Andrew Agress
Andrew Agress covers technology through the lens of video games for The Outerhaven, with a focus on how new titles actually play rather than just how they are pitched. In his coverage of The Adventures of Elliot: The Millennium Tales, he frames the game as “Chrono Trigger meets classic Zelda,” using clear genre touchstones to place a new project in context for readers who know those earlier series.
Hands-on previews of upcoming titles
Agress works in a preview-driven format that foregrounds direct time with a game, as seen in his hands-on look at The Adventures of Elliot: The Millennium Tales. By leading with “Hands-On Preview” in the headline, he signals that his perspective comes from playing early code and observing how its systems, pacing, and presentation fit together. His technology coverage in this mode emphasizes what it is like to interact with a game moment to moment, rather than summarizing features from a distance.
Using classic RPG and adventure games as a roadmap
In describing The Adventures of Elliot: The Millennium Tales as “Chrono Trigger meets classic Zelda,” Agress anchors a new release in the language of established role-playing and adventure franchises. That comparison shows an attention to how combat, exploration, and storytelling traditions carry forward from 16-bit era games into contemporary projects. It also reflects an assumption that his audience understands and values those touchstones, so he leans on them to communicate tone and structure quickly.
Technology coverage grounded in player experience
Across this work, Agress treats games as technology that only makes sense when experienced in motion. His writing priority is the player’s point of view: how responsive the controls feel, how different mechanics stack together, and whether the overall design evokes the same kind of engagement as the classics he references. Rather than focusing on specifications in isolation, he uses accessible comparisons and straightforward language to explain where a new project sits within the broader landscape of game design and interactive tech.
4 more technology journalists.
Alex Co
Alex Co is a video game technology reporter at MP1st who specializes in live-service systems and online titles, with patch coverage as the core of his work. He tracks game updates in real time, documenting patch numbers, download sizes, platform differences, full or near-full patch notes, and the changes that affect everyday play. He also reports on server status, outages, and maintenance windows so players know if issues are local or on the developer’s end. His beat extends to console exclusives, PC ports, subscription services, and cross-platform features, with an emphasis on implementation details and player impact. He focuses heavily on multiplayer shooters and competitive balance, and also covers live-service calendars, seasonal events, and multiplayer stability, always prioritizing precise, timely, and actionable information for active players.
Alex Perry
Alex Perry stands out for turning consumer technology news into practical help for people using the hardware they already own. They cover consumer technology for the masthead, focusing on software support changes, platform policies, device updates, apps, streaming platforms, and online services. Their reporting shows what changes on screen, which settings matter, what stops working, and what workarounds remain. Perry writes in a direct, utility-first style and often treats news as a service problem to solve. They are especially attentive to aging devices, including older Kindles, and explain cutoff dates, affected models, offline use, sideloading, and account changes in plain language. Their work appears in quick news reactions, guides, and longer explainers, always aimed at readers who want clear, step-by-step answers.
Ali Hashmi
Ali Hashmi covers technology through the lens of video games, using individual titles to show how interactive systems feel and function for players. He writes for Prima Games. His work sits where game design, visual presentation, and user experience meet, with a focus on what it is like to inhabit the worlds that new releases create. He treats game criticism as a way into technology, breaking down how it appears in games instead of doing standalone hardware reviews. He looks at how technical choices support pacing, control, and readability on screen, weighing mechanics, performance, and audiovisual style together. In his “REPLACED” review, framed as “Tears in the Rain,” he shows how animation, lighting, and input responsiveness shape mood, storytelling, and immersion. Across his work, his through-line is the player’s moment-to-moment experience with the technology in front of them.
Andrew Highton
Andrew Highton specialises in practical, completion-focused video game coverage, treating trophies and achievements as systems to decode rather than simple checklists. He writes for Insider Gaming, focusing on guides that help players unlock content, understand systems, and finish games efficiently. His work centres on trophy and achievement guides for major releases, such as a structured roadmap for the complete LEGO Batman: The Dark Knight trophy and achievement list. His real beat is “how it works” guides on progression systems, collectibles, and platform-level achievements infrastructure. He writes direct, modular how-to explainers built around search-friendly questions, short answers, and step-by-step detail. He prioritises clarity, plain language, and minimal opinion, helping players plan runs, combine objectives, and avoid backtracking while they keep his guides open alongside the game.