Kenneth Shepard
Kenneth Shepard is a staff writer at Kotaku who covers video games as technology, business, and culture, with a particular focus on how big franchises tell stories and treat their communities. His work combines fast, newsy tracking of industry developments with close, often character-driven criticism of role-playing games and long-running series. Across beats, he returns to the stakes of legal decisions, design choices, and representation for the players who live with these games over years.
Pokémon, Nintendo, and the business of blockbuster games
Shepard spends significant time on Nintendo and Pokémon as businesses as much as entertainment. In coverage of the ongoing Pokémon patent lawsuit, including a piece on a recent setback in Nintendo’s case, he walks readers through the latest filings and rulings while explaining what they mean for mobile developers, future clones, and the broader boundaries of intellectual property enforcement in games. He treats these stories as more than legal curiosities, tying them to how aggressively platform holders can police mechanics and monetization models across the industry.
That approach extends to other Nintendo stories, where he covers announcements, delays, and platform decisions with an eye to how they shape the ecosystem around the Switch and its successors. He tends to highlight not only what a new product or policy is, but who it benefits, who it harms, and how it fits into the company’s long-term strategy. The result is coverage that can move quickly on news yet still give a clear sense of the commercial and legal context behind each headline.
Final Fantasy, Kingdom Hearts, and long-running RPG obsessions
A large portion of Shepard’s bylines sit with Japanese role‑playing games and long-running series such as Final Fantasy and Kingdom Hearts. He writes news hits, previews, and post‑release criticism around major entries, often digging into sidequests, optional content, and expansion material rather than only the main campaign. His coverage looks at how systems and narrative structure reflect a series’ history and what long‑time fans expect, whether he is unpacking a new numbered Final Fantasy or revisiting older games in the catalog.
He frequently treats these franchises as living texts: comparing new character arcs, combat systems, and worldbuilding choices to past installments and spin‑offs. That lets him speak to readers who know the lore in detail while still making clear, concrete arguments about why a particular design decision works or fails. When he writes about patches, DLC, or remasters in these series, he tends to focus on how they reshape the experience for invested players rather than just listing features.
Queer stories, character writing, and critical essays
Beyond straight news, Shepard is known for criticism that foregrounds character, identity, and representation. He often zeroes in on romance systems, party dynamics, and narrative routes in RPGs and story‑heavy games, asking whether they deliver on inclusive, coherent storytelling for queer players and other underrepresented groups. These pieces are grounded in specific quests, dialogue, and endings, not abstract commentary.
His essays commonly connect individual character arcs to larger genre trends: how games handle coming‑of‑age stories, how they write trauma or intimacy, and where they fall back on clichés. He is comfortable praising a game’s ambition while still cataloguing the ways its writing, casting, or mechanics undercut its representational goals. That balancing act gives his criticism a clear point of view without drifting into advocacy or promotional tone.
Live-service updates, release cycles, and day-to-day industry news
On a day‑to‑day basis, Shepard contributes a steady stream of shorter news pieces on release dates, updates, and live‑service changes across platforms. He covers new content drops, balance patches, and mode additions with enough specificity to be useful to active players, but he also notes when an update signals a pivot in how a studio thinks about progression, monetization, or community management. In coverage of major launches, he moves between practical questions—when and where people can play—and broader ones about how a release fits into a crowded calendar.
He also writes around the periphery of the games themselves: awards shows, showcases, and platform events that set expectations for the next year. In those stories he tends to track not only what was announced but what was missing, and how that absence reflects shifting priorities inside large publishers and platform holders. Across formats, his reporting is concise, explanatory, and anchored in the details that matter most to players and people following the industry.
Outside of Kotaku, Shepard has written about games for other specialist outlets and platforms, building a body of work that ranges from daily news to long‑form criticism. That breadth shows in his current coverage: he can file on a narrow legal development one day and, the next, deliver an essay about why a particular RPG companion or sidequest resonates. For someone looking to understand not just what is happening in games, but how it feels to live with these series over years, his byline offers both the hard news and the reflective analysis.
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.