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Mollie Taylor

pcgamer.comUK
Interested in
PC GamingGame DesignOnline CultureRhythm Games
About

Mollie Taylor is a features-focused games journalist at PC Gamer whose work blends hands-on play, sharp opinions, and a taste for playful chaos in and around PC games. She reports on how games feel to play as much as what they are, moving between personal experience, community stories, and event coverage across the broader PC gaming landscape. Her beat centres on features, guides, reviews and essays that lean into rhythm games, MMOs, action games and the sometimes absurd culture that forms around them.

Features on rhythm games and unforgiving challenges

Taylor regularly writes about rhythm games, using them as a way to explore difficulty, design and player persistence. In her review of the unforgiving rhythm game In Falsus, she focuses on how its toughest tracks are locked behind a story she finds unimpressive, weighing harsh mechanical demands against narrative payoff and accessibility. That piece sets a pattern: she pays close attention to how challenge is structured, when it feels rewarding, and when systems shut players out of the most satisfying content.

Her background as someone who spends serious time with rhythm and fighting games comes through in these articles, grounding her criticism in a clear understanding of timing, precision and the appeal of high-skill play.

Her rhythm game coverage sits alongside broader reflections on focus and productivity tools that borrow from game design. In a feature about a gamified focus app that turned her into “her own lofi girl,” she ties the feedback loops of games to real-world habits, illustrating how game-like structures and aesthetic framing can change the way people work. Across these pieces, she is interested in how systems - whether in games or apps - shape behaviour, and how players navigate strict rules and reward structures.

Combat mechanics, difficulty and player experience

Taylor often tackles combat mechanics and difficulty from a direct, player-centred point of view. In a feature about disliking parrying in videogames, she argues plainly against a widely celebrated mechanic, unpacking why the timing demands and risk–reward balance do not land for her and many players.

The piece is grounded in her personal experience while still engaging with broader design trends in contemporary action games, positioning her as a critic willing to challenge received wisdom about “good” mechanics.

Her work on Grand Theft Auto 6 focuses on how business decisions reshape the experience fans expect from a long-running series. In a feature about a core part of GTA 6’s identity being locked behind a paid upgrade, she writes about hype being undermined by monetisation, connecting corporate strategy to player trust and excitement. Together, these articles show a consistent interest in the friction between design, business models and how players actually feel when they sit down at their PCs.

PC gaming culture, communities and creators

Taylor devotes substantial coverage to the culture around games, from fan communities to online personalities and voice actors. In a feature that frames PC gaming icons as potential “soulmates” for Valentine’s Day, she treats the PC gaming canon as a playful matchmaking pool, drawing on character archetypes and community sentiment to build a light, character-driven quiz. Her coverage of a Guilty Gear voice actor stepping down to support more work for Black actresses shows a different register, focusing on representation, industry dynamics and how creative roles intersect with advocacy.

She also writes about high-profile creators and the platforms they use, such as her piece on Markiplier launching an OnlyFans and overwhelming the site. That article treats the event as both an internet spectacle and a case study in how large audiences stress-test platforms, drawing a line between creator decisions and infrastructure limits.

Beyond written features, Taylor appears on PC Gamer’s Chat Log podcast, including an episode about couples who game together, reflecting her interest in how relationships and everyday life mesh with PC gaming. Across these culture pieces, she covers how people organise around games, how they perform their identities online, and how moments in gaming culture turn into wider stories.

Event coverage and showcase roundups

Taylor contributes to PC Gamer’s coverage of major industry events and showcases, bringing her sensibility for hands-on play and niche interests to wider lineups. In the feature on the nine games the team is most excited about after Summer Game Fest’s showcase, she helps sift through a crowded slate of announcements to highlight the titles that stand out, often favouring distinctive mechanics, strong settings, or striking aesthetics over mere scale. Her involvement in PC Gamer’s “Best Setting 2023: Dredge” feature further underscores an attention to atmosphere and world-building, looking at how a game’s setting can drive the entire experience rather than serve as background dressing.

These event and award features show Taylor operating at the intersection of curation and criticism, selecting games that embody what she finds compelling about PC gaming and articulating why they deserve attention. Within PC Gamer, she has moved from news writing into a role focused on features, guides and reviews, bringing continuity to how the publication covers games before and after launch.

Her body of work combines playful, chaotic energy with clear-eyed analysis, making her particularly suited to stories that sit between mechanics, culture and the lived experience of playing games on PC.

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Aaron Down

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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.

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Aaron Potter

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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.

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Adam Starkey

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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.

UK·Gaming
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