PodcastsLoisirsCritical Moves Podcast - Strategy Videogames

Critical Moves Podcast - Strategy Videogames

Critical Moves Podcast
Critical Moves Podcast - Strategy Videogames
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67 épisodes

  • Critical Moves Podcast - Strategy Videogames

    Defcon Zero: $4.5M Funded RTS (Ep.66)

    30/1/2026 | 1 h 23 min
    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
  • Critical Moves Podcast - Strategy Videogames

    Terra Invicta: The Long War From The Shadows (Ep.65)

    23/1/2026 | 45 min
    Terra Invicta just hit 1.0 after years in early access. It's a grand strategy game where you run a shadowy organization trying to control Earth's nations while aliens show up uninvited.
    Al hasn't played it. Tim and Joe have hundreds of hours between them. The game has three layers: geopolitical manipulation on Earth, orbital infrastructure, and hard sci-fi space exploration across the solar system. Real physics, real nations with actual GDP figures and political metrics, and launch windows that matter.
    Seven factions compete with different endgames you don't learn until you're deep in. The complexity is brutal. Learning curve is steep. Tutorial won't save you - hit Reddit first. But if you can stomach the initial wall, you get a modern grand strategy game that fills a gap Stellaris can't touch.
    Tim and Joe walk through faction design, agent mechanics, research trees, space combat, and why China is the hardest nation to infiltrate. Made by Pavonis Interactive, the team behind XCOM's Long War mod.
  • Critical Moves Podcast - Strategy Videogames

    300 Hours to Game in 2026: Empire Total War, Cities Skylines, and Dwarf Fortress (Ep.64)

    16/1/2026 | 45 min
    Most gamers over 40 get five hours a week to play games. That's 300 hours for the entire year. We picked strategy titles that work when you can only play in short bursts between work, family, and everything else competing for your time.
    Al recommends Empire: Total War for its blend of grand strategy and tactical battles, plus it runs on iPad. Jack argues for Cities: Skylines because you can jump back in after a week and know exactly where you left off. Joe champions Dwarf Fortress for its ant-farm gameplay and the ability to set small goals each session.
    We also cover Paradox's predatory move with Colossal Order, stripping Cities: Skylines from the original developer and relocating it to Ice Flake Studios in the same city. The plan appears designed to poach talent and kill the studio that built the franchise.
  • Critical Moves Podcast - Strategy Videogames

    Strategy Games Coming in 2026: Dawn of War 4, Total War 40K, Space Sims, and Indies (Ep.63)

    09/1/2026 | 1 h 10 min
    Jack, Al, and Sid go through strategy games shipping in 2026. Sanctuary Shattered Sun from the Supreme Commander lineage. Dawn of War 4 returning to classic RTS after Relic lost the license. Total War 40K launching with four factions, no confirmed fleet battles. Three space strategy indies trying different approaches: Falling Frontier's physics-based combat, Fragile Existence's solo dev survival angle, Beyond Astra's grand strategy focus. Heroes of Might and Magic Olden Era already proved itself in the demo. Stronghold coming back.
    We question whether small teams can deliver on ambitious scopes, why King Art keeps releasing updates while others go silent, and what Total War 40K needs to do right given Warhammer Fantasy's foundation.
  • Critical Moves Podcast - Strategy Videogames

    Strategy Gaming in 2026: What the Media Gets Wrong. Critical Moves Year in Review (Ep.62)

    02/1/2026 | 1 h 2 min
    The Critical Moves team reviews our first full year covering strategy gaming and explains why "the gaming industry is dying" headlines miss the point completely.
    We interviewed developers from Luke Hughes (Burden of Command) to Brandon Castile (Tempest Rising) to Thomas Vandenberg (Kingdom series). Covered games from solo developers and Xbox Game Studios teams. Went from zero listeners to half a million YouTube views in 14 months without spending money on advertising.
    The discussion covers why AAA layoffs do not equal industry collapse. How 100,000 copies sold can sustain an indie strategy studio. Why we rejected review codes for poor games instead of lying to our audience. What makes strategy gaming coverage different when you answer to listeners instead of publishers.
    Strategy gamers, indie developers, and anyone tired of gaming journalism that inflates scores and avoids criticism will find this conversation relevant.
    We turned down opportunities to compromise. We will continue doing that in 2026.

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À propos de Critical Moves Podcast - Strategy Videogames

Critical Moves is a strategy games podcast that takes RTS, 4X, and tactics seriously. Most gaming podcasts treat strategy games as an afterthought. We don’t. Every week we cover real-time strategy, turn-based tactics, 4X empire builders, indie experiments, and overlooked classics with long-form analysis and no wasted time.This isn’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 without the marketing filter, getting into the mechanics and design choices that actually shape the games.If you want a RTS podcast, a 4X podcast, or a place for smarter conversations about tactics and strategy gaming, this is it. Critical Moves is made for players who think about systems, mechanics, and design—not just surface impressions.New episodes every Friday.https://criticalmovespodcast.com
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