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Critical Moves - Strategy Gaming

Critical Moves - Strategy Gaming

81 episodes — Page 1 of 2

Questions From The Critical Moves Community (EP.80)

May 8, 20261h 8m

Victoria 3: Is This Now Paradox's Best Game? (Ep.79)

May 1, 202654 min

Bad Guys, Evil Factions, and Moral Grey Areas in Strategy Games (Ep.78)

Apr 24, 202644 min

Our Most Legendary Strategy Gaming Moments (Ep.77)

Apr 17, 202640 min

Non-Strategy Games for Strategy Gamers (Ep.76)

Apr 10, 20261h 3m

Ep 75The DLC Debate: Best, Worst, and Everything In Between (Ep.75)

Al is joined by Adam and Jack to dig into the world of downloadable content — what makes a great DLC, what makes a cynical one, and how the industry has shifted from the era of the standalone expansion pack to today's drip-fed content model. From Stellaris and Hearts of Iron to Civilisation 7's ongoing struggles, the trio unpacks Paradox's DLC machine, Firaxis's existential crisis, and why Supreme Commander: Forged Alliance might be the gold standard nobody talks about anymore. Plus: City Skylines takes a late hit, Adam drops a hot take, and the beauty-is-in-the-eye-of-the-beholder defence gets its moment in court. https://criticalmovespodcast.com/winning-over-the-heart-of-the-machine/More from Critical Moves Podcast: Web: https://criticalmovespodcast.com Forum: https://criticalmovesforum.com Newsletter: https://criticalmoves.beehiiv.com Discord: https://criticalmovespodcast.com/discord Facebook: https://www.facebook.com/criticalmovespodcast Twitter: https://twitter.com/CriticalMoves_ Instagram: https://www.instagram.com/criticalmovespodcast Reddit: https://www.reddit.com/r/CriticalMoves

Apr 3, 202653 min

Ep 74RTS Games: Is There a Future? With Perafilozof (Ep.74)

Is the RTS genre dying, or is it on the verge of a real breakthrough? Tim and Al are joined by Perafilozof, one of YouTube's most dedicated RTS content creators, to dig into the state of real-time strategy gaming, what's holding it back, and what could push it forward. They cover the funding problem facing indie RTS developers, the tension between single player and multiplayer, the role of big IPs in reviving the genre, and why the audience's nostalgia might be part of the problem. Peter also shares his watchlist of upcoming RTS titles and gives his opinion on some of the most anticipated games in development.

Mar 27, 202657 min

Ep 73The Innovation Problem in Strategy Games | Dr. Ben Angell Returns (Ep.73)

Dr. Ben Angell returns to Critical Moves to lead a discussion on innovation in strategy games, the topic he chose when we interviewed him on his work for the Age of Empires 2 Chronicles DLC. Jack and Tim join him in examining why so many RTS releases are clones of four foundational titles, whether Paradox is genuinely pushing its games forward or just layering complexity, and what cross-genre pollination has produced in recent years. The conversation covers turn-based design, tutorialization, RPG elements in strategy, the challenge of designing a third faction for Beyond All Reason, and the first major post-launch changes arriving in Civ 7's Test of Time update. Ben draws on his development experience at Ensemble Studios, Ubisoft Düsseldorf, and Capture Age to give a behind-the-scenes perspective on why innovation is harder than it looks and where the genre might actually find room to move.https://criticalmovespodcast.com

Mar 20, 20261h 13m

Ep 72Just One More Turn - Turn-Based Games Deep Dive (Ep.72)

It's Turnbased Thursday Fest week, and Al, Sid, and Jack are leaning in hard. This episode is a full deep dive into the turn-based genre: what makes it so compelling, why "just one more turn" became gaming's most universal phrase, and whether turn-based has quietly replaced RTS as the dominant strategy genre in 2026. The conversation covers Football Manager as a closet tactics game, Worms as a gateway to strategy, the surge of roguelikes and deck builders, why indie developers keep choosing turn-based over real time, and the debate that will never die: is Total War turn-based or RTS? Come for the strategy chat, stay for Sid trying to wiggle out of naming his favourite turn-based game.

Mar 13, 202642 min

Ep 71Heart of the Machine 1.0 — Narrative Strategy, Time Loops & the Future of Arcen Games (Ep.71)

Chris McElligott-Park (Arcen Games) returns to Critical Moves to discuss the 1.0 full release of Heart of the Machine, launching March 6th via Hooded Horse. We dig into what makes this strategy RPG unlike anything else in the genre — its branching morality system, the parallel timeline mechanic, and why Chris deliberately built a game that doesn't lock you into being a hero or a villain. Chris also talks about the complexity modes added to accommodate different playstyles, what a "complete" game means when you're dealing with 20–175 hours of content depending on how deep you go, and how he thinks about post-launch content without FOMOing players into anything. If you've been waiting for 1.0 to dive in, this is the episode to listen to first.https://criticalmovespodcast.comhttps://store.steampowered.com/app/2001070/Heart_of_the_Machine/

