Age of Empires IV: Anniversary Edition

Age of Empires IV: Anniversary Edition — AnáliseIf you want the old-school real-time strategy rhythm, deep civilization variety, and sturdy long-term competition, these dozens of hours land squarely.

Notas externas85%Avaliações da Steam72,7 mil avaliações
Análise de: Lin Yu · Publicado em: ·review.views: 2,892 Comentários
Desenvolvimento / DistribuiçãoWorld's Edge, Relic Entertainment, Forgotten Empires, Climax Studios|Lançamento2021-10-28|Estratégia|
8.0
Nota geral

“If you want the old-school real-time strategy rhythm, deep civilization variety, and sturdy long-term competition, these dozens of hours land squarely.”

Gráficos
8
Áudio
6
Jogabilidade
9
História
7.5
Conteúdo
8

Verdict

Is Age of Empires IV: Anniversary Edition worth dozens of hours? Yes — if you know what you are buying. It is not here to redefine real-time strategy or stun veterans with explosive innovation. It is a faithful, polished return to form, and the scores agree across the board: Metacritic 81, OpenCritic top-critic average 83.2, an 82% recommend rate, and 85% positive on Steam. Strong and dependable, not revolutionary — and once you internalize that, the rest of the verdict falls into place.

A faithful return done with care

It rebuilds the series core — the four-resource economy, unit counters, map control, eight-player multiplayer, historical campaigns — in a modern package, and nearly every piece lands in the right spot. The gameplay is stable and deep, with the landmark age-up forks and eight asymmetric civilizations giving real reason to come back; the launch content is substantial; and the campaigns own a documentary-style identity instead of shipping a forgettable shell around good systems. The restraint is deliberate: plenty of revivals chase novelty and fracture exactly what fans loved, while this one spent its energy making the fundamentals sturdy — the gather rhythm, the counter web, the siege endgame all tuned rather than reinvented. That choice has a real upside the scores reflect. The payoff is a release that ages gracefully because it never leaned on a gimmick that could date or break — a clean, durable foundation, which is the quality a genre short on finished, reliable releases needs most, and the reason its reception only warmed across the years of post-launch support, with patches steadily converting early skeptics rather than chasing them off.

The honest trade, and who should take it

The shortcomings are just as clear: limited innovation, a visual style that plays it safe, campaigns short on emotional hooks, audio that is competent but unmemorable, and the absence of some traditional modes that veterans will miss. Annoying? A little. Decisive? Not much — what real-time strategy has lacked recently isn't bold concepts but reliable finished products. So the buyers are easy to name: strategy players chasing the old Age of Empires economy feel, who value macro depth and civilization variety, plus newcomers curious about the medieval period, all get dozens of well-spent hours. Who should hesitate? Anyone wanting reinvention, strong character drama, or a visual spectacle every minute will find it too steady. Set against Age of Empires II: Definitive Edition, the remaster looks louder, carries a deeper back catalogue of historical battles, and packs more traditional modes for the nostalgic, but this entry's deeper civilization asymmetry, landmark-driven build variety, and more modern competitive pace suit long-term ladder play and repeated matches better. It may not be a year-defining must-play, but it is firmly in the solid, easy-to-recommend tier — and with the Anniversary updates, extra civilizations, and balance passes all folded in at no premium, now is the best and most complete time the game has ever offered to start. You open one match, lose track of time, lose a round, and immediately queue another; for a strategy game, that "just one more" pull says more than any headline feature could, and it is the quiet test almost every flashier release in the genre fails.

Pontos fortes

  • The classic real-time strategy loop is mature: gathering, aging up, and the late-game siege tug-of-war all keep a steady, durable rhythm.
  • All eight civilizations are genuinely asymmetric, reshaping how you build economy and field armies each match.
  • Launch content is substantial — four campaigns, eight playable civilizations, seventeen skirmish maps, plus up to eight-player online.
  • The visuals stay legible: unit positioning and terrain read fast, serving control through long matches.

Pontos fracos

  • Innovation is limited; it feels like a high-quality return rather than a sweeping evolution, and veterans hit the ceiling fast.
  • The campaigns lean documentary, so character immersion and dramatic tension stay thin.
  • The score and effects are competent but capped — nothing here you will hum on the way out.
  • The art direction plays it safe, short on the spectacle moments that make you pause to capture them.

