New Podcast: The Freelance Game

Following a couple months of planning and recording, I launched a podcast a few weeks with my freelance comrade Nathan Meunier. It’s called The Freelance Game, and it’s all about the freelance writing life, particularly for those covering the video game industry and related beats. We launched with three distinctive episodes (and have released another one since), and have seen a really strong response and great feedback from listeners.

Our collective podcasting experience is admittedly minimal. Nathan’s appeared on several podcasts while promoting his books, but hasn’t run any of his own in the past. Me, I created and co-hosted a short-lived one called Does it Hold Up? a few years back, and have appeared on Official Xbox Magazine’s podcast once via Skype. That’s about it. I’m a writer in part because it’s the best way I know to express my thoughts. I’m shy, and I’m not the best on-the-fly thinker. Working from home my entire post-college life has dulled my conversational skills. It’s not a great thing.

But work is something I know well and can speak somewhat intelligently about, and Nathan’s in the same boat there, so we’ve both been really happy with our initial work here. When I agreed to work on it, I stipulated that if our early attempts were awful, then we’d have to pull the plug and retool (or just abandon the idea). We lost our initial episode due to recording mishaps, but it’s probably for the best. Our redo was better, and the two episodes since have been really solid. I’m not only not ashamed to share it, but actually pretty proud of the results here. Big cheers to Nathan for being an editing wizard here, by the way.

So we launched with three episodes in part to maximize the initial impact, but also to hone our approach and show listeners the range of what we have in mind here. Our first episode is an introduction to our own careers, which is kind of awkward in premise (me me me me me, but is ultimately important—in large part because everyone’s entry into a writing career in this industry seems totally different. I’ve been at this professionally for eight years, but I first sowed seeds for pursuing this career when I was 13. Really. And Nathan’s been a pro writer for a decade, first as a newspaper reporter before going freelance and focusing on geekier subjects. So we had a fair bit to dig into, and it doesn’t seem too self-indulgent.

Episode two is all about pitching articles, and we break down seven core tips to finding and honing a great idea, polishing the hell out of it, finding places and people to pitch it to, and hopefully not screwing that part up. With episode three, we swap to our alternating format: the full-length interview. Our first one is with good friend and IGN editor Mitch Dyer, who drops a wonderful amount of knowledge on going from freelance to full-time, moving from Canada to the States, and pitching a major site like his. It’s an awesome interview, and if our future ones are anywhere on this level, we’ll have a great run.

In episode four, just released a few days back, we dig into building career momentum from early article successes. Which means episode five, of course, is another interview. And it’s going to be another fantastic, incredibly insightful guest. Really pumped. We’re recording that one this coming weekend, with a release a few days thereafter. Every other Thursday is the planned launch date.

Early feedback has been awesome, really. We’ve gotten a lot of nice tweets and retweets, and even some emails from folks who have enjoyed the information, banter, and interviews. My favorite came from a great writer I know (who I was on a panel with at PAX East a couple years back) that moved away from the States a little ways back. He said the podcast gave him a sense of community and talking shop that he’s sorely missed, and that really heartened me. That might not have been a stated intent of the podcast, but I’m so happy to hear that it’s served that purpose.

It’s tough for me to make time for anything that doesn’t contribute to the bottom line right now, with watching my kid five days a week and having to work a lot less as a result, but this has been a really positive experience thus far, and I hope you’ll give it a listen. Thanks!

The Freelance Game website

The Freelance Game on iTunes

The Freelance Game on Twitter

Book Edit: Interview Fu by Nathan Meunier

Three months have passed, so it’s probably time to update this thing, right? Since then, another big project I worked on came outInterview Fu: The Game Journo Guide to Conducting Killer Interviews by Nathan Meunier. As with his previous bookUp Up Down Down Left WRITE: The Freelance Guide to Video Game Journalism, I served as the book editor and helped get his very solid initial draft into fighting shape for publication.

It’s a smaller book than UUDDLW, and certainly a lot more focused on a singular element of the video game journalism field, though the advice extends to writers of all stripes. As the title suggests (twice!), it’s all about interviewing: finding relevant subjects, conducting the interviews, and turning that material into great articles. When Nathan sent me his draft, I thought it a very good top-to-bottom guide on the subject, but it seemed like he was missing a pretty significant opportunity, considering the subject matter: including actual interview content.


