In this episode of Critical Moves, the crew look at what happens when popular franchises take a shot at the strategy genre. Jack hosts, joined by Tim and Adam, for a wide-ranging discussion on games like Halo Wars, Battle for Middle-earth, Minecraft Legends, and Dune: Spice Wars. From cult classics to tactical misfires, it’s a conversation that covers the good, the bad, and the copyright.
Jack opens with a reminder of Episode 5’s wishlist of franchises we wanted to see in strategy form. This time, we look at what actually made it to release. The team unpacks how well these games adapted their source material and whether the mechanics did justice to the world they were set in.
Tim admits he approaches these games with caution. Adaptations can go badly and often do, but there are examples where the genre match works. Adam throws Fallout Tactics into the ring early, and Jack brings up Gears Tactics, a game mentioned back in the Star Wars episode by Nuno. From there, the list expands quickly.
Jack walks through Minecraft Legends in detail, explaining how it blends open world exploration with strategy elements and light construction. You’re on horseback, issuing commands, building defences, rallying allies, and shaping the battlefield using a magic staff. It’s not conventional, but it uses the Minecraft sandbox idea in a way that at least makes sense.
Tim pivots to Dune and gives a quick history of the often-overlooked original Dune game from 1992. It’s more of a hybrid adventure-strategy title, but he argues it captures the tone of the books better than many modern efforts. Adam briefly chimes in on Spice Wars. Not bad, but it doesn’t quite do enough to break free from RTS norms.
Mods come up fast. Crusader Kings, Stellaris, and Hearts of Iron have massive modding scenes that let players turn their favourite franchises into full strategy experiences. From Game of Thrones to Mass Effect, there’s a mod for nearly every major sci-fi or fantasy universe. Tim even points out the infamous My Little Pony mod for Hearts of Iron IV, a bizarre mix that somehow works.
This leads to a debate about copyright. Tim takes aim at current laws and argues that the creativity of fan communities is stifled by over-protection. Jack and Adam largely agree, with some caveats around quality control and financial sustainability. They use Warhammer 40K as a case study. Huge volume, wildly inconsistent quality.
Halo gets a solid chunk of the episode. Jack defends both Halo Wars games, especially the second, which he says is a solid 3v3 multiplayer experience that delivers on both fanservice and gameplay. There’s praise for how it adds new lore without breaking the universe. Tim questions how well the FPS tone translates, and Jack explains how the strategy entries fit into the broader Halo canon and appeal to long-time fans who want to see units and vehicles that don’t show up in the shooters.
Adam drops a wildcard with a Fallout mod for Hearts of Iron IV, though he admits the gameplay changes enough that he lost his grip on it. Jack follows up with Star Sector mods and an Elder Scrolls conversion for Crusader Kings III. Everyone agrees that some of the most ambitious adaptations are coming from fans, not studios.
Jack finally asks what Beyond All Reason would look like in another genre. Tim pitches a MechWarrior-style shooter. It’s not an entirely unserious idea.
If you’ve ever wondered why more franchises don’t jump into the strategy genre, or what happens when they do, this one’s for you. It’s a longer, looser episode with no shortage of game talk, a few personal confessions, and the usual crew banter.
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