’ main attractions is “historical tourism”. Here’s what he said, according to the official Assassin's Creed Twitter feed:

Q: Are you planning a modern AC?
There's always a chance, but one of the biggest draws of the series is the historical "tourism."

The series has gone on for quite some time, but there’s certainly no shortage of time periods to visit before the modern day. McDevitt had some thoughts on it, but you'll have to hit the jump to find out what he said!

Apple is rumoured to have made a $280 million bid to purchase the 3D-sensor tech company Primesense, most notable for developing the technology that fuels Microsoft’s Kinect. However, TechCrunch reports that an inside source denounced the rumours, stating the following:

This is ”journalist delusion based on unverified and twisted hints,” the source added, also questioning the valuation: “280M? Come on! We’re worth 10 times that.” – TechCrunch.

Apple, on other hand, has yet to make a comment about the issue, and it’s still fairly uncertain what they actually intend to do with the technology. It doesn’t seem likely to appear on any mobile devices, given how much space the Kinect demands. Personally I can’t see it being of much use on their computers, but there may be room for it on the Apple TV.

Where could you see Apple using the 3D technology of the Kinect?

Trey Parker recently spoke out on his fondness of EarthBound, which became a surprise release on the Wii U virtual console earlier this week. Parker is best known for being the co-creator of the offensive hit comedy series, South Park. The reveal is interesting because Parker is currently invested in South Park: The Stick of Truth, a highly anticipated RPG being developed by Obsidian Entertainment. While The Stick of Truth may have simply been a crazy idea from the start, it's possible the game may have been influenced by EarthBound in some way, whether just in its conception or in some of the mechanics.

"I haven't played it [EarthBound] again in forever, but I just remember something being about 'Oh wow, I'm a little kid in a house and there's my mom and I go outside my house and am fighting like an ant and a little mouse.' It started out feeling so real. I kept having in my head 'do I really want [South Park: The Stick of Truth] to feel like that you are a little kid and you're playing this game and bigger shit ends up happening.' But I really loved that feeling that EarthBound had of I'm a cute little kid in my neighborhood and we're running around playing a game.'" --Trey Parker

If Parker's statement reassures you about the South Park game or just makes you all the more excited for it, make sure to tell us what you're looking forward to in the comments.

When you force a game or film past its own scope and design it just begins to cannibalize its own narrative and vision by stretching it until it breaks. -- Indie developer Zak Ayles on why Lioness won't receive stretch goals

Zak Ayles, who has been described by some as the next Jonatan Soderstrom, has recently launched a Kickstarter campaign for his new project, Lioness. The campaign was amazingly successful, reaching its small goal of $7,000 in the first day. Even though the project has raised more than $5,000 over its original goal, no stretch goals have been added or will be added. Ayles has officially announced that there won't be any incentives to continue donating to the project. Hit the jump to see what he had to say!

Ubisoft has upped the ante for their upcoming open-world action-adventure title Watch Dogs, expecting it to push past the original Assassin’s Creed, which shipped a total of 6.2 million copies. At a Ubisoft sales earning call, one of their their directors had this to say:

"What is true is that three months ago when we announced our results, we were kind of referencing that we, in our plan, we had built up Watch Dogs with expectation slightly below what Assassin's Creed 1 did when it was first released--and it was 6.2 million. So after E3, what we said today was that we do feel that we can expect…slightly above the 6.2 million that Assassin's Creed did."

Triple-A titles in recent memory have been struggling to meet sales expectations, and one may be forgiven for being skeptical of Ubisoft’s rather optimistic projections. For example, last year’s Dead Space 3 was required to sell a staggering 5 million copies just to break even (which it failed to do), and more recently the new Tomb Raider shipped 3.4 million copies in its debut month, but still missed its sales expectations. It’s no secret that modern game development is expensive (unless you’re in the indie market), meaning each new IP is a huge risk, and Ubisoft is certainly taking that risk. Watch Dogs is coming out on all modern home consoles as well as the PC, will launch with five kinds of collector’s editions, and is already being developed into a Watch Dogs film.

What do you guys think? Will Watch Dogs be the springboard for a whole franchise or is it going to plummet into the depths of "failing to meet sales expectations" due to overambition?

