In most 4X games, the achievements of your past civilizations only live on in animated discussions with friends over drinks later. Your Gandhi from a previous Civilization 6 campaign isn't going to come through a portal to save the day in a later one, with the scars of a nuclear war against Alexander the Great still marking his slender frame. That would be rad though. And it's a big part of why I've been coming back to Age of Wonders 4, as the rulers I led to victory actually do ascend to a mighty pantheon and become a recurring cast for future adventures. That's only the icing on top of a well-crafted fantasy strategy game with varied tactical battles and a near-perfect pace.
Rather than telling the story of many alternate earths or distant galaxies, starting over on a fresh map is baked into the story of Age of Wonders 4, where powerful Sorcerer Kings teleport between many different realms in their quest for power and glory. And the way this encouraged me to think about a given run as a more digestible, if not exactly bite-sized, six- to twelve-hour sprint helps to build the sense of lasting investment in the progress of my pantheon. It's a great way to do account-level progression that doesn't feel forced, artificial, or over-monetized. At least in the review build, I didn't spot any sneaky microtransactions. The tendency lately to add them right after launch has put just about everyone on notice for me, but so far so good.
The quest for the ultimate fantasy strategy game will continue for a while longer, as Age of Wonders III only partially fits the bill. Still, it's a fairly successful return for a game series and style that seemed undeservedly buried. I have no doubt that the strength of the tactical combat will help
Read more on ign.com