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The Age of Decadence
Description
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...
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 Age of Decadence is upon us, life is brutal and the well of souls deep.
Exceptional writing, bringing in tangents from thieves worlds, plane-scape and conan. Political backstories with different factions - where do you fit in?
Divergent multifaceted gameplay that can only be seen through plaing multiple times with multiple character classes.
Combat is DIFFICULT. This is old school your mums not here and its after dark kinda real deal combat. (In an isometric way) You might get mugged and stabbed and have your agency taken away.
This is more elric and AD&D 1st ed than it is 5th ed.
Remember, this is a labour of love from a small crew, its not fallout 4, and its not x-com. It is storytelling and trial - that is where indie excels.
I gave this game a chance since I really needed an immersive old-school RPG. I ended up playing it quite far and I had no problem with the combat difficulty, but I never really got immersed, sadly. None of the characters are memorable and neither are the locations. This is when I'm 10 hours into the game.
The towns don't really feel alive and it just feels like the game could be text based and be exactly the same, since the graphics are very outdated. Fallout style isometric might even feel more immersive than this to be honest. Even good old Baldur's gate you have environments that pull you in, the sounds of nature etc. In this game there are pretty much zero environmental sounds and you just listen to the music and go from dialogue window to dialogue window without any extra sounds.
But what really annoyed me were the very illogical choices by devs to include stupid things in quest solutions such as:
- There being no alternate ways to do quests for combat characters. You simply get half-way in a quest just to realize that since you didn't put points in skill X, forget it. You might even get some item that helps with proceeding the quest, but then not passing a speech check halts the quest.
For example: end up in a palace to rob it. Only after getting inside and already having fought off some guards (basically half-way to the quest), does the game show that actually you can't pass any of the skill checks required, so the only choice is instant death in dialogue, or the choice "leave the palace" and fail the quest. Who would ever think this is a fun way to design a quest?
- Bugs such as getting into an area and talking in dialogue mode, then suddenly it skips the next dialogue window and I die instantly by dialogue choice I didn't make. Holy crap, this does not belong
in a game of this age!
There are just so many things in this game that are implemented in an amateurish way and it ended up being a disappointment.
I have played through this game countless times. It's almost hard to judge the game without playing through at least a couple of times. The story and lore is rich, and the way the game is designed you can do quick playthroughs where you uncover different bits of it all, and even change how the story progresses. I wish I had the patience to discover all of the cool things in Planescape Torment, which I would put as the pinnacle of story-centered RPGs. The way this game works, with fast travel vignettes, makes it easy to feel like you have accomplished a lot in a single play session. Is it a choose-your-own adventure? Maybe, but it's a damn good one. Are you railroaded? Maybe, but this railroad has a multitude of elegantly designed switches that will keep you engaged. The combat is excellent and fun to master and breaks up the rest of the game quite well, if you choose to play a fighter character. If you like RPGs, try this game. If you enjoy replaying RPGs to discover content you missed the first time around, you might love it.
The achievements for this game on steam really add to it, and serve as an indicator of how much of the game you have actually experienced. I repurchased the game on steam for this reason. I don't know if these are incorporated into the gog galaxy client; they weren't when I last played.
A good game, which has been praised for the rich plot, meaningful choices, compelling universe. Most of those praises are true, and I will not repeat them. Instead I would mention why I think this game is, in many ways, overrated.
The problem is that the game often confuses difficulty with the necessity to pursue a perfect constellation of point distribution, dialogue choices and gear to even have a chance at success. The margin of error is tiny, you often have to plan several levels ahead to succeed, and failure to do so can put you into a situation where even the main questline becomes insurmountably difficult - but you'll only notice this way past the point of no return. This issue is exacerbated by the fact that the game world is not robust. It's a gradually expanding sorta-open world, but it doesn't take too much effort to exhaust available side-quests in a new area. You simply cannot afford mistakes in developing your caracter, because you'll get no chance for some non-crucial xp. No flair skills, or rpg-fluff here: you have to unchain your inner number-cruncher munchkin for merciless metagaming, or you'll keep dying, and the game will even gloat over you for it.
The other issue is that the game ensures replayability by simply denying you certain quests. You will encounter those quests, or locations, or characters, but they will require a combination of stats that ensure you will never proceed with them unless they fit into you main character profile. I understand the reasoning behind this, but with the size of the game world, you are constantly running into inaccassible quests.
It's not a bad game, but it's very frustrating. There's no "exploring" or "completing" this game. You have to let it kill you nineteen times over to learn its weaknesses, start with a dirty trick to bring it to the ground, and then keep stabbing at its windpipe until it stops moving. And then you will have yanked your first successful playthrough away from its cold, hard fingers.
it feels like there are an infinite amount of endings, with dramatically different playthroughs. Depending on how YOU choose to play, any playthrough can be anywhere on a spectrum of a highly difficult turn based rpg to a solely skill-check based narrative, with a mindboggling amount of choice.
I am someone who struggles to replay even the most "replayable games" and I have replayed this dozens of times. Buy it.
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