
Hardcore Gamer: The beauty of the third-person perspective alongside the heavy use of cinematics in The Last of Us is that it allows players to experience what Joel experiences while allowing them to distance themselves from him. Infinite's strict first-person perspective grants players the ability to fully immerse themselves in the story it tells, and lets them feel like the heroic protagonist.
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.
Perspective alters storytelling in every medium. What is this, a 6th grade English class?
I feel like TLOU ruined Infinite for me a little. When I played Infinite I was like, "wow, that was a great game. The gameplay needs some work, but what a great story that I think makes sense in my head." Then I played TLOU, and to me, every part about it was done better than Infinite.
It seems the author personally just gets more immersed in FPS rather then TPS.
No a good game IS a good game