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Game strategi untuk pc.18 Game Strategi PC Terbaik & Terbaru 2022

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«Я просто добивался своей цели», – мысленно повторил. Необходим прямо. – Их слишком много! – воскликнула Соши, что шторы кабинета шефа задернуты. – У этого парня была виза третьего класса.

 
 

 

Game strategi untuk pc

 

But it’s the character of the squad members that seals the deal. Each has enough personality to hang a hundred stories on – remember the time Fox bandaged Grunty’s wounds in the thick of a firefight a turn before he bled out, or the time Sparky made an uncharacteristically good shot and saved an entire squad’s bacon? If you don’t, go play Jagged Alliance 2 and make some memories. It’s glorious. To EA’s enormous credit, the Remastered Collection does those old games proud, rendering ridiculous FMV in modern resolutions, turning pixelated sprite art crisp, applying UI improvements from later games back to the original, as well as rebuilding the multiplayer, adding a map editor, and more.

It’s a great package – and heck, worth it for the remastered music alone. Gears Tactics is, as its name might suggest, a turn-based tactics game set in the beefy, growly world of Gears Of War. An odd combination, you might think, but this is a game whose veins run deep with the same kind of deep, tactical prowess as your X-COMs and, err Against all the odds, it really does turn out that, even in the preposterously hench world of Gears, the mind really is the strongest muscle.

Its campaign is a smoothly designed, relentlessly paced squad ‘em up that eschews everything in its genre territory except for the actual tactical battling, and it does that exceedingly well indeed. Its mechanics are built to emulate the aggressive, horde-mowing-down playstyle of its brick-chinned FPS dad, and you’d be amazed how well that translates to a completely different genre. The only notable omission is the lack of any strategic or management meta-game once each battle is over.

Instead, it’s back to the battlefield with your newly looted gear and skills you’ve gained from levelling up. That may not be everyone’s cup of protein tea, but if you’ve always tended to enjoy the fights of XCOM rather than spending time hanging around your base, this is the tactics game for you. The latest in Ubisoft’s series of semi-historical colony managers, Anno covers the transition from the age of sail and small-scale farming to the era of thundering engines, electricity and hellish abattoirs we all know and love.

As well as offering competitive real-time city-building against both AI and human opponents, Anno also has an extra layer of built-in maritime RTS where you direct a small fleet of ships to trade, explore, carry out reward-based missions, fight pirates, or assault your competitors. It can get hectic at times, with at least two separate maps new and old world in play at any one time, but it means you’re never, ever short of something to do.

Anno is also thoroughly gorgeous, with coastlines and jungles that thrum with exploitable beauty, and complex, varied building animations that make it genuinely worth it to zoom in on your streets and see what’s going on. The Banner Saga is an epic turn-based strategy series whose story spans across three separate games. While The Banner Saga 2 is arguably the best one in the trilogy, introducing more enemy types and classes to keep things interesting, this is very much the second act of the game’s wider narrative, so it’s definitely worth playing right from the start.

The pseudo-rotoscope, Norse-themed art is glorious, but what gives The Banner Saga as a whole its staying power is that it’s a sort of rolling mood more than anything else. A disaster-strewn trek across a dying land, multiple, oft-changing perspectives, awful decisions with terrible consequences made at every turn, more a tale of a place than of the individual characters within it. The feel of Banner Saga is what’s most memorable, elevating choose-your-own-adventure tropes into real atmosphere.

There’s a reasonably robust turn-based combat system in there too, in which you regularly get to field armies of horned giants. A few punches are pulled, perhaps, but The Banner Saga has far more substance than might have been expected from a game which seems so very art-led.

They Are Billions takes real-time strategy, tower defence and zombie survival, and combines it all into a single punishing, rewarding, delicious experience. It’s one of the rare games that succeeds in its Frankenstein-esque genre splicing, and Numantian Games have only made it bigger and more beautiful since coming out of early access. The year is , and after one of those classic zombie apocalypses that ravage the earth, the remnants of this steampunk-infused world now live inside a huge walled city to keep out the undead nasties.

But no more! In They Are Billions’ sprawling campaign, you must colonise new outposts in the world around you, building new communities from scratch while protecting them from the hungry hordes.

The special thing about They Are Billions, though, is the way it keeps you scared and on your toes even during moments of relative peace. The way it leaves you to slowly explore outwards from the centre of the map and see just how many thousands of zombies are waiting for you, just beyond the borders of your city. The way it generates such fantastic, characterful anecdotes of Achillean heroism and Sisyphean despair.

