Our Best Strategy Games of 2025 Are a DLC, Another DLC, and a 21-Year-Old Remaster (Ep.61)

A Strategic Look Back at 2025's Gaming Landscape

Our strategy gaming veterans review 2025’s releases and discover that DLCs and definitive editions outperformed new titles, with picks including a 21-year-old RTS remaster, expansions for niche 4X games, and grand strategy economic overhauls—revealing a year where passion projects trumped major studio releases.

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This episode provides an unfiltered assessment of strategy gaming’s 2025 output, where established titles and their expansions delivered better experiences than new releases. The hosts discuss Spell Force Conquest of Eo’s sustained development despite modest sales, Victoria 3’s economy-transforming Charter of Commerce DLC, and Dawn of War Definitive Edition’s faithful modernization, while examining disappointing launches like Civilization 7 and mixed receptions for Tempest Rising and Broken Arrow. The conversation reveals fundamental truths about the genre’s current state—indie passion and careful preservation produce superior results to AAA studios chasing commercial success over innovation.

Critical Moves Podcast – Episode 61 Show Notes

Episode Title: 2025 Strategy Gaming Review: DLCs Outshine New Releases
Hosts: Al, Adam, Timothy
Episode Length: ~60 minutes

Episode Summary

The sixty-first episode delivers a year-end review revealing 2025’s strategy gaming output failed to match DLCs and remasters in quality. All three hosts select expansions or definitive editions as top picks—Adam champions Spell Force Conquest of Eo’s Children of Nor DLC for sustained development against commercial odds, Tim praises Victoria 3’s Charter of Commerce for transforming broken economic systems into functional trade simulation, and Al selects Dawn of War Definitive Edition for proving 21-year-old design excellence surpasses modern releases when properly modernized. The discussion exposes disappointing major launches including Civilization 7’s borrowed mechanics from failed precedents, examines why Tempest Rising’s realistic approach sacrificed Command & Conquer’s campy identity, and assesses Broken Arrow’s infantry focus hampered by basic design oversights like campaign save systems.

Spell Force Conquest of Eo – Children of Nor DLC

Sustained Development Against Commercial Reality

Adam leads with Spell Force Conquest of Eo’s Children of Nor DLC, highlighting sustained developer commitment to a modestly performing title. The game combines 4X mechanics with Heroes-style RPG elements using licensed Spell Force 3 assets, creating a hybrid that defies genre conventions through unfamiliar systems built around magic books, randomly generated bosses, and static maps demanding adaptive strategy.

The developer publishes annual DLCs mixing free updates with paid content despite limited commercial success. This approach contradicts typical publisher behavior where underperforming titles get abandoned, demonstrating passion-driven development over profit maximization. The consistent support shows how dedicated teams sustain niche games through quality rather than marketing budgets.

Unique Gameplay Demanding Adjustment

The game’s distinctiveness manifests through a brutal learning curve—Adam admits hating the first five hours before grasping its systems. Unlike conventional 4X games following established patterns, Conquest of Eo requires adapting to mechanics that feel wrong until players understand underlying logic. This initial resistance creates depth absent from immediately accessible competitors.

Players build strategies dynamically across procedurally generated scenarios rather than following predetermined optimal paths. The system rewards mastery while maintaining unpredictability—each campaign demands fresh approaches as randomly placed bosses and generated challenges prevent routine strategies from emerging.

Combat Complexity Beyond Standards

Combat surpasses both Civilization’s statistical comparisons and Age of Wonders’ tactical battles through mechanical variety. Units carry equipment, wizards wield different magic schools, and character professions (alchemist, necromancer, miner) fundamentally alter available tactics. This combinatorial depth prevents auto-resolve temptation plaguing similar games where experienced players instantly recognize optimal outcomes.

The tactical battle system uses Heroes-style map transitions but expands possibilities through passive abilities, hero powers, and boss mechanics creating unique scenarios. Unlike Age of Wonders where pattern recognition leads to solved battles, Spell Force maintains tactical freshness across extended campaigns. Developers struggled implementing auto-resolve due to mechanical complexity—three rebalancing attempts failed to account for feature interactions.

