95 afleveringen
- Jack, Adam and Nuno get into strategy simulations and war games: what separates a war game from an RTS or a turn-based strategy title, why so many people love the idea of them but bounce off the reality, and how to find a stepping stone over the barrier to entry. They work through Ultimate General: Gettysburg, Combat Mission, Men of War and Call to Arms, the abstraction problem, and whether Stellaris even counts as a simulation. It winds up in X4, War Thunder and mil sims like Squad, Hell Let Loose and Arma, and whether those belong under the war gaming umbrella at all.
Strategy Board Games: Eclipse, Dune and the Tension Video Games Can't Match (Ep.92)
31-07-2026 | 49 Min.Tim and Adam step away from the screen this week to talk about strategy on the tabletop. It turns out board gaming and strategy gaming sit right next to each other, and the two get into what the medium does better than a PC ever could.
They make the case for Eclipse: Second Dawn as the finest strategy board game ever made, argue over whether Twilight Imperium is worth an eight hour commitment, and marvel at the Europa Universalis board game that ate a whole weekend and still only reached the halfway point. Along the way they dig into the real divide in board gaming, victory point optimisation versus everything else, and why direct conflict at the table can end friendships in a way a stranger on the internet never could.
There's plenty on the crossover too: how deck builders like Dune: Imperium shaped Hearthstone and Balatro, why Tabletop Simulator captures the social side more than the play, and where the Civilization adaptations get it right and where they fall flat. The 1979 Dune gets its due as a masterclass in asymmetry, and the episode closes with first game recommendations and a handful of honourable mentions.Sanctuary Shattered Sun: Kickstarter Live! T5 Titans, Shatter & Freeze (Ep.91)
24-07-2026 | 1 u. 25 Min.Jack and Drexy are joined by nine2 and FoneE from Enhearten Media, the team behind Sanctuary: Shattered Sun, on the day their Kickstarter and free demo finally go live. This is a proper deep dive: five years of development, the technical architecture that took most of that time to get right, and the three hero features that make this RTS stand out, a Dyson sphere battlefield you can physically shatter, a freeze mechanic that turns oceans to ice, and the colossal T5 titan units built to end stalemated games outright.
The conversation covers the studio's Patreon-to-Kickstarter transition, why they chose to launch with a working demo rather than a wish and a trailer, how the stretch goals are structured from finishing land combat through to air units, campaign missions and beyond, and the team's philosophy on balance, community modding and keeping a game alive for decades without relying on live servers. There is also a candid section on why communication has been patchy for years, and what changes now that the big Kickstarter reveal is behind them.
https://store.steampowered.com/app/1699050/Sanctuary_Shattered_Sun/ https://www.kickstarter.com/projects/enhearten-media/sanctuary-shattered-sun
If you back one strategy Kickstarter this year, this episode makes the case for why it should be this one.- Marking episode 90 with the only decade fitting for the number, Al is joined by Joe, Adam and Drexy to work through the strategy games of the 1990s and the genres they created. The conversation covers Sierra's city builders including Caesar 3 and Pharaoh, the birth of the RTS through Dune 2 and the Westwood versus Blizzard debate, the rise and eventual oversaturation of Command and Conquer clones, and how Starcraft's competitive scene in Korea gave it a longevity that outlasted Westwood's single player dominance. There's a proper detour into esports history, tracing a line from Quake through Starcraft and Counter-Strike to League of Legends and Dota, and a genuinely surprising story about Games Workshop turning down Blizzard's request for a Warhammer licence, a decision that arguably shaped Warcraft and eventually World of Warcraft. The group also covers the birth of 4X games with Civilization, Master of Magic and Master of Orion, god games through Populous and Megalomania, the console versus PC strategy divide, and closes with recommendations for which 90s strategy games are still worth playing today.
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Critical Moves examines strategy games through weekly Friday episodes and Monday news updates. Six hosts across multiple continents analyze recent releases, forgotten classics, and industry developments without the typical podcast theatrics. We cover real-time strategy, 4X civilization builders, turn-based tactics, and hybrid games that blur genre boundaries. The RAM Apocalypse: Why Gaming Got So Expensive (And What To Do About It) (Ep.89)
10-07-2026 | 49 Min.Al, Drexy, and Joe tackle a question hitting every strategy gamer's wallet: is modern gaming too expensive? From the RAM price surge and the Steam Machine's launch price to Civ 7's $70 tag and Football Manager delisting its own back catalogue, the panel breaks down where the real cost pressure is coming from, and argues the case for mods, indie studios, and simply not buying on day one.
Topics covered: hardware price inflation, console pricing, AAA price increases adjusted for inflation, DLC-as-vehicle releases, indie studios outperforming AAA at the awards, mod culture as a cost-saving strategy, and the ethics of delisting older game versions.
More from Critical Moves Podcast:
Web: https://criticalmovespodcast.com
Forum: https://criticalmovesforum.com
Newsletter: https://criticalmoves.beehiiv.com
Spotify: https://criticalmovespodcast.com/spotify
Apple: https://criticalmovespodcast.com/apple
Amazon: https://criticalmovespodcast.com/amazon
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
Critical Moves examines strategy games through weekly Friday episodes and Monday news updates. Six hosts across multiple continents analyze recent releases, forgotten classics, and industry developments without the typical podcast theatrics. We cover real-time strategy, 4X civilization builders, turn-based tactics, and hybrid games that blur genre boundaries.
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Critical Moves is a strategy games podcast that takes RTS, 4X, and tactics seriously. Most gaming podcasts don’t even bother with strategy games. We do. Each week we cover real-time strategy, turn-based tactics, 4X empire builders and indie experiments, plus shining a new light on old classics.These aren't quick reviews or recycled talking points. It’s sharp criticism and honest discussion about strategy game design. If a game is shallow or broken, we’ll say so. If it does something clever, we’ll explain why it works. We talk to developers and key industry figures, getting into the mechanics and design choices that shape the games we love.We're an RTS podcast, a 4X podcast, a place for smarter conversations about tactics and strategy gaming. Critical Moves is made for players who think about systems, mechanics, and design.New episodes every Friday.https://criticalmovespodcast.com
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