After a dalliance with science fiction, Triumph Studios is returning to more typical fantasy fodder for Age of Wonders 4. That’s not to say that they’re resting on their laurels, though, as they take the ending of Age of Wonders 3 and run with it into a multiverse of possibilities as the Wizard Kings break down the walls between worlds in search of new realms to conquer.
Setting out from the Mage Haven that acts as the hub between worlds and the backdrop to the game’s main menu, you can step into any number of customised and randomised realms. There’s a string of defined narrative campaign missions, such as the more gentle Fields of Rebirth that provides a beginners scenario, but from that point onward, it’s up to you to define where you’re heading. You can customise the shape and climate of the world, as well as some elements of who lives there and apply modifiers like the natives having a disdain for evil. From there, you can choose to play as either an invading Wizard King or as a hero of a race looking to defend their home.
One of the most intriguing elements of Age of Wonders 4 is the ability to customise the fantasy race that you play as, as a major extension of the champion creation available in Age of Wonders 3. You can obviously stick to the various fantasy tropes, with snooty Elves, violent Orks and the like, but each of the races – which include Toadkin, Ratkin, Orcoid, Molekin, Halfling, Goblinoid, Feline and Elfkin – can then be modified from their default attributes and natural body traits.
Want some long-legged, fast-running Dwarves? You can do that. Toadkin are naturally good, resilient and adapted to swamps, but you can swap those out, to have sneaky, evil toads that ride around on giant spider mounts – I
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