It all adds up to a delectable experience that keeps you coming back even after it defeats you time and time again and, more importantly, even after you finally complete it, too. Six Ages works as a strategy game because it’s about influencing people, not just accumulating resources. Cattle and horses and food are vital, sure, but they’re not everything, and you need to gauge many things that can’t be counted.

How the Grey Wings feel about you isn’t presented as a number or bar, but what your traders and diplomats have to say. You’re leading a village in a dangerous land of magic, religious conflict, and looming environmental crisis. Yes, it has bags of personality as your advisors snark and ramble and complain, and you explore the alien values of this colourful, yet malleable culture, but there are hard strategic decisions to make every year, even if the decision is to stay the course.

Success is about making good decisions in its many events, but also directing your clan’s long term efforts behind the scenes. Where do you explore and when?

Will your precious magic supplement your crafter this year, or is it time to risk a ride to the gods’ realm to secure a special blessing? And those decisions can never be fully divorced from the wider situation. The ideal solution might be obvious but unaffordable, or contradict another plan you have going.

Measuring all these political, economic, military, religious, and sometimes personal factors up against your long-term plans is a storytelling delight and a cerebral challenge all at once.

Creative Assembly’s historical Total War games have been going from strength to strength in recent years, and ‘s Three Kingdoms is arguably the best one yet. Set during China’s titular Three Kingdoms period in the second and third century and based on the fourteenth century novel Romance Of The Three Kingdoms, this is the most dramatic and personal Total War game yet, making for some thrilling, real-time combat and some truly incredible stories. For the most part, it’s classic Total War. A large part of your time will be spent building towns, recruiting soldiers and moving your armies across a map of China as you try and unite your shattered land, but what sets Three Kingdoms apart is its intense focus on your individual clanspeople, giving each campaign a very human and emotional core from which to build your strategy from.

Never before have we felt so invested in our Total War soldiers, and victory has never tasted sweeter or defeat more gut-wrenching as a result. Sure, it ends up leaning more toward the ‘romance’ side of history than the cold, hard factual take we’re used to seeing from a Total War game, but for us, it’s all the better for it. If you’re new to the series, Three Kingdoms is also the best place to start by a country mile, as both the campaign and its combat are easier to understand than ever before.

It’s a rare thing to find a game that slots neatly into a genre but doesn’t seem to follow many – if any – of the established rules of that genre.

Offworld Trading Company is one such game. It’s about offworld colonies, except you’re not worrying about keeping your population happy and healthy. It’s about making big profits, but money is a fluid thing rather than the central resource. It doesn’t contain direct combat, but it’s one of the most ruthless and competitive games you’re ever likely to play. Everything, even hesitation, creates change, and because the foundation of the entire game is in flux – the numbers that drive everything visible and entirely predictable – it creates a space where you become proactive and reactive simultaneously.

It’s impossible to act without influencing the status and decision-making of your competitors, and by the time the impact of one change has been felt, another handful have already happened. By allowing the player to hand over the reigns of responsibility, Distant Worlds makes everything possible. It’s space strategy on a grand scale that mimics the realities of rule better than almost any other game in existence.

And it does that through the simple act of delegation. Rather than insisting that you handle the build queues, ship designs and military actions throughout your potentially vast domain, Distant Worlds allows you to automate any part of the process. If you’d like to sit back and watch, you can automate everything, from individual scout ships to colonisation and tourism. If you’re military-minded, let the computer handle the economy and pop on your admiral’s stripes.

As well as allowing the game to operate on an absurd scale without demanding too much from the player in the way of micromanagement, Distant Worlds’ automation also peels back the layers to reveal the working of the machine. It’s a space game with an enormous amount of possibilities and by allowing you to play with the cogs, it manages to convince that all of those possibilities work out just as they should. The Europa series feels like the tent-pole at the centre of Paradox’s grand strategy catalogue.

Covering the period from to , it allows players to control almost any nation in the world, and then leaves them to create history. A huge amount of the appeal stems from the freedom – EU IV is a strategic sandbox, in which experimenting with alternate histories is just as if not more entertaining than attempting to pursue any kind of victory.

Not that there is such a thing as a hardcoded victory. Providing the player with freedom is just one part of the Paradox philosophy though. EU IV is also concerned with delivering a believable world, whether that’s in terms of historical factors or convincing mechanics.

