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Domain > vikkiblake.pressfolios.com
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Date
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2018-02-22
23.21.200.58
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2025-01-10
216.24.57.4
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HTTP/1.1 301 Moved PermanentlyDate: Fri, 10 Jan 2025 08:17:04 GMTContent-Type: text/html; charsetutf-8Content-Length: 70Connection: keep-aliveLocation: https://vikkiblake.pressfolios.com/CF-Ray: 8ffb3a84fbb65ec7-PDXCF-Cache-Status: DYNAMICServer: cloudflarealt-svc: h3:443; ma86400 a hrefhttps://vikkiblake.pressfolios.com/>Moved Permanently/a>.
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I'm Vikki Blake./a>/h1>div classtext-sm font-medium text-gray-500 truncate>Video Game Writer, Critic, & Podcaster/div>div classtext-sm font-medium text-gray-500 truncate>UK / US/div>div classmt-3 text-sm font-medium text-gray-500>While other little girls were falling in love with soap stars, I was falling in love with video games. It took 15 years of civil service monotony for me to crack and attempt a career writing about games. I still can’t quite believe people pay me to do this, either./div>/div>div classflex flex-row justify-stretch sm:space-x-4 sm:flex-wrap mt-3 sm:mt-14 sm:gap-0 gap-3>a hrefhttp://vikki-blake.com>svg classh-6 w-6 text-gray-500 hover:text-gray-900 fillnone strokecurrentColor stroke-width2 viewbox0 0 24 24 xmlnshttp://www.w3.org/2000/svg>path dM21 12a9 9 0 01-9 9m9-9a9 9 0 00-9-9m9 9H3m9 9a9 9 0 01-9-9m9 9c1.657 0 3-4.03 3-9s-1.343-9-3-9m0 18c-1.657 0-3-4.03-3-9s1.343-9 3-9m-9 9a9 9 0 019-9 stroke-linecapround stroke-linejoinround />/svg>/a>a hrefhttp://twitter.com/_vixx>svg classh-6 w-6 text-gray-500 hover:text-gray-900 fillcurrentColor strokecurrentColor viewbox0 0 24 24 xmlnshttp://www.w3.org/2000/svg>path dM23.953 4.57a10 10 0 01-2.825.775 4.958 4.958 0 002.163-2.723c-.951.555-2.005.959-3.127 1.184a4.92 4.92 0 00-8.384 4.482C7.69 8.095 4.067 6.13 1.64 3.162a4.822 4.822 0 00-.666 2.475c0 1.71.87 3.213 2.188 4.096a4.904 4.904 0 01-2.228-.616v.06a4.923 4.923 0 003.946 4.827 4.996 4.996 0 01-2.212.085 4.936 4.936 0 004.604 3.417 9.867 9.867 0 01-6.102 2.105c-.39 0-.779-.023-1.17-.067a13.995 13.995 0 007.557 2.209c9.053 0 13.998-7.496 13.998-13.985 0-.21 0-.42-.015-.63A9.935 9.935 0 0024 4.59z />/svg>/a>a hrefhttps://uk.linkedin.com/pub/vikki-blake/46/681/723>svg classh-6 w-6 inline-block text-gray-500 hover:text-gray-900 fillcurrentColor strokecurrentColor viewbox0 0 24 24 xmlnshttp://www.w3.org/2000/svg>path dM20.447 20.452h-3.554v-5.569c0-1.328-.027-3.037-1.852-3.037-1.853 0-2.136 1.445-2.136 2.939v5.667H9.351V9h3.414v1.561h.046c.477-.9 1.637-1.85 3.37-1.85 3.601 0 4.267 2.37 4.267 5.455v6.286zM5.337 7.433c-1.144 0-2.063-.926-2.063-2.065 0-1.138.92-2.063 2.063-2.063 1.14 0 2.064.925 2.064 2.063 0 1.139-.925 2.065-2.064 2.065zm1.782 13.019H3.555V9h3.564v11.452zM22.225 0H1.771C.792 0 0 .774 0 1.729v20.542C0 23.227.792 24 1.771 24h20.451C23.2 24 24 23.227 24 22.271V1.729C24 .774 23.2 0 22.222 0h.003z />/svg>/a>/div>/div>/div>div classhidden sm:block md:hidden mt-6 min-w-0 flex-1>h1 classtext-2xl font-bold text-gray-900 truncate>Hello! I'm Vikki Blake./h1>div classtext-sm font-medium text-gray-500 truncate>Video Game Writer, Critic, & Podcaster/div>div classtext-sm font-medium text-gray-500 truncate>UK / US/div>div classmt-3 text-sm font-medium text-gray-500>While other little girls were falling in love with soap