Mar 6, 20261h 32m

Ep 70Steam NextFest 2026: The Good, The Bad, and The Unfinished (Ep.70)

Timothy, Jack, and Adam review their Steam Nextfest demo experiences across a wide range of strategy titles, from a god game that felt genuinely finished to an RTS sequel that felt like 1994. The discussion moves beyond individual game impressions into a broader debate about what a demo should actually deliver in the current market, whether developers are arriving at Nextfest too early, and what Steam could do to help players navigate the volume of content on offer.https://criticalmovespodcast.com

Feb 27, 202653 min

Ep 69Space 4X: Explore, Expand, Exploit, Exterminate (Ep.69)

Al is joined by Joe and space 4X expert Sid to trace the complete history of the space 4X genre — from its board game roots in 1974 through the golden age of Master of Orion, the dry spell of the late 90s, the modernisation wave of 2010, and what the genre looks like today.Sid also drops his top 5 space 4X games of all time, we debate why space 4X has never cracked the mainstream, and ask whether Star Trek and Star Wars IPs are perfect candidates for the 4X treatment — and why nobody has ever properly done it.https://criticalmovespodcast,comhttps://www.myabandonware.com/game/star-trek-the-next-generation-birth-of-the-federation-bcm

Feb 20, 202648 min

Ep 68The Paradox Problem: DLC, Developer Relations, and Broken Launches (Ep.68)

Al, Jack, and Timothy examine Paradox Interactive's business practices, from their DLC-heavy approach to their handling of development studios. The conversation covers why Paradox games launch incomplete, the nearly £400 cost of owning all Stellaris content, and what happened between Paradox and Colossal Order over City Skylines 2.The episode compares Paradox's model to other strategy publishers like Creative Assembly and Firaxis, discussing why sequels never arrive for flagship titles while DLC releases continue for years. The hosts explore whether this represents smart business or exploitation of a captive audience, why the community accepts buggy launches as standard practice, and how Paradox's treatment of satellite studios creates human costs behind the games.Discussion includes EU5's troubled launch, the subscription model as an alternative to buying hundreds of pounds in DLC, and why mod support serves business interests rather than altruism. Despite criticizing the practices, all three hosts admit they'll continue playing Paradox games because no other developer makes grand strategy titles at this scale.

Feb 13, 20261h 0m

Ep 67Menace Early Access: We Played the Demo But Know Nothing About the Game (Ep.67)

Menace released into early access yesterday. We recorded this episode ten days beforehand having played the demo and knowing almost nothing about what the early access version would include.The demo showed solid turn-based tactical combat with a complex action point system, deep squad customization options, and strong art direction. It also showed a game from respected developers Overhype Studios and publisher Hooded Horse that had somehow reached nine days before early access without communicating basic information about content, roadmaps, or the strategic layer completely absent from the demo.This raises questions about whether these studios are trading on goodwill from Battle Brothers and previous Hooded Horse releases to avoid the scrutiny a major publisher would face for the same approach. We discuss what worked in the demo, what the information vacuum means for early access, and whether the game's tactical depth compensates for questionable design decisions around unit specialization and equipment balance.The game might be great. The marketing and communication is not.Web: https://criticalmovespodcast.comDiscord: https://criticalmovespodcast.com/discord

Feb 6, 202657 min

Ep 66Defcon Zero: $4.5M Funded RTS (Ep.66)

Amir and Almog from Tri Arts Games talk about their RTS project Defcon Zero: Frontlines of Tomorrow. They worked for two years without pay on a tech demo that got them 12,000 wishlists through organic community building alone. Then they secured $4.5 million in funding from RTS fans with money to spend, not a publisher trying to squeeze ROI out of the genre. Tim Campbell from Westwood is their development advisor now. That's the same Tim Campbell who helped build Command & Conquer. They explain how they went from posting a single tank screenshot in a community forum to hiring a proper team and moving into offices. The game has weapon priority systems so your units don't fire tank shells at individual infantrymen when there's an actual tank 50 meters away. Cover mechanics where infantry automatically seek protection when shot at instead of standing in the open watching their health bars drain. Two asymmetric factions with very different approaches to warfare, though they're keeping most of the differences under wraps for now. They're aiming for a playable demo around September or October 2025, with full release in 2.5 to 3 years. The campaign has 30 missions built around the lore instead of being missions with story bolted on afterward. They already have 40,000 years of world history written out. Both developers bring experience from outside traditional game development. Almog was a psytrance DJ running festivals for 15,000 people before teaching himself 3D art at 35. Amir managed the 80,000-member Command & Conquer Facebook group and worked as a gaming influencer for years. They talk about how their Discord community influences development decisions and why they refuse to use paid promotion when organic reach works better. This is a long interview. We cover their design philosophy, why they chose Unreal Engine for an RTS, how living through conflict shapes their approach to depicting warfare, and whether the RTS genre is experiencing a rebirth or just a temporary spike in interest.Links:https://store.steampowered.com/app/2923140/Defcon_Zero_Frontlines_of_Tomorrow/ https://discord.com/invite/hvC6g76d5B

