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Game Informer
The July 2011 issue's cover
EditorMatt Miller
Former editors
  • Elizabeth Olson
  • Andy McNamara
  • Andrew Reiner
CategoriesVideo game
FrequencyEvery 5 weeks (10 per year)
Publisher
Total circulation
First issueAugust 1991; 34 years ago (1991-08)
CountryUnited States
Based inMinneapolis
LanguageEnglish
Websitewww.gameinformer.com Edit this at Wikidata
ISSN1067-6392
OCLC870151871

Game Informer (GI)[a] is an American monthly video game magazine featuring articles, news, strategy, and reviews of video games and game consoles. It debuted in August 1991, when the video game retailer FuncoLand started publishing an in-house newsletter.[3][4] It was acquired by the retailer GameStop, which bought FuncoLand in 2000. Due to this, a large amount of promotion was done in-store, which contributed to the success of the magazine. As of June 2017, it was the fifth-most popular magazine by copies circulated.

In August 2024, GameStop discontinued Game Informer after 33 years of publication and 368 issues.[5][1][6] The associated website was also shut down with its digital archive removed.[7][8] In March 2025, Game Informer announced that it had been acquired by Gunzilla Games and established as its own business. The relaunch included a revival of the magazine's website, the restoration of the digital archive, and brought back all of Game Informer's laid off staff. Game Informer also restarted the publication of the print magazine in June 2025.

History

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Origins and GameStop (1991–2024)

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Magazine

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Game Informer debuted in August 1991.[9][1][10] David R. Pomijie, owner of FuncoLand, decided to launch a magazine as a better way to spend "advertising dollars".[11] The first editor-in-chief (EIC) was Elizabeth Olson with Andy McNamara as her editorial assistant.[11] In 1993, Olson and McNamara jointly became coeditors-in-chief;[11] with the release of issue sixteen, McNamara became the sole EIC.[11][10] Game Informer was published every two months until November 1994, when the magazine began to be released monthly.[9][10]

Game Informer covers, c. 2005

In 2000, Barnes & Noble acquired and merged several companies which led to the formation of GameStop Corp.; that year, both FuncoLand and Game Informer were purchased by GameStop.[11] In 2001, Cathy Preston became the magazine's publisher; Preston had been working as part of the production team since 2000.[11][12] It was under her that the publication became an integral part of GameStop's customer loyalty program, Power Up Rewards.[11][13] In 2019, McNamara was still the magazine's EIC.[11] In 2020, Preston retired from Game Informer after 20 years.[14] Mary Lugones took over the role as publisher for Game Informer.[citation needed]

In 2010, Game Informer became the 5th largest magazine in the US with 5 million copies sold, ahead of popular publications like Time, Sports Illustrated, and Playboy.[15] By 2011, Game Informer had become the 3rd largest magazine in the US, topping 8 million copies circulated.[16] However, in 2014 it had fallen to 4th place with 6.9 million copies sold.[17] Figures in 2017 placed the magazine at 4th place with over 7 million copies sold.[18] The financial success of Game Informer has been attributed to its good relationship with publishers, ties to GameStop, and the lack of gaming-magazine competition.[15]

In August 2019, after months of declining financials for GameStop, about half of the current Game Informer staff were let go, part of the larger cut of more than 120 jobs by GameStop as part of the store's effort to improve their financial performance. These included some staff members that had been working at Game Informer for over 10 years, some were out on vacation during the time of the layoff. As a result of the layoff, other Game Informer staff also left of their own will, including video editor Ben Hanson. Ben Hanson eventually started his own podcast called MinnMax, in the process recruiting some of the Game Informer staff that was laid off.[19] In March 2020, there was again another set of layoffs at Game Informer, this time not affecting editors but instead people who worked in other departments of Game Informer.[20][14]

In late June 2020, longtime EIC McNamara announced he was leaving Game Informer, to be the Global Director of Integrated Comms for Shooters & Star Wars at Electronic Arts, and that former senior editor Andrew Reiner would be taking his place as EIC. McNamara, who had at the time stopped reviewing games for Game Informer, instead focused solely on writing stories and behind the scenes work, came back to give his final review, The Last of Us Part II. After leaving Game Informer, he eventually said that the layoffs had a big impact on his decision to move on.[10]

On November 4, 2021, the official website announced that every issue from then on would have a small print run variant known as Game Informer Gold. This version uses high quality paper and an alternate cover and is limited to 50 copies. The first copy was given away on November 6 for their Extra Life charity livestream.[21]

