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The Top 5: Sidekicks

The Gamer Horizon crew list off their favorite sidekicks, covering a wide variety of genres and generations in the process.

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gamerhorizon.com
REDBEARD4470d ago

1. Diddy Kong
2. Yoshi
3. Otacon
4. Tails
5. Victor Sullivan

I don't know why people keep forgetting about Diddy. He is the symbol of the Nintendo/RARE relationship from long ago. He is RARE's first original design for the Big N. Not to metion he had 2 games where he was the star way before Luigi had his own spin off. He is also one of the only sidekicks to have a girlfriend. He has been in every DKC game except DKC3. DK has only been in 3 DKC games. He also saved DK twice (DKC 2 and SSBB).

3-4-54470d ago

Too many for there only to be a Top 5.

Top 5's are such lazy lists. Not effort at all.

If you can come up with 5, you can easily come up with 10-20, considering how many thousands of games there are.

kythlyn4470d ago (Edited 4470d ago )

These lists typically do have 20 items on them, since there are 4 editors.

adventureghost1244470d ago

This looks like a list created by someone who only played games this last gen

kythlyn4470d ago

I guess you didn't notice the mention of Nall and Ruby from the Sega CD Lunar games. There are plenty of mentions of classic franchises on this list.

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
DivineHand12535d 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
37d ago
phongtro123_com36d 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.

DarXyde36d 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.

30°

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