Steam Deck Optimization

Successful Steam Deck implementation demonstrates technical polish beyond typical strategy game ports. The optimization enables complex 4X gameplay in portable contexts through careful UI design and performance work, expanding accessibility beyond desktop gaming sessions. This consideration for modern gaming habits shows thoughtful development rather than afterthought ports.

Victoria 3 – Sphere of Influence (Charter of Commerce)

Fundamental Economic System Replacement

Tim selects Victoria 3’s Sphere of Influence expansion for the Charter of Commerce mechanics transforming broken economic systems into functional trade simulation. Pre-DLC trade required manual adjustments for every good across every trading partner—management hell encouraging self-sufficient economies over historical trade patterns. The Charter of Commerce introduces automated world market trading where specialization occurs naturally through comparative advantage.

The expansion doesn’t merely add content—it replaces failed systems with functioning alternatives, effectively creating a different game. This transformation demonstrates Paradox’s willingness to acknowledge design failures and implement fundamental changes rather than iterative refinements. Core improvements reach all players through free updates while specific features reward DLC purchasers, balancing business needs with community goodwill.

Colonial Economics Actually Function

Improved trade makes economic exploitation mechanics work as intended. The “Scramble for Africa” gains strategic meaning when players specialize colonial holdings in specific goods (coffee, rubber, minerals) automatically integrating into global supply chains. Previously tedious colonial expansion becomes purposeful through economic specialization enabled by functional trade systems.

This change enables diverse playstyles previously impossible. Nations focus on specific industries, exporting surplus while importing deficiencies without micromanagement. African nations become viable because world market access allows catching up to industrialized powers through trade rather than isolated development—historically accurate outcomes emerge from mechanical changes.

Military System Further Simplified

Military overhaul consolidates battle lines and reduces player intervention, moving further toward automation. This design philosophy prioritizes political and economic simulation over tactical combat, acknowledging Victoria 3’s focus differs from military-focused grand strategy. Players direct strategic objectives while AI handles tactical execution—comparable to Football Manager where managers make decisions without controlling athletes.

The consolidated front system addresses clunkiness without completely solving it, but improvements since launch make military mechanics acceptable rather than frustrating. The design prevents winning through micromanagement exploitation, requiring superior economic preparation and strategic positioning instead.

Dawn of War Definitive Edition

Faithful Modernization of Excellence

Al selects Dawn of War Definitive Edition despite 2004 origins, arguing faithful remaster treatment surpasses 2025’s new releases. Relic preserved what made the original exceptional while implementing technical improvements—4K support, widescreen compatibility, enhanced graphics—without compromising core design. The package includes all expansion content previously sold separately, delivering comprehensive access to one of RTS gaming’s defining titles.

The remaster exemplifies respectful modernization. Rather than reimagining mechanics or chasing trends, Relic updated technical presentation while maintaining 21-year-old design choices remaining compelling today. This approach honours original vision instead of second-guessing historical decisions based on contemporary preferences.

Warhammer 40K Atmosphere Captured

The campaign captures Warhammer 40K’s tonal complexity—simultaneously grandiose and self-aware, serious yet absurd. Gothic military atmosphere pervades missions through art direction, voice acting, and design understanding 40K’s paradoxical nature. The setting takes itself seriously while acknowledging inherent ridiculousness, creating genuine atmosphere without pretentious seriousness.

Unit presentation reinforces atmosphere through weight and power. Terminators feel appropriately overwhelming, tanks and Land Raiders project destructive capability through visual and audio design, and faction-specific voice acting captures each army’s character. These presentation details transform mechanical units into characterful representations of 40K’s factions.

Comprehensive Content Without Nickel-and-Diming

Including Dark Crusade and Soul Storm expansions provides extensive single-player content across multiple factions. The package delivers hundreds of campaign hours, skirmishes, and multiplayer without additional purchases. This completeness contrasts with modern incomplete releases requiring day-one DLC or season passes for full experiences.

