Tait Graham
Tait Graham focuses on how games expand through collaborations, adaptations, and events, covering announcement-driven stories and features for CGMagazine. His work centres on new releases, crossover projects, and industry partnerships across video games, tabletop titles, and gaming hardware. He writes with a clear interest in video games and technology and now channels that long-standing enthusiasm into reporting on the games industry.
Announcements, Crossovers, and Emerging Titles
Graham’s core output is fast-turn news on upcoming games and crossover projects, where he tracks how studios introduce new titles and extend existing franchises. He has covered new game announcements such as Murals from Dlala Studios, an upcoming title built around twisted fairy-tale combat, and Ascenders: Beyond The Peak, an eldritch rogue-like climbing game. His reporting includes franchise collaborations like the long-overdue partnership between Resident Evil’s Survival Unit and Monster Hunter, highlighting how major series intersect and share audiences. He also writes about Dungeons & Dragons projects, including Wizards of the Coast’s official Dungeon Masters series and a game where players run their own tavern, reflecting a sustained interest in fantasy properties and their offshoots.
Across these pieces, he keeps the focus on what is being announced, which universes are involved, and how the project fits into the broader landscape of genre and franchise storytelling.
Hardware, Trade Shows, and Industry Partnerships
Beyond game software, Graham regularly covers hardware and broader industry activity, particularly where technology and gaming culture intersect. His article on IFA 2026 and EDIFIER looks at how the audio brand demonstrates its commitment to innovation at a major consumer electronics trade show, bringing a hardware and event perspective into his gaming beat.
He has reported on corporate and event partnerships such as the collaboration between the Canadian Game Awards and the XP Gaming Summit, which underlines his attention to how organisations in the games sector align and co-host initiatives.
His coverage of Capcom’s crackdown on NSFW Resident Evil mods around Requiem reflects an interest in the regulatory and community-management side of gaming, where legal and content controls shape how fans interact with titles. In a different vein, his EVE Online story about the game “wanting your blood” for a real-world lore document shows his eye for unusual campaigns that connect in-game narratives to real-world actions. Taken together with his work on themed gaming hardware such as the collaboration between SteelSeries and South Park, he often writes at the point where products, brands, and events meet the gaming audience.
Tabletop and Board Game Adaptations
Graham dedicates a notable slice of his coverage to tabletop and board game projects that translate popular digital or screen-based stories into physical formats.
His work on Cyberpunk: Edgerunners describes a board game that lets fans reexperience the show, showing his interest in adaptations that carry a narrative across mediums. The Dungeons & Dragons pieces he writes span both a new official Dungeon Masters series and an upcoming game about running a tavern, giving consistent attention to the way fantasy role-playing worlds continue to evolve through new products and experiences. These stories emphasise how existing fan bases are served with fresh formats, and how tabletop projects complement mainstream video game and streaming properties.
Events, Roundups, and Hands-On Coverage
Alongside straight news, Graham contributes to event-driven coverage and hands-on roundups that catalogue multiple games at once. He is credited on CGMagazine’s Gamescom 2026 feature highlighting 18 additional games the team played, situating him in large-scale event reporting where many titles are introduced in a single package.
That kind of roundup sits alongside his individual announcement pieces, giving him experience both with focused single-game coverage and broader surveys of what is emerging from major shows. Across this mix, his work presents a consistent view of the gaming ecosystem: new games and collaborations, physical and digital adaptations, hardware and trade show activity, and the partnerships and campaigns that bind them together.
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