So I suggested that it’d be awesome if he had a chapter wherein he talked to noted video game journalists about their experience conducting interviews and going through the whole process. And then I added, well, you could do something similar with game developers and ask how they’ve dealt with interviews on the other side of the mic. Both were outside of the scope and timetable of the book as originally planned, so I didn’t know if he’d be open to them, but he heartily embraced both.

For me—and likely anyone else who’s already established in the industry—those two bonus chapters are the most interesting part of the book. On the journo side, you’ve got Dan Amrich (ex-OXM/GamePro), Kat Bailey (Freelance), Patrick Klepek (Giant Bomb), and Matt Leone (Polygon) talking about their experiences. They’re all awesome, and the chapter folds in a lot of their insight. And then on the dev side, you have Robin Hunicke (Flower), Greg Kasavin (Bastion), Randy Smith (Waking Mars), and Phil Tibitoski (Octodad: Dadliest Catch) talking about dealing with interviewers and suggesting what helps open them up for a great conversation.

It makes for a much better overall text, in my opinion. First it’s a how-to, and then it’s that advice in action. On one half, it’s Nathan’s experience, and the other it’s all these other great voices talking about theirs. It added a lot more work to the process, but I think it was well worth it.

Interview Fu launched in late January and is available in print ($8.99) and Kindle ($4.99) flavors from Amazon, so I hope you’ll check it out and pull some useful information out of it. I’m wrapping up work on a smaller eBook release edit for Nathan now and then will be doing another with him later this spring, it looks like. And we’re doing another very cool thing together that I’ll be blogging about very shortly…

Official Xbox Magazine: July-Holiday 2013 print contributions

I’ve been writing steadily for Official Xbox Magazine for about five and a half years now. That’s awesome! They’ve been really fantastic to me, and I’m happy to still be doing super steady work around those parts.

In the July 2013 issue, I wrote a half-page review of the Uprising DLC for Call of Duty: Black Ops II, a two-pager on Defiance, and a full-pager on Sanctum 2. For August 2013, I reviewed a trio of stinkers: Way of the Dogg, Hunter’s Trophy 2: America, and Fast & Furious: Showdown (R.I.P. Paul Walker). I also wrote a review blurb for 100 Yen: The Japanese Arcade Experience, which is a pretty cool indie documentary.


The September issue has my two-page preview of Mad Max, along with a review of the awful Fireburst. I also wrote a two-page Backtracking piece on Rockstar Games Presents Table Tennis, plus a half-page review of Big Jack is Dead, a novel by game designer Harvey Smith. In the October issue, you’ll find my reviews of NCAA Football 14, Doodle Jump for Kinect, and Dynasty Warriors 8. Oh, and there’s a review of Up Up Down Down Left WRITE, the book that I edited! (I didn’t write that review. Obviously.)


For the November issue, I reviewed Disney Infinity (yay), Narco Terror (boo), Phineas & Ferb: Quest for Cool Stuff (meh), and Lost Planet 3 (meh). I also reviewed YOU, a novel by game designer Austin Grossman, plus the horrendous Will Smith film, After Earth. The December issue, meanwhile, has my reviews of Madden NFL 25 (Xbox 360) and Freefall Racers, plus a two-page Backtracking piece on the NFL Fever series. I also wrote a full-page piece on Indie Game: The Movie Special Edition, which is wonderful.

And finally, in the Holiday 2013 issue, you’ll find my review of NBA 2K14 (again, Xbox 360) along with a half-page review of The Geek’s Guide to Dating, which isn’t quite as irritating as it might sound. I did a bunch of Xbox One launch game reviews, which should mostly be in the February 2014 issue, which will be rolling out fairly soon. Just a heads-up! 

@Gamer: July-December 2013 print contributions

For the July/August 2013 issue of @Gamer, I wrote my two-page Tablet Games column (lead game: Star Command), along with a two-page review of GRID 2 and my little reviewer blurb. Flipping over to September, I similarly wrote Tablet Games (lead game: XCOM: Enemy Unknown), along with a two-page review of Ryse: Son of Rome and a one-pager on Crimson Dragon. I also reviewed Killer is Dead and contributed a reviewer’s blurb for the Top Picks section. In the October issue, we have a rare beast in Tablet Games — Halo: Spartan Assault, a notable Surface game! I also wrote two-page previews for Forza Motorsport 5 and Killer Instinct.