stars, I was falling in love with video games. It took 15 years of civil service monotony for me to crack and attempt a career writing about games. I still can’t quite believe people pay me to do this, either./div>/div>/div>/div>div classbg-gray-50 py-5 mt-5>div classmax-w-5xl mx-auto px-4 sm:px-6 lg:px-8 mt-6>ul classgrid grid-cols-1 gap-6 sm:grid-cols-2 md:grid-cols-3 lg:grid-cols-4 rolelist>li classcol-span-1 flex flex-col text-center bg-white rounded-lg shadow-lg divide-y divide-gray-200>div classflex-1 flex flex-col>img classw-full h-32 flex-shrink-0 mx-auto object-cover rounded-t-lg srchttps://pressfolios-production.s3.amazonaws.com/uploads/open-uri20180726-4-12645va />div classp-3 pt-0 h-44 overflow-hidden>h3 classmt-6 text-gray-900 text-sm font-medium line-clamp-3>a hrefhttps://variety.com/2018/gaming/reviews/detroit-become-human-review-1202820839/>Video Game Review: ‘Detroit: Become Human’/a>/h3>div classmt-1 text-gray-500 text-sm text-left line-clamp-4>Setting “Detroit: Become Human” just 20 years from now is not accidental. It’s a deliberate choice, anchoring a sci-fi game in the near future. It’s removed enough to imbibe a sense of escapism, a peek into a life we can only imagine, and yet it’s close enough to be woven with flashes of our everyday lives, too./div>/div>div classpy-1 px-3 text-gray-500 text-xs flex flex-row-reverse justify-between>a hrefhttps://variety.com/2018/gaming/reviews/detroit-become-human-review-1202820839/>svg classh-6 w-6 fillnone strokecurrentColor stroke-width2 viewbox0 0 24 24 xmlnshttp://www.w3.org/2000/svg>path dM10 6H6a2 2 0 00-2 2v10a2 2 0 002 2h10a2 2 0 002-2v-4M14 4h6m0 0v6m0-6L10 14 stroke-linecapround stroke-linejoinround />/svg>/a>div>Variety/div>/div>/div>/li>li classcol-span-1 flex flex-col text-center bg-white rounded-lg shadow-lg divide-y divide-gray-200>div classflex-1 flex flex-col>img classw-full h-32 flex-shrink-0 mx-auto object-cover rounded-t-lg srchttps://pressfolios-production.s3.amazonaws.com/uploads/open-uri20180409-4-d7dzk5 />div classp-3 pt-0 h-44 overflow-hidden>h3 classmt-6 text-gray-900 text-sm font-medium line-clamp-3>a hrefhttps://www.eurogamer.net/articles/2018-04-09-minit-review-a-bite-sized-charmer>Minit review - a bite-sized marvel/a>/h3>div classmt-1 text-gray-500 text-sm text-left line-clamp-4>Just the idea of Minit is enough to make me squirm.It's the time limit that does it; an ever-marching expiry date that's impervious to pleads or procrastination, a silent but ever-present threat that'll see you fall to the ground and die every sixty seconds, over and over again. There are no secret ways to expand or pervert it - no clever tricks to hide from it. Every minute, without fail, you will die. End of./div>/div>div classpy-1 px-3 text-gray-500 text-xs flex flex-row-reverse justify-between>a hrefhttps://www.eurogamer.net/articles/2018-04-09-minit-review-a-bite-sized-charmer>svg classh-6 w-6 fillnone strokecurrentColor stroke-width2 viewbox0 0 24 24 xmlnshttp://www.w3.org/2000/svg>path dM10 6H6a2 2 0 00-2 2v10a2 2 0 002 2h10a2 2 0 002-2v-4M14 4h6m0 0v6m0-6L10 14 stroke-linecapround stroke-linejoinround />/svg>/a>div>Eurogamer/div>/div>/div>/li>li classcol-span-1 flex flex-col text-center bg-white rounded-lg shadow-lg divide-y divide-gray-200>div classflex-1 flex flex-col>img classw-full h-32 flex-shrink-0 mx-auto object-cover rounded-t-lg srchttps://pressfolios-production.s3.amazonaws.com/uploads/open-uri20171026-4-17jthft />div classp-3 pt-0 h-44 overflow-hidden>h3 classmt-6 text-gray-900 text-sm font-medium