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Making History: The Calm & the Storm

The "What Ifs" of World War II

Making History is more than a wargame; it's a grand strategic military, economic, and diplomatic simulation of the entire globe, starting in 1934, and going on until the end of the Second World War. If that happens, of course.

As such, it addresses one of the central failings of most WWII games; it doesn't lock you into a historical straightjacket, with Russia inevitably coming into the war even if the Nazis don't attack, and with the Japanese attacking Pearl Harbor on inevitable schedule. Instead, you can play with all sorts of what-ifs: What if France had resisted the reoccupation of the Rhineland in 1934? Or if Italy had gotten pissy about the Anschluss? Or if the Western Allies and the Soviet Union had stood firm behind Czechoslovakia in 1938?

Massive Assault

Who Says Turn-Based Strategy is Dead?

1. Did you love old-school turn-based combat games like The Perfect General and Panzer Generals, and prefer games that reward careful planning and actuall strategy games over RTSes, which tend to reward fast action and mastery of interface instead?

Or:

2. Do you love real-time strategy, but chafe at the unreality of resource gathering and tech trees, which surely have nothing to do with the actual problems faced by military commanders? Would you prefer something where combined-arms tactics, use of terrain, and other concerns of actual military strategy dominate?

In either case, welcome to Massive Assault.