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Explore every episode of the podcast Critical Moves - Strategy Gaming

Dive into the complete episode list for Critical Moves - Strategy Gaming. Each episode is cataloged with detailed descriptions, making it easy to find and explore specific topics. Keep track of all episodes from your favorite podcast and never miss a moment of insightful content.

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1–50 of 84

TitlePub. DateDuration
RTS vs TBS: What Makes a Great Strategy Game? (Ep 24)11 Apr 202500:44:01

Which is better, turn-based or real-time strategy? And why does it still divide players?

This episode tackles the long-standing split at the heart of the genre. We look at how pacing, control, and decision-making change depending on the format, and what that means for gameplay, accessibility, and replay value. There’s no winner declared, but the differences matter. Whether you prefer careful planning or real-time chaos, this is a straight look at how both styles shape the way strategy games are made and played.

Broken Arrow - The Best Military RTS of 2025? (Ep 23)04 Apr 202500:49:11

Is Broken Arrow the next great modern military RTS or just another missed opportunity?

We take a close look at Broken Arrow, a large-scale strategy game built around real-world military hardware and combined arms tactics. From interface design to unit control, we break down what the game is doing well and where it still feels rough. It’s a grounded take on a promising RTS that’s caught attention for its scope and realism. If you’re into modern warfare strategy games, this one’s worth a closer look.

Broken Arrow is available to wishlist on Steam and will release in June 2025: https://store.steampowered.com/app/1604270/Broken_Arrow/

The Art of Strategy: How to Win with Turtle, Rush, or Adapt (Ep 14)31 Jan 202500:49:29

What’s the best strategy, rush early or turtle up and wait?

We break down the core playstyles that define RTS gameplay, from slow, methodical builds to fast, aggressive openings. It’s not just about preference. Some games reward caution, others demand constant pressure. We talk about how map design, unit balance, and resource control shape your options, and why some strategies fall apart in the wrong context. Plenty of examples, plenty of opinions, and a sharp look at how actual strategies work in the strategy genre.

https://criticalmovespodcast.com

Stellaris 4.0 and Steam RTS Fest (Ep 13)24 Jan 202500:44:02

What’s new in Stellaris and which RTS games should be on your radar right now?

We start with a quick look at the Stellaris 4.0 update and what it means for the game’s long-term direction. Then we turn to Steam’s RTS Fest, where we found a mix of new releases, promising demos, and overlooked classics. It’s a fast-paced episode packed with impressions, recommendations, and a few strong opinions on what deserves your time if you're hunting for your next strategy fix.

https://criticalmovespodcast.com

The Games of Paradox Interactive (Ep 12)17 Jan 202500:48:56

How did Paradox become the most influential name in grand strategy and is their approach still working?

We take a close look at Paradox Interactive and the design choices that built their reputation. From sprawling complexity to relentless DLC, their games have changed how people think about long-term strategy. We talk about what makes their titles so compelling, where they frustrate players, and how they’ve managed to build one of the most loyal communities in gaming. If you’ve ever been lost in a Crusader Kings campaign or bounced off Hearts of Iron, you’ll find something here.

https://criticalmovespodcast.com

We Played 6000 Hours of Stellaris So You Don’t Have To (Ep 11)10 Jan 202500:57:21

Why is Stellaris still the most ambitious grand strategy game out there?

We take a full episode to break down what makes Stellaris stand out. From deep customisation to exploration-driven gameplay, this is a game that changed how grand strategy can work. We talk through its evolution from launch to its current form, share favourite mechanics and moments, and dig into what keeps us coming back. If you're already deep into the galaxy or just wondering what the fuss is about, this one’s worth a listen.

https://criticalmovespodcast.com

War Stories: Why Narrative Matters in Strategy Games (Ep 10)03 Jan 202500:55:21

Can storytelling make a strategy game unforgettable or just get in the way?

We take a hard look at how narrative shapes the strategy genre. Some games rely on written plots, others let stories emerge from your decisions, but both approaches aim to add meaning to the mechanics. We talk about how storytelling affects immersion, why it’s often underused in strategy, and where it still has room to grow. It’s part analysis, part frustration, and full of ideas on how strategy games could start thinking bigger.

https://criticalmovespodcast.com

Is 2025 the Comeback Year for Strategy Games? (Ep 9)27 Dec 202401:02:25

Which upcoming strategy games could define 2025 and are they worth the wait?