line-clamp-3>a hrefhttp://www.godisageek.com/2017/10/destiny-2-pc-interview-bungie-vicarious-visions/>The Destiny 2 PC Interview: “I’ve never been as proud of anything I’ve ever done”/a>/h3>div classmt-1 text-gray-500 text-sm text-left line-clamp-4>It’s not that we don’t know how long, or how complex, game development is; it’s just that we’ve been burnt by broken promises and empty assurances before. Which is why Bungie’s unceremonious announcement it needed to push back the PC release of Destiny 2 – the studio’s first foray into PC development for sixteen years – drew a raised eyebrow or two./div>/div>div classpy-1 px-3 text-gray-500 text-xs flex flex-row-reverse justify-between>a hrefhttp://www.godisageek.com/2017/10/destiny-2-pc-interview-bungie-vicarious-visions/>svg classh-6 w-6 fillnone strokecurrentColor stroke-width2 viewbox0 0 24 24 xmlnshttp://www.w3.org/2000/svg>path dM10 6H6a2 2 0 00-2 2v10a2 2 0 002 2h10a2 2 0 002-2v-4M14 4h6m0 0v6m0-6L10 14 stroke-linecapround stroke-linejoinround />/svg>/a>div>GodisaGeek/div>/div>/div>/li>li classcol-span-1 flex flex-col text-center bg-white rounded-lg shadow-lg divide-y divide-gray-200>div classflex-1 flex flex-col>img classw-full h-32 flex-shrink-0 mx-auto object-cover rounded-t-lg srchttps://pressfolios-production.s3.amazonaws.com/uploads/open-uri20180409-4-1hi06xy />div classp-3 pt-0 h-44 overflow-hidden>h3 classmt-6 text-gray-900 text-sm font-medium line-clamp-3>a hrefhttps://www.vg247.com/2018/04/03/best-sex-games/>Sex games: The best – and best worst – sex scenes in video game history/a>/h3>div classmt-1 text-gray-500 text-sm text-left line-clamp-4>Sex in games! Given how the video game industry has relished opportunities to embrace gore, horror, and violence for many years, it’s surprising how poor we are at depicting that other argh-no-don’t-make-me-watch-this-with-my-parents-in-the-room taboo: sex. Despite elbowing for room at the ‘games are art’ debate, many titles fail to portray sex in an authentic or meaningful manner./div>/div>div classpy-1 px-3 text-gray-500 text-xs flex flex-row-reverse justify-between>a hrefhttps://www.vg247.com/2018/04/03/best-sex-games/>svg classh-6 w-6 fillnone strokecurrentColor stroke-width2 viewbox0 0 24 24 xmlnshttp://www.w3.org/2000/svg>path dM10 6H6a2 2 0 00-2 2v10a2 2 0 002 2h10a2 2 0 002-2v-4M14 4h6m0 0v6m0-6L10 14 stroke-linecapround stroke-linejoinround />/svg>/a>div>VG24/7/div>/div>/div>/li>li classcol-span-1 flex flex-col text-center bg-white rounded-lg shadow-lg divide-y divide-gray-200>div classflex-1 flex flex-col>img classw-full h-32 flex-shrink-0 mx-auto object-cover rounded-t-lg srchttps://pressfolios-production.s3.amazonaws.com/uploads/open-uri20150603-3-5plfro />div classp-3 pt-0 h-44 overflow-hidden>h3 classmt-6 text-gray-900 text-sm font-medium line-clamp-3>a hrefhttp://bloody-disgusting.com/news/3240091/the-last-of-us-review-survival-or-surrender/>‘The Last Of Us’ Review: Survival Or Surrender/a>/h3>div classmt-1 text-gray-500 text-sm text-left line-clamp-4>Bodies rot in gardens and streets, hospitals and quarantine zones, others still hunched over steering wheels in vehicles they inevitably had hoped would lead to safety. Their cars litter roads and highways, clogging exit ramps, choking escape routes, exemplifying without words an unspoken tale of surrender./div>/div>div classpy-1 px-3 text-gray-500 text-xs flex flex-row-reverse justify-between>a hrefhttp://bloody-disgusting.com/news/3240091/the-last-of-us-review-survival-or-surrender/>svg classh-6 w-6 fillnone