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Sorry to be a pain
I generally use my team to review intitially - but when doing contract work then using the client is a good option.
Once you move onto your own blockbuster releases then outsourcing reviews is great.
When doing contracts ( I am playing 2 days a month), if you have an art contract, let it run to 2PM on the last day then promote it to fix bugs. If you are doing a contract that involves programming then on the day before the last day at 10 or 11 AM promote it to beta (probably not optimal).
You need to periodically review your work to get an idea. The review system will give you a good indicator of how good your software is.
I also find it off that we cant do a review or QA our software in the beta phase.
I am firmly in the camp of not really liking the current development in game. I wanted to see how reviews would track, so decided to review my software every single day to give me more of an idea on how it worked.
I started a fresh save with a default CEO guy. No other staff were hired and my guy was given a basic 4x4 office with computer, glass desk, chair, 1 window, 1 door, a light, a radiator and a vent.
2 days per month and max money for outsourcing reviews. Each number on the graph = 1 day/half a month.
Started a piece of 2D Editor software with just the default feature checked. At the end of every day I would pause development and set both a team and outsourced review.
Come 9.30am the next morning the reviews would be done and I would restart development.
Quite interesting to see how the team score would flucutuate so much (varying from 0%-30% accuracy) while the outsourced review scores progressed more steadily (70-80% accuracy).
What was also interesting was that number of lines of code went up 6k per day for the first 11 days and then slowly dropped to 500-600 lines of code each day.
I was hoping to see more of a plateau but got bored after 2 and a half years. :)
A graph of my findings! http://imgur.com/DnumZI5