Jan 30, 20261h 23m

Ep 65Terra Invicta: The Long War From The Shadows (Ep.65)

Terra Invicta just hit 1.0 after years in early access. It's a grand strategy game where you run a shadowy organization trying to control Earth's nations while aliens show up uninvited.Al hasn't played it. Tim and Joe have hundreds of hours between them. The game has three layers: geopolitical manipulation on Earth, orbital infrastructure, and hard sci-fi space exploration across the solar system. Real physics, real nations with actual GDP figures and political metrics, and launch windows that matter.Seven factions compete with different endgames you don't learn until you're deep in. The complexity is brutal. Learning curve is steep. Tutorial won't save you - hit Reddit first. But if you can stomach the initial wall, you get a modern grand strategy game that fills a gap Stellaris can't touch.Tim and Joe walk through faction design, agent mechanics, research trees, space combat, and why China is the hardest nation to infiltrate. Made by Pavonis Interactive, the team behind XCOM's Long War mod.

Jan 23, 202645 min

Ep 64300 Hours to Game in 2026: Empire Total War, Cities Skylines, and Dwarf Fortress (Ep.64)

Most gamers over 40 get five hours a week to play games. That's 300 hours for the entire year. We picked strategy titles that work when you can only play in short bursts between work, family, and everything else competing for your time.Al recommends Empire: Total War for its blend of grand strategy and tactical battles, plus it runs on iPad. Jack argues for Cities: Skylines because you can jump back in after a week and know exactly where you left off. Joe champions Dwarf Fortress for its ant-farm gameplay and the ability to set small goals each session.We also cover Paradox's predatory move with Colossal Order, stripping Cities: Skylines from the original developer and relocating it to Ice Flake Studios in the same city. The plan appears designed to poach talent and kill the studio that built the franchise.

Jan 16, 202645 min

Ep 63Strategy Games Coming in 2026: Dawn of War 4, Total War 40K, Space Sims, and Indies (Ep.63)

Jack, Al, and Sid go through strategy games shipping in 2026. Sanctuary Shattered Sun from the Supreme Commander lineage. Dawn of War 4 returning to classic RTS after Relic lost the license. Total War 40K launching with four factions, no confirmed fleet battles. Three space strategy indies trying different approaches: Falling Frontier's physics-based combat, Fragile Existence's solo dev survival angle, Beyond Astra's grand strategy focus. Heroes of Might and Magic Olden Era already proved itself in the demo. Stronghold coming back.We question whether small teams can deliver on ambitious scopes, why King Art keeps releasing updates while others go silent, and what Total War 40K needs to do right given Warhammer Fantasy's foundation.

Jan 9, 20261h 10m

Ep 62Strategy Gaming in 2026: What the Media Gets Wrong. Critical Moves Year in Review (Ep.62)

The Critical Moves team reviews our first full year covering strategy gaming and explains why "the gaming industry is dying" headlines miss the point completely. We interviewed developers from Luke Hughes (Burden of Command) to Brandon Castile (Tempest Rising) to Thomas Vandenberg (Kingdom series). Covered games from solo developers and Xbox Game Studios teams. Went from zero listeners to half a million YouTube views in 14 months without spending money on advertising. The discussion covers why AAA layoffs do not equal industry collapse. How 100,000 copies sold can sustain an indie strategy studio. Why we rejected review codes for poor games instead of lying to our audience. What makes strategy gaming coverage different when you answer to listeners instead of publishers. Strategy gamers, indie developers, and anyone tired of gaming journalism that inflates scores and avoids criticism will find this conversation relevant. We turned down opportunities to compromise. We will continue doing that in 2026.

Jan 2, 20261h 2m

Ep 61Our Best Strategy Games of 2025 Are a DLC, Another DLC, and a 21-Year-Old Remaster (Ep.61)

Our best games of 2025 are a DLC for a 2023 game, a DLC for a 2022 game, and a remaster of a 2004 game. That tells you everything about the state of strategy gaming this year. Adam picked Spell Force Conquest of Eo's Children of Norn expansion because the developers keep supporting a game that deserves more players. The complexity puts it somewhere between Heroes of Might and Magic and Age of Wonders 4, with combat that stays interesting instead of devolving into auto-resolve spam. Tim went with Victoria 3's Charter of Commerce, the mechanics pack that fixed the global economy and turned trade from a micromanagement nightmare into something that works. Al chose Dawn of War Definitive Edition, which proves a 21-year-old RTS still plays better than most modern releases when you update the graphics and preserve mod support. Civilization 7 was up for Game Awards strategy game of the year despite being a cash grab that copied Humankind's worst ideas. They've already patched in the ability to keep the same leader across ages because the backlash was immediate. Tempest Rising almost made Al's top pick but lacks the campiness that made Command and Conquer memorable. Broken Arrow exists but you still can't save during campaign missions. Final Fantasy Tactics Reborn won the Game Awards, which is fine, but it's another remaster. The podcast covers why Spell Force's combat stays fresh, how Victoria 3's economy finally works, what Relic got right with the Dawn of War remaster, and why 2026 looks significantly better with Total War 40K, Dawn of War 4, and other releases on the horizon.