November’s a big issue for me, as I wrote the copy for the 10-page Greatest Games of the Generation feature. I suggested a couple of picks, but my primary role was taking the gigantic list and forming a cohesive piece out of it. Tablet Games is mine, as usual (lead game: Call of Duty: Strike Team), plus I wrote a two-page preview of Plants vs. Zombies: Garden Warfare and reviewed Pac-Man and the Ghostly Adventures and wrote a reviewer’s blurb.


December ended up being another very sizable issue for me, as I wrote the copy and helped finalize the list for the 10-page 2013 Game of the Year Awards feature. That was a fun undertaking, and in a few cases I had to work with reviewers while they were finishing up appraisals of some games to get their verdicts. I also wrote Tablet Games for this issue (lead game: FIFA 14) and reviewed Wii Party U.


I’m bummed that the December issue will be the final print edition of @Gamer, which will continue on in a digital app format. Definitely glad that it’s continuing on, and I’ll be happily writing for them as long as they’ll have me, but as a hardcore print nerd, I can’t help but lament the fact that another magazine’s biting the dust. Last year, I was writing for five monthly print magazines nearly every month with occasional bits elsewhere; come next year, it’ll be down to two monthlies. I’ve said it somewhat jokingly, but I really mean it — I hope I’m still able to write for print magazines when my son’s old enough to know what they are!

Mac|Life: July-December 2013 print contributions

The July through December 2013 issues of Mac|Life rounded out my second full year of editing for the magazine. I’ll blog about this at some point soon, but I’ve since been extended out indefinitely with a part-time arrangement, so I’ve worked on three additional issues since and will be digging into another one very shortly. It’s awesome — it’s really a super ideal situation for me with watching my son every day. But more on that later.


In the July 2013 issue, I wrote the $50 iTunes Card page, where I picked a few choice media items that you could purchase within the price limit (including Fall Out Boy’s last album and the color editions of Scott Pilgrim). As usual, I edited the App|Life section and wrote my monthly app blurb, along with a full-page review of Cut the Rope: Time Travel. Later in the mag, I contributed a full-page review of Sonic & Sega All-Stars Racing for Mac and edited Mikel’s Hotline Miami review.

For August 2013, I co-wrote a feature called Social Media by the Numbers that compiled tips, tricks, and fun lists about social networks and apps. For my App|Life section, I reviewed Plants vs. Zombies 2 as the full-page opener, wrote my app blurb, and also reviewed Twitter #Music, Impossible Road, and Angry Birds Friends. I also edited the two Mac game reviews.


Rolling into September, I edited App|Life and reviewed Instagram 4, Where’s My Mickey? XL, and Kingdom Rush Frontiers, plus wrote the full-page app narrative about apps to use at the ballpark. I also edited the two Mac game reviews. For October, I wrote the three-page Start section opener about the promise of iOS 7 game controllers, for which I spoke with Alex Schwartz of Owlchemy Labs, Rami Ismail of Vlambeer, and Kevin Geisler of Young Horses. I edited App|Life and wrote the Limbo review, plus edited the two Mac game reviews in the issue.

In the November issue, I wrote a news/opinion piece on Jobs, the terrible Ashton Kutcher movie about Steve Jobs, plus the $50 iTunes Card page, which features the final season of Breaking BadYeezus, and The Revolution Was Televised by Alan Sepinwall. I also helped write the Join the Podcast Revolution feature in the issue, for which I got tips from Jesse Thorn and Justin McElroy and also broke down the available iOS apps. I edited App|Life, as usual, and wrote the opening full-page review of Disney Animated, along with Asphalt 8: Airborne. I also wrote the full-page narrative about apps I use to help keep me on track as a work-at-home dad. I also edited the Mac game reviews here.

And finally, for the December issue, I reviewed both the iPhone 5s and iPhone 5c handsets, along with the official case for each. I edited App|Life and reviewed Angry Birds Star Wars II, Madden NFL 25, Call of Duty: Strike Team, and Infinity Blade III, plus edited the two Mac game reviews.


Clutter Issue #18 print contribution

imageSo here’s one of my favorite pieces that I did last year. Rotofugi here in Chicago is really the central force in the Midwest’s designer toy scene, acting not only as a huge store for such things but also a gallery for artwork and a co-manufacturer for many great toys with Squibbles Ink. As such, I decided to write a large print retrospective about Rotofugi’s history, from Kirby and Whitney Kerr’s origins as fans in the scene to store owners, gallery operators, and eventually toy makers, and bring it all together with perspective from the people who have been there along the way with them in some shape or form.

