Most people here don't seem to realise that Naughty Dog are essentially two teams and the people from Naughty Dog expressing delight and acting like "I didn't know how good it would be" are probably involved in UC4 and get to see the TLOU port as an outsider
They are not self praising, they are praising the work of their colleagues from a different team
I still think it's more of an issue of getting something so insanely optimized for Cell working on x86/AMD which is the heart of the issue here.
The "two teams"-notion was dispelled a while back in a gameinformer interview. It's more like two main projects + extras. The staff moves readily back and forth depending on what's going on in development.
"EW: I don't think we ever declared ourselves as having reached the final end goal of two teams. We certainly have not, and we might have even changed that goal. We have multiple projects going.
We never were able to fully staff two completely independent teams. At this point, I don't think we'll probably get there. We've got the Uncharted project, which we've talked about, we've got DLC for The Last of Us, and we've got the remastered version [of The Last of Us]. We've got other projects in the works that are in the very early stages. We have at least four different pretty significant things going on right now.
CB:
We're trying to be as flexible as possible in terms of how we move people around. I think we've always had two main things going on, so that's where the "two teams" [concept] came from. It's like everything else we do here; you've got to learn as you go and adjust. [We're] sharing some resources more than what we thought we would because it's more practical and makes sense. That's where we're at now - learning.
EW:
Sometimes, that sharing looks like somebody working on a project for six or twelve months and then switching to another project. Sometimes a department is actively working on two projects at once and is bouncing back and forth on a weekly or task-by-task basis. We figure it out as we go. That's how our production philosophies work at Naughty Dog. We try not to be dogmatic. If it's not working out the way we thought it would, we shift and try something else."