Age of Empires IV - 2021

Age of Empires IV - 2021

After twelve enriching years at Next Level Games (NLG), I found myself at a crossroads in my career. My time at NLG had been a period of immense professional growth and personal fulfillment. I had the privilege of working on a range of exciting projects, collaborating with some of the most talented and passionate individuals in the industry. As I looked back on those years, certain projects and experiences stood out, shaping my journey and preparing me for the next chapter.

Among the many projects I worked on at NLG, Spider-Man: Friend or Foe remains one of my fondest memories. This game was a testament to our team's creativity and dedication. Spider-Man: Friend or Foe was more than just a game; it was an attempt to capture the essence of the Spider-Man universe in a way that felt both fresh and familiar. We meticulously crafted every aspect of the game to ensure that players felt fully immersed in Spider-Man's world. The cooperative gameplay, which allowed players to team up and take on villains together, was a standout feature. It was gratifying to see how the game's mechanics encouraged teamwork and provided a sense of camaraderie, reflecting the spirit of Spider-Man and his allies.

Another project that holds a special place in my heart is Captain America: Super Soldier. This game was a labor of love, built from the ground up with a new engine. We applied the design principles we had learned from Nintendo, which were crucial in shaping the core gameplay. The process of developing Captain America: Super Soldier was a journey in itself. We faced numerous challenges, from creating engaging combat mechanics to ensuring that Captain America's shield-based abilities were both fun and functional. The result was a game that not only honored the character but also provided players with a compelling and immersive experience.

However, no projects were more significant to me than my work on Luigi's Mansion. Both Luigi's Mansion: Dark Moon and Luigi's Mansion 3 were extraordinary experiences. These games were more than just commercial successes; they were examples of brilliant design and gameplay. Working on these titles was a dream come true. I had the chance to contribute to games that I believe are console sellers, thanks to their innovative gameplay and charming design. The collaboration with Shigeru Miyamoto on these projects was a career highlight. Miyamoto-san's influence on the games was profound, and having the opportunity to work alongside him was an experience I will cherish forever. My signed copy of Dark Moon is a tangible reminder of that incredible journey.

Despite the rewarding experiences at NLG, I began to feel a growing sense of complacency. My role had shifted back into a Technical Art capacity, and while I was still involved in organizing presentation teams and setting up cut-sequence files, I felt I had more to offer. It was a feeling that led me to explore new opportunities locally. Among the various options, Relic Entertainment caught my attention.

Relic Entertainment had been through its own set of ups and downs over the years. The studio had recently been acquired by Sega, and with that, it lost the rights to the Homeworld franchise—a series I had always admired. However, the prospect of working with some of the individuals who had contributed to Homeworld was enticing. What further piqued my interest was the General Manager of Relic, Justin Dowdeswell, an ex-colleague from NLG. I had always respected Justin for his passion, kindness, and high standards. His role in shaping Relic's future and the positive feedback I received about the studio only increased my interest.

At the time, Relic had recently released Dawn of War III. The game faced criticism and low Metacritic scores, which intrigued me further. I decided to purchase the game to understand its shortcomings better. As someone who had spent countless hours playing RTS games like Command and Conquer and Age of Empires II, I was eager to see how Dawn of War III measured up. Despite its impressive visuals, the gameplay felt lacking. The game didn't live up to the high expectations set by its predecessors. This gap between expectations and execution was something I wanted to address.

My interview at Relic was an eye-opener. I was given a sneak peek into their next project, which turned out to be Age of Empires IV. The announcement of this project was significant—Age of Empires is a revered franchise with a legacy that includes some of the greatest strategy games ever created. The opportunity to contribute to the next chapter in this iconic series was irresistible.

Age of Empires IV was developed by Relic Entertainment and published by Xbox Game Studios. It was officially announced on August 21, 2017, and released on October 28, 2021. The game was built using the Essence Engine and aimed to stay true to the series' roots while introducing fresh elements. One of the game's standout features was its historically accurate voiceovers, which added an immersive layer to its historical settings. The music, composed by various artists, celebrated the diverse civilizations represented in the game.