Forming the backbone of the piece was a lengthy interview with Kirby and Whitney held in the shipping area/back room of the Chicago store last December, which I augmented with interviews with artists Frank Kozik and Shawn Smith, Squibbles Ink owner Joe Somers, and former employee (and current freelance writer) Jenn Frank. I wrote the piece back in January, but the issue didn’t come out until October.  I really love the piece and I also took all of the current-day store photos for the layout.


With a piece like this, which I poured a lot of time and energy into, it’s a little disappointing that Clutter is such a niche publication (which I certainly knew going in) and that a lot of the people that know my work from video games and gadgets and such won’t have a chance to read it — especially since Clutter is only available in print. The magazine recently adopted a free model and will apparently be expanding into a digital edition soon, which is exciting, though I haven’t done any work for them since April or so. When my son was born, I had to take a hard look at my workload and that was sadly something that had to go for the time being. Still, I’ve appreciated the opportunities they’ve given me to write about toys and art, and we’ll see what happens down the line. I definitely consider this to be one of my best pieces, so if there’s an easier way to share the work down the line, I will do so.

Geek Magazine: 2013 print contributions

My writing appeared in two issues of the bimonthly Geek Magazine in 2013; I wrote for a couple issues last year and sort of fell out of touch for a while after my son was born, but have picked up again a little bit recently.

For the February 2013 issue, I wrote a three page preview piece on Defiance, the MMO game and SyFy TV series crossover that launched earlier this year. It was based on a visit to the show’s set and hands-on time with the game during a trip to Toronto last year, which was taken on behalf of PlayStation: The Official Magazine. Unfortunately, the PTOM issue my larger feature was slated for ended up being scrapped when the magazine shut down late last year, so they thankfully paid me a kill fee and told me to try and pitch the coverage elsewhere. Glad I was able to do something for Geek with it, albeit in a more compact fashion.


And then for the November 2013 issue, I wrote the one-page piece on Ouya and similar micro-consoles that’s part of the big “Console Death Match” Xbox One/PlayStation 4 feature I have a byline on. That was an uncommon situation, actually — the editor came to me saying that he’d been working on the piece with another freelancer whose laptop was stolen, and so he had a rough, incomplete draft of an article and a fast-approaching deadline. So I put a couple hours of clean-up and rewriting work into it and he finished it off, with the result being this feature. The whole idea of the “console wars” is nonsense to me, so this was really more of a favor for an editor than something I feel like I put my own stamp on in any real way. But the Ouya piece appended to the tail end of the feature is all mine.

Mac|Life 2013 print special contributions

Mac|Life, where I’m an editor, released two special print issues in 2013, which primarily compiled existing content under specific themes. I didn’t have a hand in constructing the issues, but a lot of my writing and editing work appeared in both.

The iPhone & iPad Essential App Guide released for Summer 2013 in particular has my fingerprints all over it. I wrote large parts of the Upgrade Your Apps and An App a Day features early in the book, and then wrote eight app reviews and edited 21 others, and also wrote 13 game reviews while editing the 11 others. I also reviewed the Philips Hue accessory in the back of the book. So yeah, this is a good quick-glance look at the kind of work I do for Mac|Life on a regular basis.

And then the Apple @ Work special for Fall 2013 features the Productivity on a Budget feature, for which I wrote a couple of brief Mac software reviews, plus my Mailbox review is flanked by seven other iOS app reviews that I assigned and edited.

Special issues are available via the Mac|Life iOS app on Newsstand, by the way.

PC Gamer’s The Ultimate Guide to Minecraft contributions

I wrote three how-to features for The Ultimate Guide to Minecraft print special, which is billed as The PC Gamer Minecraft Game Companion for Fall/Winter 2013. I was actually assigned this project by an editor of mine from TechRadar (also under the Future US umbrella), which was described to me initially as a special exclusive release for Walmart — but I think they just got first dibs on the release, and it ended up being a PC Gamer-branded special.

I had to do a lot of learning for this project, actually. I’d reviewed Minecraft on Xbox 360 for Official Xbox Magazine and played a tiny bit on Mac and iOS, but didn’t have the depth of knowledge of the much more expansive PC/Mac versions. So I really had to dig in and school myself on the game and its intricacies to write the guides here, which cover surviving your first night, staying alive in Hardcore mode, and installing mods without breaking your game.