In July 2022, three more Game Informer staff were laid off: John Carson, Wesley LeBlanc, and Creative Director Jeff Akervik, who had worked at the publication for over 14 years.[22] Later that month, LeBlanc was rehired after the departure of Jill Grodt.[23][24] Andrew Reiner left Game Informer in September 2022 to become a game developer, thus leaving Game Informer with no original staff. Matt Miller, who has worked at Game Informer since 2004, was promoted to EIC. In Fall 2022, Kyle Hilliard (who was previously laid off) returned.[25]

Game Informer launched a new print magazine subscription, standalone from GameStop's Power Up Rewards, in March 2024. The program, which launched at a special annual price of $19.91 (commemorating the company's founding year), offers 10 print issues per year and digital magazine access.[26]

On August 2, 2024, GameStop leadership abruptly shuttered the publication and laid off its staff. The publication's website was replaced with a static "farewell" page, making old articles unreadable. The July 2024 issue was its 368th and final issue.[1][6][7] Current and former staff bemoaned the sudden closure.[27] Morgan Park of PC Gamer reported that GameStop announced the shutdown publicly on the Game Informer X account, however, the "Game Informer staff suggested they had nothing to do with the brief, cringey statement that reads like ChatGPT output".[7] Park highlighted that the Game Informer X account went briefly active on August 5, 2024 when "a former Game Informer staffer seemingly took the reins one last time to share a proper farewell" which included images of the Game Informer masthead; after this farewell was posted, the Game Informer X account was wiped and "no longer exists, just like the website. It seems GameStop didn't appreciate Game Informer wanting to go out on its own terms".[7] Aftermath then published a roundup from former Game Informer staff to eulogize the magazine in their own words.[28]

Website

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Game Informer Online was originally launched in August 1996 and featured daily news updates as well as articles. Justin Leeper and Matthew Kato were hired on in November 1999 as full-time web editors. As part of the GameStop purchase of the magazine, this original GameInformer.com site was closed around January 2001.[29]

GI Online was revived, at the same domain name, in September 2003, with a full redesign and many additional features, such as a review database, frequent news updates, and exclusive "Unlimited" content for subscribers. It was managed by Billy Berghammer, creator of PlanetGameCube.com (now known as NintendoWorldReport.com).[30] In 2010, Berghammer was the editor-in-chief at EGM Media Group.[31]

In March 2009, the online staff began creating the code for what would be the latest redesign to date. The redesign was to release hand-in-hand with the magazine's own redesign. On October 1, 2009, the newly redesigned website was live, with a welcome message from Editor-In-Chief Andy McNamara. Many new features were introduced, including a rebuilt media player, a feed highlighting the site activity of the website's users, and the ability to create user reviews.[32] At the same time, the magazine's podcast, The Game Informer Show, was launched.[33]

When the magazine folded in 2024, the website's content was deleted and replaced with a splash page announcing the closure for any links to the website.[6][7][8] Aftermath reported that there are independent archival projects "in the works".[28]

Australian edition

[edit]

In November 2009, Game Informer was launched in Australia by former Australian GamePro, Gameplayer and Official PlayStation Magazine editor Chris Stead and publisher Citrus Media.[34] By June 2010, Game Informer Australia had become the first local games publication to pass 10,000 subscribers. By August 18, 2010, it had become Australia's biggest-selling video games publication.[35]

Game Informer Australia was closed down on April 18, 2019, as a result of cost-cutting measures from its publishing company EB Games Australia.[36] GI Australia editor David Milner noted on Twitter that despite the fact that "readership was up 19% over the last year", that "Recent ad sales, however, did not really reflect this"; he also noted the failed attempt at EB Games Australia's corporate parent GameStop to find a buyer after months on the market, causing their shares to drop.[37]

Relaunch (2025–present)

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On March 19, 2025, Game Informer shared a short video on its social media channels "featuring the publication's farewell message"; this video included code, resembling an arcade game, at the bottom of the screen with the word "Continue" and ended with the date March 25 flashed, "suggesting a launch or announcement".[38] Former Game Informer staff also shared this video,[39] with former director Brian Shea stating he could not "comment at this time but encouraged checking out the social media posts of his former colleagues".[38] Then on March 25, 2025, Game Informer announced that Gunzilla Games, developers of Off the Grid, had purchased Game Informer and hired back the staff that had been laid off at its initial shutdown. They relaunched the website and digital archive with new articles and reviews for games that released during their initial shutdown.[40][41] In June 2025, they also restarted the publication of the print magazine.[42]