Discounts for existing owners demonstrate appreciation for long-term supporters. Rather than treating dedicated fans as guaranteed revenue, the pricing strategy rewards loyalty while attracting new players through competitive base pricing. This approach builds goodwill while remaining commercially viable.

Mod Support Preservation

Maintaining 20 years of mod compatibility represents the remaster’s most significant achievement. Relic ensured existing modifications continue functioning rather than abandoning community creations for simplified development. This decision respects player contributions while acknowledging mods’ role maintaining engagement far beyond typical RTS lifespans.

The Army Painter exemplifies understanding target audiences. Custom chapter creation and symbol importing address Warhammer fans’ desire for personal expression without affecting gameplay. This cosmetic feature matters immensely to tabletop players wanting digital homebrew chapter representations, demonstrating attention to community priorities beyond surface considerations.

Multiplayer Community Continuity

Existing multiplayer community benefits from technical improvements without fragmentation. Players maintaining 20-year activity gain modernized experiences while new players join without separate server ecosystems. Eight-player matches across extensive map pools provide immediate multiplayer access rather than building communities from zero.

This continuity demonstrates mods and multiplayer sustaining games beyond commercial lifecycles. Supreme Commander’s Forged Alliance Forever and numerous community projects prove passionate fanbases maintain games when developers provide quality foundations. Dawn of War’s continued pre-remaster activity showed this potential, which the definitive edition enhances.

Civilization 7: Major Release Disappointment

Borrowed Mechanics From Failed Precedents

Civilization 7 implemented Humankind’s civilization-switching mechanic despite that game’s poor reception. The system forces leader changes between ages, disrupting narrative continuity defining Civilization campaigns. Players questioned why Firaxis adopted a controversial feature contributing to Humankind’s commercial disappointment rather than learning from Amplitude’s mistake.

Subsequent patches allowing leader continuity across ages acknowledge backlash intensity. This reversal demonstrates either inadequate playtesting feedback or ignoring player preferences during development. The feature’s removal suggests it wasn’t mechanically essential but rather misguided innovation attempts contradicting series identity.

Commercial Development Over Creative Vision

Adam identifies Civilization 7 as exemplifying modern AAA strategy development prioritizing revenue over player experience. Design decisions appear driven by monetization opportunities—civilization DLC sales encouraged by switching mechanics, incomplete launch content enabling post-release sales—rather than improving strategic gameplay. This approach contrasts with older titles where design served gameplay first and monetization followed naturally.

Missing modern era at launch reinforces commercial cynicism. Releasing incomplete historical coverage six months after launch while promising eventual completion suggests content deliberately held back rather than development challenges. Players rightfully question why full-price games lack historical periods previous instalments included at launch.

Lost Series Identity

Changes move Civilization away from established identity without clear improvements. Previous entries refined 4X mechanics while maintaining core conceits—guiding civilizations from ancient times through modernity under consistent leadership, making strategic choices affecting long-term development, creating unique historical narratives through emergent gameplay. Civilization 7’s changes disrupt these foundations without compelling replacements.

Tempest Rising: Command & Conquer DNA

Grounded Realism Versus Campy Heritage

Tempest Rising modernizes Command & Conquer mechanics with realistic military technology rather than Red Alert’s campy dolphins with laser beams. The game features drone operators, realistic unit designs, and grounded factions reflecting contemporary military technology. This approach targets nostalgic players wanting tactical depth without sacrificing authenticity.

However, removing campiness also removes distinctive atmosphere. Command & Conquer’s personality came partly from absurdist elements and theatrical presentation Tempest Rising intentionally avoids. The result feels competent but characterless—technically proficient RTS mechanics without memorable identity separating it from competitors.

Intentional Nostalgia Targeting

Developer interviews confirmed the team deliberately targeted Command & Conquer veterans rather than building new audiences. This strategy acknowledges existing RTS fanbase commercial viability while accepting genre limitations. The Game Awards nomination validates this approach—serving dedicated audiences well rather than chasing mainstream appeal can succeed commercially.