We look ahead at the most promising strategy releases on the horizon, from standout indie projects to major genre entries. Games like Task Force Admiral, Ascent of Ashes, Sanctuary: Shattered Sun, and The Last General are on our radar for good reason. We break down what makes them interesting, what they might change about how strategy games are built, and where they could fall short. It’s part wishlist, part reality check, and a look at where the genre might be headed next.

https://criticalmovespodcast.com

Morality in Strategy Games – Does It Matter? (Ep 8)20 Dec 202400:50:48

Should strategy games make you think about right and wrong or just let you win?

We examine how ethics and morality show up in strategy and wargames. From how Civilization and Hearts of Iron handle real-world history to the way player choices around diplomacy, exploitation, and war can raise uncomfortable questions, this episode looks at where games succeed and where they fall short. It’s not about preaching, it’s about how strategy design can reflect, distort, or ignore the complexity of the world it draws from.

https://criticalmovespodcast.com

The Strategy Games That Delivered in 2024 (Ep 7)13 Dec 202400:48:01

What were the best strategy games of 2024 and which ones actually moved the genre forward?

We look back at the strongest strategy releases of the year. From bold experiments to polished classics, we talk about what made these games stand out and why they’re still on our minds. Expect a mix of RTS, turn-based, and grand strategy titles, along with a few unexpected picks and plenty of sharp opinions. If you’re catching up or just want to hear what mattered most in strategy this year, this is the one to listen to.

https://criticalmovespodcast.com

The Games That Set the Standard for Strategy (Ep 6)06 Dec 202400:57:18

Which strategy games shaped how we play and why do they still matter?

We talk through the games that left a mark. From Red Alert and Total Annihilation to Age of Empires 2, Suzerain, and Sanctuary: Shattered Sun, we cover the titles that defined our taste in strategy and pushed the genre in new directions. Some are classics, some are obscure, but each one taught us something about design, pacing, and how to think several moves ahead. It’s a mix of personal stories, honest praise, and the occasional rant about why these games still hold up or don’t.

https://criticalmovespodcast.com

These Would Make Great Strategy Games (Ep 5)29 Nov 202400:52:53

What if your favourite franchise got the strategy game it actually deserves?

In this episode, we pitch the strategy games we wish existed. From galactic exploration in the Bobiverse to asymmetrical warfare in War of the Worlds, we imagine how well-known universes could bring something new to the genre. Think G.I. Joe as a tactical ops game, or Game of Thrones as a brutal mix of political scheming and battlefield control. It’s part wishlist, part design challenge, and packed with the kind of debate only strategy obsessives could have.

https://criticalmovespodcast.com

Can You Lead? Luke Hughes on the Emotional Weight of Burden of Command (Ep 22)28 Mar 202501:40:38

Can a game about leadership, ethics, and World War II actually be fun to play?

We’re joined by Dr Luke Hughes, lead developer of Burden of Command, to talk about designing a strategy RPG where your choices as an officer shape the outcome more than your aim ever could. Luke explains how the game balances historical authenticity with accessibility, why emotional realism matters, and how they built systems around trust, morale, and the weight of command. If you’re curious about games that try something different with war, this one’s worth your time.

Burden of Command launches on 8th of April. Find it on Steam here: https://store.steampowered.com/app/887490/Burden_of_Command/ and support indie game developers.

The Evolution of Total War (And Its Next Move) (Ep 4)22 Nov 202400:42:31

Where does Total War go next and how did it become one of the most ambitious strategy series ever made?

We trace the evolution of Total War, from the grounded historical battles of Medieval and Rome to the sprawling fantasy of Warhammer. Along the way, we talk about what the series got right, where it stumbled, and how it managed to keep reinventing itself. We also throw out some wild ideas for future settings, including Star Wars, World War I, and even Warhammer 40K. It's part history, part wishlist, and a sharp look at what makes Total War still worth watching.

https://criticalmovespodcast.com

Why Realism Might Be Ruining Strategy Games (Ep 3)15 Nov 202400:38:41

Should strategy games aim for realism or just be fun to play?

We get into the long-running tension between authenticity and entertainment in strategy design. Some games go deep on historical or technical accuracy, building complex simulations that reward patience. Others prioritise excitement, speed, and spectacle. From War in the Pacific and Victoria 3 to Command & Conquer Generals and Heroes of Might and Magic, we look at how different titles land on this spectrum, why players respond so differently, and where developers sometimes miss the mark. It’s part critique, part confession, and a sharp look at what makes a strategy game worth sticking with.

https://criticalmovespodcast.com

The RTS Renaissance: Is Real-Time Strategy Back? (Ep 2)08 Nov 202400:54:12

Is the RTS renaissance real or just wishful thinking from old-school fans?