Features and reviews

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Game Informer reviewed games since the early 16-bit era. The magazine has reviewed games on PCs, consoles (including PlayStation 5, PlayStation 4, PlayStation VR, Xbox Series X, Xbox One and Nintendo Switch) and mobile devices running Android and iOS.[43] Game Informer used to give separate reviews of the same game for each console for which that game was released; starting in the mid-2000s, GI has published just one consolidated review for the game, while provides notes on the pros and cons of each version. Older games, three per issue, were given brief reviews in the magazine's "Classic GI" section (compared with the game's original review score, if one exists). This was discontinued in 2009, months before the redesign of the magazine.[citation needed] The magazine's staff members rate games on a scale of 1 to 10 with quarter-point intervals. A score of 1 to 5 is considered terrible (in many issues, 1 is noted as a joke reason for the score, for instance, "Duplicates in lootboxes" in issue 295);[44] 6 to 7 is "average", a decently playable, and sometimes fun (but flawed) game; and 10 is a rare, "outstanding", nearly perfect game.[45]

Annually, Game Informer's editors counted and judged the "Top 50 Games of [last year]". The games were sorted in order of release date. They do not have rankings, but they did commemorate special games with awards like Game of the Year and other examples. They also had top ten charts of differing categories, both in the "Top 50" section of the website and in the regular magazine.[citation needed] Game Informer also annually included an "E3 Hot 50", a special section that reviews the year's E3 (Electronic Entertainment Expo) and most to all of its games, which also temporarily replaced the "Previews" section of the print edition.[citation needed]

Game of the Year winners

[edit]
Year Game Ref.
1991
1992 Street Fighter II
1993 Mortal Kombat
1994 Donkey Kong Country
1995 Donkey Kong Country 2: Diddy's Kong Quest
1996 Super Mario 64
1997 Final Fantasy VII
1998 The Legend of Zelda: Ocarina of Time
1999 Tony Hawk's Pro Skater
2000 Tony Hawk's Pro Skater 2
2001 Metal Gear Solid 2: Sons of Liberty
2002 Grand Theft Auto: Vice City
2003 The Legend of Zelda: The Wind Waker
2004 Halo 2
2005 Resident Evil 4
2006 The Legend of Zelda: Twilight Princess
2007 BioShock
2008 Grand Theft Auto IV
2009 Uncharted 2: Among Thieves
2010 Red Dead Redemption
2011 The Elder Scrolls V: Skyrim
2012 Mass Effect 3 [46]
2013 The Last of Us [47]
2014 Dragon Age: Inquisition [48]
2015 The Witcher 3: Wild Hunt [49]
2016 Overwatch [50]
2017 The Legend of Zelda: Breath of the Wild [51]
2018 God of War [52]
2019 Control [53]
2020 The Last of Us Part II [54]
2021 Halo Infinite [55]
2022 Elden Ring [56]
2023 The Legend of Zelda: Tears of the Kingdom [57]
2024 Astro Bot [58]

Other features

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The April edition of Game Informer includes 'an annual feature Game Infarcer, an April Fools' Day prank. In the cover box head appears "World's #1 Pretend Magazine" where would ordinarily appear "World's #1 Video Game Magazine" -- "Parody" is found at the cover bottom. Game Infarcer articles are accredited to the fictional editor-in-chief Darth Clark, who is addressed in hate mail every year sent to Game Informer. The heated responses to parody articles are often featured in later Game Informer issues.[59][60]

Game Informer has included four "Sacred Cow Barbecues".[61] Similar in style to a celebrity roast, the occasion is meant to "knock some of gaming's most revered icons off their high and mighty pedestals".[62] The first Sacred Cow Barbecues featured in issue 158 (June 2006).[63] Other issues featuring Sacred Cow Barbecues are: 183 (July 2008),[62] 211 (November 2010),[64] and 261 (January 2015).[65] Sacred Cow Barbecues articles are considered controversial among those gamers who are not amused by their favorite games being mocked.[65]

Notes

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References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Game Informer is an American and online publication that delivers news, reviews, previews, podcasts, and in-depth features on video games, consoles, and the gaming industry. Founded in the fall of 1991 as a six-page promotional insert distributed free at stores, the publication was created by employee Andy McNamara, who became a founding editorial staff member and later served as for over 25 years. Originally a bi-monthly title with 60,000 subscribers under —which reorganized as in 2000—Game Informer evolved into a monthly print with a peak circulation exceeding 8 million copies, establishing itself as one of the longest-running publications . Under GameStop's ownership, the magazine expanded its digital presence with a robust website, archives of over 350 issues, and award-winning , including high-profile coverage of major releases and industry trends. In August 2024, GameStop abruptly shut down Game Informer after 33 years, citing cost-cutting measures amid the retailer's challenges. However, in March 2025, studio Gunzilla Games acquired the brand and relaunched it as an editorially independent subsidiary, Game Informer Inc., rehiring the full original staff—including Matt Miller—and restoring print issues (10 per year), digital access, and the website with full archives to continue its legacy of comprehensive gaming coverage. A portion of subscriptions now supports , reflecting the publication's ongoing commitment to community impact alongside its core mission.

