Science

The Eurogamer plan a month on – a reflection on how it’s gone and what’s next

By Tom Orry

Copyright eurogamer

The Eurogamer plan a month on - a reflection on how it's gone and what's next

A little over one month ago I outlined the future of Eurogamer. The key, central point to this was original work published on the site from the entire team. I don’t want this update to be me just listing out loads of articles, but I’m going to do that a bit as I’m proud of the articles we’ve published and I really do want to highlight just how much original, entertaining work the team has produced.

This article would go on forever if I detailed exactly why I’m a fan of each of these stories, but every one (with more I’m sure I missed) highlights exactly what we are trying to achieve with Eurogamer: to deliver video games coverage that is above and beyond, be it through inquisitive reporting or writing with flair and elegance that makes you sit up and take notice.

OK, so it is a big list, but that’s the point really. We’ve done a lot of great stuff.

Until Dawn at 10: how Supermassive overcame Sony scepticism and used the science of fear to make a modern horror classic
The story of Phasmophobia: How The Witcher 3 inadvertently saved the ghost-hunting game that sold 25 million copies
The Saudi Arabian takeover of fighting games’ biggest tournament means players – and the wider community – have a choice to make: between its culture and a payout
Is Nintendo’s potentially industry-changing new monster battling patent enforceable? We asked some lawyers
“Bury this game and experience forever? That should be a crime” How a group of modders revived Ubisoft’s cult driving game, The Crew
No Man’s Sky boss “so happy” as sim celebrates highest Steam player count since launch and fans go wild with new ship customisation
Death Stranding 2 is the World’s Fair we deserve
As government money tightens its grip on fighting games, the push back to grassroots events gains momentum
Queer developers speak out as adult games remain in limbo following payment processor showdown at Steam and itch.io
As AOL bins dial-up for good, it’s impossible to fully state the impact it had on gaming and the internet – but we’ve tried
Short, smart, potentially a gamble: with Mafia: The Old Country, Take-Two grapples with the past and future of video games
Tony Hawk reflects on 90s culture, celebrity and Tony Hawk’s Pro Skater, the game that changed his life
Video games and “cathedrals of fire”: the eye-widening wonder of Sword of the Sea
“I don’t think RTS is back; I don’t think it’s ever really gone away”: Dawn of War 4 devs on taking over from Relic and reviving a legend of the genre
Resident Evil 9: Requiem’s director explains how in one crucial way, it is the “most extreme” title in the series yet
“It’s about incredibly talented people not doing incredibly boring stuff” – Blizzard devs say it’s possible to use AI tools while still feeling “handcrafted”
Why Snake Eater is a perfect example of the tension between the real and the unreal that’s at the core of every Metal Gear Solid game
A love letter to that one time James Bond battled the villain in a crappy arcade game instead of at cards
The big Football Manager interview: series boss Miles Jacobson on what went wrong with FM25, and what to expect from FM26
AI was a common theme at Gamescom 2025, and while some indie teams say it’s invaluable, it remains an ethical nightmare
Becoming Karlach: Two years after release, Samantha Béart reflects on Baldur’s Gate 3, stoicism, and… Gordon Ramsay?
I never expected Love is Blind to make me feel good about video games in 2025, but here we are
Is Hollow Knight Silksong’s ‘cheap’ price a problem for other indie games? Devs and publishers weigh up its impact
The games industry has a Soulslike problem, but probably not the one you think
As Silksong drags them into the spotlight again, have boss runbacks had their day?
Remember episodic gaming? Former Telltale devs are bringing it back for the release of Dispatch, and there’s a chance it might work this time
Stellar Blade’s runaway success on PC proves South Korea is positioning itself to become a major force in global gaming, and experts agree
Help or hindrance? We asked the experts what the “bafflingly large, confusing” UK Online Safety Act could mean for video games

Tiny Bookshop is making me want to run away to the seaside, and judging by its popularity on Steam and Switch 2, everybody else is coming too
Heretic + Hexen isn’t Nightdive’s most essential remaster but it is perhaps its most fascinating, and makes for a cracking portal into retro FPS history
Warhammer 40K: Dawn of War – Definitive Edition removes all possible barriers to playing one of the greatest strategy games of all time
15 years ago, Kane & Lynch 2 took the crown as the most relentlessly miserable game of all time. It still is – and is still brilliant
With Shinobi: Art of Vengeance, Lizardcube gives that pixel-perfect 16-bit Streets of Rage 4 treatment to another Sega classic
What’s so special about the original Hollow Knight? The intoxicating power of Team Cherry’s invisible, insistent guiding hand
Quirky horror with a timely story hidden beneath? Indie gem No, I’m not a Human might be one of my favourite games this year
Rusty Lake is back with another deliciously macabre adventure, and if you’ve slept on the overlooked series you’re missing out
Hollow Knight: Silksong review – beautiful, thrilling and cruel
Lego Voyagers review – sticking together even when miles apart
Hell is Us review – nightmarish adventure treads a fine line between cryptic and tedious
Sword of the Sea review – heaven really is a half-pipe

I think this month (and a bit beyond) has largely been a great success, but as with all plans some aspects work better than others. We’ve looked at every piece of feedback and user behaviour, and decided that we need to change our focus slightly and make some tweaks for a better reader experience.

The daily live report is one area we are rethinking. We’ve been unhappy with the occasional sporadic updates and lack of liveliness in the daily live reports, and the inability for you to comment in a way that makes sense on multiple topics. Rather than a Monday to Friday, 9am-5pm live blog, we’ll be experimenting with live reports that have a tighter focus. The shape of these longer term is TBD, but we’re keen to see what works and build mini moments of interest and discussion around industry news and events. We think these will be more active and engaging, and also keep chat focused, but we’ll be looking to your feedback to help us identify what has value and what doesn’t.

We’ve seen that many of you have found our changes to where we highlight news stories to be confusing. We’re moving all news stories (long and short) to the homepage, so everything published can be found there – stories aren’t going to be posted inside a live blog or report unless it’s contextually relevant to what we’re covering.

On the subject of news stories, we are working to find a way for signed in users to choose if they want to enable infinite scroll. I know this has been a sore point for many of you, and I hope this will let you browse the site how you wish once a solution has been found.

From my point of view, I’m keen to encourage change as a route to success. We remain 100 percent committed to our pledge to deliver more of the Eurogamer you want, which I believe to be unique, original work that is a mixture of brilliant reporting and quality writing on the games and topics that matter most to you.