strokecurrentColor stroke-width2 viewbox0 0 24 24 xmlnshttp://www.w3.org/2000/svg>path dM10 6H6a2 2 0 00-2 2v10a2 2 0 002 2h10a2 2 0 002-2v-4M14 4h6m0 0v6m0-6L10 14 stroke-linecapround stroke-linejoinround />/svg>/a>div>Bloody Disgusting/div>/div>/div>/li>li classcol-span-1 flex flex-col text-center bg-white rounded-lg shadow-lg divide-y divide-gray-200>div classflex-1 flex flex-col>img classw-full h-32 flex-shrink-0 mx-auto object-cover rounded-t-lg srchttps://pressfolios-production.s3.amazonaws.com/uploads/open-uri20150819-3-lsc1rq />div classp-3 pt-0 h-44 overflow-hidden>h3 classmt-6 text-gray-900 text-sm font-medium line-clamp-3>a hrefhttp://www.gamesradar.com/bioshock-developers-new-horror-game-perception-going-fk-you/>BioShock developer’s new horror game, Perception, is "going to f**k with you"/a>/h3>div classmt-1 text-gray-500 text-sm text-left line-clamp-4>“When I was hit with this concept - the seed of Perception - I wasn't planning on starting something up. But as soon the idea came, I was like - oh man, oh man, oh man. I need to find a way to make this happen.”. Bill Gardner had been sat in class at Bentley, talking about brainstorming. At the end of the lecture, his professor told the class that before they reached their cars that night, each of them would come up with a brilliant idea./div>/div>div classpy-1 px-3 text-gray-500 text-xs flex flex-row-reverse justify-between>a hrefhttp://www.gamesradar.com/bioshock-developers-new-horror-game-perception-going-fk-you/>svg classh-6 w-6 fillnone strokecurrentColor stroke-width2 viewbox0 0 24 24 xmlnshttp://www.w3.org/2000/svg>path dM10 6H6a2 2 0 00-2 2v10a2 2 0 002 2h10a2 2 0 002-2v-4M14 4h6m0 0v6m0-6L10 14 stroke-linecapround stroke-linejoinround />/svg>/a>div>GamesRadar/div>/div>/div>/li>li classcol-span-1 flex flex-col text-center bg-white rounded-lg shadow-lg divide-y divide-gray-200>div classflex-1 flex flex-col>img classw-full h-32 flex-shrink-0 mx-auto object-cover rounded-t-lg srchttps://pressfolios-production.s3.amazonaws.com/uploads/open-uri20151104-3-3tbhoz />div classp-3 pt-0 h-44 overflow-hidden>h3 classmt-6 text-gray-900 text-sm font-medium line-clamp-3>a hrefhttp://www.eurogamer.net/articles/2015-11-04-dead-and-live-silent-hills-strange-afterlife>Dead and live: Silent Hill's strange afterlife/a>/h3>div classmt-1 text-gray-500 text-sm text-left line-clamp-4>I don't know how we got here. A sense of expectation as thick as fog hangs in the air of this hot, dark room. Not for the first time, I wonder how this is happening. How it is I am here, shoulder to shoulder, with my people, waiting, watching a cyclical stream of digital faces - faces I feel I know better than my own - flickering across the screen./div>/div>div classpy-1 px-3 text-gray-500 text-xs flex flex-row-reverse justify-between>a hrefhttp://www.eurogamer.net/articles/2015-11-04-dead-and-live-silent-hills-strange-afterlife>svg classh-6 w-6 fillnone strokecurrentColor stroke-width2 viewbox0 0 24 24 xmlnshttp://www.w3.org/2000/svg>path dM10 6H6a2 2 0 00-2 2v10a2 2 0 002 2h10a2 2 0 002-2v-4M14 4h6m0 0v6m0-6L10 14 stroke-linecapround stroke-linejoinround />/svg>/a>div>Eurogamer/div>/div>/div>/li>li classcol-span-1 flex flex-col text-center bg-white rounded-lg shadow-lg divide-y divide-gray-200>div classflex-1 flex flex-col>img classw-full h-32 flex-shrink-0 mx-auto object-cover rounded-t-lg srchttps://pressfolios-production.s3.amazonaws.com/uploads/open-uri20150603-3-mvemy2 />div classp-3 pt-0 h-44 overflow-hidden>h3 classmt-6 text-gray-900 text-sm