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6 Games that made 2013 Great

2013 has had alot of great games, but here are 6 games that have made this a year to remember.

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unigamesity.com
Grave4553d ago

Metro: Last Light is the best FPS game of the year. I played Metro and Last Light pretty much back-to-back and it was great. I highly recommend checking both of these games out if they went under your radar like me.

NukaCola4553d ago (Edited 4553d ago )

Ni No Kuni = mind blown

Also no Bioshock, Tearaway, or Mario 3D World?

BlueBloodPenn4552d ago

You can always add more, everyone will always have games they feel should be on any list like this, these are just my choices.

HurstDarkStar4553d ago

Ahh I feel like there should be more added

BlueBloodPenn4552d ago

There is always more I could have added but this is the main 6 that did it for me this year.

Hifist14552d ago

TLOU is game of the generation. It really was that good. AC IV is very good but still has the old problems like lousy controls. GTA V lived up to hype but mp was disaster. I loved Bioshock infinite, storytelling was amazing. Tomb Raider was surprisingly good because i wasn't expecting anything at all. Persona 4 Golden came out Europe this year and i absolutely love it, so much fun and i really hate anime things in general.

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
DivineHand12537d 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
38d ago
phongtro123_com38d 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.

DarXyde38d 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.

40°
8.0

Tomb Raider iOS review - doesn't just survive, it thrives - Pocket Tactics

In my Tomb Raider iOS review, I look at whether or not the game runs well enough on mobile to justify parting with your cash.

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pockettactics.com