Noah Kupetsky
Noah Kupetsky focuses on how PC games and hardware actually perform in players’ hands, with coverage that is rooted in hands-on testing of Valve’s Steam Deck and related handheld hardware rather than broad technology news.
Handheld PC performance and game testing
Kupetsky’s core work at Steam Deck HQ centres on making individual PC titles run well on the Steam Deck. He routinely breaks down how specific games behave on the device, paying close attention to frame rate, stability, visual quality, and battery life. His pieces move beyond impressions to the practical choices a player needs to make, comparing settings, presets, and tweaks that trade visual fidelity against performance and power draw. This gives his coverage a how-to character: readers come away with a concrete configuration they can try, not just a verdict on whether a game is “playable.”
Across these write-ups he treats the Steam Deck as a constrained but flexible PC, explaining where to lower settings, what to disable, and when to accept visual compromises to keep a steady frame rate. He emphasises repeatable testing and clear recommendations over technical jargon, translating performance findings into simple guidance like target frame caps or preferred APIs. This methodical, settings-level approach distinguishes his work from more general gaming coverage that stops at recommending or panning a port.
Steam Deck ecosystem and hardware coverage
Alongside game performance pieces, Kupetsky covers the broader Steam Deck ecosystem: software updates, platform features, and compatible hardware. He follows changes in SteamOS and Proton that affect compatibility, stability, and performance, highlighting what a new update means for existing libraries rather than treating it as abstract patch notes. When he writes about system features or tools, he frames them through concrete use cases on the device, such as improving battery life, smoothing frame pacing, or simplifying control setups.
His hardware and accessory coverage stays close to the realities of handheld use. When he looks at docks, storage, controllers, or other peripherals, he focuses on how they change day-to-day experience: docking to a monitor, carrying the device, expanding storage, or improving input comfort. He also pays attention to other handheld PCs and adjacent devices when they intersect with Steam Deck owners’ interests, but his perspective consistently returns to how these developments affect the way people play and manage their games on portable hardware.
Opinion and analysis on Steam input and usability
Kupetsky occasionally steps back from testing to write opinion pieces that draw on his time with Valve hardware, including the Steam Controller and the Steam Deck. In his writing on the Steam Controller, for example, he foregrounds a specific feature as its defining strength and explains why that design choice matters for how games feel to play. He connects these reflections on input design to the broader question of flexibility and accessibility on PC, showing how features like advanced remapping, touchpads, or gyro can open games up on handheld devices.
These opinion pieces are grounded in the same kind of hands-on experience that informs his testing work. Rather than treating hardware as an abstract product category, he analyses how individual design decisions change what players can do in practice, especially when they are away from a desk. Taken together, his commentary and testing create a coherent through-line: he is interested in anything that helps people get more out of PC games on compact, portable hardware, and he writes with enough specificity that readers can translate his views directly into their own setups.
4 more technology journalists.
Aaron Brown
Aaron Brown focuses on how major games and consumer tech platforms work in practice for ordinary users, using high-profile launches to show what fans can and cannot do with the hardware and services they already own. He covers technology for GB News with an emphasis on console ecosystems, digital storefronts and online fan culture around blockbuster releases. His current work centres on big franchise titles on PlayStation and Xbox and what they mean for players. He looks past hype to practical details like missing pre-order options and staggered announcements, explaining how storefronts act as a key communication channel. He writes in a straightforward, accessible style that breaks down timelines, terminology and platform quirks. He also brings a broader consumer-technology lens, treating consoles as part of a wider home tech setup of services, apps and hardware.
Aaron Trueman
Aaron Trueman is a technology journalist at Rockstar Intel who stands out for cutting through speculation and focusing on clear release timing. He covers the business and release-cycle side of Rockstar Games, with a particular focus on Grand Theft Auto 6 and the concrete information players can take from executive announcements. His reporting tracks release dates, internal targets, project timelines, and Take-Two CEO updates, and he explains how official guidance changes expectations for when GTA 6 will arrive. He treats company leadership’s own words as the backbone of his coverage, using formal statements and industry signals to show what is firm, what has shifted, and what still matters. His work sits at the intersection of gaming, corporate strategy, and launch windows, and he reports in practical, grounded terms.
Alessio Palumbo
Alessio Palumbo is a video games and gaming technology reporter for Wccftech who pairs insider sourcing with close technical reading to show what major releases and platform changes mean in practice for players. He focuses on blockbuster franchises, high-impact industry news and long-running tentpole games, tracking how official messaging, leaks and filings evolve between reveal and release. His coverage stresses what is confirmed, what is marketing spin and what remains rumour, often centering precise claims about launch windows, content scope, monetisation, regional availability and feature sets. He brings a strong technical lens to performance, graphics modes, patches and emerging hardware, turning news into practical buying and upgrade guides. He supplements this with structured developer Q&As and detailed reviews and previews that scrutinise systems, performance and technical stability alongside design and pacing.
Alex Co
Alex Co stands out for fast, player-facing coverage of live-service games, patch notes, and the infrastructure that keeps them running. He leads news coverage at MP1st and focuses on multiplayer and shooter franchises, especially live-service shooters and co-op action games. He covers seasons, balance passes, matchmaking changes, anti-cheat measures, weapon tuning, meta shifts, server outages, scheduled downtime, and connectivity problems. He also reports on platform strategy, including exclusivity windows, cross-play, subscription services, and PC ports of console exclusives. His stories use clear change logs and plain language to show what is new, what is broken, and what has been fixed, with separate reporting on leaks, early documentation, and other non-official information.