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Game News Age of Decadence Demo Released

Country_Gravy

Arcane
Patron
Joined
Mar 24, 2004
Messages
3,407
Location
Up Yours
Wasteland 2
Ok, dude. I just played for another hour scouring every bit of map I could here and accomplished nothing outside of dying very quickly after I fell for that "merchant" nonsense. What in the name of fuck do I need in order to pass the disguise check at the outpost?
Equip the ring, bro
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
Quick question: For the disguise skill, do you need to wear the disguise beforehand or just having the clothes in your inventory is enough?
 

TwinkieGorilla

does a good job.
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Joined
Oct 19, 2007
Messages
5,480
Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pathfinder: Wrath
Actually, wtf. Was the turban preventing me from getting in before? I just got in now with the robe and no turban, haven't changed anything else. What. Also: not that it mattered since I couldn't do jack shit inside. Ridicule me all you like, but man I'm totally lost here.
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
Actually, wtf. Was the turban preventing me from getting in before? I just got in now with the robe and no turban, haven't changed anything else. What. Also: not that it mattered since I couldn't do jack shit inside. Ridicule me all you like, but man I'm totally lost here.
It worked for me. But I didn't try to impersonate Abn because my character was female, instead I just pretended to be a random loremaster. Then I used persuasion to convince I wasn't sent by Antidas, lore to convince I'm a loremaster and finally use the mantra I acquired from the arab dude with persuasion earlier (I convinced him to come peacefully using ettiquete) to stat the machine. Then the demo ended.
 

DwarvenFood

Arcane
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Joined
Jan 5, 2009
Messages
6,421
Location
Atlantic Accelerator
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I played a little, possible improvements:

* After saving game, it drops you straight back to the game, it seems to make more sense to stay in the main menu screen.

* In inventory screen, maybe use colors to indicate if it's possible to put an item somewhere - example, hood goes on head, color the head box green, but for an invalid item color it red.

Everything is above my expectations, will play more the coming days.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
I wouldn't want save to stay in the main menu, most of the time I'm saving to keep on playing, rather than go to options or exit. Is there a quicksave function, though? That would change the priorities.

What would really be nice is if you could double-click items to equip them.
 
Joined
Apr 18, 2009
Messages
8,268
Location
Gritville
I do not approve of the release of this "Arse of Dorkadence", nor do I find it's creator, the unsavory type known as "Valiant Degenerate", to be quite as awesome as the consensus in this place would make it appear!

Is it only me who remembers simpler time without Antelope orifice Droppings? Without all of the fandom for Ventriloquist Dummy? Simpler times when we would focus on the important things which makes the codex into what it truly is? Prisoner of Ice.

qqi8Y.jpg


Yes, I remember, remember, the ninth of july... err...ember... when the wake of a great LP spawned a little less popular one! I can see no reason why that frigid prison should ever be forgot! Join in hands tonight and say that the despots claims are false! That Arsefull of Dope should be thrown out the air lock!

Can you feel it? Oh yes you can! You're all tools of a vile person who has manipulated you into believing that he is the second cuming of Cleveland M. Blakemore! But this false prophet is nothing but a farse! Stay true to your belief in assburgers, Prisoner of Ice, Corpse Crew and Grimoire lest I make the release of Aged old Dirt a day which you will not soon forget!

I am SVnomenous and I am watching.

...

...

... yes I'll (probably) buy the game.
 

Deleted member 7219

Guest
Decided to go the 'IT IS IMPOSSIBLE TO AVOID COMBAT IN AOD' route by putting all my points into the social attributes and skills. The game is awesome. Shut up and take my money.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
Played very little, but here are my impressions so far. I guess they're kindda chaotic, I apologize. I wrote them by hand while I played.

First off: Fucking nice job, just fucking nice job. Whatever my ultimate stance on the game and whether I will love it or hate it, it is functional and it is a major mile-stone for proper game design values in a world of utter crap. It has the right ideas - what remains to be seen is whether they are carried out in a way I like. But no matter what, I congratulate Vault Dweller and the team for the effort.

My sporadic first impressions are with a Praetor with primary skills Block, Etiquette, Persuasion and Hammer.

+:
+ Music is awesome
+ Character Creation is cool
+ Graphics are really good
+ What's good about the combat: Weapons feel and play different, different attack options were interesting to explore at first. Turn-based is great of course (albeit slow animations will be a pain in the long run, I foresee). I love focusing on my characters strengths, and I like being penalized for his weaknesses.
+ "TEXT-ADVENTURE" STYLE IS FUCKING AWESOME! Fuck the teleporting-criticism, I'm on your fucking ship, VD, and I'll sail it into the maw of hell defending it. There is variety, you have a sense that your choices affect the course of the mini-plots within the quest-lines in a major way, and maybe most important: You always have the sense that maybe you could've done better. In a game about choice, what you did not choose matters as much as the choice you did make. It is true that the skill choices sometimes actually "deny" choice because they are obviously better, but meh. It is a small problem compared to how much fun I'm having with it.

