HearLore
ListenSearchLibrary

Follow the threads

Every story connects to a hundred more

Terms of service·Privacy policy

2026 HearLore

Preview of HearLore

Sign up to follow every thread. No dead ends.

Game Informer

Game Informer began as a six-page circular handed out for free inside a single video game store in August 1991. David R. Pomijie, the owner of FuncoLand, wanted a better way to spend his advertising dollars than traditional print ads. The first editor-in-chief was Elizabeth Olson, who worked alongside Andy McNamara as her editorial assistant. By 1993, Olson and McNamara became coeditors-in-chief, and McNamara eventually took sole control of the publication. The magazine started as a bi-monthly release before shifting to a monthly schedule in November 1994. This humble beginning would evolve into one of the most influential voices in video game journalism, eventually reaching a circulation of over 8 million copies by 2011. The magazine's success was inextricably linked to its parent company, GameStop, which acquired FuncoLand in 2000. This acquisition allowed Game Informer to become a central part of the retailer's customer loyalty program, Power Up Rewards, driving massive distribution numbers that independent magazines could never match.

The Power Of The Print Run

By 2010, Game Informer had become the fifth largest magazine in the United States, surpassing major publications like Time, Sports Illustrated, and Playboy. The following year, it climbed to third place with 8 million copies circulated, a feat attributed to its strong relationships with game publishers and the lack of competition in the gaming magazine space. The magazine utilized a unique scoring system where staff rated games on a scale of 1 to 10 with quarter-point intervals. A score of 1 to 5 was considered terrible, while a 10 was reserved for rare, outstanding games. The publication also featured an annual Top 50 Games list and an E3 Hot 50 section that reviewed the year's Electronic Entertainment Expo. In 2019, the magazine reached a peak of 7 million copies sold, yet financial struggles began to mount. The decline in circulation and revenue eventually led to significant cuts in 2019, where about half of the staff was let go as part of a larger effort by GameStop to improve its financial performance. These layoffs included veterans who had worked at the publication for over a decade, and the departures triggered a chain reaction of resignations among remaining staff.

The Exodus Of The Editors

In late June 2020, longtime Editor-in-Chief Andy McNamara announced his departure to become the Global Director of Integrated Comms for Shooters & Star Wars at Electronic Arts. He returned briefly to give his final review of The Last of Us Part II before leaving the publication. McNamara stated that the layoffs had a significant impact on his decision to move on. Following his exit, former senior editor Andrew Reiner took over as Editor-in-Chief, but the instability continued. In July 2022, three more staff members, including Creative Director Jeff Akervik, were laid off after working at the publication for over 14 years. Reiner himself left in September 2022 to become a game developer, leaving Game Informer with no original staff. Matt Miller, who had been with the magazine since 2004, was promoted to Editor-in-Chief. The situation was further complicated by the departure of long-time staff members like Ben Hanson, who started his own podcast called MinnMax and recruited some of the laid-off Game Informer staff. These events marked a period of significant turnover and uncertainty for the publication, stripping away the institutional knowledge that had built the magazine over three decades.

Up Next

EurogamerGameSpotGamesRadar+Edge (magazine)

Continue Browsing

1991 establishments in MinnesotaGameStopMagazines established in 1991Magazines published in MinnesotaMass media in Minneapolis–Saint PaulMonthly magazines published in the United StatesVideo game magazines published in the United StatesSpike Video Game Award winners

The Sudden Silence

On the 2nd of August 2024, GameStop leadership abruptly shuttered the publication and laid off its staff, ending 33 years of publication and 368 issues. The publication's website was replaced with a static farewell page, making old articles unreadable and erasing the digital archive. The July 2024 issue was the final print edition, and the official website was wiped clean. Morgan Park of PC Gamer reported that GameStop announced the shutdown publicly on the Game Informer X account, but the statement was described as cringey and resembling ChatGPT output. A former Game Informer staffer briefly took over the X account to share a proper farewell with images of the masthead, only for the account to be wiped again. The sudden closure left current and former staff bemoaning the lack of a proper send-off. The magazine's website, which had been relaunched in 2003 with features like a review database and exclusive content, was replaced by a splash page announcing the closure. Independent archival projects were reported to be in the works, but the official presence of the magazine was extinguished in a single day.

The Phoenix Rises

On the 25th of March 2025, Game Informer announced that it had been acquired by Gunzilla Games, the developers of Off the Grid, and established as its own business. The relaunch included the revival of the magazine's website and the restoration of the digital archive. All Game Informer staff who had been laid off were hired back, bringing back the institutional knowledge that had been lost. The magazine also restarted the publication of the print magazine in June 2025. This new chapter marked a return to independence, no longer tied to the GameStop retail empire. The acquisition was preceded by a teaser video on social media channels that featured code resembling an arcade game with the word Continue and the date March 25 flashed on the screen. Former staff members, including director Brian Shea, encouraged colleagues to check out the social media posts, hinting at the return. The new ownership committed to producing new articles and reviews for games that had been released during the initial shutdown, effectively restarting the clock on the magazine's legacy.

