Jeremy Peel
Jeremy Peel is an award-nominated freelance journalist who has been writing and editing for PC Gamer over the past several years. His greatest success during that period was a pandemic article called "Every type of Fall Guy, classified", which kept the lights on at PCG for at least a week. He’s rested on his laurels ever since, indulging his love for ultra-deep, story-driven simulations by submitting monthly interviews with the designers behind Fallout, Dishonored and Deus Ex. He's also written columns on the likes of Jalopy, the ramshackle car game. You can find him on Patreon as The Peel Perspective.
Latest articles by Jeremy Peel

We almost got a third-person horror Call of Duty set in Vietnam with 'stuff you've never seen before', but instead we just got more Modern Warfare
By Fraser Brown published
News Sledgehammer's first game was killed so Modern Warfare 3 could be finished.

Kevin Spacey got 'a little weird' on the set of Call of Duty: Advanced Warfare: 'We all had to fake laugh'
By Fraser Brown published
News Spacey played the villainous CEO of the Atlas Corporation.

Clockwork Revolution dev InXile worked on a Wasteland VR survival game with DayZ's former director—until Xbox cancelled it
By Jeremy Peel published
Given the Booty "Microsoft wasn't hot on VR."

A roguelike RPG companion betrayed me so badly that I manipulated cloud saves across two PCs to cheat death and throw him down a well
By Jeremy Peel published
Oh well Select spoilers for Sunless Skies follow. Though they’ll ensure you avoid my fate.

Former DayZ lead thinks survival games should let players tinker with every variable: 'Here's the keys. Have fun'
By Fraser Brown published
News If a game's going to last, it should let players fiddle with everything.

As the bots take over Verdansk, Warzone and Stalker are beginning to meld in my brain
By Jeremy Peel published
Closing venn circle Shadow of Chernobyl is a crumbling, haunting pre-echo of COD's battle royale.

How to survive as an indie developer for 20 years
By Jeremy Peel published
Staying alive "Size Five has always just plodded along without a colossal success, which is fine by me. I'm still here."

I've swapped modern live service games for a browser game that's been running since 2009
By Jeremy Peel published
Fall in I’ve found my new favourite book, only it’s interactive and I choose where it goes, if the constables will let me.

A 'little educational game for middle-schoolers' left DayZ's creators obsessed, inspired, and embroiled in a contentious presidential campaign: 'It's 4.5 years later, and I'm still talking about this story'
By Fraser Brown published
News DayZ's former creative director thinks the survival genre needs to take a leaf out of Eco's book.

In a world without Dishonored, I've started to wish for a sequel to Thief 2014
By Jeremy Peel published
Keeper it up Come back Eidos Montreal, Auldale is forgiven.

Skyrim's version of Radiant AI was developed from a drawing Todd Howard made on a napkin
By Fraser Brown published
News "It's actually a napkin story. You don't hear many in real life, but this is a real one."

If the original Grand Theft Auto came out today, we’d call it a roguelike
By Jeremy Peel published
Thief of time Since the very beginning, permanent loss has been baked into the GTA experience.

Veteran indie dev says success on Steam these days is impossible to predict: 'Why did Balatro take off? You could write a million f***ing essays and none of them will be definitely right'
By Fraser Brown published
News "Everything has changed. Everything is harder work."

How Bethesda turned the radioactive lemon that was Fallout 76 into endless lemonade: 'It taught me a lot, as pain does'
By Jeremy Peel published
Fall over Almost hell, West Virginia.

Fallout and Skyrim show us that talented developers make great games when you leave them alone
By Jeremy Peel published
Off the radar Attention is the creativity-killer.

Neglecting the mod scene is just 'silly', says dev whose team went from making mods to officially working on Doom, Quake and Wolfenstein: 'It's so short-sighted not to support it'
By Fraser Brown published
News Devs and publishers can only benefit from it.

Wyrdsong, the RPG from ex-Bethesda talent, isn't dead—but it's no longer an open world: 'We're down to a skeleton crew'
By Jeremy Peel published
Port in a storm The next game from the project lead of Fallout 76 has been scaled back amid rough industry seas.

I played the notoriously ratings-board-ravaged Manhunt 2 and was quite glad for the censorship actually
By Jeremy Peel published
Splinter Skull I’d rather pull off the perfect stealth game takedown without pulling off a man’s goolies in the process.

It's time we talked about how wild it is to be a pedestrian in GTA 5
By Jeremy Peel published
Fall to succeed GTA is a high concept experiment in tripping over your physics-enabled feet, conducted at the highest level of blockbuster entertainment.

Skyrim was 'personally rebalanced' by producer Jeff Gardiner just 2 weeks before launch: 'Well, I hope this is good'
By Fraser Brown published
News The lesson: don't trust AI simulations.

A Skyrim dev broke the game before launch when they made thousands of tiny ants cast individual shadows: 'Why is the game running so slow?'
By Fraser Brown published
News Always blame the bugs.

Fallout 76's former project lead says it's still his favourite game he worked on, but the initial reception was demoralising: 'I got yelled at in an Apple Store, I'll never forget'
By Fraser Brown published
News Jeff Gardiner oversaw the game's troubled launch, as well as the start of its redemption arc.

How Dishonored and Deathloop led to a mesmerising indie horror game about tending to a monstrous train
By Jeremy Peel published
Great leveller One level designer’s journey from quality assurance to independent, and decidedly weird, worldbuilding.
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