1990s strategy games that still hold up

Thinking two turns ahead, whether or not there is a clock

74 games · page 1 of 2

Games

StarCraft 1998 Why it still holds upEach race plays differently and none has an innate advantage, which is why it still plays well today.
Sid Meier's Civilization 1991 Why it still holds upEvery turn is still a small decision about research, building or war today, and the order you choose shapes the whole run.
Command & Conquer: Red Alert 1996 Why it still holds upTwo sides built differently, and a power grid that doubles as a target, keep it distinct from other strategy games today.
Dune II: The Building of a Dynasty 1992 Why it still holds upIt was not the first real time strategy game but the archetypal one, which established the format, and the harvest, build and attack loop it set out is still the template later games followed.
Age of Empires 1997 Why it still holds upFinite trees, four resources and buildings to place still turn each match into a city planning problem today.
Final Fantasy Tactics 1997 Why it still holds upJobs that unlock abilities and a Charge Time that decides who acts still make every battle a puzzle of order and class today.
Dungeon Keeper 2 1999 Why it still holds upRunning a dungeon as its villain, down to the wages and food of your creatures, still gives it a character of its own today.
Command & Conquer 1995 Why it still holds upTwo asymmetric campaigns with varied objectives such as sabotage, rescue and time limits still give it variety today.
Dungeon Keeper 1997 Why it still holds upIndirect control of creatures that have to be paid, trained and kept content means the dungeon is still run rather than commanded today.
Pharaoh 1999 Why it still holds upA city whose every need leads to another still keeps it worth tending today.
Jagged Alliance 2 1999 Why it still holds upSquads built around who gets along with whom, and towns you can attack from any side, still make each choice of mercenary a commitment today.
Shining Force II 1993 Why it still holds upA lost battle only sends you back to town and one hidden item changes some promotions, so it stays forgiving and worth exploring today.
Panzer General 1994 Why it still holds upA whole war of combined arms, with an army that carries over from battle to battle, still gives plenty to plan today.
Vandal Hearts 1996 Why it still holds upLosing your leader means a defeat, so protecting him is still part of every plan.
Syndicate 1993 Why it still holds upEach mission is still a plan, with taxes, research and a small squad of agents to manage.
Bahamut Lagoon 1996 Why it still holds upA dragon raised by what you choose to feed it still makes each squadron your own today.
PowerMonger 1990 Why it still holds upToday a player can still be drawn in by a living map that responds to their choices.
SimCity 3000 1999 Why it still holds upA budget that every choice draws on still keeps a city under pressure today.
Railroad Tycoon II 1998 Why it still holds upA railroad that pays only as well as you plan it still makes every route a decision today.
Front Mission 1995 Why it still holds upEvery battle is still a tactical question, with a mecha you assemble part by part and lose part by part.
Front Mission 3 1999 Why it still holds upEvery attack still has a second target, since a mecha's pilot can be hit as well.
Dragon Force 1996 Why it still holds upFighting by formation and not by tile makes each battle feel like a large army clash.

Bases built in real time, empires grown turn by turn and squads moved square by square all share this page. Many are still easy to lose an evening to, because one more turn or one more wave is hard to refuse.

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