The gameplay of Age of Empires IV returned to the series' roots with mechanics reminiscent of earlier titles. Players could choose from a variety of civilizations, each with unique units and buildings. Notable civilizations included the English, Chinese, Mongols, and Delhi Sultanate. Each civilization offered distinct gameplay styles, such as the Mongols' ability to move their buildings and the Delhi Sultanate's focus on time-consuming technology advancements. The game included a range of units, including infantry, cavalry, and siege units, as well as naval units, each with unique attributes and strategies. Buildings were categorized into economic, military, defensive, and religious, with each civilization having unique structures and landmarks.

The reception of Age of Empires IV was generally positive. Critics praised the game for its campaign mode, which offered historical depth and a variety of experiences. The strategic elements, such as unit placement and terrain advantages, were well-received. However, some criticism was directed at the game's technical execution and lack of new mechanics. The absence of a map editor was a notable omission that disappointed some fans. The game held a Metacritic score of 81/100, reflecting its solid execution.

Reviews from various sources highlighted the game's strengths and weaknesses:

  • Game Informer: Rated the game 8.25/10, appreciating its faithful return to the franchise's roots.
  • GameSpot: Gave it a 7/10, acknowledging its improvements but noting some missed opportunities.
  • Eurogamer: Recommended the game for its strategic depth and historical accuracy.
  • Hardcore Gamer: Rated it 4/5, emphasizing its engaging campaign and well-designed civilizations.

Sales-wise, Age of Empires IV performed well, partly due to its inclusion in the Game Pass for PC. The game also received two major expansions:

  1. October 2022 Expansion: Added the Ottoman and Malian civilizations.
  2. "The Sultans Ascend" (November 2023): Introduced Byzantine and Japanese civilizations, along with new campaigns and variant civilizations.

Overall, Age of Empires IV managed to reinvigorate the beloved franchise while staying true to its classic elements. The game's art direction and historical accuracy were among its standout features, showcasing a consistent and vibrant portrayal of the civilizations.

My role in the development of Age of Empires IV was both challenging and fulfilling. As a Senior Producer, I was tasked with not only familiarizing myself with the product and production processes but also with understanding the team dynamics. It was crucial to assess what had been working, what needed improvement, and how to build trust and relationships within the team.

One of the significant challenges was integrating art outsourcing into the production pipeline. Relic had begun onboarding external vendors, including partners in China and Russia. Drawing on my previous experiences, I understood the importance of a structured approach to outsourcing. I worked to ensure that our internal team was aligned with the external vendors, setting up effective communication and support systems. This restructuring took time, but it was essential for the project's success.

Building relationships was another key aspect of my role. I focused on fostering leadership within the team and supporting our Art Director, who initially faced challenges with his leadership style. Through many discussions and collaborative problem-solving, we worked together to create a positive and productive environment. By the end of the production, the Art Director had earned the team's respect, and the overall sentiment was one of growth and achievement.

Reflecting on my career, working on Age of Empires IV felt like a full-circle moment. My first production job at Electronic Arts involved late-night sessions of Age of Empires II, a game that had provided countless hours of enjoyment. Now, more than two decades later, I was part of the team working on the next installment in this legendary series. It was a gratifying experience, knowing that I was contributing to a franchise that had been a significant part of my gaming journey.

In conclusion, my time at Relic Entertainment was a rewarding chapter in my career. The opportunity to work on Age of Empires IV allowed me to leverage my previous experiences and contribute to a project that holds a special place in the hearts of strategy game enthusiasts. The challenges I faced, the relationships I built, and the achievements we reached together made this experience truly memorable. As I continue to look back on my career, the journey with Relic and Age of Empires IV stands out as a testament to my growth and dedication to the gaming industry.

Throughout this chapter of my career, the lessons learned and the experiences gained have shaped my approach to game development. The challenges faced in integrating outsourcing, fostering team dynamics, and contributing to a beloved franchise have all contributed to my growth as a producer. My journey with Age of Empires IV is a reflection of my commitment to excellence and my passion for creating engaging and memorable gaming experiences.

As I look forward to the future, I carry with me the knowledge and experiences gained from my time at Relic Entertainment. The journey through Age of Empires IV has not only been a career milestone but also a testament to the enduring appeal of well-crafted games and the dedication of the teams behind them. The story of my career continues, shaped by the successes and challenges of the past and driven by the promise of new adventures in the world of game development.

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