Dec 26, 202559 min

Ep 60Total War: Medieval 3 and Warhammer 40K - What Creative Assembly Got Right (and Wrong) (Ep.60)

Creative Assembly announced Medieval 3 and Total War Warhammer 40K within two weeks. We break down what we know, what's missing, and whether the new Warcore engine can handle what these games need to deliver.Medieval 3 won't arrive until 2027 at the earliest, possibly 2028. The game promises more than just map painting with systems borrowed from Crusader Kings territory, but the challenge is finding the middle ground between Medieval 2 Definitive Edition and overcomplicated mechanics that alienate the core audience.Total War Warhammer 40K launches in 2026 with four factions at release. The excitement is real, but so are the concerns. The lack of confirmed player-controlled space combat is a problem when Battlefleet Gothic Armada managed proper naval warfare a decade ago. Creative Assembly has talked about fleets moving between planets, but they haven't said the words that matter: you will control ships in battle.The simultaneous PC and console release raises questions about complexity being sacrificed for accessibility. The DLC model from Warhammer Fantasy could get expensive fast when you're dealing with a galaxy worth of factions. Chaos Space Marines missing at launch signals what's coming.We cover the new Warcore engine, whether Creative Assembly learned from the Rome 2 disaster, and what needs to happen for these games to work. The potential is there. The execution remains to be seen.

Dec 19, 202555 min

Ep 59City Builders from SimCity to Skylines, Anno to Frostpunk (Ep.59)

City builders split into subgenres that barely resemble each other. Cities Skylines focuses on traffic optimization and aesthetic building. Anno centres on island logistics and production chains. Banished and Frostpunk push survival mechanics. Tropico simulates dictatorships. Soviet Republic recreates command economy management. Each game builds around different core systems despite sharing the city builder label.SimCity created the genre in 1989 and dominated until SimCity 4. The series died when it failed to evolve. Cities Skylines launched in 2015 and replaced it by combining Sim City's zoning systems with granular detail and robust modding support through Steam Workshop. Traffic Manager Presidential Edition and thousands of custom assets transformed the base game. Players spent 8,000+ hours building and optimizing cities. Nothing has matched this combination since.Cities Skylines 2 launched broken in 2023. Paradox removed Colossal Order from development in November 2025 and moved the game to Iceflake Studios, an internal team with no franchise experience. The problems started before launch. Paradox forced the game onto their mod platform instead of Steam Workshop, rushed development, and expected Colossal Order to recreate a heavily modded ecosystem from scratch. The game ran poorly and offered less than the original. After three years of fixes failed to salvage it, Paradox blamed the developer. This decision looks like scapegoating and positions Iceflake to focus on DLC revenue recovery.Anno succeeds across six entries because each game iterates on proven systems. The island mechanics, production chains, and optimization loops remain consistent while graphics and features improve. Paradox achieved this with Europa Universalis and Victoria but failed with Cities Skylines 2 by attempting replication instead of innovation.The episode covers Pharaoh, the Settlers series crossing into RTS territory, Dwarf Fortress difficulty scaling, and Citystate Metropolis attempting gridless zoning as a solo development project.

Dec 12, 202541 min

Ep 58Developer Interview: Dr. Ben Angell - AOE2: Chronicles Series (Ep.58)

In this episode of Critical Moves, we sit down with Ben Angel, narrative lead and designer on the Age of Empires 2: Chronicles DLC campaigns. Ben shares fascinating insights into creating compelling narratives within the constraints of RTS gameplay, where players experience stories from a distant, zoomed-out perspective.We discuss how Chronicles tackles the inherent challenges of storytelling in strategy games—turning abstract barracks and identical units into specific, memorable moments through careful writing and design. Ben explains how dialogue can function like a "radio play" running in the background while players manage their armies, and how writers must give specificity to generic gameplay elements.The conversation explores how the team designed varied campaign scenarios that break away from the repetitive "build base, create army, destroy enemy" formula. We learn about their approach to difficulty scaling, historical authenticity versus accuracy, and why the silent majority of RTS players—those who prefer single-player campaigns—deserve more attention from the industry.Ben also reflects on the state of narrative-driven RTS games, the lessons from classics like Rise and Fall: Civilizations at War, and what the future might hold for story-focused strategy content. Whether you're an Age of Empires veteran or simply interested in game narrative design, this episode offers a rare behind-the-scenes look at creating meaningful stories in the strategy genre.https://criticalmovespodcast.com

Dec 5, 20251h 12m

Ep 57Anno 117: Pax Romana - Why Even Anno Fans Are Disappointed (Ep.57)

Does Anno 117: Pax Romana live up to the hype? Err... No. In this episode, Al (the Anno noob) got a chance to quiz Anno veteran Timothy on what the latest instalment of the franchise does right and what it does terribly wrong.Join us as we pull apart Ubisoft Mainz' latest city builder title and discuss if the Roman setting fits the Anno brand, if it adds anything to the series and why diagonal roads are such a big deal. We go through the core problems with Anno 117. The Roman setting sounds good on paper but doesn't translate to compelling gameplay. This feels like a step backward for the franchise.We compare it to previous Anno games and talk about why this entry falls short. The issues aren't small fixes - they're fundamental design choices that undermine what the series does best. If you've been on the fence about buying it, this discussion will help you decide.

