Released in 2010 by Blind Mind Studios, Star Ruler aimed to deliver a grand-scale real-time 4X strategy experience, where players could build sprawling galactic empires and command massive fleets. Known for its focus on scale and customization, Star Ruler stood out in the 4X genre by offering an unprecedented level of control over ship design, resource management, and automation. The game’s massive, procedurally generated galaxies and complex mechanics appealed to players who craved depth and flexibility in their strategy games....
Released in 1994 by Strategic Simulations Inc. (SSI), Dark Legions was an innovative strategy game that combined elements of tactical combat, resource management, and role-playing. Developed by Chris Kraus and Ted Carron, who had previously worked on The Summoning and Veil of Darkness, the game placed players in command of a fantasy army, where the ultimate goal was to annihilate the opposing force and capture their leader. What set Dark Legions apart was its hybrid gameplay. It offered a mix...
In 1992, Changeling Software released Pax Imperia, a title that would become one of the early forerunners of the 4X (eXplore, eXpand, eXploit, eXterminate) genre. Published by THQ, the game offered a deep and complex take on interstellar empire-building. Unlike many of its contemporaries, Pax Imperia focused heavily on micromanagement and customization, allowing players to control virtually every aspect of their galactic empire. With its real-time mechanics, expansive galaxy maps, and detailed approach to empire management, Pax Imperia stood out...
In Episode 5 of Critical Moves, the hosts explore franchises that could make exceptional strategy games. From cult sci-fi books to blockbuster IPs, Al, Joe, and Nuno share their dream picks and discuss how these concepts could translate into engaging strategy experiences. Here’s what the episode covered: The discussion kicked off with Joe’s pitch for a Bobiverse strategy game. Based on the sci-fi book series, it would place players in the shoes of Bob, an AI tasked with exploring and...
Released in 1992 by Mindcraft Software, Siege brought the gritty reality of medieval siege warfare to life in a unique tactical strategy game. Set in a fantasy world loosely based on the Empires of Steel series, Siege focused on the intense and methodical battles surrounding castle defences. Players could either defend a fortress from waves of attackers or take on the role of the besiegers, aiming to breach the walls and claim victory. This duality provided a comprehensive look at...
In 2004, Paradox Interactive released Crusader Kings, a grand strategy game that broke new ground by shifting the focus from nations and empires to dynasties and personal relationships. Unlike traditional grand strategy games that centred on territorial conquest and resource management, Crusader Kings emphasized the intricacies of medieval politics, family dynamics, and succession. Set in the medieval period, spanning from 1066 to 1453, the game allowed players to assume the role of a feudal lord, ranging from minor counts to...
In 2010, Fury Software released Strategic Command WWII: Global Conflict, a grand strategy game designed to encompass the full scale of World War II. This title took on the ambitious task of recreating the entire global theatre of WWII, allowing players to manage every aspect of the war, from large-scale military campaigns to intricate political alliances. With a focus on realism and historical accuracy, Strategic Command WWII: Global Conflict gave players control over the world’s major powers, challenging them to...
In Episode 4 of Critical Moves, the hosts delve into the Total War franchise, discussing its past successes, recent challenges, and what the future might hold. Al is joined by Nuno, Joe, and Tim as they explore the series’ evolution, from its historical roots to the popularity of Warhammer and the potential for new settings like 40K or Star Wars. Here’s what the episode covered: The conversation began with a nostalgic look at the early Total War games, focusing on...
Released in 2003 by Stardock, Galactic Civilizations entered the 4X strategy genre (eXplore, eXpand, eXploit, eXterminate) with a focus on space exploration, interstellar diplomacy, and empire management. Set in a sprawling galaxy, the game allowed players to take on the role of the Terran Alliance, Earth’s representative in a complex and often hostile universe. Galactic Civilizations stood out from its contemporaries through its emphasis on diplomacy, AI-driven opponents, and a deep, strategic layer that emphasized not just military conquest but...
