I tested Dawn of War 4: finally the true successor to the original?
A return to the roots that feels great

When Relic Entertainment announced Dawn of War 4, franchise fans felt a mix of excitement and mistrust. After Dawn of War 3, which divided the community with its more arcade approach and lack of strategic depth, many hoped for a return to the fundamentals. After a few hours with the game, one thing is clear: this fourth opus could well be the spiritual successor to the original Dawn of War everyone has been waiting for. The studio listened to player feedback, and it shows. Dawn of War 4 recaptures the essence of classic RTS, with more tactical resource management, epic battles and a dark atmosphere that echoes the Warhammer 40,000 universe — linked to the Warhammer 40,000 hub — at its most brutal. Gone are the overpowered heroes and oversimplified mechanics; in their place is a more demanding experience, closer to what made the 2004 original a success.
Gameplay that rediscovers its nobility
From the first minutes, you get that unique feeling of commanding an army in real time, with fine-grained control of units and buildings. Unlike Dawn of War 3, where swirling fights and hero abilities took over, here pure strategy reigns. Control-point capture is back, and it is a relief. No more fighting over automatically generated resources: you have to conquer, defend and expand your territory, like in the best RTS games. Battles are more tactical, with units that have clearly defined roles. Space Marines no longer charge blindly, Orks are no longer crushed without a second thought, and Eldar finally play their role as a fast, deadly faction. Another strong point: faction diversity. Each race has its own playstyle with unique mechanics. The Tyranids, for example, evolve over the course of the match, with units that mutate and adapt. The Necrons rely on resurrection and ancient technology. It is varied, balanced, and makes you want to try everything.
A campaign that finally promises solid content
If Dawn of War 3 disappointed with its overly linear, uninspired campaign, Dawn of War 4 seems to take the opposite approach. From what I could see, the solo mode offers a more immersive story, with varied missions that are not just “destroy the enemy base”. The plot focuses on a conflict between the Blood Ravens Chapter Space Marines and a new threat, with twists that echo the rich Warhammer 40K lore. The cinematics are polished, the atmosphere is dark, and the objectives are better designed. We alternate between defense, infiltration and total war missions, which avoids the grind. One important detail: the progression system. Between missions, you can upgrade your units, unlock new technologies and adapt your strategy. That adds a layer of depth that was sorely missing in the previous opus. At launch, four factions ship with their own campaigns — over 70 missions in total.
Multiplayer that could become a reference again
Multiplayer has always been the heart of the Dawn of War series, and Dawn of War 4 seems determined to become a must-play of the genre again. The matches I played were intense, with balancing that, while not yet perfect, shows a real will to please competitive players. Maps are designed to encourage dynamic clashes, with strategic control points and alternate paths for surprise attacks. The matchmaking system seems efficient, and games are fast without being too chaotic. One thing to watch: the community. Dawn of War 3 suffered from a lack of players, and Relic will have to do everything to avoid history repeating itself. If the game manages to build a solid player base, it has the potential to become a competitive RTS classic, in the vein of StarCraft II or Age of Empires IV.
Graphics and atmosphere up to the mark
On the technical side, Dawn of War 4 does not revolutionize the genre, but it offers a very satisfying visual render. Units are detailed, combat effects are spectacular, and maps are varied, with environments that reflect the Warhammer 40K universe well. The sound design is also polished. The Space Marines’ battle cries, the Orks’ growls, the Eldar’s battle songs… Everything is there to immerse the player. The epic, dark soundtrack recalls the best moments of the series.
A few reservations to keep in mind
Of course, Dawn of War 4 is not perfect. Some may regret the absence of co-op campaign, a feature that worked well in Dawn of War 2. The micro-management mechanics, while improved, could still frustrate players used to more accessible RTS games. And then there is the post-launch content question. Will Relic support the game with expansions and regular updates? Dawn of War 3 was dropped fairly quickly, and players are wary. If the studio wants to avoid another fiasco, it will have to prove it is in it for the long haul.
Verdict: the successor fans deserved?
After spending time with Dawn of War 4, one thing is certain: Relic has understood its mistakes. The game returns to its roots, with strategic gameplay, a richer campaign and promising multiplayer. Is it the true successor to the original Dawn of War? For now, everything points to yes. Of course, we will have to see how the game evolves after launch, but the foundations are solid. If you are a fan of demanding RTS games, dark universes and epic battles, Dawn of War 4 clearly deserves your attention. And if you were disappointed by Dawn of War 3, know that this time, the developers seem to have listened. So, ready to fight for the Emperor? Or for the WAAAGH! unto death? Your call.
See also
- Dawn of War IV: Adeptus Mechanicus, Necrons, Orks and Space Marines — which faction to master first?
- Dawn of War IV: release date, factions and roadmap confirmed
- Dawn of War 4: King Art bets everything on solo and the campaign, and it is perfect
- All RTS articles