font-medium line-clamp-3>a hrefhttp://home.bt.com/games/talking-points/i-can-quit-candy-crush-anytime-i-want-probably-maybe-11363842862336>‘I can quit Candy Crush anytime I want. Probably. Maybe’/a>/h3>div classmt-1 text-gray-500 text-sm text-left line-clamp-4>It’s Saturday lunchtime and we’re squeezed into the booth of a local pizza house. Our collective kids are pressed together, huddled around my boy’s aging iPad as they wait for their food to arrive. My friend uses the children’s brief distraction to lower her voice and mumble, brow furrowed: I pale, panic, a range of things – Disease?/div>/div>div classpy-1 px-3 text-gray-500 text-xs flex flex-row-reverse justify-between>a hrefhttp://home.bt.com/games/talking-points/i-can-quit-candy-crush-anytime-i-want-probably-maybe-11363842862336>svg classh-6 w-6 fillnone strokecurrentColor stroke-width2 viewbox0 0 24 24 xmlnshttp://www.w3.org/2000/svg>path dM10 6H6a2 2 0 00-2 2v10a2 2 0 002 2h10a2 2 0 002-2v-4M14 4h6m0 0v6m0-6L10 14 stroke-linecapround stroke-linejoinround />/svg>/a>div>BT.com / AP/div>/div>/div>/li>li classcol-span-1 flex flex-col text-center bg-white rounded-lg shadow-lg divide-y divide-gray-200>div classflex-1 flex flex-col>img classw-full h-32 flex-shrink-0 mx-auto object-cover rounded-t-lg srchttps://pressfolios-production.s3.amazonaws.com/uploads/open-uri20150603-3-1njrzqt />div classp-3 pt-0 h-44 overflow-hidden>h3 classmt-6 text-gray-900 text-sm font-medium line-clamp-3>a hrefhttp://www.nowgamer.com/gaming-classic-silent-hill/>Gaming Classic: Silent Hill/a>/h3>div classmt-1 text-gray-500 text-sm text-left line-clamp-4>It’s 1999. Solid Snake, clad in a tux, is speeding off into a snowy sunrise with Meryl clasped to his waist. This is my sixth play-through of Metal Gear Solid and – as epic as Snake’s adventure is – even I’m getting a little tired of it. But with the grand array of five games in my collection to choose from, my options are inevitably limited./div>/div>div classpy-1 px-3 text-gray-500 text-xs flex flex-row-reverse justify-between>a hrefhttp://www.nowgamer.com/gaming-classic-silent-hill/>svg classh-6 w-6 fillnone strokecurrentColor stroke-width2 viewbox0 0 24 24 xmlnshttp://www.w3.org/2000/svg>path dM10 6H6a2 2 0 00-2 2v10a2 2 0 002 2h10a2 2 0 002-2v-4M14 4h6m0 0v6m0-6L10 14 stroke-linecapround stroke-linejoinround />/svg>/a>div>NowGamer/div>/div>/div>/li>li classcol-span-1 flex flex-col text-center bg-white rounded-lg shadow-lg divide-y divide-gray-200>div classflex-1 flex flex-col>img classw-full h-32 flex-shrink-0 mx-auto object-cover rounded-t-lg srchttps://pressfolios-production.s3.amazonaws.com/uploads/open-uri20150603-3-1act2i9 />div classp-3 pt-0 h-44 overflow-hidden>h3 classmt-6 text-gray-900 text-sm font-medium line-clamp-3>a hrefhttp://www.nowgamer.com/bioshock-infinite-we-play-it-irrational-talks-about-it/>BioShock Infinite – We Play It, Irrational Talks About It/a>/h3>div classmt-1 text-gray-500 text-sm text-left line-clamp-4>Some games naturally loan themselves to a brief, artificial encounter. Some games do not. It’s like popping to the Caribbean for a sandwich. The journey’s too long, and the view too beautiful, for a fleeting visit. It’s an experience to savor, not rush, so even though we’re being forced to explore the skyscape of Columbia against the clock, we’re going to make the most of this preview with Infinite’s producer Mike Soden, and writer Drew Holmes, alongside to keep us company./div>/div>div classpy-1 px-3 text-gray-500 text-xs flex flex-row-reverse justify-between>a