Jack Goodall
Jack Goodall focuses on the commercial and technical side of gaming hardware, using hard numbers, pricing tables, and platform data to show how new devices and technologies land in the market. At PC Guide he writes news and deal-focused coverage on consoles, PC components, and accessories, grounding stories in specific price points, retailer listings, and regional availability rather than broad impressions. His work links sales trends, platform decisions, and graphics innovations so readers can see the practical impact of new kit and policies on everyday play.
Console and PC hardware pricing
Pricing analysis and retail coverage run through Goodall’s hardware reporting on consoles, peripherals, and components. In his piece on PlayStation’s FlexStrike Wireless Fight Stick, he tracks pre-order timing against the launch of Marvel Tōkon: Fighting Souls and sets out retailer-by-retailer prices in both US dollars and UK pounds, showing how a first-party fight stick is positioned as a premium accessory across regions.
He treats the FlexStrike as part of a wider hardware story, noting its PS5 and PC compatibility and highlighting battery life and charging details alongside cost, so performance features are always tied back to what players pay.
He brings the same numerical focus to console sales, covering data that attributes a 348% surge in PS5 Pro sales in a single week to anticipation around Grand Theft Auto 6 despite price increases. That story leans on comparative figures and percentage shifts rather than anecdote, making clear how a single game announcement can move hardware in the face of higher upfront costs. On the PC side, his piece on the RX 9070 XT as the top-selling GPU on Amazon in a given month again centres on concrete sales rankings and average card prices, setting AMD’s position against Nvidia as the latter’s average card cost nears $1,000. He extends this approach with detailed tables for devices such as the Steam Machine and Steam Frame, contrasting original sub-$750 projections with four-figure retail prices after RAM cost increases to show how component markets reshape final MSRP.
PC gaming platforms and digital ecosystems
Goodall’s coverage of PC platforms combines hardware stories with policy and ecosystem concerns around ownership, security, and access. His reporting on Steam Frame tracks the headset from early leaks suggesting a four-figure price tag and near-term availability, through to follow-up coverage of scalpers listing the device for over $2,000 after Valve sends out pre-order invites.
He uses those stories to map how scarcity and invite-only launches feed secondary markets, anchoring the narrative in the gap between official pricing and speculative resales.
He links Steam hardware to broader platform moves, covering how RAM price hikes push both Steam Machine and Steam Frame into much higher brackets than initially planned, with explicit before-and-after figures that quantify the impact of memory markets on consumer devices.
In his Steam Deck 2 piece, he reports on Valve’s claim that memory shortages do not “really” affect plans, tying technical supply constraints back to the roadmap for a widely followed handheld PC. He also connects platform sales events to hardware expectations, writing about a Steam VR sale while outlining hopes that Valve could launch Steam Frame alongside it, positioning promotions as a potential staging ground for new releases rather than treating them as isolated discounts.
Platform trust and policy sit alongside these hardware stories. Goodall covers Valve’s update to customers following a CEVA Logistics security breach, highlighting the company’s confirmation that personal data remains safe and explaining what the communication means for people waiting on hardware shipments. In another direction, his piece on PC store GOG contrasts digital ownership practices with PlayStation’s move away from physical discs, using that juxtaposition to show how store-level decisions define what players control over time.
Across these articles, he treats Valve, GOG, and console platforms as part of a single ecosystem where logistics, policy, and hardware each affect how games are owned and played.
Graphics and display technology
Graphics and display tech are a recurring thread in Goodall’s work, where he connects cutting-edge rendering techniques with everyday hardware choices. His coverage of AMD’s next-generation “FSR Diamond” for Project Helix explains the introduction of multi-frame generation while underlining that many current GPUs will not support the feature, making compatibility as central to the story as the headline performance gains. He situates that development within a broader landscape of upscaling and frame generation, helping readers understand not just what FSR Diamond promises, but who can actually use it.
In his DLSS 5 article, Goodall lays out the release date window, debut timing in NBA 2K27, and a long list of backed titles across genres, using this catalogue to demonstrate the breadth of Nvidia’s push.
He couples these details with comparisons and supported games information, treating DLSS 5 as an ecosystem upgrade rather than a single-feature announcement. Beyond pure graphics tech, his author bio notes that he specialises in monitors, TVs, and headsets, often organising findings into reviews and best-of guides, which aligns with his focus on the practical implications of display and audio hardware for gaming setups. That mix of feature-level analysis and buying guidance gives his coverage a through-line from silicon to screen.
Guides, deals, and game curation
Goodall’s role at PC Guide explicitly centres on hardware deals, and this deal orientation runs through many of his news stories and guides. His pieces consistently embed tables of retailers, product variants, and current prices, whether he is writing about fight sticks, GPUs, or Steam hardware, turning each article into a snapshot of the market at a given moment. That structure makes his reporting particularly useful when tracking shifting availability or assessing the value of a purchase against alternatives.
He also contributes daily puzzle coverage, including Wordle answer, hint, and starting word articles that break from hardware but demonstrate an ability to produce concise, routine guides for a broad audience. Elsewhere, his story on Unreal Tournament 2004 becoming free with a community patch more than twenty years after release highlights how older titles can be revived with modern support, including Linux and macOS, again tying a news hook to concrete access details. Taken together, his work spans live-service puzzles, revived classics, and high-end hardware, but remains anchored by a consistent emphasis on what is available, on which platforms, at what cost.
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Aaron Down
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Aaron Potter
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Adam Starkey
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