-:
- Loading screen text flies by way too fast
- I can hardly see the character I'm creating (1366x768 resolution)
- Needs moar auto-save
- What's bad about the combat: WAAAAAAAAAAAAAAAY too much "1st level D&D syndrome", meaning that lucky rolls more often than not will decide the outcome of a fight. I get that you're all about making combat hard, but there's good hard and bad hard. Good hard is when making bad choices or not playing smart punishes you. Bad hard is when rinse-and-repeat is what'll win the day. In short, I agree with what sea said. For reference, I specialized in Block (my highest skill), had good dex, low con, and average str. The game gave me a sword for some reason (highest weapon skill was hammer and axe) but my skill with it was ok so I don't think that mattered much. The point was that even with good combat skills, random rolls made some encounters nigh impossible on the first go, and a cake-walk after a single reload.
- The game's combat really, really suffers from not being party-based. Combat and it's mechanics are in and of themselves excellent, it's just that you don't utilize it that much with just one dude. It often ends up being you standing still on the spot, using whatever combination of options nets you the most damage-for-AP ratio. And it's a colossal shame when you think about the excellent mechanics lying behind it all. In essence, my initial thoughts on combat are "really good fundamental mechanics, bad execution", and I feel this way because it feels like you use the mechanics too little.
- Dialogue much too often conveys almost nothing but the information I need regarding the quest. Sometimes there is an utter lack of characterization. Whoever is able to immerse themselves in the game anyway I salute. I, for one, cannot. The fact that some characters speak like bill-boards or infomercials throws me right out of any immersion created by the awesome world, cool setting and good music. My Praetor's first conversation is a prime example:
Quest-giver: "Hail, Charname. Have you heard about the murder? Traders are slaughtering each other. Usually I wouldn't care, but I need an artefact on the dead guy. Go get it."
Charname: "I remind them who runs this town."
Quest-giver: "Talk to Dellar."
Charname: "At once, my Lord."
I mean, who the hell has conversations like this? Fortunately, what the dialogue lacks is partly rescued by the excellent description-text that precedes the dialogue.

To conclude, I like what I see so far. It certainly beats the living shit out of most "RPGs" I've played the last couple of years, except a few notable exceptions.
 

Nick

Iron Tower Studio
Developer
Joined
Apr 21, 2004
Messages
317
Location
Over the hills and far away
I wouldn't want save to stay in the main menu, most of the time I'm saving to keep on playing, rather than go to options or exit. Is there a quicksave function, though? That would change the priorities.

F5 is quicksave, F9 is quickload. We'll make controls rebindable soon.
And yes, most people prefer if they're shown the game screen right away, after saving. Previously it switched to the main menu, we've chaned that before the demo release.
 

flabbyjack

Arcane
Joined
Jul 15, 2004
Messages
2,619
Location
the area around my keyboard
This is probably not the place for bug reports but...
After killing Dalarius(wrong name, but its the guy who sets you up in the merchant's plaza), only his feet/knees are valid mouse-over-able in order to loot him.

If you kill two guys in the same tile the fall over each other and the (first?) one becomes unlootable. I think I may have killed both of them with the 'sword finishing move' attack animation where you stab 'em in the neck.
 

Nick

Iron Tower Studio
Developer
Joined
Apr 21, 2004
Messages
317
Location
Over the hills and far away
This is probably not the place for bug reports but...
After killing Dalarius(wrong name, but its the guy who sets you up in the merchant's plaza), only his feet/knees are valid mouse-over-able in order to loot him.

Do you have a savegame I can look at?

If you kill two guys in the same tile the fall over each other and the (first?) one becomes unlootable. I think I may have killed both of them with the 'sword finishing move' attack animation where you stab 'em in the neck.

Known issue, will be fixed soon.
 

Drowed

Arcane
Joined
Dec 28, 2011
Messages
1,745
Location
Core City
- The game's combat really, really suffers from not being party-based.
- Dialogue much too often conveys almost nothing but the information I need regarding the quest. Sometimes there is an utter lack of characterization. (...) The fact that some characters speak like bill-boards or infomercials throws me right out of any immersion created by the awesome world, cool setting and good music. My Praetor's first conversation is a prime example:
Quest-giver: "Hail, Charname. Have you heard about the murder? Traders are slaughtering each other. Usually I wouldn't care, but I need an artefact on the dead guy. Go get it."
Charname: "I remind them who runs this town."
Quest-giver: "Talk to Dellar."
Charname: "At once, my Lord."
I mean, who the hell has conversations like this? Fortunately, what the dialogue lacks is partly rescued by the excellent description-text that precedes the dialogue.

Effing this. The fist point is just a shame, I know it's a design decision and won't (and can't) change at this point. But the second one is something that can and should be adressed. I know AOD comes from a "no bullshit" paradigm, no random feth-quests and everything, but it is so "direct"/"to the point" sometimes that it's just doesn't seems like a real conversation, it's ironic in a way.

But overall, it seems like a great game. I really like it.
 

jiujitsu

Cipher
Joined
Mar 11, 2004
Messages
1,444
Project: Eternity
I played for about an hour. I really like it. Back when this project first started I thought, "These nubs can't make a real game..." Well, I was wrong. This is a great demo and I'm kind of pissed that I tried it because I don't really have the time for games these days, haha.
 

MicoSelva

backlog digger
Patron
Joined
Sep 10, 2010
Messages
7,523
Location
The Oldest House
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I downloaded the demo, started as a drifter, made an all-round character and died 5 minutes later, trying to protect a merchant from some thugs. It was glorious.
 

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