Am I the only one who feels there’s something off about the scale of the universe in *Age of Wonders 4*?
In *AoW 1*, *2*, and *3*, despite being high fantasy, the games were confined to a single world, which felt cohesive and immersive. In contrast, *AoW 4* is supposed to be an epic multiverse, yet I never truly feel that sense of grandeur. A typical map in *AoW 4* feels more like a small fantasy realm where a local Gandalf is battling the dragon from the next cavern over, rather than a battleground for godlike beings.
Sure, a map is meant to represent just one location in the multiverse at a time. However, in *AoW: Planetfall*, I genuinely felt like I was fighting across diverse planets, each with its own unique identity. In *AoW 4*, though, the maps often feel like generic fantasy regions, as if they were designed by an uninspired game master.
Several factors contribute to this feeling—primarily the game’s visuals. The reduced number of units in armies, as well as the smaller number of models per unit (compared to *AoW 3*), makes battles feel less epic. Even a late-game clash between three armies comes across more like a skirmish between two feudal lords’ retinues rather than a battle of Helm’s Deep proportions.
The size of map objects (like rocks and such) is bigger then in AoW 3, and that gives a very cluttered visual.
The same issue applies to sieges. Even when attacking a metropolis—which looks impressive on the strategic map—the actual siege feels like you’re assaulting a midsized medieval town. It’s a step back from *AoW 3*, where sieges felt truly grand and cinematic.
Another issue is that the multiverse concept isn’t leveraged in map generation. We’re limited to classic fantasy biomes like deserts or snowy worlds, but an epic multiverse should offer so much more. Where are the worlds made entirely of metal, with rivers of mercury? Where are the realms built atop the corpse of a dead god? Or the impossible geographies, like a world half-burning and half-frozen, which would be possible to make without adding any new art assets to the game? Games like *D&D Planescape* or *Warhammer Age of Sigmar* shows the kind of creativity I’d expect from a multiverse.
This isn’t to say the game is worse or better for being less epic—it’s just an observation. However, for me, it weakens the suspension of disbelief, especially during campaign maps. The narrator describes these grand, universe-shaking events, but the action unfolds in what feels like a small corner of a larger world. I think the game would have been more compelling story-wise if it had focused on a smaller scale, with fewer characters and storylines, but made them more impactful, as in the earlier *AoW* games.
In *AoW 1*, *2*, and *3*, despite being high fantasy, the games were confined to a single world, which felt cohesive and immersive. In contrast, *AoW 4* is supposed to be an epic multiverse, yet I never truly feel that sense of grandeur. A typical map in *AoW 4* feels more like a small fantasy realm where a local Gandalf is battling the dragon from the next cavern over, rather than a battleground for godlike beings.
Sure, a map is meant to represent just one location in the multiverse at a time. However, in *AoW: Planetfall*, I genuinely felt like I was fighting across diverse planets, each with its own unique identity. In *AoW 4*, though, the maps often feel like generic fantasy regions, as if they were designed by an uninspired game master.
Several factors contribute to this feeling—primarily the game’s visuals. The reduced number of units in armies, as well as the smaller number of models per unit (compared to *AoW 3*), makes battles feel less epic. Even a late-game clash between three armies comes across more like a skirmish between two feudal lords’ retinues rather than a battle of Helm’s Deep proportions.
The size of map objects (like rocks and such) is bigger then in AoW 3, and that gives a very cluttered visual.
The same issue applies to sieges. Even when attacking a metropolis—which looks impressive on the strategic map—the actual siege feels like you’re assaulting a midsized medieval town. It’s a step back from *AoW 3*, where sieges felt truly grand and cinematic.
Another issue is that the multiverse concept isn’t leveraged in map generation. We’re limited to classic fantasy biomes like deserts or snowy worlds, but an epic multiverse should offer so much more. Where are the worlds made entirely of metal, with rivers of mercury? Where are the realms built atop the corpse of a dead god? Or the impossible geographies, like a world half-burning and half-frozen, which would be possible to make without adding any new art assets to the game? Games like *D&D Planescape* or *Warhammer Age of Sigmar* shows the kind of creativity I’d expect from a multiverse.
This isn’t to say the game is worse or better for being less epic—it’s just an observation. However, for me, it weakens the suspension of disbelief, especially during campaign maps. The narrator describes these grand, universe-shaking events, but the action unfolds in what feels like a small corner of a larger world. I think the game would have been more compelling story-wise if it had focused on a smaller scale, with fewer characters and storylines, but made them more impactful, as in the earlier *AoW* games.
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