Summary
- EA’s strategy games like Populous: The Beginning offer unique, experimental gameplay mechanics.
- Dungeon Keeper by EA allows players to be evil by managing a dungeon and employing strategic tactics.
- Spore and Command & Conquer series showcase EA’s diverse range of strategy games, blending creativity, conquest, and unique gameplay.
One could say that while Electronic Arts (EA) is often recognized for popular series like FIFA and The Sims, it’s essential not to overlook its significant impact on the strategy genre. In the shadows of sports arenas and combat shooters, EA has discreetly supported some of the sharpest, most peculiar, and imaginative strategy games ever displayed on a computer screen.
Strategy games developed by Electronic Arts (EA), such as “God Sims” and “Cold War mind games,” were unparalleled in their time and continue to be relevant today. Their longevity can be attributed to both the effectiveness of their gameplay mechanics and, at times, despite certain flaws.
Strategy games either published and/or developed by EA will be considered for this list.
6. Populous: The Beginning
The World Ends When You Forget to Cast Lightning
In Peter Molyneux’s Populous trilogy, the third installment, known as Populous: The Beginning, made a significant leap by abandoning the traditional isometric view and adopting 3D terrain, which was still a novelty in the realm of strategy games that were primarily grappling with pixel issues at the time. However, what truly distinguished Populous: The Beginning from its contemporaries was its unique blend of god-game mechanics with real-time strategy. Instead of just influencing followers from above, players took direct control of a shaman – a combat unit on the field – who had the power to unleash devastating spells such as tornadoes, firestorms, and indeed, lightning, capable of instantly obliterating enemy troops.
In a unique twist for a strategy game, it felt almost intimate to manipulate the terrain to design the ideal battlefield, only to unleash divine retribution upon an enemy tribe at their most confident moment. The experience veered away from typical economy management and instead focused on orchestrating chaos at the perfect instant.
5. Dungeon Keeper
Management By Torture Trap
For quite some time prior to indie games popularizing an edgy approach to villainy, the game Dungeon Keeper had been allowing players to trap heroes in spikes and push minions towards increased productivity. The core concept centered around designing and safeguarding a malevolent dungeon, ensuring a swelling army of monsters remained satisfied, devoted, and ruthlessly effective. Instead of guarding kingdoms, the players were the ones orchestrating chaos within the underworld.
Underneath the superficial tricks, there was a genuine tactical approach in action. Excavating passages wasn’t merely for appearance; it influenced AI actions. The rooms served practical purposes such as breeding grounds or training facilities, and incorrectly arranging them could lead to uprisings. Moreover, Dungeon Keeper featured an intelligent possession mode where players could observe the world from a minion’s point of view, even if that meant running in terror at the sight of a powerful knight invading the stronghold.
In a lighter tone, Bullfrog’s distinctive British humor kept the atmosphere lively despite the mounting casualties. Additionally, having Richard Ridings’ velvety, menacing narration throughout the game was like listening to dark fairy tales spun by the devil himself.
4. Spore
Evolution Is Messy
Initially, referring to Spore as a strategy game may seem unusual, however, once players start playing it becomes clear that they are essentially creating a species and leading it from its origins in tidepool goo all the way to becoming a galactic empire. Will Wright’s innovative sandbox title made it challenging to distinguish creativity from conquest. Instead of being a single game, Spore was actually five distinct phases: cell stage, creature stage, tribal stage, civilization stage, and lastly, space stage.
In each stage, the dynamics varied considerably, with tribal and civilization periods featuring the most typical Real-Time Strategy (RTS) aspects. The players constructed armies that ranged from diplomatic troupes who serenaded their way to agreements or militant clerics driven by religious fervor, depending on how their creatures transformed previously. There was a peculiar elegance in observing a creature that initially emerged as a bug-eyed amorphous form eventually obliterate an enemy metropolis with a nuclear strike, all while still ambulating on chicken legs.