Opening

Age of Empires IV: Anniversary Edition is a 2021 medieval real-time strategy game from Relic Entertainment and World's Edge, and the Anniversary Edition folds a year of post-launch civilizations, maps, and balance patches into one package. Its numbers tell a consistent story: Metacritic 81, OpenCritic top-critic average 83.2 with an 82% recommend rate, and 85% positive across more than 70,000 Steam reviews. Strong, not spectacular — and that gap is the whole review.

The first time a trebuchet cracked a stone landmark, I wasn't watching the health bar. I was watching the chokepoint: spearmen holding the gap, archers chipping the back rank, knights peeling around the flank, and a second trebuchet being wheeled up before the first had finished its arc. The best thing here isn't how a unit looks; it's how the four-resource economy, the age-up system, terrain, and timing all snap together into one loop you can actually feel — where a decision you made ten minutes ago, about one extra villager or one early tower, is suddenly the reason the wall holds or falls.

It is conservative, and it knows it. Innovation is limited, the four campaigns play as historical showcase rather than character drama, and veterans will notice the launch lineup skips some traditional modes. But the loop is clean, the eight civilizations are genuinely distinct down to their build orders, and the late-game grind of mangonels and trebuchets cracking landmarks still bites. Developed by Relic Entertainment with World's Edge — Relic carrying the squad-tactics RTS pedigree of Company of Heroes — the result reads less as reinvention and more as thirty years of series craft tightened one more notch.

So the review writes itself, but the verdict takes nuance. This is not a game that stuns at first glance; it is one whose value compounds across the tenth match and the second campaign. It isn't new. It is steady — and in a genre long starved of finished, reliable, well-supported releases, steady turns out to be the rarer and more valuable currency.

Story | 7.5/10

História: 7.5/10

The campaigns tell history, not character arcs. Across four campaigns — the Norman conquest of England, the Hundred Years' War, the Mongol Empire, and the Rise of Moscow — the camera never locks onto a protagonist. It runs documentary-style narration over real events instead, complete with live-action footage of present-day historical sites that dissolves into the in-engine battlefield. That choice is both the storytelling's identity and its single biggest limit, and how you feel about the whole campaign mode comes down to whether that framing lands for you.

A historical marker that speaks of an era, not a person

History as performance, not personal saga

The Norman campaign doubles as the tutorial: documentary narration walks newcomers through basic economy management while marching them across the conquest of England, from the landing to the decisive set-piece battles, so you learn build orders and absorb a history lesson in the same mission. The presentation leans on live-action documentary footage that dissolves into the in-engine map — a recurring device that frames each battle as a reconstruction of something that actually happened. The tone stays measured, almost scholarly: each mission is a chapter in a larger account rather than a self-contained drama, and the objectives track real campaigns rather than invented stakes. That sets expectations early — you are here to witness and reenact, not to bond with a cast. On those terms it works, and the seam between teaching and history is handled with more grace than that combination usually allows, which is why the Norman set is also the cleanest on-ramp the series has shipped. By the end of it, a player who had never touched an RTS will have built an economy, fought a pitched battle, and absorbed a coherent slice of eleventh-century history, without ever feeling lectured at on either front.

Where the critics split

The Hundred Years' War campaign, anchored by Joan of Arc, is the most recognizable chapter and the clearest statement of priorities: what you remember is the event — the siege of Orléans lifted, the tide turned at Patay — not a person's inner journey. Joan appears as a historical fulcrum, not a character you grow attached to, and the campaign keeps its distance even at its most dramatic beats. Reviews disagree sharply here, and the split is about taste rather than competence. Nobody calls the historical staging poorly made; they argue about whether documentary framing is what they wanted. Come in hoping for a sweeping character epic and the thinness stings. Come in curious about the medieval period and the same restraint reads as respect for the material, with the narration, staging, and real events giving it genuine flavor — closer to a well-cut history series than a campaign that wants you to cry. The hybrid live-action-and-engine presentation is genuinely novel for the genre, and even the critics cooler on the emotional thinness tend to praise the production values of these documentary segments, which sit a clear tier above the usual mission-briefing slideshow.