We take a hard look at the recent surge in real-time strategy releases. Are we seeing real innovation or just a wave of nostalgia? From visual upgrades to sharper mechanics, modern RTS games are doing more than people expected—but most of the credit belongs to indie developers keeping the genre alive. We talk about what’s driving the momentum, who’s doing it well, and whether this moment is the start of something lasting or just a temporary blip. Strong views, sharp analysis, and no rose-tinted goggles.

https://criticalmovespodcast.com

The Truth About Strategy Game Remasters (Ep 1)01 Nov 202400:43:23

Are strategy game remasters worth your time or are they just polished nostalgia?

We dig into how remasters are reshaping the strategy genre. Some updates genuinely modernise old classics, while others lean too hard on familiar names without fixing what needed work. From Command & Conquer Remastered to Age of Empires: Definitive Edition, we break down which ones nailed it and which felt like a missed opportunity. We also talk about what makes a remaster succeed, which games deserve another shot, and why developers are finally starting to listen to long-time fans. It’s a sharp look at the line between meaningful updates and recycled content.

https://criticalmovespodcast.com

Welcome to Critical Moves30 Sep 202400:01:30

Critical Moves is a strategy gaming podcast. Each week an eclectic group of gamers come together to discuss the latest in the world of strategy games, from recent releases to classic titles. We dive into everything, exploring game mechanics, tactics and strategies, and emerging trends in strategy videogames. We explore the intricacies of 4X games, the intensity of real-time strategy and the precision of turn-based tactical masterpieces.

As a diverse group you can expect to hear diverse opinions. Each host has a preferred style of games and a unique insight into gaming. No-one claims to be an expert, but we’re dedicated players who love digging into the details, sharing our experiences, and learning along the way. We won’t agree all the time – and wouldn’t it be boring if we did? Our discussions are fuelled by a shared enthusiasm for strategy games and a genuine curiosity about what makes them tick.

So join us every week to hear what hot topics have crossed our desk, and don’t forget to get involved. Join our Discord server or subreddit to speak with the team behind Critical Moves. Share your opinions on strategy games and maybe they will be featured in a future episode, or just tell us we suck.

Be sure to check out our social media accounts too. Remember that liking, commenting, sharing and subscribing not only pleases the algorithm gods but also helps get the word out about us.

https://criticalmovespodcast.com

Civ VII Sucks, So Play These Instead (Ep 21)21 Mar 202500:46:40

Sick of Civilization VII already? Here’s what you should be playing instead. We skip the usual complaints and get straight into better options. This episode runs through strategy games that outclass Civ in all the ways that matter: deeper systems, smarter pacing, more satisfying decisions. From standout 4X titles to grand strategy heavyweights and overlooked gems, we lay out what’s actually worth your time if Civ VII left you cold. No filler, just games that do it better.

https://criticalmovespodcast.com

Singleplayer vs Multiplayer Strategy Games: What’s Actually Better? (Ep 20)14 Mar 202500:51:13

Is strategy gaming better alone or with others? And why does it matter more than people think?

This episode tackles the divide between singleplayer and multiplayer strategy. We look at what each experience offers - whether it’s the quiet satisfaction of beating the AI or the chaos and challenge of human opponents. We also talk about community behaviour, why multiplayer can be so hard to get right, and whether it’s even viable in today’s market. It’s part analysis, part personal frustration, and a grounded look at the trade-offs that shape the genre.

https://criticalmovespodcast.com

The Best and Worst of Steam Next Fest (Ep 19)07 Mar 202500:54:24

Which upcoming strategy games are actually worth your time?

Fresh from Steam Next Fest, we talk through the strategy demos that stood out and the ones that didn’t. From grand campaigns to tight tactical battles, we share first impressions and early verdicts on what might be worth following. It’s not a hype reel. Just straight talk about what works, what’s broken, and which games have real potential in a crowded market.

