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100°

Second Quarter 2013 Release Guide

A comprehensive listing of the major title releases from April 1st through June 30th.

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4playernetwork.com
Rusty5154807d ago

Resident Evil: Revelations and The last of Us are basically the only thing that caught my eye. I love insomiac, but that Fuse game looks too generic. They should have stuck with Resistance...

Clover9044807d ago

The Last of Us for me. Injustice looks amazing, but just watch the video in the link. There's no way I could possibly compete with people pulling off combos like that.

KwietStorm_BLM4807d ago

The Last Of Us and Remember Me are impatiently waiting. Or maybe it's just me.

Hanso4807d ago

xD
You get Deus Ex U version soon but dunno what else..

BATRA4803d ago

ITS A M RATED GAME CANT BUY THAT NEED MORE TEEN GAMES

jagstar444807d ago

really pumped for remember me. fingeres crossed it's a good pc port.

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40°

TLOU Part 3 Story May Explore Congregation Of Immune People;Part 2 Initially Had Dynamic Time Of Day

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."

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twistedvoxel.com
DivineHand12542d ago

Part 3? I thought Niel Druckmann said there will be no part 3.

50°

Ex-Naughty Dog Dev: Big Studios Are 'Forced' to Hire Like Factories

Former Naughty Dog artist Gabriel Betancourt explains why the "sweet spot" for game teams is under 200 people and how AAA "factories" kill creativity.

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powerupgaming.co.uk
43d ago
phongtro123_com43d ago

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.

DarXyde43d ago

More than that, it's logistically untenable. Inevitably, when teams get too large, how do you keep tabs on accountability? I suspect this massive team size is a consequence of the perfectionism streak Naughty Dog has.

I wish we could have so many people working on something and it turns out great because I'm all for collaboration in spirit - the problem is too many people as part of the larger team and smaller units. Suppose for example that you have too many people in the art department; you will very often come up against fiercely competing visions for how things should look. That competitive vision will cause friction between team members, team doesn't work as a unit, the back and forth can further delay parts that the other departments are waiting for, etc etc.

A 200-person team says, to me, that we need to scale back game development. Even if it means we go back to PS2 era costs and scale, why not? Those games are still great fun, the budgets were in check, and you could literally break the 200-man team into like 10 20-man teams working on different projects.

30°

The Last of Us Part I PS5 Review: A Definitive, Pricey Remake

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.

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spawningpoint.com