I've just worked on a few console games and seen the fallout. They're absolutely great for developers; there's a lot of good reasons as to why we chose to code the game in Lua rather than C++ -- a big one being that it's simply a more productive language.
I think the aversion against GC is a little too strong here and there. Especially from card core C/C++ programmers.
However, by the end of the project, we realised that we hadn't taken enough care to avoid creating unnecessary garbage, and so the programming team had to crunch for months to optimise the Lua code and re-write many systems in C++, in order to get the GC set fast enough for real-time use. So my advice would be to make sure you keep an eye on your GC overheads. If possible, make the execution of the GC deterministic so you can accurately profile it.
Edited by Hodgman, 07 September 2012 - 05:23 AM.