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Weekly Digital Roundup: Icing Spark Mandrill

"You know nostalgia’s got you by the balls when you have this strong urge to purchase Mega Man X on the Wii U eShop even though you already own it in cartridge form. Icing Spark Mandrill with Shotgun Ice on the GamePad is now possible.

Aside from the Capcom duo of Ghosts ‘n Goblins and Mega Man X on the eShop (complete with a 50% off sale when you purchase both), Nintendo unleashed a duo of its own with the GBC classics The Legend of Zelda: Oracles of Ages and its companion game, Oracle of Seasons on 3DS. Both are yours for $10 and still allow you to link to each other’s games via a code system.

PSN users can now pre-order The Last of Us (how psyched are you for it?), and Vita Plus subscribers may take satisfaction in knowing that Blazblue: Continuum Shift Extended is free, along with some Soul Sacrifice DLC. Oh, and The Warriors PS2 Classic? Totally worth it."

- Patrick Kulikowski

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pixelitis.net
DivineAssault 4738d ago

ahhhh MMX.. Love this series until the PS2 versions came.. Tho i wont bother buying it on wii u because i have the collection disc plus the old carts.. I might get those LOZ games tho.. Never got a chance to play em

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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
DivineHand12531d ago

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

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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
32d ago
phongtro123_com32d 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.

DarXyde32d 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.

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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