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70°

7 Awesome Video Game Dads

MR BLACKMAGIK of the DRM Gamecast writes, "It's Fathers Day! To celebrate, let's take a look at 7 Awesome Video Game Dads. Ranging from biological to something more than human entirely. There have been a lot of great Dads in video games over the years. I'm starting the list with one of the most popular..."

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drmgamecast.com
SaveFerris3988d ago

Every one of them has killed hundreds of people lol. Also, why isn't Octodad in this list?

MR_BLACKMAGIK3988d ago

Because I never played Octodad. He would be an obvious addition if I had though!

SaveFerris3988d ago

Fair enough reason Mr_Blackmagik. Also, in the event of zombie apocalypse then the characters on the list would be some of the best choices.

Sam Fisher is another dad that could be on the list too.

aquaticDonut3987d ago

Because a dad's gotta do what a dad's gotta do.

masterfox3987d ago (Edited 3987d ago )

isn't Joel daughter died from a gun shot?.

Thanks dad!

goldwyncq3987d ago

Where's Geralt in this list?

Neixus3987d ago

Where is Ethan from Heavy Rain? That is literally THE dad game.

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
DivineHand12530d 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
31d ago
phongtro123_com31d 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.

DarXyde31d 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