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Rory Norris

pcgamer.comCanada
Interested in
Live Service GamesLooter ShootersSteam PlatformRacing Games
About

Rory Norris is a guides-focused games journalist at PC Gamer who specialises in turning deep familiarity with complex, live-service titles into clear, practical coverage for players. His work leans on substantial hands-on time with individual games and systems, then distils that experience into features and guides that explain how those systems really behave over dozens or hundreds of hours. He returns repeatedly to games and platforms built around ongoing updates and progression, using his own grind-heavy playstyle to show readers how to navigate monetisation, builds, and quality-of-life issues.

Borderlands 4 builds and endgame design

Much of Norris’s recent coverage focuses on loot-driven shooters like Borderlands 4, where character builds and itemisation define the long-term experience. He writes pieces that predict the game’s most powerful future builds by drawing on nearly a thousand hours of experience with earlier Borderlands entries, treating that history as evidence for how new skills and gear will interact. In follow-up analysis, he examines the state of Borderlands 4’s endgame, questioning whether launch content will give players anything meaningful to do with the theorycrafted builds he has sketched out. The emphasis is consistently on how systems will feel after the honeymoon period, when optimisation and repetition start to matter more than novelty. This combination of buildcraft forecasting and endgame scrutiny sets his Borderlands coverage apart from more general previews, positioning him as someone who writes for players who plan to stay with a game for the long haul.

Marathon extraction maps and Cryo Archive strategy

Norris brings the same long-view approach to Bungie’s extraction shooter Marathon, treating its maps and modes as problems to be studied and solved.

In one feature, he describes the Outpost map as an “extraction map masterclass,” focusing on how its layout, sightlines, and risk–reward loops make it compelling over many runs rather than just in a single match. He pairs that macro analysis with highly practical guidance, including a detailed guide on how to extract from the Cryo Archive mode that breaks down objectives, timing, and route planning into clear steps.

That guide content is framed around the realities of high-stress matches, such as racing to secret extraction points before timers expire while managing threats across the map. Across his Marathon work, Norris’s hallmark is a blend of design commentary and tactical instruction, showing how readers can turn a developer’s intended map flow into reliable routes and habits.

Steam, Battlefield, and player-facing systems

Beyond individual games, Norris writes frequently about player-facing systems that sit around and between games, such as platform features, user interfaces, and monetisation.

In a piece on the Steam platform, he outlines nine major areas that need improvement in 2026, ranging from discoverability to quality-of-life tools, signalling a broad interest in how infrastructure shapes everyday PC gaming. His Battlefield 6 coverage dives into both beta impressions and interface design, including criticism of a “Netflix UI” style that has already been redesigned by players, with his focus on how menu structure and presentation affect usability rather than just aesthetics.

He also covers monetisation and live-service practices directly, including a story on Ubisoft adding a cash shop and weekly challenges to a remake of the 13-year-old Black Flag, and treats that decision as part of a wider trend of layering modern live-service elements onto older titles. Another article highlights an indie developer crediting Steam with fixing an unbootable game in time for a showcase deadline, showing his interest in the ways platform holders can either hinder or help small teams. Across these stories, Norris is distinguished by a systems-first perspective, looking at how platforms and economic structures impact the experience of playing, updating, and supporting PC games.

Racing, fighting, and exhaustive guides

While shooters and platforms are recurring subjects, Norris also spends considerable time with racing and action titles that benefit from detailed route or mechanics breakdowns. His coverage of a Burnout spiritual successor, Wreckreation, tracks the developer’s move to a new studio and work on a sequel, underlining an interest in the trajectory of arcade-style racing projects rather than only the biggest franchises.

On the fighting game side, he writes from a self-deprecating player perspective in an article about Marvel Tōkon, explaining what makes a game compelling even to someone who “sucks at fighting games,” and focusing on feel, accessibility, and the intangible “sauce” that keeps him engaged.

He also produces exhaustive guides, such as a full guide to Pragmata built after spending 18 hours with the game, where the length of his playthrough underpins a detailed walkthrough rather than a superficial overview. In racing coverage, including work on treasure hunts in Forza Horizon 6, he applies the same methodical approach to in-world challenges, helping players locate hidden objectives through clear, stepwise instructions. Taken together, these pieces show a writer who thrives in spaces where mechanical depth, routes, and repeated runs create room for careful explanation.

Norris’s author bio at PC Gamer describes him as a Guides Writer who has spent years grinding challenges across multiple games, experience he channels directly into his current role. It notes prior work as a freelancer and guides editor, indicating a long-standing focus on helping players understand and master complex systems. The same bio points out that he is also an avid video creator who breaks down the environmental design of his favourite games, adding a visual-analysis dimension to his written work.

Across guides, features, and platform stories, his coverage is defined by a commitment to deep playtime, system-level understanding, and writing that shows dedicated players how to turn that understanding into better experiences.

Also covering this beat

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Al Landes

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Andrew E. Freedman

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Andrew E. Freedman is a senior editor at Tom’s Hardware and stands out for covering how hardware design, platform policy and pricing shape PCs, consoles and handheld gaming. He oversees laptop and desktop coverage and closely follows news in technology and gaming. His beat includes PC hardware, laptops and desktops, console and handheld gaming ecosystems, and AI infrastructure and data center investment. He reports on platform transitions, new desktop designs, memory and component costs, budget laptops, Xbox and Nintendo strategy, Windows-based handhelds, and large AI buildouts. His work has appeared at Tom’s Guide, Laptop Mag, Kotaku, PCMag and Complex. He uses detailed specifications, pricing breakdowns and corporate context, with a hands-on approach to evaluating portable hardware and product changes.

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Andrew Webster

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Andrew Webster connects video games, movies, and television as one culture beat. He is a senior entertainment editor at The Verge, where he oversees coverage of games, film, and TV. He reviews games, movies, and shows, including nearly every Pokémon title, and covers consoles, new releases, streaming shows, genre movies, franchises, and the technology that shapes how people watch and play. His reporting links hands-on criticism with attention to visuals, stories, creators, studios, platforms, and digital business models. He has covered E3, TIFF, Sundance, and GDC, judged at The Game Awards and E3, and interviewed Shigeru Miyamoto, Phil Spencer, and Hironobu Sakaguchi. He joined The Verge in 2012. His work has also appeared in Ars Technica, Wired.com, Eurogamer, CNN, Gamasutra, the Toronto Standard, and VentureBeat. He also contributes video and podcast work.

Canada·Gaming
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