hrefhttp://www.nowgamer.com/bioshock-infinite-we-play-it-irrational-talks-about-it/>svg classh-6 w-6 fillnone strokecurrentColor stroke-width2 viewbox0 0 24 24 xmlnshttp://www.w3.org/2000/svg>path dM10 6H6a2 2 0 00-2 2v10a2 2 0 002 2h10a2 2 0 002-2v-4M14 4h6m0 0v6m0-6L10 14 stroke-linecapround stroke-linejoinround />/svg>/a>div>NowGamer/div>/div>/div>/li>li classcol-span-1 flex flex-col text-center bg-white rounded-lg shadow-lg divide-y divide-gray-200>div classflex-1 flex flex-col>img classw-full h-32 flex-shrink-0 mx-auto object-cover rounded-t-lg srchttps://pressfolios-production.s3.amazonaws.com/uploads/open-uri20150603-3-28apnp />div classp-3 pt-0 h-44 overflow-hidden>h3 classmt-6 text-gray-900 text-sm font-medium line-clamp-3>a hrefhttp://www.ign.com/articles/2015/05/28/fifa-16-introduces-female-footballers-for-the-first-time>FIFA 16 Introduces Female Footballers For The First Time/a>/h3>div classmt-1 text-gray-500 text-sm text-left line-clamp-4>By Vikki BlakeElectronic Arts' football/soccer franchise FIFA is introducing female players for the first time. The sports game will feature 12 international teams (Australia, Brazil, Canada, China, England, France, Germany, Italy, Mexico, Spain, Sweden, and the United States of America) when the latest instalment, FIFA 16, launches on September 22./div>/div>div classpy-1 px-3 text-gray-500 text-xs flex flex-row-reverse justify-between>a hrefhttp://www.ign.com/articles/2015/05/28/fifa-16-introduces-female-footballers-for-the-first-time>svg classh-6 w-6 fillnone strokecurrentColor stroke-width2 viewbox0 0 24 24 xmlnshttp://www.w3.org/2000/svg>path dM10 6H6a2 2 0 00-2 2v10a2 2 0 002 2h10a2 2 0 002-2v-4M14 4h6m0 0v6m0-6L10 14 stroke-linecapround stroke-linejoinround />/svg>/a>div>IGN.com/div>/div>/div>/li>li classcol-span-1 flex flex-col text-center bg-white rounded-lg shadow-lg divide-y divide-gray-200>div classflex-1 flex flex-col>img classw-full h-32 flex-shrink-0 mx-auto object-cover rounded-t-lg srchttps://pressfolios-production.s3.amazonaws.com/uploads/open-uri20150603-3-1jmtzzq />div classp-3 pt-0 h-44 overflow-hidden>h3 classmt-6 text-gray-900 text-sm font-medium line-clamp-3>a hrefhttps://tv.bt.com/entertainment/games/gamesfeatures/doctor-who-legacy-creator-i-still-play-it-to-relax-11363871036997>Doctor Who: Legacy creator – ‘I still play it to relax’/a>/h3>div classmt-1 text-gray-500 text-sm text-left line-clamp-4>Sat close together, Doctor Who: Legacy’s creators Susan and Lee Cummings are disarmingly down-to-earth – and not just because Lee’s Welsh accent remains wonderfully unaffected by life in California. They laugh often, and frequently finish each other’s sentences. It’s easy to forget that this couple have been involved in some of gaming’s biggest blockbusters./div>/div>div classpy-1 px-3 text-gray-500 text-xs flex flex-row-reverse justify-between>a hrefhttps://tv.bt.com/entertainment/games/gamesfeatures/doctor-who-legacy-creator-i-still-play-it-to-relax-11363871036997>svg classh-6 w-6 fillnone strokecurrentColor stroke-width2 viewbox0 0 24 24 xmlnshttp://www.w3.org/2000/svg>path dM10 6H6a2 2 0 00-2 2v10a2 2 0 002 2h10a2 2 0 002-2v-4M14 4h6m0 0v6m0-6L10 14 stroke-linecapround stroke-linejoinround />/svg>/a>div>BT.com / AP/div>/div>/div>/li>/ul>/div>div classmax-w-5xl mx-auto px-4 sm:px-6 lg:px-8 mt-6>nav classborder-t border-gray-200 px-4 flex items-center justify-between sm:px-0>/nav>/div>/div>div classbg-white overflow-hidden mt-10>div classrelative max-w-7xl mx-auto py-16 px-4 sm:px-6 lg:px-8>div classhidden