Developer: Destroyer Studios
Genre: Space Simulation
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With a development timer ticking around the six-year mark, Starshatter is one space simulation that's certainly been around the block. Featuring similarities to other games in the genre, Starshatter starts you off as a space fighter pilot in a Wing Commander-like game, but as you progress through its campaign, you'll eventually find yourself in charge of fleet carriers, warships, and full complements of fighters.
Starshatter also appears to be heavy on options. Even in its currently unfinished state, the game boasts three different flight physics models and four controller types. On top of that, you'll pilot different ships throughout the game's one currently available campaign. While you'd expect most space simulators to stick to space, Starshatter will also have planetary missions that take you inside a planet's atmosphere. Here you'll be able to employ air-to-ground weapons to take out terrestrial targets.
The biggest option maker in Starshatter, however, is the game's deep mod support. The built-in mod support makes it easy to enable and disable different mod options. You can even simultaneously enable multiple mods to create your own custom cluster of game options. Some mods are already in development for Starshatter, including one based on Babylon 5, which should be ready as soon as Starshatter is completed.
The developers behind Starshatter call it "a full-featured complex space simulation that sits somewhere between FreeSpace, Falcon 4.0, Homeworld, and Harpoon." Considering the different mission situations, extensive add-on support, and exhaustive control options, we tend to agree.
Developer: MadMinute Games
Genre: Strategy
One half of the two-man team that makes up MadMinute Games has a powerful love for traditional historical wargames, a love that comes through loud and clear in the developer's game Take Command: 1861 The Civil War. Using a simple homebrewed 3D engine, the game puts you on one side of many real historical Civil War battles, as well as in scenarios created specifically for the game. Take Command doesn't concern itself with the resource management and high-level military trappings seen in many current real-time strategy games; it instead puts the focus squarely on tactical strategic combat. Though you'll regularly be commanding several thousand troops, the game minimizes micromanagement by only giving you direct command control over battalions. The game still gives you plenty to do, though, as you have pretty extensive control over battalion movement and formations, which, when you're commanding a half-dozen different battalions at once, can be a full-time job.

This historical tactical strategy game gives you real-time control over thousands of troops at once.
Take Command definitely takes aim at the fans of statistics-heavy tactical strategy games, giving you plenty of different variables to consider--the morale, fatigue, and health of your troops, whether they have enough ammunition to actually survive a battle, even the route you choose to take to the battlefield will have an effect on how you perform in battle. It's clear that the lion's share of the two and a half years of nights and weekends that the designer and programmer spent building the game was used to imbue it with as much statistical and historical accuracy as possible rather than to throw on loads of visual polish. The 3D engine that powers Take Command isn't jaw-dropping, but it serves its purpose. This is, without a doubt, a wargame made by wargamers, for wargamers.
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