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6 franchises that could make a next gen comeback

Gaming's next generation has officially arrived. Right now, the focus is on the consoles, but what will really make or break this generation is the games. Launch titles have given us a glimpse of what the new consoles are capable of, but it's safe to say that the best is yet to come.

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gamezone.com
leemass244587d ago

i loved wild arms when i was younger, hopefully star fox but i wana see something more ambitious like an open solar system to explore or something bit like the first mass effect with different worlds you can visit and also space battles .... obviously lol.

XboxFun4587d ago

Starfox should have been back. Darn shame that he (and F-Zero) were left out of Nintendo's whole Wii generation.

Dino Crisis I agree fully, I also think a bad a$$ Turok game is needed.

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21 Capcom Classics Are Now Free in Your Browser for a Limited Time

All 21 Classic Games are playable for a limited time 🎮

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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
47d ago
phongtro123_com47d 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.

DarXyde47d 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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U.S. patent examiner rejects Nintendo’s summoning characters patent as obvious: non-final ruling

The rejection is non-final (and even when such rejections are labeled as “final”, the process is far from over, given that there can be, at minimum, an appeal to the Federal Circuit).

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gamesfray.com
Relientk7767d ago (Edited 67d ago )

Good, as they should! A game mechanic like that shouldn't be locked behind a patent, and Nintendo didn't invent it either.

PRIMORDUS65d ago (Edited 65d ago )

Nintendo wants to keep wasting money on bullshit lawsuits, real smart in this economy. They should put that money aside for other game projects. On the other hand, I don't care if they waste it all either, and they are screwed in the future maybe that will teach them a lesson.