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120°

Half Time for 2016 - The Year So Far

Player 2 looks back at the games of 2016 so far and is mightily impressed by the amount of quality titles released.

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player2.net.au
hongthay3593d ago

My big games of the year so far are Uncharted 4 and Valkyria Chronicles remastered. I'm waiting for Deus Ex as my next purchase, then VR.

s45gr323593d ago

No mention of darkest dungeon, stellaris, oxyfree, etc.

3593d ago
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
26d ago
phongtro123_com26d 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.

DarXyde26d 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.

50°

Nintendo Switch 2 Drops Must-Play Free FPS You Can Enjoy From Today

In 2023, developed by Blizzard Entertainment, Overwatch 2 was released, which was basically a big, glorified update of the original game that launched in 2016. Now, it’s simply reverted to being called just Overwatch, which is probably for the best.

The second iteration of Overwatch was released on the original Nintendo Switch, and while it’s still an enjoyable game with cross-play/progression functions, it’s still lacking in terms of performance and visuals, compared to its PC, PlayStation 5 and Xbox Series X/S counterparts. Well, it was.

As of today, the second iteration of Overwatch is natively available on the Nintendo Switch 2, just in time for Season 2: Summit.

The Nintendo Switch 2 version of Overwatch will have increased resolution both in handheld and docked modes, enhanced textures and lighting, up to 60 frames-per second, improved audio and more.

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gamingbible.com
repsahj32d ago

Blizzard is readying a patch to address the issue that the game is still running in Switch 1 build and just 30 fps.

Neonridr32d ago

you'd think they'd test it before pushing it live, lol.

that being said, clearly it's not running as intended.

repsahj32d ago

They know it for sure. Maybe they didn't finish optimizing the game by the targeted release date. That's why they released the Switch 1 30fps version first. XD

40°

Nexon agrees to publish Overwatch in Korea

Nexon has entered a publishing agreement with Blizzard for Overwatch in Korea, with the companies working to deliver services 'tailored' for the region.

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gamedeveloper.com