Yesterday at the San Diego Comic-Con, Capcom announced the revival of their classic game series Strider, which has not seen a release since Strider II in 1992. The game, which is being developed by Killer Instinct studio Double Helix Games, is set to release on PlayStation 3, PlayStation 4, Xbox 360, Xbox One, and PC.

The game will feature "blazing fast gameplay, married with deep environment traversal options" and will utilize an "ultra-responsive control system." Double Helix also announced that they will be working with some of the developers of the original Strider games. Hopefully, this well help the game meet the standards that fans of the franchise have been craving.

You want to see more? Of course! Well, hop inside for the announcement article from Double Helix, as well as the announcement trailer, a gameplay trailer, and some screenshots!

Yesterday, Ubisoft announced a limited edition bundle for their new game Watch Dogs for PlayStation 4, PlayStation 3, Xbox 360, Xbox One, and PC. However, they did not announce a bundle version for the Wii U version of the game.

The bundle will include a copy of the game wrapped in a neat Steelbook case, as well as a nine-inch statue of protagonist Aiden Pearce, a replica of his vigilante mask, a soundtrack CD, and an 80-page hardcover art book. All of this will be inside of a special collector's box.

The bundle will release at the game's launch. For Xbox 360, PS3, and PC, that's on November 19th. It will also be available on Xbox One and PS4 at their respective release dates. Are you excited about this bundle? I'm not, as I'll be getting the Wii U version. But, how do you feel?

Pwnee Studios has been hard at work for the last few years developing their debut title, Cloudberry Kingdom, a 2D platformer with a twist: the game has an infinite number of levels due to random generation. Recently, Gamnesia got the chance to chat with Pwnee team lead TJ Lutz to try and get a bit of insight about their intriguing platformer. We talked for long hours into the night (we did not) about the artistic motivations behind the metaphorical drama at play throughout Cloudberry Kingdom's in-depth narrative (also untrue). Lutz gave us insights into ethical philosophy as well as describing to me to the taste of a color.

All of those are lies, but seriously, some of their responses are pretty damn funny so you owe it to yourself -- especially if you're, I dunno, interested in the game or something -- to read until the end. Seriously though, there is actual information about Cloudberry Kingdom's design, development period, inspirations, and other things of that nature. As an indicator of just what kind of interview this is, I'll just say that Lutz's opening statement was, "Hey Colin, Ready for the Pain!?" So now I order you to click the jump and read!

Ever thought to yourself, "Hey. I'd really like some DLC for this movie?" Yeah, me neither, but now that it's happening for Indie Game: The Movie, I'm a little excited. The two expansions will be available the 24th of July.

The first special edition will be available for $4.99 and will include 100+ minutes of new short films, including Derek Yu's Spelunky, and Jason Rohrer's Passage, epilogues & 'What Happened After?', a new Team Meat commentary (on the short film anthology), and a new director's commentary. The original film is currently available on Steam for only $2.99, and the DLC will be available through Steam and directly from the film makers. The DLC will be $4.99 if you own the movie already, and $14.99 if you don't (which will also come with the movie).

The second special edition is physical only, costing $59.99 for DVD and $69.99 for Blu-Ray. There's only 3,000 copies of each, and they come packaged with artwork from Edmund McMillen (Super Meat Boy, Gish, Binding of Isaac). The box sets will include deleted scenes new Team Meat commentary (on the short film anthology, Epilogues & Deleted Scenes), Making Of Featurette: 'Indie Game: Behind The Movie', discussion and Q&A with the full 'Cast & Crew' of IGTM, post screening director Q&A, and extended interviews. The prices above reflect the discounts of $10 and $20 respectively for pre-orders, so you better act now to make sure you save.

The physical copies are available for pre-order on the Indie Game: The Movie website.

At their Comic-Con presentation about Batman: Arkham Origins today, WB Montreal revealed the newest assassin that will be hunting down the Caped Crusader later this year. Copperhead, who is known for her ability to contort herself, is a woman in this version of the character, which is based on a copperhead snake.