E3 Show Daily 2013 print contributions

For the third year running, I was part of the E3 Show Daily team, and it proved another great experience. As with previous years, they put me on multiple large cover stories, along with several smaller ones located throughout the three daily issues released for the Electronic Entertainment Expo in Los Angeles in June.

I wrote the Microsoft cover story for Day 1, the Nintendo one for Day 2, and the Konami cover piece for Day 3, giving me three of the seven total cover articles for this year, and then you’ll find a handful of other articles spread within — there’s also a teeny tiny group photo of the team on the final page of the last issue. The Show Daily doesn’t utilize bylines, but we’re not aiming for distinctive, individual writing here either.

That’s part of why I really enjoy doing the Show Daily — yes, it’s more of a dry, technical style of industry reporting, but it’s such a shift away from my usual approach and I appreciate the opportunity to tackle E3 in a different manner. And yes, they also take care of my travel expenses, which is always a perk as a freelancer. They’ve been extremely positive about my contributions each year, so I’m hopeful I’ll be able to do it again in 2014.

@Gamer: January-July 2013 print contributions

I feel especially bad about waiting to blog about magazine stuff because of the January/February 2013 issue of @Gamer magazine, for which I wrote the cover story about Injustice: Gods Among Us. It’s a slickly-designed eight-pager, with a very cool cover to boot, and I wish I made the time to promote it a little more back when it was new and fresh. Still, I’m really proud of it, and it was cool to visit NetherRealm here in Chicago around this time last year and put together that piece.


Elsewhere in that issue, I wrote my two-page Tablet Games column, plus a one-page preview of The Wonderful 101. And then quick-hit reviews of the Wii U versions of Call of Duty: Black Ops II, Transformers Prime, and Madden NFL 13, with a small blurb alongside my @Gamer avatar to kick off the section. They even pulled a tweet from me to put in the letters section, plus I have a multiplayer update blurb for my previous Far Cry 3 review on the same page. Basically, this is one of the biggest issues of anything I’ve ever had a hand in.

Over in the March and April issues, I only wrote the two-page Tablet Games column in each. Inevitable letdown following that barrage in Jan/Feb! Oh well. Flipping to the May issue, I wrote Tablet Games, as usual, but I have a couple of big reviews in this one, starting with a four-page appraisal of Injustice: Gods Among Us, followed by a two-pager on Army of Two: The Devil’s Cartel. There’s also a blurb to start the reviews section alongside my @Gamer avatar, and they pulled a tweet from me for the letters page, as well.

And in the June issue, I wrote Tablet Games, plus a four-page review of Remember Me, and a half-pager on Far Cry 3: Blood Dragon, with a blurb alongside my avatar on the section opener.

Official Xbox Magazine: January-June 2013 print contributions

I’ve now been writing for Official Xbox Magazine steadily for five and a half years, and they kept me especially busy in 2013, with my work appearing in every print issue. Here’s what I had in the first half of the year.


The January 2013 issue features my four-page review of Call of Duty: Black Ops II on pages 70-73, along with a one-pager on Sonic & All-Stars Racing Transformed and a half-page review of Marvel Avengers: Battle for Earth. Flipping over to the February issue, I have two-thirds page review of Guardians of Middle-earth, plus a like-sized review of The Hip-Hop Dance Experience. And then on page 95, I wrote reviews of the Resident Evil: Apocalypse movie novelization (which was terrible) and Hitman: Damnation, a novel tie-in that’s actually pretty decent.


In the March issue, I wrote a one-page preview of Defiance that’s found on page 24, and then in the reviews section, I have appraisals of Power Rangers Super Samurai, Karaoke (XBLA), Red Bull Crushed Ice Kinect, and Hitman HD Trilogy. Later in the issue, I also have a four-page feature called All About Xbox SmartGlass, wherein I cover the functionality and compatible games with the original phone and tablet tie-in app. Flipping to the April issue, I reviewed the Revolution DLC for Call of Duty: Black Ops II, as well as the terrible Heavy Fire: Shattered Spear. And then later in the issue, I have a two-page Backtracking piece on Lost Planet: Extreme Condition for Xbox 360.