Nov 28, 202551 min

Ep 56Thomas van den Berg on Kingdom's Design Philosophy and the Flash Game Era (Ep.56)

Join hosts Jack and Adam as they sit down with Thomas Vandenberg, the visionary creator behind Kingdom Classic and Kingdom New Lands, for a deep dive into the evolution of minimal strategy design. Thomas shares the fascinating journey of turning a Flash game prototype into a beloved franchise that pioneered the "aesthetic strategy" genre, where atmosphere and accessibility take precedence over complex mechanics.The conversation explores the golden age of Flash gaming, the creative constraints that shaped Kingdom's innovative sidescrolling strategy mechanics, and the philosophy behind keeping games minimalist while resisting feature creep. Thomas opens up about the challenges of following up a successful indie hit, his collaboration with composer Amos Roddy, and his upcoming projects including the tower defense game Garbage Country. From diegetic UI design to the appeal of multiplayer "friend slop" games, this episode examines what makes strategy games truly engaging beyond their mechanical depth.This conversation offers rare insights into creating games that prioritize vibes and player experience over conventional complexity, perfect for Kingdom fans and anyone interested in thoughtful game design philosophy.https://criticalmovespodcast.com

Nov 21, 20251h 23m

Ep 55Football Manager 26 - A New Low For The Series (Ep.55)

Joe and Big Sid talk Football Manager from Championship Manager 01/02 to the FM26 disaster. Big Sid has been playing for 25 years. Joe started with FM12 and the San Marino Challenge, spending a year building a lower Italian league team into Champions League contenders. Both have lost relationships and jobs to this game.FM26 launched in early access and immediately got review bombed on Steam. The new Unity engine brought performance problems. Menus take five minutes to open. Big Sid has a 4090 and still had problems. The UI overhaul moved everything around, breaking muscle memory from years of previous versions. Sports Interactive told people to give it 20 hours to adjust, which is absurd when most people quit games in 10 minutes if they don't like the feel.FM25 got cancelled months before release. Miles Jacobson said it wasn't good enough and he wasn't having fun. The community questioned whether FM26 would also get delayed, but Sega's release schedule meant it had to ship. Maybe they should have delayed it anyway.The transfer system improved with a recruitment hub for planning squad building. Women's football is in the game now with 14 playable leagues across 11 nations. The men's game has 100 fully playable leagues and around 800,000 players including coaches and scouts. The match engine got better with more natural player movement, but the trade-off was PowerPoint transitions between menus.We talk favorite saves and legendary players. Big Sid runs journeyman saves, starting unemployed with Sunday league experience. His go-to tactic is the 4-2-3-1 Gegenpress. Joe gives himself one coaching badge and prefers building from nothing. Freddy Adu dominated FM05 saves. Lorenzo Kryzite bossed midfields as a lone defensive midfielder in FM12. Shane Long had one year where he was inexplicably the best player in the game. Joe once reloaded his youth intake 100 times to get his own kid as a regen and turned them into a national team player.Big Sid says let them cook. FM26 needs time and iterations to fix the performance and UI problems. Or just play FM24, which got delisted from Steam. You can download it if you already own it but can't buy it anymore.Tell us what your first save is in a new FM or which wonderkid you remember best.https://criticalmovespodcast.com

Nov 14, 202553 min

Ep 54Sudden Strike 5 is Coming. Is The Series Any Good? (Ep.54)

Welcome back to Critical Moves! In this episode, hosts Jack and Adam welcome newest team member Sid to break down the Sudden Strike series - the World War II real-time tactics franchise that's been quietly serving a dedicated fanbase for over two decades. With Sudden Strike 5 recently announced at Gamescom and promising ambitious features like 300+ units, co-op PvE gameplay, and massive 25-hour campaigns, we dive deep into why this arcade-style strategy game occupies such a unique space in the genre. Sid walks us through his experience with the series from the original game through Sudden Strike 4, explaining the core gameplay loop that focuses on tactical resource management, fuel and ammo conservation, and scripted reinforcements rather than traditional RTS base-building. We explore why Sudden Strike has struggled to gain mainstream recognition despite four previous entries, discussing how it sits awkwardly between hardcore military simulations like Men of War and more accessible titles like Company of Heroes, making it too arcade for wargaming purists but potentially too tactical for casual RTS fans.https://criticalmovespodcast.com

Nov 7, 20251h 0m

Ep 53New Year, New Game (Ep.53)

To celebrate the new year of Critical Moves Podcast, Al, Tim and Adam sat down to recommend a new game for the others to try. These were games that the others had never played before but that each hoped their co-hosts would enjoy. Games recommended were: Tim: https://store.steampowered.com/app/1207650/Suzerain (for Al) https://store.steampowered.com/app/1434950/HighFleet (for Adam)Al: https://store.steampowered.com/app/2088550/Dying_Breed (for Adam) https://store.steampowered.com/app/3556750/Warhammer_40000_Dawn_of_War__Definitive_Edition (for Tim)Adam: https://store.steampowered.com/app/457140/Oxygen_Not_Included (for Al) https://store.steampowered.com/app/25900/Kings_Bounty_The_Legend (for Tim)We will come back in a few months and let you know what we thought of them.