The cost, and why it isn't fatal

The weakness is plain: weak character drive, limited emotional peaks, missions you remember by the event rather than the people. But the design never aimed to be a character piece. The Mongol campaign pushes the eight-civilization asymmetry into a narrative context — a mobile nomadic faction whose mechanics and story reinforce each other — while the Rise of Moscow campaign trades spectacle for long-haul economy management and defensive give-and-take, so the four campaigns play like an anthology rather than one connected tale, each chosen to showcase a different civilization and a different rhythm of warfare. That anthology structure is also why the campaigns double as a teaching tool without ever feeling like a tutorial in disguise: you finish knowing the systems better and the history better. Is the thin drama fatal? No — it is a deliberate trade, and if you arrived already invested in this stretch of history, the campaigns reward that curiosity with texture most strategy games never bother to provide. They will not make you weep for a hero, but they will leave you understanding why the Mongols moved the way they did and what made a stone keep worth besieging, which is a different and arguably more durable kind of payoff.

Audio | 6.0/10

Áudio: 6/10

Audio is the lowest-scoring dimension here at 6, and the reason is simple: it is solid but it never reaches. The main menu and overall soundtrack carry the series' epic historical weight, and the battlefield mix does its job cleanly — but nothing on the track list will follow you out the door.

Sound and staging reinforce the historical mood

A reliable foundation, not a showpiece

Combat effects and voice feedback are tidy: unit clashes, completed buildings, and under-attack pings all register clearly, so you never lose your read in a chaotic melee. That ties straight into the gameplay — the hillside formation standoffs you read by sight, you also read by ear, with distinct cues letting you register a raid on the far edge of the map or a finished landmark a beat before your eyes catch up. Units bark in their civilization's own language, which sounds like a flourish but doubles as information: the unfamiliar tongue across the map is one more signal of who you are fighting. In the campaigns, the documentary narration is the audio's strongest single asset — measured, authoritative, and well-paced — and the score sits beneath it to prop up the history-as-performance framing rather than competing with the drama. Each civilization gets its own musical and effects flavor, echoing the asymmetry you see on screen and the units you field. It is restrained, function-first work, and it never asks for attention, which is exactly what a long, focus-heavy strategy session needs from its sound.

The ceiling, and why it doesn't drag

The catch is the ceiling. Everything coordinates, the instrumentation and ambience are clean, the medieval timbres are period-appropriate, but put down the controller and you cannot hum a single signature theme. Compared with strategy games that anchor their whole identity on a main motif — the kind of tune you recognize from a single bar — the music here stays in the background. It sets a mood; it never becomes one you remember. Critics rarely single out the sound as a selling point; they spend their words on the gameplay and civilization design instead, and that silence is itself a verdict. It confirms the "competent but unremarkable" read: the audio is the part of the package nobody complains about and nobody celebrates. The impact on play is limited, because it almost never holds you back, and it certainly isn't fatal. Against the gameplay, though, the audio is a reliable foundation rather than a marquee. It does everything right and simply stops one step short: one or two themes bold enough to escape the background — the kind a player would seek out on a soundtrack release — would have lifted the whole dimension, and that missing ambition is the clearest reason audio sits a notch below everything else in the final reckoning. None of this drags the experience down; it just declines to lift it. The audio is content to be the dependable floor under a game whose strengths clearly live in its systems and its history.

Visuals | 8.0/10

Gráficos: 8/10

The visuals score an 8 on one pragmatic virtue: clarity. For a real-time strategy game, readable beats pretty — the instant you lose your own forces in a wash of effects, the match falls apart, and this one never lets that happen.

A clear read on terrain and unit placement

Built to be read, not just admired

Unit positions, terrain elevation, biome differences, and map layout all read at a glance. Color coding, silhouettes, and animation pull in the same direction, so you can scan a contested ridge and instantly know who holds the high ground, which units are ranged versus melee, and where a flank is about to fold. High ground even confers a real combat bonus, so the visual cue and the mechanical payoff line up — you read the slope and you read the fight at the same time. That legibility is also a strategic channel: each civilization's architecture is distinct enough to identify from the map edge — Chinese tiered roofs and timber, Mongol tent camps built for relocation, the heavy European stone keep, the Abbasid golden domes — so you often read your opponent's civilization and likely plan before scouting confirms it. It is function-first art direction, and it is the quiet reason long sessions never wear you down rather than dazzling you in short bursts. The interface follows the same logic: resource counts, population, and idle-villager warnings sit where your eye already lives, so you spend attention on decisions instead of menu-hunting.

