Jake Tucker
Jake Tucker focuses on spotlighting distinctive PC games that stand out on a show floor, using hands-on impressions to explain the specific mechanics and moods that make them worth attention. As editorial director for the PC Gaming Show at PC Gamer, he combines curation of showcase lineups with regular coverage of new and upcoming PC titles across shooters, strategy games and horror.
Frantic movement and giant mechs
Tucker’s coverage of first-person shooters leans on pace, movement and a clear sense of how a game feels to play, often framed through sharp nostalgia. In his piece on Empulse, he zeroes in on frantic locomotion, giant mechs and the way its design recalls Xbox 360-era FPS campaigns, using that era as a benchmark for modern gunfeel and spectacle. A feature on Beautiful Freaks of the Desert highlights its speedrunning structure and rebellious tone, describing how sprinting through desert arenas while flipping off data-centre aesthetics creates a distinctive identity for the game. He brings the same attention to kinetic design to Wind Runners, describing how its cockpit perspective and tight controls turn a short demo into a convincing fantasy of being a fighter pilot within seconds. Across these articles he focuses less on exhaustive technical breakdowns and more on clear, concrete observations about movement, rhythm and attitude, giving fast reads that still convey what playing these shooters actually feels like.
Dust till Dawn and Escape From Playtime
Horror coverage from Tucker tends to centre on unusual concepts and the intersection of tension with playful or everyday themes. In his Dust till Dawn piece, he introduces the game as a horror-themed “clean-’em-up”, detailing how methodical cleaning tasks collide with unsettling atmosphere and music from the composer known for Silent Hill, and why that contrast makes the concept memorable. On the horror section of PC Gamer, his byline sits alongside Escape From Playtime, a co-op survival horror where players take the role of toy animals, foregrounding its small-scale protagonists and collaborative structure as the hook.
These stories focus on the pitch and the emotional tone - cleaning in haunted spaces, tiny toys in dangerous environments - while still noting specific systems and audio cues, which keeps the coverage clear for readers looking for fresh horror ideas rather than broad genre commentary.
Mechabellum is a conversation you should be having
Tucker’s work on strategy and tactics games highlights the social and competitive contexts these titles create as much as their mechanics. In his Mechabellum article, he frames the auto-battler not just as a game but as a “conversation you should be having,” pointing to how its unit matchups and emergent counters foster ongoing discussions among players about optimal approaches. His Company of Heroes coverage underlines the series’ ability to strain friendships, using the familiar RTS tension between cooperation and competition to explain why its multiplayer sessions remain compelling. He also writes about his favourite card-battling action brawler getting a sequel, focusing on the blend of deck-building and real-time combat and the immediate availability of the sequel as a key point for readers ready to jump in. Across these pieces he consistently anchors strategy and tactics coverage in concrete scenarios - fragile alliances, deck choices, unit synergies - while stressing how these games create stories between players, not just on the screen.
The PC Gaming Show returns to heat up your summer
Tucker’s role around the PC Gaming Show gives his coverage a strong showcase and event perspective, and his writing reflects that remit. His announcement that the PC Gaming Show returns to heat up the summer outlines the format, spin-off editions like the Tokyo Direct event, and clear instructions for developers on how to put upcoming games forward for inclusion, signalling his gatekeeping and curation responsibilities.
In a piece on Happy Bastards’ PC Gaming Show trailer, he focuses on its “masterclass in delegation,” unpacking how the trailer’s framing of a harried character and offloaded tasks communicates the game’s tone efficiently to a show audience. His Mechabellum coverage also fits this event lens, positioning the game as a conversation point that belongs on the broader PC strategy radar, which aligns with his job of choosing titles that play well in a showcase environment.
Beyond individual games, he contributes to platform-level discussion, as in a feature outlining nine major areas where Steam needs improvement in 2026, drawing on his experience returning to games and navigating store pages to argue for clearer DLC surfacing and other practical fixes. Outside PC Gamer, Tucker has worked in video game, tech and culture journalism for over a decade, including serving as commissioning editor for the video game section at NME, holding senior roles at outlets such as Red Bull, Trusted Reviews and MCV, and publishing bylines at Vice, Eurogamer and other gaming and culture sites, which underpins the editorial and strategic focus visible in his current work.
4 more gaming journalists.
Aaron Astle
Aaron Astle covers the business of mobile games through data, company strategy and cross-platform trends. He is Features and Data Editor at PocketGamer.biz and has written more than 2,000 articles for the publication. His beat includes game performance, revenue, player numbers, market share, monetisation, longevity and location-based games. He covers leadership changes, studio restructures, trade bodies, publishing decisions, investment and platform relations. He also reports on mobile, console and PC compatibility, live operations, regional marketing, hardware and app store rules. His work includes interviews with publishers such as King, Scopely, Cygames, Sybo and Rovio, plus year-in-review features for 2024 and 2025. He combines news, interviews, performance data and product timelines in clear analysis. He also contributes to the Week in Mobile Games podcast and event coverage.
Aaron Down
Aaron Down stands out for practical, systems-aware coverage that helps players navigate complex PC games and the platforms around them. He is a guides writer at PCGamesN and a staff writer at The Loadout. His work covers strategy games, live-service updates, codes, online worlds, simulation and management games, and classic titles being remade. He writes about League of Legends and Teamfight Tactics from long experience with both, with a focus on depth, meta shifts, and long-term mastery. His PCGamesN work includes strategy round-ups, Guild Wars 3 news, and reviews such as Two Point Museum. His writing has also appeared in The Digital Fix, Medium, Newsbreak, Flipboard, and other gaming platforms. He reports in clear, direct language, focusing on verified information, game systems, player access, and how platforms such as Steam shape discovery.
Aaron Potter
Aaron Potter is a franchise-focused games journalist who judges big-budget console and PC releases as parts of longer stories. At the Mirror’s gaming vertical, he writes reviews, release-time explainers, deal guides and commentary across PlayStation, Xbox, PC and Nintendo. His beat includes narrative-driven action games, horror, superhero epics, fantasy RPGs, co-op shooters and major series such as Marvel’s Spider-Man, Star Wars Jedi, Resident Evil, Dragon’s Dogma and God of War. He also covers launch times, platforms, Game Pass, crossplay, pre-orders, discounts and AAA ports, helping players decide what to play and how to buy it. With more than eight years in games journalism, prior freelance work and a book on indie games, he compares new releases with their predecessors, weighing storytelling, polish, innovation and value.
Adam Starkey
Adam Starkey stands out for writing about how games feel to play day to day. At Metro, he covers console and PC games, with a focus on Nintendo, fighting games and competitive titles, and he mixes reviews, news and commentary on major releases and hardware. He writes clear, player-focused criticism on mechanics, monetisation, accessibility and local multiplayer appeal. He also reports on live service systems, trailers, reveals, studio statements and consumer issues such as PS5 Pro scalpers. Beyond Metro, he works as a freelance entertainment journalist across games, TV, film, music and esports, with work published in NME, Rolling Stone UK, Radio Times, Edge, Nintendo Life and VG247.