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190°

Gamesradar: The Preemptive 2012 Game Awards

GR: Why wait until December? Let's hand out awards now, before actually playing these games affects our opinions

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gamesradar.com
pr0digyZA5231d ago (Edited 5231d ago )

Whats up with the Illuminati symbol?

Software_Lover5231d ago

I was gonna ask the same thing.

ThichQuangDuck5231d ago

They apparently control the Gamesradar Game awards it is pretty random

MariaHelFutura5231d ago (Edited 5231d ago )

Actually, its called "The All Seeing Eye" and there is also the "horned hand" in there aswell. I am born on the planetary alignment of Baal and the birthday of the current form of the "Illuminati".... This was basically made for me.

-_o

+ Show (1) more replyLast reply 5231d ago
t0mmyb0y5231d ago

Is "BEST GAME ABOUT CLIMBING AROUND ON STUFF AND STABBING DUDES" usually an award :hmmm:
And I would guess "BEST GAME WE (PROBABLY) WON’T PLAY THIS YEAR" should both see release this year :crossfingers:

LakerGamerEnthusiast5230d ago

I just clicked for the illuminati symbolism... o.O strange...

Yangus5230d ago

Illuminati symbolism,very strange.....
NWO coming?

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
DivineHand12540d 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
41d ago
phongtro123_com41d 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.

DarXyde41d 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°

Take-Two Pauses ‘Borderlands 4’ Switch 2 Release; CEO Addresses User-Created Charlie Kirk Mission

Take-Two Interactive revealed it is pausing development on its Nintendo Switch 2 edition of "Borderlands 4" in its latest quarterly earnings.