Harvey Randall
Harvey's history with games started when he first begged his parents for a World of Warcraft subscription aged 12, though he's since been cursed with Final Fantasy 14-brain and a huge crush on G'raha Tia. He made his start as a freelancer, writing for websites like Techradar, The Escapist, Dicebreaker, The Gamer, Into the Spine—and of course, PC Gamer. He'll sink his teeth into anything that looks interesting, though he has a soft spot for RPGs, soulslikes, roguelikes, deckbuilders, MMOs, and weird indie titles. He also plays a shelf load of TTRPGs in his offline time. Don't ask him what his favourite system is, he has too many.
Latest articles by Harvey Randall
Risk of Rain 2's creators, along with 'many other' devs from Hopoo, have been snapped up by Valve—which means the end of the studio's unannounced game
By Harvey Randall published
News Going the way of the Campo.
'I want to incorporate more changes, I don't want to take a conservative approach': Final Fantasy 14 game director Yoshi-P expresses a desire to shake things up in the future
By Harvey Randall published
News "We've been able to carry out various preparations, and now have a stable state of things in the game."
Stalker 2: Heart of Chornobyl is downright gorgeous, and feels like it's using modern tech to fully realise the atmosphere the first game strove for
By Harvey Randall published
RAD GAME Get your geiger counter, we're going a-stalking.
Rocksteady reportedly begins a round of layoffs after Suicide Squad: Kill the Justice League's shortcomings, slashes its QA team's numbers in half
By Harvey Randall published
News So drops the other foot.
WoW's auction house broke for nearly a week, thanks to a code change that made a database table go from roughly 40,000 rows to 'tens of millions'
By Harvey Randall published
News Item not found.
Slow down—World of Warcraft: The War Within's best stories lie in its side quests and optional conversations
By Harvey Randall published
HEAR IT OUT Patience is a virtue.
Mouse: P.I. for Hire devs share ambitions to make a game that's more than 'just a cool art project': A satirical metroidvania shooter with 'adult, deep, gripping storylines'
By Harvey Randall published
News "In a way, Mouse is the dark, twisted reflection of 1950s America."
Larian looked to popular homebrew D&D rules for Baldur's Gate 3: 'We were like—okay, we're not crazy, some people do it, so maybe we can try it as well'
By Harvey Randall published
News "We literally went through forums looking for homebrew rules."
After 10 years of reinventing The Elder Scrolls Online, its devs say they'd have only done one thing differently: 'Pick the game you want to make'
By Lincoln Carpenter published
News Studio director Matt Firor and creative director Rich Lambert say ESO's early struggles ultimately made for a better game.
'I sat with Todd Howard for about 3 months': The Elder Scrolls Online devs talk working with Bethesda to make sure they don't break the lore of future games
By Harvey Randall published
News Keeping the scrolls in good nick.
Deadlock's lanes are utterly fascinating when it comes to MOBA design, and it's because of its shooter elements—not in spite of them
By Harvey Randall published
FUN AND GUN Cover challenges.
Warhammer 40,000: Mechanicus 2's revamped Cognition system is incredibly clever, bridging the gap between wargame vets and tactics fans
By Harvey Randall published
News Work smarter, and harder.
Space marines are so big the Space Marine 2 dev team had to spend a considerable amount of time just getting their walking and running animations right
By Jody Macgregor published
News Each one is an absolute unit, it's true.
Phantom Blade Zero plays less like Sekiro, more like Wo Long: Fallen Dynasty—and I couldn't be happier
By Harvey Randall published
News Mixing it up.
Tavern Keeper is immediately charming, narrated by a prolific audiobook actor, and has a furniture system so freeform I already know I'm gonna lose hours to it
By Harvey Randall published
News Give me unrestricted scaling and you'll have my heart.
I'm glad WoW: The War Within players are having a ball with their hero talents, but I had to cobble together an ugly custom UI just to feel something on my Rogue
By Harvey Randall published
COIN COUNTING Heads or tails.
Final Fantasy 14 director Yoshi-P talks about the Scion's 'half-hearted' role in Dawntrail, says they'll likely use smaller, more selective groups of beloved NPCs in the future
By Harvey Randall published
News "It's important that we don't do things in a half-baked way."
'Of course we are tired': After working for 2 years in the shadow of Russia's invasion, Stalker 2 developers see finally finishing the game as a way to tell the world, 'We are here'
By Andy Chalk published
news Technical producer Evgeniy Kulik says support from fans is helping the team move forward.
Smite 2 is a full-on sequel because the original is just too old: 'There were lots of little janky bits about Smite 1 that we were unable to address'
By Wes Fenlon published
News Smite 2, out today in alpha, aims to 'build a stronger foundation for the next decade of Smite.'
WoW game director Ion Hazzikostas says they're already drafting up plans for The Last Titan's patches—that's 2 expansions after The War Within, in case you're keeping score
By Harvey Randall published
News Look to the future now, it's only just begun.
Final Fantasy 14's Yoshi-P says 'if the question is whether I was shocked' by the mixed reception to Dawntrail's story, 'the answer is no, not really'
By Harvey Randall published
News "I had already predicted that we would have some sort of mixed response this time."
World of Warcraft: The War Within is out—kicking off with banger zones, stupendous side quests, and early access gripes
By Harvey Randall published
News Earthen, a second wind, and flame wars.
Despite being one of the biggest Unreal Engine 5 games ever, Stalker 2's locations are almost entirely hand-crafted: 'It took a lot of time, took a lot of effort, but we're happy with the result'
By Andy Chalk published
GSC Game World said it tried using procedural generation for some elements of the game, but it just didn't fit.
World of Warcraft director Ion Hazzikostas says the Worldsoul Saga is letting Blizzard give its villains some much-needed character: 'Dragons are really cool, but it's hard to grasp the motivations of a being the size of a city'
By Lincoln Carpenter published
News "What if we give this some time to breathe and give us some time to let the story go where it ought to go?"
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