Oct 31, 202558 min

Ep 52Heroes of Might and Magic: OE or Endless Legend 2. Which Is Better? (Ep.52)

Jack and Adam compare two modern revivals of strategy design: Heroes of Might and Magic: Olden Era and Endless Legend 2. We cover how HOMM OE modernises the classic loop, the daily and weekly map rhythm, city growth, unit upgrade forks, and where it stumbles with a cluttered spell UI and questions about handcrafted maps. We dig into Endless Legend 2’s Civ-style shell with heroes anchoring armies, event chains that create real attachment, and the tides mechanic that reshapes the map, plus the tutorial build crashing on our end and why it still kept us playing. The thread through both is a character-led 4X style that looks like Civ but plays closer to HOMM and Age of Wonders, with smaller tactical scopes and more authored micro-stories. https://criticalmovespodcast.com

Oct 24, 202554 min

Ep 51Steam NextFest Special (Ep.51)

Adam, Jack, and Tim dig into the October 2025 Steam Next Fest lineup. They highlight the most promising strategy titles, the ones to skip, and talk about how Steam’s visibility system shapes the fortunes of indie developers. The discussion covers what works, what doesn’t, and why the algorithm can make or break smaller strategy games.https://criticalmovespodcast.com

Oct 17, 20251h 8m

Ep 50RTS Is Quietly Having a Comeback (Ep.50)

Nuno, Al, and Jack talk about how modern real-time strategy has changed — and improved. Dawn of War: Definitive Edition shows the strength of classic design, while new projects like Tempest Rising and Broken Arrow push toward a leaner, more deliberate form of RTS. The conversation covers what recent games are getting right, where design has shifted, and why the future looks more promising than it has in years.https://criticalmovespodcast.com

Oct 10, 202556 min

Ep 49The Future of Total War (Ep.49)

Al, Tim and Joe come together to discuss the future of the Total War franchise ahead of Creative Assembly's December announcement on what to anticipate next from the studio. With a look at what games the hosts expect to see and which ones they would love to see, the conversation covers settings such as Star Wars, Warhammer 40K and Lord of the Rings, along side what Medieval III might look like, or if Total War: Empire 2 will see the series return to the era of colonialism, sailing ships and cavalry charges into line infantry.https://criticalmovespodcast.com

Oct 3, 202551 min

Ep 48Asymmetry: The Secret Ingredient in Strategy Games (Ep.48)

Asymmetry is one of the defining features of strategy games, but it’s also the source of endless arguments. Giving players different factions, units, or victory conditions creates tension and variety, but it also creates balancing headaches. Designers fight with trade-offs: too much asymmetry and one side can dominate, too little and the game turns bland. In historical wargames, asymmetry is unavoidable - real conflicts aren’t fair fights - and that raises the harder question of how much accuracy should be sacrificed for the sake of playability. This episode looks at faction design, uneven objectives, and the constant push and pull between theme, balance, and player experience.https://criticalmovespodcast.com

Sep 26, 202551 min

Ep 47Double Vision: The True State of 4X (Ep.47)

In this episode we brought in Ricky and Drexy from eXplorminate to correct the mistakes we made in episode 41 on the state of 4X. The discussion pulls apart what separates 4X from grand strategy, where games like Stellaris, Total War and Victoria 3 sit, and why the labels aren’t always useful.We cover direct control versus large-scale influence, why Total War is neither 4X nor grand strategy, the failure of Humankind’s civ-swapping mechanic, and how Ara History Untold burned out with poor pacing and clumsy systems. We get into DLC bloat, feature creep, and how these games drive away new players while locking in the hardcore. There’s also a look at the economic side of strategy games and why most 4X titles still avoid it.The state of 4X isn’t good. Innovation attempts usually collapse under bad execution, old titles feel dated, and sequels keep recycling the same template. Grand strategy keeps its audience, but only by demanding an enormous investment of time and patience.https://criticalmovespodcast.comhttps://explorminate.org

Sep 19, 20251h 6m

Ep 46Beyond All Reason – Behind the Scenes of BAR (Ep.46)