History

Founding and early development (1991–1999)

Game Informer was launched in fall 1991 by FuncoLand, a video game retailer founded by David Pomije and based in Eden Prairie, Minnesota. It debuted as a free, 16-page promotional newsletter aimed at supporting the company's video game rental and sales services, including mail-order and in-store offerings. Published by Sunrise Publications—FuncoLand's in-house arm—the inaugural issue was edited by Elizabeth A. Olsen and focused primarily on cataloging available titles for rent or purchase, alongside basic tips and short reviews to engage customers. The early content emphasized the dominant platforms of the era, particularly Nintendo's (SNES) and Sega's Genesis, reflecting the competitive console wars of the early 1990s. Representative examples included reviews of sports titles like for SNES and gameplay tips for Sega's series, alongside features on accessories such as the Game Genie and controversies surrounding it. This catalog-style format served as an advertising vehicle for FuncoLand's used and new game inventory, helping to build customer loyalty amid the growing popularity of home console gaming. Andy McNamara joined the team in 1991 as an early reviewer, contributing to the publication's foundational voice. By early 1994, with issue #15, Game Informer had evolved into a more substantial format, expanding beyond simple catalogs to incorporate previews, guides, and broader industry news. The publication's size grew from its initial 16 pages to over 100 pages by the late , mirroring FuncoLand's retail expansion to dozens of stores across the U.S. Circulation milestones were achieved through in-store promotions and free distribution, as the company capitalized on the video game boom. This period solidified Game Informer's role as an independent enthusiast resource before FuncoLand's acquisition by in 2000.

Expansion under GameStop ownership (2000–2023)

In 2000, GameStop acquired FuncoLand, the video game retailer that had launched Game Informer as a promotional publication in 1991, thereby bringing the magazine under the ownership of the expanding retail chain. This acquisition integrated Game Informer more deeply into GameStop's marketing strategy, with the publication's headquarters remaining in the Minneapolis area, including an office in the North Loop neighborhood that served as its base from the early 2000s onward. The move provided Game Informer with greater financial resources, enabling operational scaling and a shift toward broader industry influence beyond its origins as a FuncoLand insert. Under GameStop's ownership, Game Informer underwent significant format enhancements to appeal to a wider . The transitioned to glossy full-color in the early , improving visual quality and production values to compete with established gaming outlets. Its , originally launched in , saw major expansion after the acquisition, incorporating daily updates, in-depth articles, and content by the mid- to complement the print edition. Circulation grew dramatically, reaching over 5 million copies monthly by —a 33% increase from the prior year—and peaking at approximately 8 million in 2011, largely due to bundling the subscription as a free benefit with GameStop's PowerUp Rewards Pro program launched that year. This model drove subscriber growth to millions, positioning Game Informer as one of the top-circulating in the United States by the early . Key milestones during this era highlighted Game Informer's rising prominence in gaming journalism. The publication hosted annual live events and coverage under "The Game Informer Show" banner at E3 from 2006 to 2018, featuring panels, demos, and exclusive reveals that drew large crowds and strengthened ties with developers. Partnerships yielded high-profile exclusives, such as the first hands-on preview of in its July 2007 issue, which included developer interviews and concept art from , underscoring the magazine's access to major franchises. Editorial expansions included hiring key staff like Andy McNamara, who assumed the role of in 1994 and guided the team through 29 years of leadership until 2020. Under his tenure, coverage broadened to multi-platform content, encompassing PC gaming alongside consoles like the , , and emerging systems such as the Nintendo Wii, reflecting the diversifying landscape.

