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As if The Witcher 3: The Wild Hunt wasn't exciting enough, developer CD Projekt RED believes it has packed in as much content as humanly possible, emphasis on humanly. The team working on The Witcher 3 has been careful to create every bit of content from scratch, forgoing any auto-generation.

Speaking with StickSkills, director Konrad Tomaszkiewicz had this to say:

"The quest per pixel (we should trademark this!) metric is as high as it’s humanly possible in The Witcher 3. We’ve added quite a few people to the departments responsible for quest design and writing – we’re willing to go very far make side-quests seamless and coherent with the whole world you’ll get to explore. We try to give every NPC a convincing backstory and every part of the land a bit of their own folklore. If you remember our E3 demo, where we showed the Leshen and the monster’s impact on the local folk who build something of a ritual around it, yeah, that’s what we mean. And it was ‘just’ a side-quest."

More on this story after the jump.

A short teaser film for the upcoming Warcraft movie was shown at the San Diego Comic-Con Legendary Pictures/Warner Bros. panel. The people from io9 were at the scene, and posted a summary of the teaser:

The footage showcased an alien-looking landscape full of rocky outcroppings, where a sweaty unshaven figure in armor is drinking water from a leather pouch. There's a cage with rocks in it, a squeaking noise, green lightning in the sky. The man tosses the water pouch on the ground, and draws his sword with a loud ringing sound. He takes a shield from an armored skeleton, and bangs his sword against it.

For the full quote, and some more news on the movie, you'll have to skip past the jump!

Recently, we heard from Ubisoft creative director Julian Gerighty about Ubisoft's current stylistic focus. According to Mr. Gerighty, the company actively pushes developers to implement open worlds into their games, with an emphasis on "open, living worlds." But what does this type of world entail? Always having your system connected to the Internet.

However, according to a recent Tweet from the official Watch Dogs account, players will not be required to have an internet connection to enjoy the game. Hacking other players in online multiplayer looks like a good time, though, so I believe that those without internet will be missing out. Nevertheless, those guys will still be able to play the game.

How do you feel about this? Watch Dogs launches for current gen systems and Wii U on November 19th, with PlayStation 4 and Xbox One versions coming at their respective launches.

TowerFall was one of the few games to garner attention for the recently released Ouya microconsole, and it already looks like the game might be branching out to other consoles. At different points over the past month, the game's creator, Matt Thorson, was approached by Nintendo, Microsoft, and Sony, who had intents to bring TowerFall to their own respective consoles. The game is already slated to hit PC at some point, but it's a fast-paced arena fighter that seems more enjoyable with local multiplayer that can usually only be offered by a console. Currently TowerFall costs $15 on the Ouya, and Thorson admits that buying the console, the game, and enough controllers to fully enjoy it can be a hard investment, so releasing it on several consoles would be a smart move for him.

From what I've seen, TowerFall looks to be a friendly blast, and apparently people at EVO 2013 agreed. While it's still anyone's guess if the game will expand past the Ouya and PC, now's the perfect time to check it out and see if it's worth buying. Check out the attached trailer after the jump to see the pixelated game in action to help you decide.

The latest patch notes for Dota 2 are in, and they bring good tidings! Fans of Valve can now enjoy the free-to-play MOBA on their Mac and Linux computers. As a minimum requirement, Mac users will need 4GB of RAM, 8GB of hard drive space and the equivalent of a Radeon 7000 or higher, while Linux users are required to have a dual core (Intel or AMD) clocked at 2.8 GHz or higher, 4GB of RAM, 8GB of hard drive space and a graphics card equivalent of the nVidia GeForce 9600GT.

Other than that, the game has also added features like automatic GG calls, which will end the game 10 seconds later, and a host of minor updates to the UI, matchmaking, and hero-changes. You can find the full patch notes here.

As you all most likely know, I’m a huge indie gaming buff. I practically live and breathe indie games. It didn’t start entirely by choice, actually. I had a crappy, outdated, four year old laptop I inherited from my grandfather when he died and wanted to game on it. At the time, I was an avid Tobuscus fan and was mystified by Terraria. I somehow convinced my mom to buy it for me and thus began my indie career. It ran slow on my laptop, but I had fun anyway.

I eventually moved on to people like Kootra and the rest of the creatures and decided to play Team Fortress 2. By this time I had moved on to my mom’s old PC, so it ran at a decent speed. I logged over 200 hours into the game in the first two months alone because, simply put, I had nothing else to do. I didn’t have friends (still really don’t, but I digress) so I never went out, I wasn’t musically talented, I didn’t play sports or anything. I sat in my room and played Team Fortress 2.

Hit the jump for the rest of my story!

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!