
Chris writes, "It’s that time yet again; time for another episode of This Game is Broken. In this week’s episode Kenny Rioux joins the regular crew of Barry, Matt, and Chris to talk about stuff. That stuff includes but is not limited to, Luftrausers, Candy Crush, Tiny Death Star, Disco Zoo, Blimps, Dirigibles, Lighter-than-air craft, Final Fantasy X, Amnesia, Silent Hill 2, Amy Henning, Dead Space, Metal Gear Solid, The Last of Us, The Hindenburg, Kissing Matt’s Ring, Titanfall, Picking up ladies, and much more!"
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.