Games covered include:

  • Starless Abyss: A FTL inspired roguelite with space combat.
  • Task Force Admiral: A well-polished indie game which stinks of AAA awesomeness.
  • Orbi Universo II: A super-complex management-simulation-strategy game.
  • Roman Triumph: A survival city-builder set in the Roman empire.
  • The King is Watching: A roguelite kingdom builder with unique mechanics.
  • NWO - Anarchy Collapsed: The absolute worst game to ever exist.

https://criticalmovespodcast.com

Sid Meier’s Civilization VII - Is it Any Good? (Ep 18)28 Feb 202500:38:31

Is Civilization 7 a true step forward or just Civ 6 with extra polish?

Joe leads the review while Al pushes back with the tough questions. We break down what Civilization 7 changes, what it carries over, and whether any of it actually improves the formula. From AI behaviour to core mechanics and balance, we look at what works, what feels stuck, and where the series stands in 2025. If you're wondering whether Civ 7 is worth the time, this episode has the blunt answers.

https://criticalmovespodcast.com

Sid Meier’s Civilization: How One Franchise Defined 4X Strategy (Ep 17)21 Feb 202500:43:33

How did Civilization define an entire genre and why does it still matter today?

We look back at the legacy of Sid Meier’s Civilization and how it shaped the 4X strategy genre. From the original game to the latest release, we track how the series evolved, what stayed the same, and why the formula still works decades later. We also get into favourite factions, best mechanics, and how Civ continues to influence everything from indie 4X games to blockbuster strategy titles. It’s part history, part critique, and a full-throttle look at one of the most important franchises in gaming.

https://criticalmovespodcast.com

Why Did AAA Studios Abandon RTS Games? (Ep 16)14 Feb 202500:42:41

Why did AAA studios abandon real-time strategy—and is there any chance they’ll come back?

RTS was once a major force in gaming. Now it’s mostly left to indie developers. In this episode, we dig into what happened. From shifting market priorities to the rise of other genres, we lay out why big publishers moved on and what that’s meant for the games that followed. We also talk about the studios keeping RTS alive, what it would take for a comeback, and why we’re not holding our breath. Plus, a quick update on how you can get involved with the podcast.

https://criticalmovespodcast.com

Easy to Learn, Hard to Master: The Best Intro Strategy Games (Ep. 15)07 Feb 202500:46:58

What’s the best way to get into strategy games without getting overwhelmed? Strategy can be brutal if you start in the wrong place. In this episode, we look at which games actually help new players learn the ropes. From real-time tactics to grand strategy, we break down which titles are accessible without being shallow and explain how they teach core mechanics without drowning you in systems. If you're new to the genre or trying to hook someone else this is where to start.

https://criticalmovespodcast.com

What Makes a Strategy Game of the Year? (Ep.35)27 Jun 202501:02:24

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.

When RTS Was King: The Best Real-time Strategy Games Ever Made (Ep.34)20 Jun 202500:47:58

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.

Why Tempest Rising Could Be the RTS to Watch in 2025 (Ep. 25)18 Apr 202501:13:57

Can a new RTS really bring back the feel of Command & Conquer? We talk to Brandon Casteel, lead designer on Tempest Rising, about building a modern RTS that doesn’t forget its roots. He explains how the team approached base-building, unit roles, and multiplayer balance while keeping the game grounded in the spirit of classic Command & Conquer. We also get into the realities of reviving a genre that’s always on the edge of a comeback and what it takes to make old-school RTS mechanics feel fresh again.

Tempest Rising releases on 24th April 2025! Wishlist it on Steam! https://store.steampowered.com/app/1486920/Tempest_Rising/

Find out more about Tempest Rising: https://tempestrising.com

Building Worlds with Game Dev Tatsu – Sanctuary, ZeroSpace & Ablight (Ep 33)13 Jun 202501:32:05

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.

The Greatest WW2 Strategy Games Ever Made (Ep 32)06 Jun 202500:50:16

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.

These Games Will Ruin Your Life (Ep 31)30 May 202500:36:11

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.”

What’s Hot, What’s Not. The Warhammer Strategy Catalogue (Ep 30)23 May 202500:50:08

What’s the best Warhammer strategy game, and why do so many still miss the mark?

With Warhammer Skulls in full swing, we dig into the long and messy history of Warhammer strategy games. From Total War: Warhammer to Dawn of War to the weird forgotten spin-offs, we look at what’s worked, what hasn’t, and why this universe keeps drawing strategy developers in. The setting is built for conflict, with asymmetric factions, endless war, and just enough lore to hold it all together.

