
What we've been playing, loving and hating this week.
By Simon Miller
Due to the nature of the beast I can't say much about The Last Of Us – come back to VideoGamer.com this Wednesday if you want my full thoughts – but this week has seen me start and finish Naughty Dog's latest game.
If you're a regular to the site you may have noticed that my early impressions fell within the realm of being slightly worried about it, going as far as to say it may not be the experience I hoped it would. All I'll say is I was very, very wrong...
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.
That last paragraph from his early preview & what he thinks now after playing the whole game.
"If you're a regular to the site you may have noticed that my early impressions fell within the realm of being slightly worried about it, going as far as to say it may not be the experience I hoped it would. All I'll say is I was very, very wrong."
That sounds like only goodness to me. Glad it changed his mind after playing the whole game. Cant freakin wait mate. =]