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Discussion Episode 2: Real Time Strategy Renaissance

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The RTS genre has had its highs and lows—once a powerhouse of PC gaming, it faded into the background as MOBAs and FPS games took center stage. But now, RTS is back. In this episode of Critical Moves Podcast, Tim, Nuno, Al, and Joe break down the past, present, and future of real-time strategy.

The discussion starts with a look at the golden age of RTS—Command & Conquer: Red Alert, Age of Empires, Warcraft II, Starcraft, and the studios that defined the genre. The hosts reflect on how the shift to 3D, the rise of consoles, and the explosion of competitive online gaming pushed RTS into decline.

🔥 Why is RTS making a comeback? The team points to key factors:
🔥 The rise of indie developers (Northgard, Steel Division, Beyond All Reason).
🔥 The influence of remasters (Age of Empires II: Definitive Edition, C&C Remastered).
🔥 The success of turn-based strategy (XCOM) bringing new players to the genre.
🔥 Community-driven projects (Beyond All Reason and modding communities keeping classics alive).

Of course, not every RTS revival has been a success. Company of Heroes 3 and Homeworld 3 serve as cautionary tales, showing that nostalgia alone isn’t enough. The discussion explores how upcoming games like Tempest Rising and Falling Frontier are attempting to bring new ideas to the genre, rather than just repeating the past.

Is this RTS resurgence here to stay? What new mechanics or ideas does the genre need to evolve? And most importantly—what’s your favorite RTS of all time?

Let’s talk about it!

Listen on Spotify, Apple Podcasts, or Amazon Music. Or find us on your preferred podcast service by searching Critical Moves Podcast.

 
This episode was an absolute love letter to RTS fans... so much nostalgia, but also some really sharp insights about where the genre is headed.

Tim’s breakdown of the ‘golden age’ hit me right in the childhood. I still remember the first time I played Red Alert 2 and heard "KIROV REPORTING"... pure magic. But Al’s point about early 3D RTS games struggling with clarity was spot-on. Remember Emperor: Battle for Dune? Cool ideas, but the zoomed-out view made everything look like a blob.

The MOBA comparison was interesting too. I never made the connection before, but it’s true: League of Legends and DOTA 2 basically cannibalized the RTS audience by focusing on micro over macro. Still, I’m glad Joe brought up Beyond All Reason... that game is proof that the hardcore RTS crowd never really went away. Modders and indie devs kept the flame alive while the big studios slept.

Biggest takeaway for me? Innovation can’t just be ‘pretty graphics + old mechanics.’ Tempest Rising looks fun, but if it’s just C&C with shinier tanks, will it last? Meanwhile, Falling Frontier’s logistics-heavy approach feels like a real evolution.
 
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