In 1998, Axis & Allies, the iconic board game of global warfare and strategy, was brought to life on PC by Hasbro Interactive and MicroProse. This digital adaptation aimed to capture the spirit and depth of the original board game, combining turn-based gameplay with real-time strategy elements to create a complex, immersive experience. Set during World War II, Axis & Allies allowed players to command one of the five major powers – the United States, Soviet Union, United Kingdom, Germany,...
This episode dives into the balance between fun and realism in strategy games, exploring how developers tackle historical accuracy, creative liberties, and player expectations. Hosted by Joe, Tim, and Shane, the conversation covers examples from personal favourites like Stellaris, War in the Pacific, Victoria 3, and Total Warhammer. Here’s what the episode explored: Joe kicked things off with his recent Stellaris playthrough, role-playing the Imperium of Man from Warhammer 40K. This sparked a broader discussion about balancing narrative freedom with...
Released in 1996 by The Bitmap Brothers, Z (pronounced “Zed” in the UK) was a unique and bold entry in the real-time strategy genre. Departing from the standard RTS formula of base building and resource management, Z emphasized fast-paced, territory-based gameplay with a heavy dose of humour. Set in a futuristic, industrial world, the game cast players as the commander of a robot army engaged in a brutal war for dominance against a rival AI force. Its distinctive style, irreverent...
In 1993, Stronghold was released by Stormfront Studios, offering a unique mix of city-building and real-time strategy within a medieval setting. Unlike the more widely known Stronghold game series developed by Firefly Studios nearly a decade later, this original Stronghold was a lesser-known entry in the strategy genre, blending resource management, kingdom-building, and a turn-based tactical layer. It tasked players with building, defending, and expanding a fortified kingdom, all while managing the needs of their citizens and navigating a dangerous...
The second episode of Critical Moves delves into the RTS Renaissance, exploring its origins, challenges, and the current resurgence in strategy gaming. Hosted by Tim, Nuno, Al, and Joe, the episode examines the golden age of RTS games, the reasons behind the genre’s decline, and what’s driving its recent revival. From fond memories of Westwood and Ensemble Studios to the impact of new platforms like Steam, the discussion brings decades of strategy gaming into focus. Here’s what the episode covered:...
In 2002, Paradox Interactive released Hearts of Iron, a ground-breaking grand strategy game that aimed to simulate the complexities of World War II on a scale rarely seen in video games. Hearts of Iron offered players the opportunity to control any nation between 1936 and 1948, navigating the intricate political, economic, and military challenges of one of the most turbulent periods in modern history. Unlike many World War II games, which focused primarily on battlefield tactics, Hearts of Iron required...
In 1995, Team17 released Worms, a turn-based strategy game that introduced a unique blend of chaotic fun, tactical depth, and dark humour. Set on destructible 2D landscapes, Worms pitted teams of armed worms against each other in a battle to the last squirming soldier. While seemingly simple at first glance, the game brought a surprising amount of strategy to the genre, attracting a wide range of players and quickly cementing its place as a cult classic. With its addictive multiplayer...
In 2003, Big Huge Games released Rise of Nations, a real-time strategy title that distinguished itself through a mix of turn-based depth and real-time intensity. Developed by Brian Reynolds, a veteran designer from the Civilization series, Rise of Nations aimed to capture the complexity of global domination while retaining the excitement of a faster-paced, action-driven format. It successfully combined elements of classic turn-based strategy with real-time mechanics, resulting in a game that appealed to fans of both genres. Rise of...
Critical Moves kicks off with a bang in its first episode, diving straight into the divisive topic of strategy game remasters. From nostalgia-driven upgrades to full-blown remakes, the team debates whether these projects honour their legacies or exploit their fan bases. Featuring hosts Nuno, Al, Tim, and Joe, the conversation covers a lot of ground: the differences between remasters and remakes, standout titles, disappointments, and what they’d personally like to see revisited. Here’s what the episode covered: Let’s dig into...