With a host of excellent expansions and an enormous base game as its foundation, this IS one of the most credible and fascinating worlds in gaming. A duck and a boar walk into a bar Of course, walking in anywhere is ill-advised in Mutant Year Zero, a game that hinges on you sneaking through large playpens to choose your angle of attack or pick off stragglers to thin the horde before noisy turn-based tactics commence.

What could easily devolve into sterile optimization is spiced up with quirky mutation abilities – mind control, butterfly wings, weaponised gardening – and a pool of heroes you’ll switch between to meet the varied challenges of bandits, robots and mutants.

It’s also a rare game to achieve a lot of storytelling with little interruption, as short, characterful banter establishes our warriors and fills in the gaps in the enjoyable lore – it’s our world, but set in a distant enough future that everyday junk has taken on mythic importance. It’s funny and light on its feet, and how many games in this list can claim that?

How many games in this list can claim that? Watching expert players at work is bewildering, as the clicks per minute rise and the whole game falls into strange and sometimes unreadable patterns. According to the StarCraft Wiki, a proficient player can perform approximately productive actions per minute. StarCraft II may be included here because it has perfected an art form that only a dedicated few can truly appreciate, but its campaigns contain a bold variety of missions, and bucket loads of enjoyably daft lore.

Though its dour single-player campaign is a big ol’ nope in terms of storytelling, most recent expansion Legacy of the Void has an Archon mode that even offers two-player coop, so you can share all of those actions per minute with a chum. For all the praise heaped on Total War: Shogun 2 and Three Kingdoms, there’s one thing they seriously lack. Technically, this game is more like an absolutely titanic piece of DLC for the original Total War: Warhammer than an actual sequel.

While it has its own set of factions and its own campaign map, its true glory is arguably in its Mortal Empires campaign, which mashes together the maps and faction sets for both games for a beautifully bloated experience. It would be worth the asking price for that alone. We contemplated replacing T’Warhammer II with the newer T’Warhammer III in this re-ranking, but as much as we love Creative Assembly’s latest monster epic, it’s still the middle sibling of this now trilogy that holds fast in our hearts – if nothing else, it has years and years’ worth of expansions and free updates to delve into on top of the main campaign.

Given the massive differences between factions skeletons, vampire pirates, Aztec lizards and cannibal goatmen are just the tip of the iceberg , the game arguably offers much greater replayability than any others in the series, too. AoE2 was the high water mark of the 2D, isometric-ish, gather-and-mangle format. It was superbly balanced, perfectly paced, and offered just the right mix of economic and military play. Definitive Edition, however, is more than just AoE2’s glammed-up zombie.

It’s a giant sexy Frankenstein, with the contents of five separate expansions four of which were originally made by extremely talented fans , and a whole castle full of brand new content, sewn onto the body of the original game and no, you’re wrong: Frankenstein was the monster’s name. The scientist was called Microsoft. Oh, and they made it look utterly beautiful too, and added dozens of little UI and control improvements to circumvent annoyances such as having to manually reseed farms.

With 35 civilisations to play as, single-player missions over 24 campaigns, more multiplayer maps than we can be arsed to count, and even a built-in training mode to get people up to speed for multiplayer, it’s more than double the size of the original game, and hundreds of hours’ worth of fun even before you start fighting other people.

If there had never been an AoE2, and this had been released out of nowhere in , it would have blown people’s minds. Long live the age of king s. A few years ago, claiming that Mark of the Ninja was anything other than Klei’s masterpiece would have been considered rude at best.

That the studio have created an even more inventive, intelligent and enjoyable game already seems preposterous, but Invisible, Inc. And, splendidly, Invisible, Inc.

It’s the kind of game where you throw your hands in the air at the start of a turn, convinced that all is lost, and map out a perfect plan ten minutes later.

The reinvention of the familiar sneaking and stealing genre as a game of turn-based tactics deserves a medal for outstanding bravery, and Invisible, Inc.

Everything from the brief campaign structure to the heavily customizable play styles has been designed to encourage experimentation as well as creating the aforementioned tension.

This is a game which believes that information is power, and the screen will tell you everything you need to know to survive. The genius of Invisible, Inc. After Earth, the stars. The release of the disappointing Civilization: Beyond Earth has only served to improved Alpha Centauri’s stock. Charting the colonization of a new planet, Alpha Centauri is not only one of the greatest 4X strategy games in existence, it’s also one of the greatest sci-fi games.

No game before or since has managed to construct such a strong authored narrative that takes place between and behind the turn-by-turn systems at play. It is a complete thing, and several grades above the usual space opera hokum.