Conservative where the remaster goes loud

Crave a more exaggerated visual punch and the game feels reserved. Reviewers note it lacks the louder showmanship of Age of Empires II: Definitive Edition, and that is fair — the remaster's saturated, hand-painted look makes a better screenshot, and a few critics flagged this entry's slightly stylized, lower-contrast units as a step down in pure spectacle. Age of Empires IV instead prioritizes clean readability and a stable frame rate when hundreds of units share the screen, which matters more to actual play than piling on surface detail or chasing photoreal textures. That is a trade, not a verdict: the two approaches serve two different players. It explains the split reception cleanly — clarity-first players love it, spectacle-chasers feel something is missing — but for a game you may grind for dozens of hours, the read that holds up over long matches, not the one that wins a single trailer frame, is the right call. The honest caveat is that this restraint can read as flat in a vacuum: judged on a still screenshot rather than in motion, Age of Empires IV genuinely is the less striking image, and that first impression has cost it some goodwill it earns back only once you play.

Order over spectacle

The game still has its own restrained beauty. A church under a golden shaft of light while villagers thread between wheat fields captures the temperament — not showing off, just order. A standoff on desert hills, war elephants and cavalry squaring across the slope, makes terrain and unit-type legibility suddenly tangible: you read the matchup before a blow lands. Weather and seasons shift across a match, snow building on roofs and rivers freezing into crossable ground, and those changes are functional as often as they are pretty. These aren't blockbuster vistas; they reward attention rather than demand it. Strategy visuals exist to serve decisions — you spend most of your time scanning the full map and calculating trades, not admiring unit models — so prioritizing readability over fireworks is the smarter call. The result is a look that is steady and unflashy but holds up under endless reuse, exactly what a game built to be lived in over hundreds of matches actually needs. It is the difference between a poster and a tool, and Age of Empires IV knows which one it is meant to be. On the technical side, the game scales cleanly from modest laptops to high-end rigs, holds a steady frame rate as army sizes balloon into the hundreds, and supports ultrawide resolutions and uncapped framerates that keep the camera feeling responsive — practical wins that matter far more in a competitive RTS than any single marquee effect would. The accessibility options round it out, with colorblind palettes and scalable UI text that reinforce the same readable-first philosophy that defines the whole presentation.

Combat | 9.0/10

Jogabilidade: 9/10

The gameplay is the highest-scoring dimension in this review, a clear 9, and it earns it: the classic real-time strategy loop runs with almost no wasted motion. You gather wood, food, and gold, advance through four ages, reinforce unit lines, read counters, and contest the map — beats you have seen for thirty years, reorganized until they flow.

A clash of armies on open ground

The four-resource economy is a rhythm you cannot drop

Wood, food, and gold (with stone gating defensive structures) form an economic cadence that never skips a beat. Drop-off distance and gather rate interact directly, so an idle villager is a measurable loss, not a vibe, and the early game is essentially a contest to keep your production queues full while denying the enemy theirs. The opening minutes are decided here: how fast you can afford the next age-up, how many villagers you spare for scouting sheep and deer, when you pull a worker off farming to raise a military building or a defensive tower. There are no extra resource-management gimmicks layered on top — no caravans to micromanage, no third currency to juggle — which keeps the focus on the fundamentals the series has always been about. The tension is constant but never punishing: it rewards planning and good build orders over inhuman click speed, a harder line to walk than it sounds, and one many modern strategy games miss by demanding either too much or too little. Most matches are quietly settled in this phase, long before two armies actually meet, and the design holds that balance cleanly across the entire early game.

Eight asymmetric civilizations carry the replay value

The asymmetry is the standout feature, and it is structural rather than cosmetic. The eight playable civilizations differ in build order, building logic, and unit unlocks: the Mongols pack up and relocate buildings for nomadic mobility, the Chinese swap dynasties for new bonuses mid-game, and others reward turtling or relentless early harassment. The age-up system is the pivot — advancing isn't just bigger numbers, it gates which units and buildings open in the mid and late game, and each civilization ages up its own way. Crucially, aging up means choosing one of two landmark buildings per age, and those landmarks are real forks in the road: one might supercharge your economy while the other unlocks an aggressive timing push, so the same civilization can be played four or five distinct ways depending on which landmarks you commit to. Miss a transition timing, or pick the wrong landmark for the matchup, and the match slips out of reach before you have fielded a real army. Because the differences run all the way down to the first build order, matchup knowledge compounds: the more civilizations you learn, the more you anticipate the shape of a game before it forms. Few strategy titles make faction identity this load-bearing, and it is the single best reason to keep queueing.

