NOTE – this article was originally published in June of 2014 on the website, a website which has since closed down. In an effort to preserve the writing it has been reposted, unaltered, here by Brandon “wayward strategist” Casteel – the original author and proprietor of this site. Wargame: Red Dragon is one of the best games you might never play. The third entry in Eugen System’s Wargame franchise, this is a game… Read More

I’m not going to mince words here. Relic’s games are a breath of fresh air in the real-time strategy space. They always have been. Their inaugural title, Homeworld, was a breathtaking testament to what strategy games could be, and remains one of the iconic and noteworthy pillars of the real-time strategy space. In terms of both storytelling and creative vision, Homeworld remains virtually unmatched almost a decade after its release. From Homeworld, Relic went on… Read More

Originally posted on SCRAP mod:
For a real-time strategy game, the design of the game’s maps is perhaps as important as the design of the units and factions themselves. This is nowhere more evident than in the Company of Heroes and StarCraft games, where map design conventions alone have been responsible for power shifts between factions in the respective franchise’s competitive scenes. Context An easy for-instance is the design of maps in StarCraft…

Back when it launched, I made a bit of a to-do about large-scale RTS Ashes of the Singularity. While I greatly enjoy Supreme Commander and Planetary Annihilation, I’ve honestly gotten a bit tired of the overwhelming preponderance of large-scale RTS tweaking Chris Taylor’s Total Annihilation formula. While Ashes was refreshing, mechanically, I did have some quibbles with it. Among my major issues was what felt like a light roster of units, especially in regards to air… Read More

I don’t post to this site much any more (something I’m hoping to do better with from here on out) but I had to break my long silence to share this with you all. Ashes of the Singularity is a new twist on the large-scale RTS formula, a beast quite different from other large-scale RTS such as Supreme Commander or Planetary Annihilation. Its focus is almost more tactical than economical, and it uses… Read More

Let’s go back to 1997. Personal computers, while not quite still in their infancy, were at best approaching adolescence. This was the age of large cream-coloured cases that would sit on the desk with the bulky cathode ray tube (CRT) monitors above them. Owning one was still a novelty, and it was still considered unusual for one to be connected to the budding internet. I was five years old at the time,… Read More

Originally posted on eXplorminate:
Despite the fact that there hasn’t been a new, official entrant in the series since March of 2009, Command and Conquer (C&C) remains one of my all-time favorite real-time strategy franchises. To me, C&C is one of the cleanest and most elegant approaches to RTS design in existence. I’ve written before about the Dune RTS model, which is closely related to the C&C model, and so I’m always…