We talk about the core strengths of Warhammer 40K and Warhammer Fantasy as strategy platforms, why some games thrive while others fall flat, and which titles still deserve your time.

https://www.youtube.com/@thepoorhammerpodcast

https://grimdarkfuture.tv

A Shift in Strategy (Ep 29)16 May 202500:37:16

What happens when Halo, Minecraft, and Gears of War try to become strategy games?

Some franchises are built for action. Fast-paced, explosive, focused on moment-to-moment chaos. But when they make the jump to strategy, things get complicated. In this episode, we look at Halo Wars, Minecraft Legends, Gears Tactics, and more. Some of these games pull it off. Others feel like a branding exercise with no real depth.

We talk about what works, what doesn’t, and why some of these experiments fail to hold the core of what made the original games popular. It’s a sharp look at genre switching, fan expectations, and the limits of the strategy format.

Currently Playing - Space Bureaucracy and Giant Killer Robots (Ep 28)09 May 202500:45:56

What’s keeping us hooked right now, and which strategy games are actually worth your time?

We run through what we’re playing at the moment and why. From deep-space colony management to explosive mech battles, it’s a mix of genres and styles with one thing in common, they’re keeping us coming back. We talk about what’s working in the design, what’s starting to wear thin, and how these games compare to the usual favourites. No theme this time, just honest thoughts on what deserves your attention.

The Star Wars Strategy Game You’ve Been Waiting For! (Ep 27)02 May 202500:37:54

Is Star Wars finally getting a strategy game worth your time?

Star Wars: Zero Company is set during the Clone Wars and aims to deliver the tactical experience fans have been waiting for. We break down everything revealed so far, including gameplay mechanics, squad structure, and story setup. We also compare it to past Star Wars strategy titles, looking at what sets it apart, what might still fall short, and why this one could finally land as more than just fan service.

Star Wars Zero Company Panel – Full 40-Minute Reveal | Celebration Japan 2025 www.youtube.com/watch?v=OF4VGddiK2Q

The One Where Everyone Talks Over Each Other (Ep 26)25 Apr 202500:55:23

What do you actually want to know about strategy games and about us?

This episode is all Q&A, with questions from the community covering everything from our favourite mechanics and design trends to behind-the-scenes podcast stuff. Some are thoughtful, some are weird, and some have nothing to do with strategy games at all. We answered as many as we could. It’s unscripted, unpredictable, and the closest you’ll get to a conversation with the team.

Building a Sci-Fi RTS from Scratch – Fungal Front Dev Interview (Ep.40)01 Aug 202500:48:23

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.

Can a Strategy Game Work Without a Story? (Ep.39)25 Jul 202500:45:54

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

Get Ready For Heroes of Might and Magic Olden Era (Ep.38)18 Jul 202500:45:08

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.

Strategy Games Are Terrible at Teaching You Anything (Ep.37)11 Jul 202500:44:50

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.

Celebrating Indie Developers on "Indie-pendence" Day (Ep.36)04 Jul 202500:54:38

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/2566700

NEBULOUS: Fleet Command - https://store.steampowered.com/app/887570

Star Traders: Frontiers - https://store.steampowered.com/app/335620

Falling Frontier - https://store.steampowered.com/app/1280190

HighFleet - https://store.steampowered.com/app/1434950

Tooth and Tail - https://store.steampowered.com/app/286000

Battle Brothers - https://store.steampowered.com/app/365360

Terra Invicta - https://store.steampowered.com/app/1176470

MENACE - https://store.steampowered.com/app/2432860

The State of 4X Strategy. Can It Be Fixed? (Ep.41)08 Aug 202500:50:42

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?

Chris McElligott-Park on Game Design, Narrative, and Arcen’s Origins (Ep.42)15 Aug 202501:02:40

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.

Chris McElligott-Park on AI War, Community, and Running an Indie Studio (Ep.43)22 Aug 202501:06:35

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.

When Developers Quit, Players Keep Games Alive (Ep.45)05 Sep 202500:50:36

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.com

https://criticalmovespodcast.com/discord

Does Dawn of War 4 Have What It Takes? (Ep.44)29 Aug 202500:35:10

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

RTS Is Quietly Having a Comeback (Ep.50)10 Oct 202500:56:41

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

The Future of Total War (Ep.49)03 Oct 202500:51:31

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

Asymmetry: The Secret Ingredient in Strategy Games (Ep.48)26 Sep 202500:51:41

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

Double Vision: The True State of 4X (Ep.47)19 Sep 202501:06:06

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.

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