Closure by GameStop and acquisition (2024–2025)

On August 2, 2024, abruptly shut down Game Informer, ending both its print magazine and digital operations after 33 years, as part of broader cost-cutting measures amid the retailer's ongoing financial struggles. The decision, executed without prior warning to the staff, replaced the publication's website with a static farewell page, effectively erasing access to its extensive digital archive of articles, reviews, and previews. The closure resulted in the immediate layoff of Game Informer's remaining staff, numbering around 13 employees who had been producing content for the outlet. This followed prior rounds of reductions since , which had already diminished the team's size as prioritized its core retail business over media assets. The final print issue, numbered 367 and featuring a cover story on Dragon Age: The Veilguard, had been released in 2024, leaving the publication's next edition—about 70% complete at the time of shutdown—unpublished. In the wake of the shutdown, made no formal commitment to preserving 's historical content, leading to widespread criticism and community-driven archival efforts. Fans and organizations, including the , scrambled to capture and host the lost articles through web snapshots and fan-compiled databases, highlighting concerns over the impermanence of history. These initiatives partially mitigated the loss, though official restoration remained uncertain until later developments. The publication's fate shifted on March 25, 2025, when Gunzilla Games, a developer known for its blockchain-integrated shooter Off the Grid, announced its acquisition of Game Informer for an undisclosed sum. Gunzilla cited the move as an opportunity to revive a of gaming journalism, leveraging the brand's legacy to support broader industry coverage while aligning with their goals in promoting innovative titles. This transaction marked the end of GameStop's ownership, transferring the intellectual property and enabling the potential restoration of archives and staff rehiring under new independent editorial guidelines.

Relaunch under Gunzilla Games (2025–present)

Following its abrupt closure by in August 2024, Game Informer was acquired by Gunzilla Games and relaunched as an independent entity on March 25, 2025. The full original team was rehired, led by editor-in-chief Matt Miller, encompassing editorial, production, design, and video staff to restore operations swiftly. Upon relaunch, the website was restored with immediate publication of 29 backlogged reviews covering key 2024 releases missed during the hiatus, such as those for major titles from that year, ensuring continuity in coverage. Under Gunzilla's ownership, Game Informer shifted to a fully independent model free from GameStop's retail ties, adopting a direct subscription-based system without bundling incentives. Subscriptions launched in June 2025 at $45 annually for digital access (international) or $70 for print-plus-digital (U.S. only), offering 10 issues per year, ad-reduced web features, and exclusive content. Print production resumed with the 2025 issue (#369), featuring an extensive cover story on Borderlands 4, marking the magazine's return to physical distribution after nearly a year. This structure emphasizes sustainability through reader support, with Gunzilla integrating limited promotional ties to its ecosystem while guaranteeing full to maintain unbiased . New initiatives bolstered the relaunch, including the expansion of digital archives in May 2025 to encompass all 368 issues from #1 (1991) onward, accessible for free with a basic account and enhanced for subscribers. By November 2025, print issues had fully resumed on a schedule of 10 per year, with content prioritizing previews and reviews of late-2025 releases, including Nintendo Switch 2 launch titles like Mario Kart World and enhanced ports. Subscriber growth reflected strong fan enthusiasm, positioning Game Informer as a revitalized pillar of video game media.

Publication formats

Game Informer began publication in August 1991 as a modest six-page , initially distributed for free at stores as a promotional tool for the video game retailer. Early issues were produced bi-monthly and focused on basic game news, tips, and store promotions, reflecting its origins as an in-house publication rather than a standalone . By the mid-1990s, the magazine transitioned to a monthly schedule and expanded in scope and production quality, incorporating full-color printing and glossy pages to appeal to a broader audience of gamers. Under GameStop's ownership following the 2000 acquisition of FuncoLand, Game Informer grew into a substantial periodical, typically featuring 150-200 pages per issue packed with previews, reviews, strategy guides, and advertisements from game publishers and hardware manufacturers. Distribution shifted to a subscription model tied to GameStop's loyalty programs, such as the EDGE Rewards (later rebranded as PowerUp Rewards), where physical copies were provided at no additional cost to Pro members for over two decades, reaching millions of subscribers and contributing to its status as one of the largest U.S. magazines by circulation. This model bundled the magazine with membership perks like store discounts, fostering strong ties between the publication and retail sales. The magazine's print run ended abruptly in August 2024 when GameStop shuttered the publication amid corporate restructuring, resulting in a nearly year-long hiatus with no physical issues produced until the relaunch. Following acquisition by Gunzilla Games in March 2025, Game Informer resumed printing in July 2025, offering a standalone paid model with an introductory annual rate of $48 for print and digital access (10 issues), standardizing at $70 as of November 2025, emphasizing premium content and direct delivery to subscribers. Production returned to high-quality glossy formats, with the first post-hiatus issue highlighting major titles like Borderlands 4. Special print editions have long been a staple, particularly annual holiday issues that include comprehensive gift guides curating games, accessories, and merchandise for seasonal . These editions often feature enhanced layouts with buyer recommendations and retailer tie-ins, maintaining the magazine's tradition of blending editorial insight with practical consumer advice. Cover designs evolved to include eye-catching trends, such as multiple variants for major events like previews, to boost collectibility and newsstand appeal.