Continued development through faction additions shows commitment beyond launch. Rather than abandoning the title after mixed reception, developers expand content while addressing player feedback. This sustained support could build community engagement necessary for long-term survival in niche genres.

Visual Clarity Challenges

Adam’s visual legibility complaint identifies common RTS problems. Realistic graphics sometimes sacrifice gameplay clarity for aesthetic appeal, making unit identification difficult during combat. Command & Conquer’s exaggerated designs enabled instant recognition even during chaotic battles—functional advantages traded for modern graphical fidelity.

Broken Arrow: Infantry Focus Hampered by Oversights

Infantry-Centric Urban Combat

Tim highlights Broken Arrow’s emphasis on detailed infantry mechanics in urban environments. Unlike previous Wargame/WARNO entries where infantry served primarily as garrison units, Broken Arrow makes house-to-house fighting central through granular control systems. The approach reflects modern military conflicts where urban combat dominates operations.

Campaign Save System Failures

The inability to save campaign progress represents inexcusable design oversight. Requiring mission completion in single sessions ignores player time constraints and modern expectations. The feature’s absence from roadmaps for eventual implementation rather than immediate patching suggests development priorities misaligned with player needs.

Limited Appeal Duration

Tim’s assessment of 10-15 hours enjoyment before interest wanes suggests successful mechanics hampered by shallow implementation. The multiplayer focus works for dedicated audiences but lacks broader appeal or replayability extending engagement beyond initial novelty. This limited scope may satisfy hardcore simulation enthusiasts while failing to capture wider strategy gaming audiences.

Final Fantasy Tactics: War of the Lions Remaster

SRPG Excellence Recognized

Adam discusses Final Fantasy Tactics: War of the Lions remaster winning the Game Awards best sim/strategy category. The PlayStation 1 original received its first PSP remaster years ago, with this second remaster bringing enhanced presentation to modern platforms. The tactical RPG explores political conflict, racial issues, and class stratification through medieval fantasy lens—themes remarkably sophisticated for 20-year-old source material.

The remaster preserves what made the original exceptional while improving technical presentation. The win demonstrates strategy gaming’s breadth beyond Western RTS and 4X conventions—Japanese SRPGs represent distinct strategic traditions often overlooked in Western strategy gaming discourse.

Genre Diversity Recognition

The Game Awards recognition validates diverse strategy game definitions. While Western audiences primarily associate strategy gaming with RTS, 4X, and grand strategy, Japanese SRPGs offer different strategic frameworks emphasizing character positioning, ability synergies, and narrative choices over economic management or military conquest. This genre diversity enriches strategy gaming beyond narrow categorical definitions.

Publisher Landscape and Commercial Realities

Microprose and Hooded Horse Competition

Discussion briefly touches on specialized strategy publishers supporting niche titles. Microprose’s renaissance through supporting passionate indie developers enables projects major publishers consider too risky. This strategy benefits developers lacking resources for completion while providing players with sophisticated titles serving dedicated audiences rather than chasing mainstream commercial success.

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Episode Verdict

This episode delivers uncomfortable truths about 2025’s strategy gaming output through the hosts’ unintentional consensus—DLCs and remasters outperformed new releases across quality metrics. Adam’s choice of a 2023 game’s DLC, Tim’s selection of a 2022 game’s expansion, and Al’s pick of a 21-year-old remaster reveal more about the year’s failures than any direct criticism could. The discussion exposes how passion-driven indie development and respectful preservation produce superior player experiences compared to AAA studios prioritizing monetization over design. While disappointing for immediate releases, the conversation about 2026’s upcoming titles—Total War 40K, Dawn of War 4, Star Wars Zero Company, Sanctuary Shattered Sun—suggests the year ahead may deliver what 2025 failed to provide.

Next Episode: Strategy Gaming in 2026: What the Media Gets Wrong. Critical Moves Year in Review


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