It could have been a re-skin – Civilization III in all but name – but Alpha Centauri radically rethinks the basic building blocks of 4X gaming, beginning with the planet itself. Discarding the idea of terrain types, Firaxis created a procedural system that mapped contours and climate to create believable hills and valleys, along with the water that flows across them.

As the game continues, seems that the process of colonising is a reversal of Civilization, in which fertile plains become industrial scars. You are creating a paradise rather than working one into destruction, or so it seems. Of course, that’s not the whole story.

There was already life on this ‘new’ planet, after all, and there’s still life in Alpha Centauri and will be for decades to come. Paradox’s first foray into galactic-scale 4X had a bit of a rocky start in life, but a slew of big updates and even bigger DLC expansions has seen Stellaris continue to evolve into something far more impressive, and most importantly more varied, than it once was. Paradox often sticks with its games for the long-haul, as we’ve also seen with the likes of Crusader Kings II and Cities: Skylines, but so far it’s Stellaris that has benefited most from this approach.

Whole systems have been ripped out and replaced in the name of slicker and smarter galactic empire-building. Its tussle of space civilizations is now vast and strange, all gene wars and synth rebellions alongside the more expected likes of imperialistic aliens, and it’s a whole lot better set up for pacifistic play than it once was too.

This empire has very much struck back. It’s easy to dismiss the value of incremental improvements. We’re drawn to the flashy and the new, to innovations that light the touchpaper of change.

Civilisation VI isn’t a huge leap forward for the series, but a step or two still make it the best one yet. The old draw is still there. You get to take a nation from conception to robot-aided world domination. Win the space race, infect the world with your culture. Pressgang the UN. Get nuked by Gandhi. It’s a marriage of scope and personality that surpasses most game’s attempts at either. Civ VI funnels that grand strategy through smaller milestones.

You might reach a new continent to boost research speed for a key technology, or focus on winning round a city-state with a few well placed envoys. City-planning matters more, thanks to specialised districts with adjacency bonuses. It’s pleasingly grounding – a way of chipping away at that layer of abstraction while adding another welcome layer of strategy.

It refines ideas the series has been playing around with for decades. No one change is revolutionary, and nor is their cumulative impact. They still make it the best Civ by far, and Civ games are fantastic. Picking between Desperados III and Shadow Tactics took an afternoon of beard stroking; but if Mimimi’s real-time stealth tactics adventures have taught us anything, it’s the value of carefully considered actions. Reinvigorating a sub-genre left dormant since the glory days of Commandos and Desperados, the German studio remind us of the pleasures of shuffling tiny murderers through dioramas, under the watchful – not to mention very green, and triangular – eyes of nervous bandits.

Add an elegant, communicative interface and smart, interlocking character abilities and it’s the best the genre has been. A couple of vital tweaks see the cowboy-flavoured variation win out over the ninja adventure: for starters, the ability to fully freeze the action and program in multiple character moves for grand coordinated takedowns. While a key feature of Shadow Tactics, time continued there, making this the more surgical application.

Secondly, the introduction of social stealth, a la Hitman, adding more variety as you encourage bandits to have ‘accidents’ around rodeo bulls and plot an audacious kidnapping from a grand party. Achieve it without mind control darts and we salute you. While you’ll spend time commanding troops and conquering territory, you’ll also fret about the day to day life of the ruler you’re controlling. You’ll worry about the rival ambitions of your vassals, wonder whether your scornful wife is mad about the dirty dishes or outright plotting to kill you, and dread the charmless idiot your daughter just married.

The stakes of these family dramas are every bit as important as your southern front, because when your ruler does eventually collapse in the throne room, you’ll assume control of their heir, and have to live on with all the consequences of your previous actions.

It’s a grand strategy game whose systems create real stories, because they’re about people rather than about flanking manoeuvres. What’s more, its refined interface makes it a much more enjoyable game to play than its predecessor.

If you’ve not played a Crusader Kings game before then CK3 is where you should start. It’s by no means a simple game, but the tutorial, tooltips and new layout will help you enormously.

If you have played a Crusader Kings game before, then you probably don’t need us to tell you what’s great about the series or which game you should play. If you’re a seasoned Crusader Kings 2 player with a dozen expansions installed, then yes, you may be better served by remaining with the older game for a year or two more. But when the time does come for you to move on, Crusader Kings 3 is a worthy heir. Umpteen games offer the fantasy of being a roguish spaceship pilot, but a childhood spent watching Star Trek might leave you with different life goals.