Website and digital content

The Game Informer website, gameinformer.com, launched in August 1996 as an online extension of the print magazine, initially providing daily news updates, articles, and supplementary content for enthusiasts. Early iterations focused on basic web features like news aggregation and editorial previews, evolving alongside the growth of in the gaming community to deliver more immediate information than the monthly print cycle allowed. Over time, the platform developed key digital features to engage users interactively. Daily news updates became a cornerstone, offering real-time coverage of industry announcements and developments. The site introduced podcasts with "The Game Informer Show" in September 2009, a weekly program hosted by editors discussing news, reviews, and interviews, which transitioned to video formats for broader reach. Video content expanded through series like GI Live streams, where staff playtested games live on platforms such as Twitch and , providing unscripted insights and community interaction since at least 2013. These elements emphasized timely, multimedia delivery, contrasting the static nature of print editions. In August 2024, GameStop abruptly shut down Game Informer, taking the website offline and removing most content, which left a gap in digital gaming journalism until March 2025. The site relaunched on March 25, 2025, following acquisition by Gunzilla Games, with the full original editorial team reinstated under independent entity Game Informer Inc. The revival restored thousands of archived articles and added backlog reviews for 2024 releases that occurred during the hiatus, such as the site's belated top 10 games of 2024 list. Current tools include an interactive 2025 video game release schedule, updated regularly with confirmed dates and platform details to help users track upcoming titles. Monetization relies on an ad-supported model, supplemented by premium subscriptions introduced with the 2025 relaunch, which offer ad-free browsing, exclusive previews, expanded video access, and additional streaming perks. This structure supports ongoing content production while maintaining the site's role as a comprehensive digital hub for gaming news and media.

International and special editions

Game Informer's primary international print effort was the Australian edition, launched in November 2009 and tailored with localized content for the PAL region, including previews and reviews relevant to Australian gamers. This edition, distributed through stores, published 113 monthly issues before ceasing operations in April 2019 amid declining print media sales in the Australian market. The magazine produced limited special editions throughout its history, such as the 1999 Final Fantasy Companion, a one-off issue featuring walkthroughs and coverage of the Final Fantasy series from V to VIII. Starting in November 2021, Game Informer introduced "Gold" variants for each regular issue, featuring gold-foil covers, high-gloss pages, and unique numbering in small print runs to appeal to collectors. Prior to the Australian launch, international access relied heavily on imports, as the publication originated from U.S.-based FuncoLand with limited global distribution partnerships. In the 2010s, Game Informer expanded digital localization efforts for through website sections offering region-specific and previews, though no full print editions were established there. Following the 2025 relaunch under Gunzilla Games, the focus shifted to global digital access via the and archives, with print subscriptions limited to the U.S. and no plans announced for new international print variants as of November 2025.

Editorial content

Reviews and previews

Game Informer has employed a 1–10 numerical scoring system for reviews since its inaugural issue in 1991, with scores expressed in quarter-point increments to allow for nuanced evaluations. This scale categorizes games into tiers such as "Outstanding" for scores of 9.25–10, "Superb" for 8.75–9.25, and lower designations like "Flawed" for 5–6, providing readers with a clear sense of overall quality. Traditional reviews break down scores across key categories including , , mechanics, and innovation or concept, offering detailed commentary on each element to justify the final rating. Following the 2025 relaunch, this evolved to incorporate explicit category scores alongside an overall rating, enhancing transparency in assessments of technical and creative aspects. The publication's average review score hovers around 7.8 out of 10, reflecting a balanced approach that avoids extreme inflation while recognizing excellence in standout titles. Game Informer's scores align closely with industry aggregates on platforms like , where they contribute to composite ratings and demonstrate consistent correlation with broader critical consensus. Previews form a cornerstone of Game Informer's coverage, typically derived from hands-on sessions at industry events such as , where editors play extended demos to assess early gameplay and features. The team has secured exclusive access deals with developers, enabling in-depth reporting; a prominent example is their month-long exclusive preview series for The Legend of Zelda: Breath of the Wild in early 2017, which included new gameplay footage, developer interviews, and world-building details ahead of the game's March release. Editorial standards emphasize rigorous in-house evaluation, with reviewers conducting extensive playtesting to experience core mechanics, progression systems, and narrative arcs in depth. Post-relaunch in , reviews now feature a primary paired with a scored "second opinion" from another staffer, promoting multiple viewpoints while maintaining comprehensive analysis. This approach incorporates considerations for features, ensuring critiques address how games accommodate diverse player needs, such as customizable controls and difficulty options. Perfect 10 scores remain rare honors, awarded to only 32 games across the publication's history as of late , reserved for titles that achieve editorial consensus on exceptional execution. Notable recipients include The Legend of Zelda: Breath of the Wild (2017), lauded for its revolutionary open-world design and seamless integration of exploration and combat, and The Last of Us Part II (2020), celebrated for its masterful storytelling and emotional depth. Such high marks often factor into Game Informer's annual awards selections, highlighting games that redefine genre standards.