For the May issue, I reviewed the Terminal Velocity DLC for Need for Speed: Most Wanted, as well as Terraria and Special Forces: Team X. Later in the issue, I also wrote a team-page Backtracking article on Tomb Raider: Legend. And finally, in the June issue, I have full-page reviews of Tiger Woods PGA Tour 14 and MLB 2K13, respectively, along with reviews of the HORI FPS Assault Pad EX and Razer Sabertooth controllers for Xbox 360.

Mac|Life: January-June 2013 print contributions

As the apps and games editor of Mac|Life, I oversee, assign, and edit the several-page App|Life section (iOS apps and games) each month, along with a pair of Mac game reviews. I also tend to write a fair bit across the entire magazine, so between all of that, here’s a look at my contributions over the first six issues of the 2013 print year.


In the January 2013 issue, I wrote for the $50 iTunes Card piece in the Start section, which is a breezy way to recommend some media available via iTunes and the App Store. In the App|Life section, I wrote the full-page intro review of Rockmelt, along with my Editors’ Picks blurb and a half-page review of NFL Pro 2013. And then later in the book, I reviewed the HeroClix TabApp pairing of plastic figurines with an iOS game. Basically, I reviewed a couple of pretty terrible games here.

For February, I helped spearhead and write a large chunk of the Upgrade Your Apps cover feature, which spotlights third-party apps that are better than their built-in equivalents, plus I wrote the entirety of the two-page gaming sidebar in there. In App|Life, I did the intro review again this month — Angry Birds Star Wars — plus the reviews of Circa News, Xbox SmartGlass, Letterpress, and Panna, as well as my Editors’ Picks blurb. Heavier month for me!


In the March issue, I wrote the Skylanders Battlegrounds, Twitterrific 5, and Modern Combat 4: Zero Hour reviews for App|Life, along with my blurb. And then in the back half of the book, I wrote the review of the Duo Gamer controller for iOS, plus a Mac game review of Awesomenauts.

April includes my reviews of Hundreds, Vine, Upgrade Soul, Temple Run 2, and Pudding Monsters in App|Life — these were all written before my son was born, which explains why I’d be able to review several apps and games in a monthly span. I also reviewed the Philips Hue LED lightbulb kit, as well as Kentucky Route Zero: Episode I for Mac.

For the May issue, I wrote a two-page news feature for the Start section about the incredible success of AppGratis, a service that made an app a day free and generated hundreds of thousands of downloads for their makers. However, right before the issue hit, AppGratis was pulled for violating Apple’s App Store regulations, and it’s never reappeared. Crazy. I also helped write the cover story about health and fitness apps, called An App a Day. Flipping back to App|Life, I wrote the reviews of Mailbox, Real Racing 3, and Star Wars Pinball, and then also a Mac game review of Proteus later in the book.

June’s cover story is 20 Killer Mac Apps Under $20, and I helped write that one as well, contributing a few of the blurbs in the piece. In App|Life, I wrote the reviews of Marvel Unlimited, Ridiculous Fishing, Super Stickman Golf 2, and Nimble Quest. And then I reviewed the very alluring, but very unnecessary Little Printer device in the general reviews section.

Otaku USA: 2013 print contributions

My work appeared in three issues of the bimonthly Otaku USA magazine during their 2013 print year. I had a full-page review of Zone of the Enders: HD Collection in the April issue, a full-pager on Metal Gear Rising: Revengeance in the June issue, and then lastly a one-page review of Donkey Kong Country Returns 3D in the October issue.

I haven’t written anything for them in about six months now, due in part to needing to lessen my regular workload, but I’ve been chatting with my editor there about getting in on the next issue, so I imagine you’ll see my stuff in there again soon enough.

MacFormat: 2013 print contributions

MacFormat is essentially the UK equivalent of Mac|Life, where I edit the apps and games coverage, run through the same company, and I had a few pieces show up in issues earlier this year. But it wasn’t Mac|Life work repurposed for this UK mag; instead, it was iOS game reviews that I’d first written for Tap!, a now-shuttered digital iOS-centric magazine also on the Future UK side.

In the January 2013 print issue, you’ll find a quarter-page review of Crazy Taxi from me, while the March 2013 issue features my half-page review of Modern Combat 4: Zero Hour, along with a quarter-page appraisal of Sky Gamblers: Storm Raiders. With Tap! shuttered, I’m not sure that I’ll have work again in MacFormat soon, but they occasionally pull coverage from Mac|Life (as we do with them), so anything’s possible.

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