Copperhead will join Deathstroke, Dead Shot, and other villains in a hunt for the Bat this October. How do you feel about her inclusion?

Hop inside for a trailer featuring the flexible new villain!

[The following, rather lengthy piece was written by Project Zomboid's Chris Simpson for Gamasutra. It has been posted here with permission from IndieGames]

It's over two years since we began selling Project Zomboid. Through it all we've had ups and downs, but on the whole it feels like we've been relatively successful. Scott from Desura cited our game as 'their most successful' in an interview. That surprised us a lot. We subsequently breezed through the first batch of Greenlight games. That surprised us a lot too.

We're yet to appear on the Steam store or even Early Access, however this is our choice. Our own reluctance to 'blow our load too early'. Despite the ecosystem of Steam seemingly being centred around the the summer / holiday sales, we still value our first appearance on there enough to not want to risk going on before we are ready (first impressions, and that). Which may be in part silly and unnecessary (more on that later) or may turn out to be one of our smarter moves. We'll see.

I may not know much about what life is like for an indie dev on Steam, but we've been through a fair bit on the outside. And to those starting their journey, this is where you will spend a fair amount of time.

So here are some things we've learnt along the way about the Alpha-Funding process. How it works, why it works. I'm not claiming ownership for any of the thoughts there-in. I'm just the one on the team who got bored on a day off and decided to write a blog post on it. I do however claim complete credit for any of the vague unnamed critical bashing of certain other alpha-funded devs that occurs later on.

[Hit the jump for the rest!]

DuckTales Remastered is WayForward's latest homage to retro games. The downloadable title will be distributed by Capcom this summer, coming to PSN, Xbox Live, Nintendo eShop, and PC. With a massive nostalgia factor and the platforming promise of WayForward, the title is shaping up to be something fantastic.

To get bodies ready for the game, Capcom has released a new postcard trailer for the game. Launchpad describes the haunting Himalayas for Scrooge McDuck. The postcard trailer acts as a tourism video of the area, naming the marvels of the frozen hellscape.

Check out the trailer after the jump.

Valve has always been well known for seeking highly-experienced and skilled individuals for its various jobs, but recently they launched a new website aimed at teenagers interested in video game development. The initiative, called Pipeline, is designed as an experiment to help teenagers getting started in the industry, answering some basic questions that prospective developers might have as well as training them.

There are two main reasons that Valve is creating Pipeline. The first is that we are frequently asked questions by teenagers about the videogame industry. ... The second is that Valve is running an experiment. ... Pipeline is an experiment to see if we can take a group of high school students with minimal work experience and train them in the skills and methods necessary to be successful at a company like Valve. — Pipeline FAQ

High school graduates interested in the experiment may be disappointed though, as there's not much to do just yet. So far there's only a fairly brief FAQ, an introductory video (which you'll find when you hit the jump!), and the option to sign up for a newsletter, but Valve is promising more information sometime in the future.

Head inside to take the video tour and learn all about Pipeline!

UPDATE: Pwnee Studios has sent us an email confirming that Cloudberry Kingdom will be available on Xbox Live Arcade and Steam on July 31st and Wii U eShop on August 1st. It will cost $9.99 on most outlets, while it will cost 800 MS points on Xbox Live Arcade. Cloudberry Kingdom will be available on PlayStation Vita later this year.

Pwnee Studios have announced via their Facebook page that their ridiculously difficult platformer Cloudberry Kingdom, currently available for pre-order, will be released for PlayStation 3 on July 30th and priced at $9.99. Moreover, Nintendo World Report recently reported that the Wii U version will be released around that time as well, citing the developer's Twitter.

While PlayStation 3 and Wii U players will be enjoying Cloudberry Kingdom by the end of the month, the platformer will also be coming later on as a downloadable title to almost all major gaming devices (yes, even Mac OS X). Windows, Xbox 360, PlayStation Vita and the 3DS will all experience the game. Notably, it will not feature on the Wii, likely because of Nintendo phasing out their last-gen console in favor of the Wii U.

At a low price, large choice of platforms, and a presumably infinite number of levels, the game seems like an easy purchase. Will you shell out some cash for it, and if so, what platform will you play it on?