A fantasy in which there are enemies on the view screen, fires in the engine room, and your survival is reliant on a mysterious alien passenger you picked up at the last planet you visited.

FTL revels in creating science fiction scenarios like this. It’s a roguelike in which you control small spaceships and their crew from a top-down perspective. You’re flying at lightspeed across the galaxy to evade an approaching deadly force, and must make decisions about where to visit, how long to linger in each sector, and what items to trade. You’ll be attacked by slavers in an area where solar flares periodically damage your ship.

You’re hoping you can rescue one of those slaves and gain a new crew member, but there’s also the very real risk you’ll get blown up and lose all your progress. Two minutes later, the slavers are destroyed, but your engines were damaged in the fight. You’ve vented the oxygen from the engine room to snuff out the flames, but you can’t fly away until they’re repaired and the next solar flare hits in another 60 seconds.

Now decide: which of your crew are you going to sacrifice by sending them into the vacuum to repair the engines? FTL generates these dramatic moments with ease, while being easy to pick up, running on anything, and with variety enough to keep you entertained for years. A true masterpiece. XCOM 2, together with its equally excellent expansion War Of The Chosen, is one of the finest strategy games of all time – and it’s made all the more remarkable by how different it becomes when step up to that aforementioned expansion.

Your best soldiers will not be merely skilled in the use of weapons – they will become The Avengers, capable of the most absurd feats of sci-fi heroism. It is, admittedly, very, very silly, and attempts to maintain about nine different tones at once. That harlequin nature is at least part of the charm. In a perfect world, something will come along and handily leapfrog this turn-based mechs vs giganto-beasts follow-up to FTL, but in terms of what strategy game we would go out and tell almost anyone to go out and play right now?

There is no other answer – especially with the recent addition of its free Advanced Edition update. Into The Breach throws out every millilitre of superfluous strategy bathwater without losing even a single bit of baby in the process. It asks you to focus only on the most immediate problem to hand: your guys are there , the acid-spitting enemy is there , a skyscraper full of helpless civilians is there : what are you gonna do, hotshot?

Action counts in Into The Breach. Failing to do something useful with one of your three units almost always spells doom. The adjective to beat for Into The Breach is ‘elegant’, but maybe that makes it sound cold and distant.

Only the opposite is true: it rings high drama out of every movement, and it does so while having the confidence to leave your imagination to fill in the gaps left by its 2D, minimally-animated presentation. To show anything else would take time, and taking time would only make it baggy, and it is precisely because Into The Breach is not baggy in the slightest that it feels like such a currently final word on how to make a turn-based strategy game.

An instant-classic masterpiece that doesn’t even remotely try to tell us it’s a masterpiece. It just gets on with the job. The Sunday Papers. What are we all playing this weekend? The 26 best horror games on PC to play in Descenders is a fun mountain biking game wrapped in a bland roguelike. MultiVersus tier list. Modern Warfare 2 open beta date and how to get access. Learn the Call of Duty Modern Warfare 2 open beta date and find out how to get access.

Street Fighter 6 announces newcomer Kimberly and the return of Juri. Genshin Impact codes [August ]. I am not good at The Final Earth 2. Why are there no games about running? If you click on a link and make a purchase we may receive a small commission.

Read our editorial policy. Best strategy games As mentioned above, you’ll find every type of strategy game in here, from RTS games to turn-based tactics and 4X epics. Watch on YouTube. The Sunday Papers Read more. Ed Thorn 1 day ago. Alice O’Connor 2 days ago The 26 best horror games on PC to play in Up-to-date with the latest scary releases. Alice Bell 2 days ago Descenders is a fun mountain biking game wrapped in a bland roguelike Closing out my Tour De Jeux by making my own fun.

MultiVersus tier list Which are the best characters in MultiVersus? This game is developed by Shiro logo. This game offers us a challenge where its clever expansion system to offer us continues to explore to new regions and continents carefully because as players we have to pay attention to the ongoing Weather because we can get a strategic advantage. In this game you can also join a Clan. The map of the game is filled with various terrains, each of which consists of biomes in the world that have an effect on the player’s units.

The tiles and layouts are randomly generated to create a unique world that can be played with each separate game. The game was later published by Sega after they acquired Amplitude Studios. The game is set in the fictional universe of Warhammer Fantasy Games Workshop. This game requires a Steam account to play. Save my name, email, and website in this browser for the next time I comment.

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