Awards and Game of the Year selections

Game Informer's Game of the Year awards began in 1992, marking the publication's first formal recognition of outstanding video games from the previous year. Initially, the awards featured a limited number of categories such as Best RPG, Best , Best Graphics, and Best Playability, selected through editorial votes by the staff following a review of titles highlighted at events like E3. Early winners reflected the era's arcade and console dominance, with earning the top honor in 1992 for its groundbreaking SNES port, followed by in 1993 for its groundbreaking fighting mechanics, in 1994 and in 1996. The awards evolved in the late 1990s and 2000s to include platform-specific and genre-based categories, alongside a flagship Game of the Year title determined by staff consensus. Notable selections from this period include The Legend of Zelda: Ocarina of Time in 1998, praised for revolutionizing action-adventure gameplay, and in 2008, which highlighted open-world innovation. By the 2010s, the process incorporated reader-voted elements starting around 2005, allowing subscribers to influence outcomes through polls, often using ranked positional voting like the method to tally preferences across categories. This hybrid approach balanced editorial expertise with community input, with reader choices sometimes diverging from staff picks, as seen in 2013 when won overall despite strong competition from . In recent years, Game Informer's awards continued to emphasize diverse genres while adapting to digital formats. claimed Game of the Year in 2022 for its expansive open-world design, followed by The Legend of Zelda: Tears of the Kingdom in 2023, lauded for inventive puzzle-solving and exploration. Live ceremonies, which had been a tradition through the , shifted to digital announcements after 2018 amid changing production priorities, though the relaunch in 2025 under Gunzilla Games revived virtual events for broader accessibility. The 2024 awards, announced in March 2025 following the publication's acquisition and revival, crowned Astro Bot as Game of the Year, with category winners spanning action-adventure, RPG, and emerging titles like Balatro in Best Strategy Game. These awards have significantly influenced the industry, as Game of the Year selections often correlate with sales surges for recipients; for instance, winners like The Legend of Zelda: Tears of the Kingdom saw heightened commercial success post-recognition. Post-2025, the process has increasingly highlighted indie titles for diversity, with nominations and wins for games like and 1000xResist underscoring Game Informer's commitment to innovative smaller-scale projects alongside blockbusters.

Recurring features and columns

Game Informer has long featured recurring columns and series that provide in-depth, thematic content beyond core reviews, emphasizing developer insights, historical retrospectives, and cultural explorations. In its early years during the , the magazine regularly included strategy guides and tip sections tailored to popular titles, offering practical advice for readers navigating complex games on platforms like the Super Nintendo and . One enduring signature column is Replay, launched as a weekly online series that delves into video game history by revisiting across genres and platforms, often with editor analyses and nostalgic reflections. For instance, episodes have covered titles from early arcade eras to modern indies, maintaining a focus on preservation and appreciation of gaming's past. This retro-oriented content evolved from print features in earlier decades, becoming a staple digital offering post-2010 to engage audiences with . The magazine's interview series has consistently spotlighted developers through ongoing roundups and spotlights, such as annual coverage from the Game Developers Conference (GDC), where editors compile insights on industry trends and creative processes. These pieces, often narrative-driven, highlight behind-the-scenes aspects of game development, including technical innovations, and tie into broader editorial themes without overlapping evaluative critiques. Since around 2010, Game Informer expanded its recurring features to include lifestyle-oriented columns on gaming culture, such as explorations of ecosystems, community events, and their societal impacts, reflecting the growing mainstream integration of competitive gaming. This shift marked an evolution from the tip-heavy, utilitarian content of the to more immersive, narrative-focused pieces after , coinciding with a 2004 redesign that emphasized authoritative, in-depth . Following its 2025 relaunch under Gunzilla Games, the publication introduced expanded thematic columns addressing contemporary issues in gaming, including efforts like eco-friendly development practices and environmental impacts of the industry, as part of a broader "Beyond Gaming" initiative to contextualize video games within larger cultural and ethical discussions.

