
4Player-"Tomb Raider is upon us and we talk at length about why we think the game came CLOSE to being one of the generations best third-person action games. Of course, that also begs the question of how does this impact the future of the Tomb Raider franchise? We also give hands-on impressions of The Last of Us and (attempt to) school Brad on the science behind Echolocation. "
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.

In my Tomb Raider iOS review, I look at whether or not the game runs well enough on mobile to justify parting with your cash.