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Does balance kill fun in strategy games? Al, Drexy and new co-host Rob, the former founder of eXplorminate, try to settle it. It starts with William Harms, who wrote the story for Supreme Commander and Forged Alliance, explaining why the factions’ lore differences never made it into the gameplay. From there the conversation takes in single player versus multiplayer, patch culture, comeback mechanics, why tanks can’t kill infantry in Command & Conquer, and whether a game needs asymmetry at all. Drexy and Rob say yes. Al isn’t so sure.
The Final Level: https://www.youtube.com/@TheFinalLevelPodcast
More from Critical Moves Podcast:
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Critical Moves examines strategy games through weekly Friday episodes and the occasional video essay. 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.
For our two year anniversary and 104th episode, Nuno, Adam, Drexy and Al look at Steam NextFest and ask whether it has become Steam SlopFest. With over seven thousand demos, unreliable tags and a lot of obviously AI generated filler, we ask whether last week’s democratisation verdict still holds. We talk about Greenlight, entry fees, verification and Valve’s AI disclosure rules, and why they are so hard to enforce. We also cover the Shogun 2 remaster row, the games we did enjoy, and a few worth putting on your wishlist, including Steel Company, Steel Wolverines, Arch Rebel, Red Recon 1944 and Stronghold 4.
More from Critical Moves Podcast:
Web: https://criticalmovespodcast.com
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Twitter: https://twitter.com/CriticalMoves_
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Reddit: https://www.reddit.com/r/CriticalMoves
Critical Moves examines strategy games through weekly Friday episodes and the occasional video essay. 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.
Anyone can now build and release a strategy game, but is that good for the genre? Al is joined by Jack, Adam and Drexy to debate whether free engines, asset packs and crowdfunding are producing the next Manor Lords or just a flood of forgettable releases. Along the way they ask what “indie” actually means, why Civ clones keep flopping while a ten person studio can thrive on a million sales, how publishers and fandoms shape what gets seen, and whether discovery is down to developers, press or streamers. Join the discussion on our Discord at the link in the description.
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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.
Drexy is joined by Dastactic to talk to Elliot Gibbs of Code Force, the designer and programmer of Distant Worlds. They cover how the series began as a side project, the thinking behind its detailed resource and logistics simulation, and the rocky launch and long road of Distant Worlds 2. The conversation then turns to the Shadows Rising expansion, including shadow ports, Lone Pirate play, cockpit mode, smuggling and the new trade system, before a look at the Securan and Naxxilian factions planned next.
Al and Drexy talk to Dan, solo developer of Imperium, a spiritual successor to the 1995 cult classic Ascendancy. They cover the game's modular ship design, hybrid real-time/turn-based combat, 21 alien species, a rebuilt diplomacy system, and an honest look at how AI tools made a six-and-a-half-month solo passion project possible.
More from Critical Moves Podcast:
Web: https://criticalmovespodcast.com
Forum: https://criticalmovesforum.com
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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 the occasional video essay. 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.
Critical Moves hits episode 100. To mark the milestone, Al is joined by regular co-hosts Drexy and Jack for a big debate on generative AI in game development, plus a special guest: Ben, known to many as Battlemode.
The panel gets into whether AI is good or bad for the games industry, why developers at GDC are growing more worried about it every year, whether players actually notice or care if a game was made with AI, and where the real ethical line sits between using a tool and stealing someone's work. Along the way: the Shadow Empire AI art controversy, the Clair Obscur: Expedition 33 story, Stardock as an AI power user, and what happens to art when you can no longer tell if a human made it.
Thanks for sticking with us for a hundred episodes. If you enjoyed the show, like, subscribe, and share it with someone who needs convincing.
More from Critical Moves Podcast:
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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.
Jack hosts this week with Drexy and Joe as they run through a stack of strategy adjacent announcements from Gamescom and BlizzCon. Topics include Lego Skylines, Paradox's new post apocalyptic title Afterworld, the surprise reveal of Humankind 2 and its civilization switching mechanic compared to Civilization VII's recent anniversary update, Tom Clancy's Rainbow Six Tactics (aka SixCom), Ubisoft's Heroes of Might and Magic III remake, Warcraft III Reforged's new campaign, a wave of Blizzcon reveals including Starcraft and Diablo 5, War for Westeros, Worms Galactic Tactics, Transport Fever, Conquesta and more Total War: Warhammer 40,000 chatter.
More from Critical Moves Podcast:
Web: https://criticalmovespodcast.com
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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.
Alejandro Nunez is building The Last General entirely alone: a massive scale RTS where you command thousands of troops with high level strategic orders, then jump into any tank, plane or drone in first or third person whenever you want. We sat down with him to talk about the game's rapid rise to 158,000 wishlists, the FPV and kamikaze drones inspired by the war in Ukraine, why early access has slipped from 2025 to May 2027, and what's eaten up that extra time. We also get into the twelve fictional nations, their asymmetric designs, the campaign structure, and yes, whether there will be nukes.
https://store.steampowered.com/app/2566700/The_Last_General/
https://discord.com/invite/thelastgeneral
https://www.thelastgeneral.com
More from Critical Moves Podcast:
Web: https://criticalmovespodcast.com
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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.
RTS isn't the genre it once was. Al is joined by Jack and Nuno to work through why real-time strategy fell off the map - the shift from PC to console, the rise of FPS, mobile and MOBAs, and the loss of Westwood and Blizzard's hold on the genre - and whether the games on the horizon can bring it back.
Along the way: the multiplayer-versus-single-player question, why so many well-funded RTS projects keep failing, and the upcoming titles worth watching, from Total War: Warhammer 40,000 and Game of Thrones: War for Westeros to Dawn of War 4, Stronghold 4, Zero Space and a wave of indie and double-A releases.
More from Critical Moves Podcast:
Web: https://criticalmovespodcast.com
Forum: https://criticalmovesforum.com
Newsletter: https://criticalmoves.beehiiv.com
Spotify: https://criticalmovespodcast.com/spotify
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Twitter: https://twitter.com/CriticalMoves_
Instagram: https://www.instagram.com/criticalmovespodcast
Reddit: https://www.reddit.com/r/CriticalMoves
New face on the pod. Drexy joins us for the first proper sit-down — where he came from, how he got into strategy games, and why he reckons 4X is quietly dying on its feet. We get into what actually makes a 4X a 4X, whether genre-blending is the only way forward, Civ 7's troubles, the rise of the solo dev, AI in game development, and the mechanics the genre keeps getting wrong. Drexy's been playing and thinking about strategy games for longer than he'd care to admit, and knows the genre inside out.
More from Critical Moves Podcast:
Web: https://criticalmovespodcast.com
Forum: https://criticalmovesforum.com
Newsletter: https://criticalmoves.beehiiv.com
Spotify: https://criticalmovespodcast.com/spotify
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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.
From the publisher's feed
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…
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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