Beyond All Reason (BAR) is a free open-source real-time strategy game based on Total Annihilation. In this episode we interview community manager PtaQ and our very own Timothy. Learn about RTS game development, community-driven gaming projects, epic-scale strategy battles with thousands of units, upcoming campaign mode, new faction releases, and Steam launch plans. This strategy gaming podcast episode covers BAR's 60,000+ Discord community management, volunteer-based game development, the "Ragnam Method" for redesigning legacy RTS mechanics, art and music coordination, and what makes this free-to-play strategy game unique in 2024. Perfect for RTS fans, strategy game enthusiasts, indie game developers, and anyone interested in community-driven game projects. https://criticalmovespodcast.com

Sep 12, 20251h 16m

Ep 45When Developers Quit, Players Keep Games Alive (Ep.45)

Community supported games are the reason classics like Age of Empires 2, Company of Heroes, and Heroes of Might and Magic 3 are still played decades after release. In this episode of the Critical Moves Podcast, we look at abandoned strategy games, how modding scenes keep them alive, and why some titles survive long after developers stop updating them.We cover Dawn of War and its Definitive Edition, the ongoing debate of Civilization 6 vs Civilization 7, and the communities behind Command & Conquer and StarCraft 2. We also talk about forgotten strategy gems like Bungie’s Myth and how total conversion mods can grow into full games, such as Beyond All Reason.From mods that improve graphics and add factions, to community servers that replace official ones, this discussion explores what makes certain strategy games timeless. If you’re interested in RTS history, fan-driven projects, or the debate around when a game is truly abandoned, this episode is for you.https://criticalmovespodcast.comhttps://criticalmovespodcast.com/discord

Sep 5, 202550 min

Ep 44Does Dawn of War 4 Have What It Takes? (Ep.44)

Dawn of War 4 exists! We talk about what we know and what we expect. The franchise has one good game, one mediocre sequel, and one disaster. Dawn of War 3 killed the series for eight years. Now KING Art Games and Deep Silver are taking another shot at Warhammer 40K real-time strategy. We cover the confirmed details, the studio behind it, and the current state of RTS games. Dawn of War 4 needs to solve problems that Dawn of War 3 created while breaking new ground for a 2026 audience. This isn't speculation. We stick to what's confirmed and what the evidence suggests about development and design direction. The 40K license prints money but that doesn't guarantee good games. https://criticalmovespodcast.com

Aug 29, 202535 min

Ep 43Chris McElligott-Park on AI War, Community, and Running an Indie Studio (Ep.43)

What does long-term survival look like for an indie strategy studio? In Part 2 of our interview, Chris McElligott-Park talks about: – Sustaining Arcen Games through shifting trends – Crowdfunding and community involvement – Designing sequels without repeating yourself – The challenges of predicting success in a saturated market This is Part 2 of a two-part interview.

Aug 22, 20251h 6m

Ep 42Chris McElligott-Park on Game Design, Narrative, and Arcen’s Origins (Ep.42)

What does it take to make a critically acclaimed strategy game? Chris McElligott-Park, designer of Heart of the Machine, joins the Critical Moves team to talk through: – How Arcen Games started – The design thinking behind AI War – Making strategy games without traditional narrative – Engineering AI opponents that can out-think players This is Part 1 of a two-part interview.

Aug 15, 20251h 2m

Ep 41The State of 4X Strategy. Can It Be Fixed? (Ep.41)

We try to avoid Stellaris. We really do.But if you're talking about the state of 4X games in 2025, it keeps dragging you back.Al, Joe, and Tim take stock of a genre that’s running out of excuses. Innovation is rare. Pacing is broken. AI can’t keep up. And the line between 4X and grand strategy has nearly vanished.Is anyone pushing things forward? Are we just reskinning old ideas? And why do most 4X games still fall apart by turn 100?

Aug 8, 202550 min

Ep 40Building a Sci-Fi RTS from Scratch – Fungal Front Dev Interview (Ep.40)

We talk to Matt, the solo developer behind Fungal Front — a hard sci-fi real-time strategy game set on a hostile alien planet. In this interview, we cover what makes the game unique, the challenges of building complex systems solo, and what players can expect from the factions, mechanics, and world design.If you're into asymmetric gameplay, grounded sci-fi, and RTS games that don’t hold your hand, this one's worth watching.

Aug 1, 202548 min

Ep 39Can a Strategy Game Work Without a Story? (Ep.39)

How important is narrative in strategy games and what kind of story actually works? In Episode 39 of Critical Moves, Adam, Jack, and Al dig into the role of storytelling in the genre, from scripted campaigns to player-driven chaos.We cover:• Emergent vs scripted storytelling, and where each one shines. • Why some strategy games succeed without a story, and others absolutely need one. • A heated debate over whether a Total Annihilation-inspired game deserves a narrative at all.Whether you think story elevates strategy or just gets in the way, this episode pulls apart how narrative affects design, engagement, and whether players even care. Top 5 Base-Builder RTS Games: www.youtube.com/watch?v=7dBswsIEc88

Jul 25, 202545 min

Ep 38Get Ready For Heroes of Might and Magic Olden Era (Ep.38)

Before Olden Era, there was Heroes of Might and Magic, the series that defined turn-based strategy for an entire generation.In this episode, we unpack what made HoMM so addictive: the layered overworld maps, the chess-like battles, the base-building loop, and the sheer variety of factions and creatures. We trace its rise from the early days through the glory of Heroes III and the missteps that followed, setting the stage for what Olden Era now tries to revive.If you're trying to understand the legacy behind the new game (like Al!), or just wondering why people are still talking about this decades later, this is your starting point.

