
Show Notes
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. https://dark-reign.net 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.
More from Critical Moves - Strategy Gaming
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 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 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. 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.
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 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 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.