The Age of Decadence is an isometric, turn-based, single-player role-playing game set in a low magic, post-apocalyptic fantasy world, inspired by the fall of the Roman Empire. The game features a detailed skill-based character system, multiple skill-based ways to handle quests, choices & consequence...
Windows XP / Vista / 7 / 8 / 10, 1.7 GHz or better, 2 GB RAM, Nvidia Geforce 8500 GT / ATI Radeon H...
Beschreibung
The Age of Decadence is an isometric, turn-based, single-player role-playing game set in a low magic, post-apocalyptic fantasy world, inspired by the fall of the Roman Empire. The game features a detailed skill-based character system, multiple skill-based ways to handle quests, choices & consequences, and extensive dialogue trees.
Traditionally, many fantasy RPGs are about killing things, clearing up dungeons, and being a hero. Now, there is nothing wrong with mindless fun and wish fulfillment, but we serve a different meal here. Quoting from one of the reviews:
“Well, if you want a hardcore, heavy metal roleplaying experience that challenges you, this is the ticket. Otherwise, take a pass. The game is vicious, both in its lack of morality and its merciless systems. If you want to be the hero of a story, run and don’t look back. If you want to be Attia of the Julii or be a power player, this is your RPG.”
The focus of the game is not on killing monsters, but rather on dealing with fellow humans and factions, trying to survive – easier said than done – and making a name for yourself. Naturally, to accommodate all that scheming, plotting, and backstabbing, we give the player plenty of choices, from multiple solutions to quests to different paths you can take through the game. You (and your actions) will determine who your friends and enemies are. There are no default good and bad guys.
23 skills, ranging from Dagger and Critical Strike to Disguise and Persuasion to Alchemy and Lore.
Tactical combat system, featuring a flexible set of standard attacks, special attacks such as whirlwind and impale, and aimed attacks at different body parts.
8 weapon types: daggers, swords, axes, hammers, spears, bows, crossbows, throwing weapons, each with individual traits.
Non-combat quest resolutions and a well-developed diplomatic path.
Over 100 quests, taking you to 20 locations: towns, outposts, archeological digs, sealed places of Power, underground facilities, and temples.
Each situation has multiple ways of handling it, based on your skills, reputation, and connections.
An interesting world with rich history and unclear future that your actions can shape into seven very different game endings.
Detailed crafting and alchemy systems: forge your own weapons with different properties, brew different potions, experiment with Greek's fire and black powder.
Hundreds of items, ranging from weapons and armor to scrolls, tools, flasks, and pre-war relics.
The story reads itself as badly written fan-fiction, the game itself is buggy and clunky beyond belief, the quest structure and moment to moment gameplay tedious. It's hailed as this deep, introspective and godly-narrative but I haven't found any of it in my gameplay. I give it 2 reviews because even though it's held together with duct tape and bandages, it does somehow work-ish.
The Age of Decadence is absolutely riddled with typos and spelling errors which, in a text message, wouldn't be a big deal. But in a for-profit, narratively focused RPG is absolutely flabbergasting. And there's no redemption in the content, either. Dialogue relies heavily on modern-era sayings and needless profanity which alchemize to burn right through the fourth wall.
Combat has a good deal of features: the ability to power attack or to trip an opponent are, on the surface, interesting. But it doesn't take long to discover their wholly cosmetic nature. Knocking an enemy down, for instance, costs your entire turn. Should you succeed, the enemy will simply get back up with no more penalty than having lost -half- a turn himself. If there's a purpose to that... I don't see it.
Where combat is concerned, once you've stripped away all the bull, all you're truly left with is an attack roll simulator that, due to the nature of the game, will always be stacked against you. It's like playing craps. But craps is only fun when there's money on the line. In the AoD, your sanity is what you bet, and the house always wins.
Non-combat options allow you to take a different path, exchanging a poor combat system for poorly written vignettes. But these choose-your-own-adventure sequences require high levels of proficiency in a vast panoply of character skills that you simply can't afford. Strategy and planning have no place: you're simply left to the mercy of unforeseeable pass-fail checks that wag their fingers at you when you, say, don't have enough historical knowledge during a sneaking section. This ultimately leads to constant reloading to allocate the skill points you've learned never to spend until you've reached a barrier.
Far from inspired, The AoD is reminiscent of the efforts of a wannabe tabletop game store DM. Nothing you do works, mind-reading is essential and the whole product, while terrible, has a smarminess about it that betrays an ego that was dialed up to 11.
I won't spoil it too much for you, except for saying that it's a really well thought out game in terms of story and C&C. If you like the Roman era, you will love this.
Game starts in tiny window. Changing the resolution istantly crashes the game. Changing to fullscreen instantly crashes the game. Continuing the game in its tiny window makes it virtually unplayable.
I got it for free last year for some reason I can't remember, but I still have to warn people. DO NOT PAY FOR THIS BROKEN GAME.
Reviewing just demo (didn't catch me enough to buy it now):
this is interesting piece for me, quite different from other RPG games, so it was nice to refresh the way I look on/play them. But I don't like some of those changes.
What went good:
- combat looks interesting. Sort of unfair how huge difference can be made with different weapons/tactics to the outcome, also the random luck can make some fights, which are "on average" impossible, worth couple of loads, because sometimes you get trough with few lucky first strikes. But overall this was very enjoyable; at least when you fail, you know it immediately and reload.
- story and optional paths, looks like somebody put lot of effort into it, and generally I did enjoy it, the settings, quests, many options/outcomes.
not so good:
- This game resembles an interactive book, where you read pages and choose on which page you want to continue to read (rarely interrupted with combat screen). A not so well written book, sorry. The writing is great for a computer game, but when you compare it to best books, it's just mediocre. Main problem for me is probably the density (too much reading over hour of game play).
- a bit too few battles, even if you want to play as a fighter (unless you are very very skilled player, and manage to do even the hard fights, which look plain impossible at first sight, but I have seen videos of doing them = at that point the game has "enough" combat :) ).
what was annoying to me:
- dialog options: sometimes it's hard to foresee where your hero is going even within single dialog, and sometimes the consequences of your choice become known to you even later. And with so many options being destructive to your progress in particular quest (or even whole location). You will find yourself "backtracking" the options tree most of the game play time. Which brings me to save/load UI, which is tedious in demo as well.
I can imagine to really enjoy this with walktrough help, saving me the backtracking.
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