Jul 18, 202545 min

Ep 37Strategy Games Are Terrible at Teaching You Anything (Ep.37)

Why are strategy game tutorials so bad and who’s fixing it? In Episode 41 of Critical Moves, we’re joined by Joe from Example of Play to talk about the gap between what strategy games teach and what players actually need to know.We cover:Why tutorials often fail in complex strategy titles.How content creators like Joe step in to bridge the gap.Joe’s own gaming background and what’s on his radar next.It’s part interview, part rant, and part public service announcement for any developer who still thinks ‘just read the tooltips’ is enough.

Jul 11, 202544 min

Ep 36Celebrating Indie Developers on "Indie-pendence" Day (Ep.36)

Can indie strategy games do what big studios won’t... or can’t? In Episode 36 of Critical Moves, we highlight the independent titles that impressed us, surprised us, and in some cases outclassed their AAA counterparts.We talk about:The design risks indie games are willing to take.How smaller studios punch above their weight in innovation and depth.Why some of these titles stick with us more than mainstream releases.From space command sims to tactical roguelikes and political sandboxes, it’s a celebration of strategy games that were made without a massive budget, but still left a mark.The Last General - https://store.steampowered.com/app/2566700NEBULOUS: Fleet Command - https://store.steampowered.com/app/887570Star Traders: Frontiers - https://store.steampowered.com/app/335620Falling Frontier - https://store.steampowered.com/app/1280190HighFleet - https://store.steampowered.com/app/1434950Tooth and Tail - https://store.steampowered.com/app/286000Battle Brothers - https://store.steampowered.com/app/365360Terra Invicta - https://store.steampowered.com/app/1176470MENACE - https://store.steampowered.com/app/2432860

Jul 4, 202554 min

Ep 35What Makes a Strategy Game of the Year? (Ep.35)

What separates a good strategy game from a great one? And what does it actually take to earn “Game of the Year” in a genre built on complexity, depth, and replayability?In Episode 35 of Critical Moves, we break down the criteria that matter most - gameplay systems, balance, innovation, pacing, longevity, and presentation - and discuss how strategy games are judged compared to other genres.We ask:What does “strategy game of the year” really mean?Which features or design choices carry the most weight?Is it about mass appeal or something more specific to the genre?It’s a discussion about taste, standards, and what we actually value in the best strategy games each year.

Jun 27, 20251h 2m

Ep 34When RTS Was King: The Best Real-time Strategy Games Ever Made (Ep.34)

When did the best RTS games get made and why have we seen nothing like them since?Let's take a look back at the golden age of real-time strategy. From peak base-building to iconic faction design, we talk about what made this era so good, the games that defined it, and the influence they still have today.Whether you grew up on it or missed it entirely, this is a look at RTS when it was fast, focused, and everywhere.

Jun 20, 202547 min

Ep 33Building Worlds with Game Dev Tatsu – Sanctuary, ZeroSpace & Ablight (Ep 33)

What does it take to build a strategy game that stands out in a crowded genre? Game developer Tatsu (Sanctuary: Shattered Sun, ZeroSpace, Ablight) joins us to break down the craft behind deep, immersive RTS experiences. From indie passion projects to ambitious sci-fi warfare, we explore how worldbuilding, player agency, and innovative mechanics shape the future of strategy games. This is a no-fluff conversation on design risks, lessons from development hell, and why games like ZeroSpace are pushing the RTS genre forward. Whether you're a player or a creator, there's something here for anyone who cares about where strategy games are headed next.

Jun 13, 20251h 32m

Ep 32The Greatest WW2 Strategy Games Ever Made (Ep 32)

What’s the greatest World War II strategy game ever made and why do we keep coming back to this war?On the anniversary of D-Day, Nuno walks through the best WW2 strategy games ever made. It’s a sharp look at what these games get right, where they fall short, and how they handle the weight of real history. From high-level operations to close-quarters tactics, we talk realism, pacing, decision-making, and why this setting still produces some of the best strategy design out there. Expect hard opinions and a deep respect for games that actually deliver.

Jun 6, 202550 min

Ep 31These Games Will Ruin Your Life (Ep 31)

Why do games like Victoria 3, Anno 1800, and Football Manager destroy your sleep schedule, and why are they so hard to quit?These are the strategy games that don’t just pull you in, they erase your evening and leave you wondering how it’s already morning. We talk about what makes these games so addictive, from perfectly tuned systems to that never-ending sense of progress. What’s the line between depth and compulsion? Can a game be brilliant even if it ruins your week?It’s part confession, part analysis, and a warning to anyone who thinks they’ll just play “one more turn.”

May 30, 202536 min