
Joe and Malcolm are recording a couple of days early because Malcolm has stuff to do Thursday, but there’s still tons of news despite the shortened time between episodes. Which is good, because the only new game either of us has played is “Parks and Recreation Marathon on Amazon Instant Video.”
Talking points: Urgent PS3 colors; PS4 announcement timing and DualShock designs; Sony hopes you’re super excited for The Last of Us; Resident Evil: Revelations gets an HD port; bankruptcies and fire sales; Tomb Raider getting flak for single- and multiplayer news; Skyrim’s DLC finally makes its way to PS3; God of War: Ascension finally gets a teeny amount of single-player news; Dead or Alive 5+ tittays; Dive Kick, the ultimate 2-button fighter; something about Final Fantasy Versus XIII, maybe?; a bonkers PSN sale; Rei … Gen; hidden PS2 gems; Borderlands 101.
The story in part 3 of Sony Interactive Entertainment and Naughty Dog's The Last of Us series may explore a "congregation of immune people."
Former Naughty Dog artist Gabriel Betancourt explains why the "sweet spot" for game teams is under 200 people and how AAA "factories" kill creativity.
There’s definitely some truth to this. When teams get too large, coordination starts to outweigh creativity—layers of approval, risk aversion, and tight deadlines can turn bold ideas into “safe” ones. Keeping a team under ~200 people sounds ideal for maintaining clear communication and a shared vision. That said, massive AAA projects also come with huge technical demands and expectations, so scaling up isn’t always avoidable. The real challenge is figuring out how to keep that small-team creativity alive inside big studio structures.

The Last of Us Part I PS5 review covering visuals, combat feel, accessibility, performance modes, and whether it is really worth the asking price of $69.99.
Whats this have to do with a PS3 firmware update?