
A writer at Middle of Nowhere Gaming feels that upcoming game release dates rest in uncertainty.
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.
This is really a really good article because you have quotes from the DEVELOPERS and not the publishers. That is huge!
Let the Devs determine the release dates. Let me let you in on a little secret: there are rarely ever delays. The developers know when a project can realistically be done. Publishers publish release dates before the game is finished in order to build hype.
If publishers listened to the devs, team Bondi might still be together.
Editted...whoops...
I like it when some games slip, especially ones I wasn't gonna have the money for.
i think games should come out shortly after they are announced. Make sure development of games is comeplete before announcing the games. Imagine people being able to get all the big games at e3 right after e3 is over.