lg:block bg-gray-50 absolute top-0 bottom-0 w-screen left-3/4>/div>div classmx-auto text-base max-w-prose lg:grid lg:grid-cols-2 lg:gap-8 lg:max-w-none>div>h2 classtext-base text-sky-600 font-semibold tracking-wide uppercase>About/h2>h3 classmt-2 text-3xl leading-8 font-extrabold tracking-tight text-gray-900 sm:text-4xl>Hello! I'm Vikki Blake./h3>div classflex gap-1 mt-2 styleflex-wrap: wrap>div classpx-2 py-1 text-slate-800 text-xs font-medium bg-sky-100 rounded-full flex-none>interviews/div>div classpx-2 py-1 text-slate-800 text-xs font-medium bg-sky-100 rounded-full flex-none>reviews/div>div classpx-2 py-1 text-slate-800 text-xs font-medium bg-sky-100 rounded-full flex-none>news/div>div classpx-2 py-1 text-slate-800 text-xs font-medium bg-sky-100 rounded-full flex-none>family friendly gaming/div>div classpx-2 py-1 text-slate-800 text-xs font-medium bg-sky-100 rounded-full flex-none>personality/div>div classpx-2 py-1 text-slate-800 text-xs font-medium bg-sky-100 rounded-full flex-none>pr/div>div classpx-2 py-1 text-slate-800 text-xs font-medium bg-sky-100 rounded-full flex-none>community/div>div classpx-2 py-1 text-slate-800 text-xs font-medium bg-sky-100 rounded-full flex-none>events/div>div classpx-2 py-1 text-slate-800 text-xs font-medium bg-sky-100 rounded-full flex-none>video games/div>div classpx-2 py-1 text-slate-800 text-xs font-medium bg-sky-100 rounded-full flex-none>gaming/div>/div>/div>/div>div classmt-8 lg:grid lg:grid-cols-2 lg:gap-8>div classrelative lg:row-start-1 lg:col-start-2>svg aria-hiddentrue classhidden lg:block absolute top-0 right-0 -mt-20 -mr-20 fillnone height384 viewbox0 0 404 384 width404>defs>pattern height20 idde316486-4a29-4312-bdfc-fbce2132a2c1 patternunitsuserSpaceOnUse width20 x0 y0>rect classtext-gray-200 fillcurrentColor height4 width4 x0 y0 />/pattern>/defs>rect fillurl(#de316486-4a29-4312-bdfc-fbce2132a2c1) height384 width404 />/svg>div classrelative text-base mx-auto max-w-prose lg:max-w-none>figure>img classrounded-lg shadow-lg object-cover object-center srchttps://pressfolios-production.s3.amazonaws.com/uploads/open-uri20160917-3-52lwl1 />/figure>/div>/div>div classmt-8 lg:mt-0>div classmt-5 prose prose-sky text-gray-500 mx-auto lg:max-w-none lg:row-start-1 lg:col-start-1>p>I was never really the kind of girl who played dollies or dress-up. While other girls were falling in love with soap stars, I was falling in love with gaming. I got lost in Hyrule. I kicked ass in Street Fighter. I had inappropriate dreams about Solid Snake, became obsessed with the gorgeously grim environments of Silent Hill, and am still kind of addicted to Guitar Hero./p>p>I’ve grown up with a particular penchant for survival horror, but I’ll turn my hand to pretty much anything. Does that mean I’m a 1337 pro gamer? Um, my kill:death ratio would suggest otherwise. But I firmly believe that you don’t have to have 1337 skills (or even know what 1337 means) to enjoy video games. /p>p>You can currently find my words at Eurogamer, Fandom, games™ magazine, Official PlayStation Magazine, Official Xbox Magazine, MTV, and Variety./p>p>Ive also written for Bloody Disgusting, Destructoid, GamesRadar+, Ginx TV, IGN, NowGamer, PC Gamer, PCGamesN, MyM magazine, Press Association/BT.com, TrustedReviews, VG24/7, and Xbox.com./p>p>Im quick, competent, professional and, to this day, utterly in love with what I do. How many people can say that about their work and actually mean it, eh?/p>/div>/div>/div>/div>/div>/body>/html>
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