
There is no doubt that the 2nd half of 2011 has been one of the best few months in recent years as far as quality game releases go. With all the gaming goodness we have had, it leaves us, the gamers who intend to fit them all into our busy schedules, with the oh so familiar too-many-games-too-little-time dilemma. If you’re one of the many who just can’t keep up with the onslaught of great releases these past months then this guide might be for you.

A brutal reset, a smarter story, and a return to what made it great—Mortal Kombat (2011) revived the series.
15 years went by so fast. I remember playing through the story mode at launch.

Why did Sony push Shuhei Yoshida out of his role leading PlayStation's first-party games? He'd overseen some huge successes. Well, apparently, he didn't listen.
Yeah I can see that for sure. Shuhei Yoshida should have been in charge not Jim Ryan.
More confirmation that Jim Ryan is the culprit for what has happened to Sony. Hulst needs to go too. What sucks is that a lot of the good top heads at Sony are no longer there. I wish that guys that were forced out prematurely by Dumbo Jimbo like Shuhei and Layden came back.
Makes you wonder if MS even thought about hiring him after Phil and Sarah were leaving. He certainly couldn't make their situation any worse.
Yoshida for President! Jim Ryan was and always be a hack! Sony should get Shu back
All the gamer/consumer lead heads are gone across PS and Xbox. shuhei gone phil's gone (questionable) but gone. The future of gaming is somewhat uncertain across the board.
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.
I could seriously use this guide, it's insane how many games there are to get through at the moment and rushing kinda takes the fun away. Almost makes me hope that the next few months are very quiet release wise. On top of that i got into the StarHawk Beta which i'm loving!