Impact and legacy

Influence on video game journalism

Game Informer emerged as one of the pioneering forces in American , launching in 1991 as an in-house newsletter for shortly after the debut of in 1989, and quickly evolving into a major standalone publication that helped define the medium's early professional standards. Its adoption of a 10-point numerical scoring system, complete with detailed category breakdowns, set a benchmark for structured that influenced subsequent outlets, including IGN's similar 10/10 scale and multi-faceted criteria. This approach emphasized transparency and consistency, contributing to the standardization of practices across the industry during the and . Over its more than three decades of operation, Game Informer achieved substantial audience reach, with circulation reaching over 5 million copies per issue by 2011—making it one of the top five magazines in the United States at the time—and peaking at nearly 8 million copies in the mid-2010s, collectively impacting tens of millions of readers through print, digital, and online platforms. Its exclusive coverage and scoops played a key role in building anticipation for major franchises, such as the Halo series, where in-depth previews and hands-on reports from events like helped drive global hype and shape public perception of Microsoft's flagship title starting with its 2001 reveal. The publication faced criticisms in the 2000s related to perceived stemming from its ownership by after the 2000 acquisition of , with detractors arguing that reviews occasionally favored commercially viable titles aligned with the retailer's interests, potentially compromising editorial objectivity. Following its abrupt closure by in 2024 and subsequent relaunch in 2025 under Gunzilla Games as an independent entity, Game Informer has received praise for reclaiming its editorial , with the new explicitly designed to prioritize journalistic free from retail influences. Game Informer has also fostered talent that extended its influence through alumni networks, with former staff members such as Phil Kollar transitioning to senior roles at outlets like , where they continued shaping digital gaming discourse. Additionally, the publication contributed to community events like PAX through dedicated panels on cover stories and extensive on-site reporting, enhancing the convention's focus on interactive previews and industry insights.

Archives, preservation, and cultural significance

Game Informer's archives faced significant risks following its abrupt closure by parent company in August 2024, when the publisher deleted the magazine's entire online presence, including thousands of articles and its historical game vault, rendering decades of content inaccessible overnight. This sudden erasure prompted immediate preservation efforts by fans, archivists, and nonprofit organizations, who scrambled to mirror and safeguard the remaining digital traces before they vanished completely. The revival of Game Informer under new ownership by Gunzilla Games in March 2025 marked a turning point for archival continuity, with the full editorial team returning to restore and expand access to its legacy materials. In May 2025, the publication launched an expanded digital archive encompassing every issue from its inaugural 1991 edition through 2024, digitized in full and made freely available to users with a Game Informer account—no subscription required for historical access. This comprehensive scan, covering over 370 issues, was developed in collaboration with preservation experts and ensures that the magazine's content remains a vital resource for researchers and enthusiasts. New issues published post-revival are added exclusively for subscribers, blending open archival access with ongoing publication sustainability. Preservation initiatives have been bolstered by long-standing partnerships, notably with the Video Game History Foundation (VGHF), a nonprofit dedicated to safeguarding gaming heritage. Beginning in 2019, VGHF collaborated with Game Informer staff to digitize and catalog over 25 terabytes of production materials, including review copies, press kits, and editorial artifacts spanning the magazine's history. This effort culminated in VGHF maintaining a complete physical collection of all issues, including rare special editions, which serves as a donated repository for public and academic use—effectively functioning as a specialized for video game periodicals. These physical holdings, preserved through targeted acquisitions and donor contributions, complement the digital vault and protect against future losses from format obsolescence or corporate decisions. Culturally, Game Informer stands as a of 's evolution, documenting the transition from the tail end of the 8-bit era through the 16-bit console boom of the early , the rise of 3D graphics in the late and 2000s, and into contemporary advancements like (VR) and by the and . Its issues capture pivotal shifts in industry trends, hardware innovations, and player experiences, offering historians a window into how gaming matured from niche hobby to global phenomenon. While not extensively analyzed in standalone academic works, Game Informer's role in shaping media narratives around these eras has been noted in broader studies of journalism's influence on cultural perceptions of technology and entertainment. The revival further secures this legacy, mitigating the 2024 closure's threat to historical continuity and enabling future scholars to study gaming's societal impact without interruption.

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