Critical Moves - Strategy Gaming

Critical Moves - Strategy Gaming

By Critical Moves PodcastLeisureVideo Games
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Critical Moves - Strategy Gaming episodes

  • The 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

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    54 min
  • RTS 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.

    58 min
  • The 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

    1 hr 14 min
  • Just 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.

    43 min
  • Heart 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.com

    https://store.steampowered.com/app/2001070/Heart_of_the_Machine/

    1 hr 33 min
  • Steam 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

    54 min
  • Space 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,com

    https://www.myabandonware.com/game/star-trek-the-next-generation-birth-of-the-federation-bcm

    49 min
  • The 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.

    1 hr 1 min
  • Menace 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.com

    Discord: https://criticalmovespodcast.com/discord

    58 min
  • Defcon 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

    1 hr 24 min

About Critical Moves - Strategy Gaming

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…

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