Journalism

Aside from my bylines at PCGamesN and GamesRadar+ you can see a selected smattering of my work below, including features, reviews, previews, interviews, and breakout short-form articles.

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Baldur's Gate 3 knocked my RPG halo off, and it's all Astarion's fault

An op-ed feature exploring how Baldur's Gate 3 confronted the meaning of good versus bad in video games and made me challenge my own approach to its 'morality'.

"Astarion's story dismantles any notion of objective right while all the time saying: 'choose'. And I did choose."

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Alex's power in Life is Strange: True Colours is "empathy, but on steroids"

I spoke to senior staff writer Felice Kuan and Alex Chen's performane actor Erika Mori about how the (then upcoming) PC game would bring together relatable, very human people and experiences with paranormal twists through Alex's story, and how her empathy would be core to this.

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Former Fable dev's procedural generation tech helped bring Gloomhaven to PC

I distil a complex, highly technical topic into an article for both expert and casual readers, drawing on developer Sam Swain's fascinating talk at the Develop: Brighton conference.

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Battlefield 2042 devs spend 3,600 words explaining how Portal works

I break down a complex and meaty update on how a new game system will work, pitching the article to both familiar game experts and newcomers.

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Cyberpunk 2077’s best characters aren’t meant to be loved

A lively and insightful piece co-written with Ian Boudreau, a fellow PCGamesN alum and wonderful writer, in which we dissect why Cyberpunk 2077's best characters are so compelling.

"I didn’t get what I had hoped for when the credits rolled. The train tracks of their paths didn’t automatically converge with mine just because I was the protagonist."

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I let real-life dice rolls decide my Baldur's Gate 3 fate, and now I'm going (back) to hell

A fun feature in which I let a dastardly little cube rule the roost.

"I stared at the teeny cube perched on my desk. I'd murdered a wizard in distress trying to wrest him from a literal doom spiral but recruited a sharp-fanged fop who'd threatened to spatchcock me? What next?"

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The future of No Man's Sky: "I don't know if I'm ever happy with the game when I look at it"

I spoke to game director and Hello Games founder Sean Murray to talk about where No Man's Sky (was) now and looking forward, the evolving relationship with its player base, and why he sometimes hopes his games aren't too successful.

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Divinity: Original Sin 2’s Switch cross-save signals the future of gaming

A preview of Larian Studios' Nintendo Switch port of DOS2 and its cross-save feature, incorporating thoughts from Michael Douse, director of publishing at Larian.

"Larian’s tapped into this early, and in my estimation, it’s a big moment as much as it’s a big win for fans of the game."

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Elder Scrolls Online’s new dungeon turned me into a sweet roll-scarfing goat

A preview of one of TESO's zanier dungeons, Red Petal Bastion.

"We battle early waves of enemies, like Silver Rose archers, warriors, and pyromancers, in the courtyards outside, one of whom is tormenting a poor doggo by hogging a roast chicken leg. So, in the words of Finnigan, she “deserve[d] all the death for that”. Quite right. We pound her and her booty-burgling kind into the ground – y’know, for the oppressed mutts of Tamriel."

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Mafia: Definitive Edition review

A review of Mafia: Definitive Edition (2002), published on PCGamesN.

"It’s a remake, effectively, and it walks the same tightrope: how do you preserve the spirit of an 18-year-old title in a modern gaming experience? At what point is a game’s DNA so altered that it becomes a new thing entirely?"

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Where RPG meets MMO: how Elder Scrolls Online revives Oblivion

I spoke to The Elder Scrolls Online's creative director about its (then) upcoming Gates of Oblivion expansion, digging into its lore, gameplay, and new features.

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Planet Zoo review

A review of Planet Zoo (2019), published on PCGamesN.

"Beyond this, there’s also the guests’ experience to consider, which is a sizeable task on its own, and – I begrudgingly acknowledge – a pretty vital one. They’ve got to have enough entertainment, education, and eateries to keep them happy and keep the bucks (both the financial and hoofed kind) coming in. Oh, and don’t forget some places to powder their noses, of course."

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Players of last year's best Zelda-like are still trying to crack its secrets, but its creator didn't expect them to dig this deep

I tease out an intriguing topic from an interview with Tunic creator Andrew Shouldice to explore a fun aspect of the game's fan community.

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Life is Strange: True Colors interview - "diversity in art is so important"

I spoke to senior staff writer Felice Kuan and Alex Chen's actor Erika Mori about the continuing growth of narrative adventure games.

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Elder Scrolls Online's new villa dungeon has some of the best bosses yet

A preview of TESO's Black Drake Villa dungeon, published on PCGamesN.

"As if his girth wasn't enough of an advantage, the beast starts planting totems that fire shots at the party while he goes about turning us into pâté."

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Guild Wars 2's new Fractal made me fight nature itself

A preview of the MMORPG's Sunqua Peak Fractal, published on PCGamesN.

"Properly equipped, we gather at the mode's mouth - a serene courtyard overlooked by a roaring orange eye. Think Barad-dûr meets Kew Gardens."