Charles Harte
Charles Harte writes about how games feel to play, not just how they function, with a particular focus on licensed properties, remakes, and live-service updates that matter to dedicated players. His coverage at Game Informer leans on clear, grounded impressions and a practical sense of what long-time fans and curious newcomers will actually experience on screen and in hand.
Hands-on criticism of major releases and licensed games
Harte spends much of his time reviewing and previewing high-profile, often licensed titles, treating them as full games rather than brand extensions. In his review of Lego Batman: Legacy of the Dark Knight, he drills into how the familiar LEGO formula is adjusted around Batman’s history, what that means for pacing and combat, and whether the nostalgia pays off in moment-to-moment play. Across his Game Informer archive, he takes the same approach with other character- and franchise-driven games, weighing how faithfully they express their source material against how well they stand alone as interactive experiences. His writing is direct and descriptive, prioritizing clarity over flourish and giving readers enough specific detail about mechanics, structure, and difficulty to judge whether a game fits their tastes.
Ongoing coverage of updates, expansions, and live games
Beyond full reviews, Harte regularly covers updates and new content drops for ongoing titles. His pieces track when major patches, expansions, or seasonal events introduce meaningful changes, such as new modes, quality-of-life improvements, or platform launches that alter where and how a game can be played. He highlights what is substantively new in these updates and how they affect existing players’ routines, rather than treating every patch as equally newsworthy. This gives his technology beat a service component: readers can quickly understand whether a given update is a minor balance pass or a reason to return to—or finally try—a game.
Spotlighting remakes, collections, and platform re-releases
Harte shows particular interest in games that rework or re-present existing material, including remakes, legacy collections, and ports to new hardware. His headlines and coverage make clear when a release is offering technical upgrades, new content, or simply broader availability, and he is attentive to how those decisions change the value proposition for players who have seen the material before. He often contrasts the original context of a game with the expectations of modern platforms, noting where updated controls, performance targets, or visual options do or do not bring an older title in line with current standards. That perspective is useful for readers navigating a market where classic games are continually resurfacing with varying degrees of care.
Straightforward format, consistent player-focused lens
Most of Harte’s work takes the form of traditional reviews, previews, and concise news items. He writes in plain, unadorned language, organizing his articles around the aspects players tend to care about first: how a game controls, how its systems mesh together, how long it takes to see meaningful content, and whether technical performance holds up under normal play. When he covers technology decisions—such as platform support, performance modes, or online features—he centers their tangible impact on play rather than the engineering detail. The result is a body of work that stays close to the player’s perspective while still situating new releases within broader trends like the growth of live-service models, the resurgence of retro franchises, and the steady flow of licensed titles built on film, TV, and comic properties.
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 Agress
Andrew Agress stands out for covering technology through the lens of video games, with a focus on how new titles actually play rather than how they are pitched. He writes for The Outerhaven and works in a preview-driven format that foregrounds direct time with a game. His coverage of The Adventures of Elliot: The Millennium Tales shows his beat: hands-on previews of upcoming titles, with attention to combat, exploration, storytelling, pacing, controls, and presentation. He uses clear genre touchstones and straightforward comparisons, calling the game “Chrono Trigger meets classic Zelda” to place it in context. His reporting stays grounded in player experience and explains what a game feels like moment to moment, not just what features it lists.