In the latter stages of the game, space evolved into a miniature version of galactic governance, planetary makeover, and cosmic conflicts. Despite occasional performance issues due to its lofty goals, _Spore_ stands out as one of Electronic Arts’ most unconventional strategy-like games, primarily because few others had the audacity to attempt something so vast ever since.
3. Command And Conquer: Generals
Terrorism, Propaganda, and a Truckload of C4
Initially, this game sparked debates due to its sudden shift towards realistic warfare scenarios, as well as its chilling resemblance to real-world international politics. Unlike its predecessors with their humorous Full Motion Videos (FMVs) featuring Kane and his Brotherhood, Command & Conquer: Generals introduced factions modeled after the United States, China, and a fictitious terrorist group known as the Global Liberation Army.
Each faction followed distinct strategies reminiscent of various board games. While America leaned towards games emphasizing air dominance and pinpoint precision, China opted for a strategy based on numerical superiority and nuclear strength. The Global Liberation Army (GLA), however, mirrored the unconventional tactics of a guerrilla force, with an approach that’s more akin to tossing Molotov cocktails at tanks and coming out victorious. Their gameplay hinged on stealth, intricate tunnel systems, and surprise attacks using expendable troops. It was a chaotic, messy, yet exhilarating experience.
In the game Zero Hour, generals were responsible for introducing the Generals system, which provided players with special sub-faction abilities such as fuel-air bombs or stealthy hacker units. This game continues to be popular due to its dedicated modding community, particularly among those who appreciate seeing a single carpet bomb obliterate a significant portion of an enemy base in one swift move.
2. Command And Conquer: Red Alert 2
The Chrono Legionnaires Don’t Wait For You To Finish That Tank
As a devoted gamer, let me tell you that if EA’s Generals was their hard-hitting, cutting-edge approach to strategy games, then Red Alert 2 was like stumbling upon the wildest Saturday morning cartoon of all time! Picture this: a world where Albert Einstein wiped Hitler from history, leading to an epic showdown between the Soviets and Allies. This alternate timeline brings us mind-bending psychic beacons, brainwashed cephalopods, and war bears powered by Tesla technology. It’s no wonder this game became a beloved classic!
Each entity was unique in its own right. The Allies possessed weather manipulation gadgets and time-traveling Chrono Soldiers who could eliminate adversaries from existence. Meanwhile, the Soviets had ominous Kirov Airships that loomed over battlefields, announcing their presence much like floating harbingers of doom. On paper, it seemed bizarre, but Red Alert 2 successfully brought it all to life through meticulous balance and entertaining mission designs.
The live-action scenes in the game added to its appeal, featuring over-the-top acting alongside tense Cold War-style scenarios. It was an unusual real-time strategy (RTS) game that didn’t prioritize realism, which made it feel boundless. While tactics were crucial, style mattered just as much, and Red Alert 2 delivered on both counts in abundance.
1. SimCity 4
When Traffic Management Feels Like Chess
At first sight, SimCity 4 doesn’t appear to be a strategy game. However, those who have attempted to unblock a congested street without inadvertently damaging a significant portion of their city’s income would argue differently.
In contrast to its modern counterparts with a more relaxed playstyle, SimCity 4 offered players extensive autonomy over zoning, infrastructure, regulations, and other aspects, without micromanaging their actions. The simulation was intricate, as high-income Sims shunned pollution, fire stations had coverage areas that significantly impacted the gameplay, and misplacing a power line could lead to a catastrophic neighborhood failure. Even minor choices had far-reaching consequences that were both rewarding and nerve-wracking.
For individuals who sought in-depth gameplay, the expansion of Rush Hour introduced regional links, customizable transit systems, and real traffic analysis features. It even transformed road design into a scientific exploration. Unlike any other city-builder, this one is renowned for its complexity and challenging nature – which are exactly the reasons it remains unparalleled.
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2025-05-12 07:21