Siege turns the late game into a lethal tug of war

Mangonels and trebuchets arrive late, and the match shifts from skirmish trades into a slow grind against stone walls, keeps, and the landmark buildings that double as win conditions. Cracking an enemy landmark while holding a hillside formation is the series' signature pressure — and it tests judgment, not click speed: when to push, when to pull back, when to commit fragile siege at the exact moment a wall is undefended, since a single sortie of knights can erase a whole siege line in seconds. Springalds and culverins exist specifically to punish that overcommitment, so the late game becomes a rock-paper-scissors of siege, anti-siege, and the cavalry that threatens both. Walls and towers turn map geography into a defender's puzzle, rewarding the player who fortified the right chokepoint three ages ago, and the attacker has to decide whether to batter through the front or invest in a flanking assault that splits their own army. Terrain reads directly into every one of those calls, which is where the famously clean visuals pay off in moment-to-moment play. Against a pure-micro competitive benchmark, the economy and macro depth here still stand up firmly. The honest knock is that the design is so stable it never quite evolves; veterans drop into form fast and spot the ceiling just as fast. Not fatal — for a real-time strategy release, this much maturity and reliability is itself scarce, and the late game grows directly out of choices made minutes earlier rather than being bolted on.

Content | 8.0/10

Conteúdo: 8/10

The launch lineup is the playable kind, not menu padding: four campaigns, eight playable civilizations, seventeen skirmish maps, and online multiplayer for up to eight players. It is genuinely substantial, and none of it is the bloated sort where the menu looks busy but everything plays the same.

A bustling, developed town in full swing

Built around how people actually play

Single-player fans get four campaigns plus tutorials, multiplayer fans get ranked ladder competition and room to study, and newcomers climb through the Art of War challenge modes. That layering is the smart part — different entry points answer different goals instead of one undifferentiated pile of levels. The Art of War sets run a clear difficulty progression with bronze, silver, and gold medal targets: a newcomer spends an evening learning to wall a base or counter a knight rush, while a returning veteran treats the same challenges as a refresher and a benchmark to chase. There are also masteries — per-civilization objective lists that teach a faction's quirks while rewarding cosmetics — so the game keeps handing you reasons to learn one more thing. That kind of onboarding is rare in real-time strategy, where the genre's reputation for cliff-steep learning curves scares off most first-timers, and it quietly keeps players past the brutal early losses that usually end an RTS relationship, widening the audience the game can actually hold rather than gatekeeping it down to the hardcore.

A wide menu with few weak spots

The package has real range without sprawl, and the variety shows up in the texture of matches rather than a feature list. Each of the seventeen skirmish maps tilts the matchup — one rewards naval play with castles holding the coastline and warships pressing a fortress, another funnels armies through a single chokepoint, a third opens onto wide flanking lanes that punish a turtle — and the eight civilizations multiply those possibilities until the combinations feel close to inexhaustible. Against AI you can tune difficulty from easy to the brutal hardest tier, and skirmish supports up to eight players in any mix of human and computer opponents, so a single lobby can stage a two-versus-two-versus-four free-for-all. You feel the depth most around the tenth hour, when you still haven't run out of meaningful builds to try and a familiar map suddenly plays differently because you brought a new civilization to it. That unadvertised depth is exactly what keeps a strategy game alive long after the campaigns end, and it is why one purchase can anchor months of play. A developed Chinese town, buildings packed tight and villagers bustling, sells the scale a single match can reach, and a coastal map where a castle holds the shoreline against incoming warships shows how differently the next one can play.

The gap veterans will feel, and what the Anniversary patch adds

Longtime players will notice the gaps. Several outlets flagged the absence of historical battles and other traditional series modes, and that leaves regulars wistful: the main course is filling, the side dishes still miss a flavor. Whether that matters depends on who you are — a first-timer rarely feels anything missing, a long-term fan wishes the package were more complete. The Anniversary Edition softens the complaint by folding in new civilizations, additional maps, two new game modes, and a year of balance updates, so the version you buy today is more complete and better balanced than the 2021 launch, with several day-one rough edges and missing quality-of-life features already patched out and a co-op campaign option that the original shipped without. The roughly 85% positive Steam rating across more than 70,000 reviews backs that up — that is the score a game earns when players keep returning, not the verdict on a thin package. There's something unusual at work here, too: a strategy game's content value compounds with patches. The version reviewed at launch and the version you install today are meaningfully different products, and the gap runs entirely in your favor. The missing traditional modes read as a wish for extra content rather than a complaint about substance, which tells you how generous the base offering already is, and how much the genre's standard for a "complete" package has shifted toward the live-service expectation of more to come.

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