The Australian Experiment

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. By June 2010, it had become the first local games publication to pass 10,000 subscribers, and by the 18th of August 2010, it was Australia's biggest-selling video games publication. The Australian edition followed the same format as the American version, featuring reviews, news, and strategy guides. However, the Australian branch faced its own challenges. On the 18th of April 2019, Game Informer Australia was closed down as a result of cost-cutting measures from its publishing company, EB Games Australia. Editor David Milner noted on Twitter that despite readership being up 19% over the last year, ad sales did not reflect this growth. The failed attempt by GameStop to find a buyer for the Australian operation caused its shares to drop. The closure of the Australian edition highlighted the global reach of the brand, even as it struggled to maintain profitability in international markets. The Australian edition's success and subsequent failure mirrored the broader trends of the American publication, showing the difficulties of sustaining a print magazine in a rapidly changing media landscape.
Game Informer began as a six-page circular handed out for free inside a single video game store in August 1991. David R. Pomijie, the owner of FuncoLand, wanted a better way to spend his advertising dollars than traditional print ads. The first editor-in-chief was Elizabeth Olson, who worked alongside Andy McNamara as her editorial assistant. By 1993, Olson and McNamara became coeditors-in-chief, and McNamara eventually took sole control of the publication. The magazine started as a bi-monthly release before shifting to a monthly schedule in November 1994. This humble beginning would evolve into one of the most influential voices in video game journalism, eventually reaching a circulation of over 8 million copies by 2011. The magazine's success was inextricably linked to its parent company, GameStop, which acquired FuncoLand in 2000. This acquisition allowed Game Informer to become a central part of the retailer's customer loyalty program, Power Up Rewards, driving massive distribution numbers that independent magazines could never match.

The Power Of The Print Run

By 2010, Game Informer had become the fifth largest magazine in the United States, surpassing major publications like Time, Sports Illustrated, and Playboy. The following year, it climbed to third place with 8 million copies circulated, a feat attributed to its strong relationships with game publishers and the lack of competition in the gaming magazine space. The magazine utilized a unique scoring system where staff rated games on a scale of 1 to 10 with quarter-point intervals. A score of 1 to 5 was considered terrible, while a 10 was reserved for rare, outstanding games. The publication also featured an annual Top 50 Games list and an E3 Hot 50 section that reviewed the year's Electronic Entertainment Expo. In 2019, the magazine reached a peak of 7 million copies sold, yet financial struggles began to mount. The decline in circulation and revenue eventually led to significant cuts in 2019, where about half of the staff was let go as part of a larger effort by GameStop to improve its financial performance. These layoffs included veterans who had worked at the publication for over a decade, and the departures triggered a chain reaction of resignations among remaining staff.

The Exodus Of The Editors

In late June 2020, longtime Editor-in-Chief Andy McNamara announced his departure to become the Global Director of Integrated Comms for Shooters & Star Wars at Electronic Arts. He returned briefly to give his final review of The Last of Us Part II before leaving the publication. McNamara stated that the layoffs had a significant impact on his decision to move on. Following his exit, former senior editor Andrew Reiner took over as Editor-in-Chief, but the instability continued. In July 2022, three more staff members, including Creative Director Jeff Akervik, were laid off after working at the publication for over 14 years. Reiner himself left in September 2022 to become a game developer, leaving Game Informer with no original staff. Matt Miller, who had been with the magazine since 2004, was promoted to Editor-in-Chief. The situation was further complicated by the departure of long-time staff members like Ben Hanson, who started his own podcast called MinnMax and recruited some of the laid-off Game Informer staff. These events marked a period of significant turnover and uncertainty for the publication, stripping away the institutional knowledge that had built the magazine over three decades.

The Sudden Silence

On the 2nd of August 2024, GameStop leadership abruptly shuttered the publication and laid off its staff, ending 33 years of publication and 368 issues. The publication's website was replaced with a static farewell page, making old articles unreadable and erasing the digital archive. The July 2024 issue was the final print edition, and the official website was wiped clean. Morgan Park of PC Gamer reported that GameStop announced the shutdown publicly on the Game Informer X account, but the statement was described as cringey and resembling ChatGPT output. A former Game Informer staffer briefly took over the X account to share a proper farewell with images of the masthead, only for the account to be wiped again. The sudden closure left current and former staff bemoaning the lack of a proper send-off. The magazine's website, which had been relaunched in 2003 with features like a review database and exclusive content, was replaced by a splash page announcing the closure. Independent archival projects were reported to be in the works, but the official presence of the magazine was extinguished in a single day.

The Phoenix Rises

On the 25th of March 2025, Game Informer announced that it had been acquired by Gunzilla Games, the developers of Off the Grid, and established as its own business. The relaunch included the revival of the magazine's website and the restoration of the digital archive. All Game Informer staff who had been laid off were hired back, bringing back the institutional knowledge that had been lost. The magazine also restarted the publication of the print magazine in June 2025. This new chapter marked a return to independence, no longer tied to the GameStop retail empire. The acquisition was preceded by a teaser video on social media channels that featured code resembling an arcade game with the word Continue and the date March 25 flashed on the screen. Former staff members, including director Brian Shea, encouraged colleagues to check out the social media posts, hinting at the return. The new ownership committed to producing new articles and reviews for games that had been released during the initial shutdown, effectively restarting the clock on the magazine's legacy.

The Australian Experiment

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. By June 2010, it had become the first local games publication to pass 10,000 subscribers, and by the 18th of August 2010, it was Australia's biggest-selling video games publication. The Australian edition followed the same format as the American version, featuring reviews, news, and strategy guides. However, the Australian branch faced its own challenges. On the 18th of April 2019, Game Informer Australia was closed down as a result of cost-cutting measures from its publishing company, EB Games Australia. Editor David Milner noted on Twitter that despite readership being up 19% over the last year, ad sales did not reflect this growth. The failed attempt by GameStop to find a buyer for the Australian operation caused its shares to drop. The closure of the Australian edition highlighted the global reach of the brand, even as it struggled to maintain profitability in international markets. The Australian edition's success and subsequent failure mirrored the broader trends of the American publication, showing the difficulties of sustaining a print magazine in a rapidly changing media landscape.