Wargame: European Escalation- What You Need to Know

A spectre is haunting Europe- the spectre of good game developers that get no press for no explicable reason.  Eugen is one of those studios, and their most recent title- Wargame- is quite possibly the best modern-era RTS game released in the last decade.  However it has received little to no critical acclaim.  The extent of its fame is essentially a few glowing articles over on Rock Paper Shotgun, including a riveting battle report of one of their own games.Image

I have played Wargame for over 100 hours solid now, and it shows no sign of becoming less interesting.  This weekend, the game releases its second free DLC package, including more maps, a game mode, and balance tweaks.  It is also going on its second massive discount for a limited time- available for 50% off, a scant $20, this weekend.  At that price, it is a must-buy for any gamer who likes strategy games.  And here’s why.

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What Went Wrong with SupCom 2?

Better box art, anyway.

Speaking for myself, Supreme Commander 2 was easily my most anticipated title of 2010. The original game and its expansion, Forged Alliance, were worthy spiritual successors to their precursor, Total Annihilation, but had room for improvement. Still, Supreme Commander showed great promise as a franchise, and I was looking forward to the direction Chris Taylor would take the series.

Suffice to say, the sequel did not live up to the hype. It is common sentiment among many of SupCom 2’s player base that, while a decent game in its own right on many points, it fails to live up to the original Supreme Commander for a variety of reasons. What I want to discuss in this post is what, specifically, went wrong, and why.

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Gamereplays Article: The History of Real Time Strategy

Not new-news as such, but I wanted to point readers and RTS nerds to this fantastic article by a fellow going by the pseudonym ‘Phantom’, over at gamereplays.org. However, it’s also an open document, that is, it is open to editing and contributions by anyone interested in RTS. It’s an ongoing project to document the history of the genre. So go check it out!

A snippet from the introduction:

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How to Design a Strategy – Part 1: Slice & Dice

It is about time this blog got down to brass tacks about strategy, This post is the first in what is probably going to be a lengthy series on what fundamental principles and thought processes are behind the development of a strategy, in any context honestly, however I will focus specifically on RTS games as an illustrative example.  If you want to learn how to go from complete ignorance about any particular game into being able to formulate effective strategies to win at that game, read on.

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