I signed up to post this, because, what the hell, I've been lurking.
I'm not familiar with any of Vogel's previous work, but I realise that after hearing lots of praise for Geneforge, I probably should get familiar pretty soon (not too much time for gaming right now). I want to clarify right from the start here, so nobody chews me out for it, that I haven't played the whole thing or even the whole demo. This "review" only consists of my experience with the first hour or so of the game. I won't be playing any more of it, though, because it's just kind of painful for me.
The Avadon demo was... okay, yeah, worst qualifier ever, but "decent for a one-man project." The size and scope of the game are commendable, and again, for a single person, it's impressive work (making any game of any size is tough, so he deserves a certain amount of credit just for his perseverance), though I'm not sure what that counts for considering that apparently he's done like a hundred more of these things over the last decade. Honestly, though, if you get rid of that qualifier... it's pretty fucking bad, and hell, I'm a storyfag who only got into RPGs around 2003 with KotOR and only managed to get into better stuff a couple years ago, so my standards should be lower than the majority of Codexers. I mean, I enjoyed Dragon Age and Mass Effect for what they were, but if Vogel is trying to "BioWare up" his games, he's pretty damn short of the mark in everything but aesthetics and minor game features.
Criteria checklist time!
The writing is pretty awful. Aside from some semi-creative (as in, not at all) names for the nations and characters, it's hackneyed and cliched as hell, with exposition-laden dialogue that's both dry to read and completely and utterly uninteresting content-wise, not to mention really hurts character development as everyone is a walking info bomb. Hint to developers: if you are going to add expository dialogue to your game, at least make it vaguely interesting by giving characters real personalities, and by working it into the plot and setting of the game. "I'm new in town, herp derp, tell me everything you know about everything" just doesn't cut it for me. Having NPCs ramble for ten minutes at the slightest chance is not fun, not realistic, and doesn't make your dry, bland lore any less boring. Annoying grammar issues even in the intro movie did not set my expectations very high, and things didn't improve much afterwards.
Companions are boring, boring, boring. I understand not every character has to have some sort of Planescape-style "weirdness value" to them, but aside from the horny elf wizard or whatever she is, pretty much everyone comes across as either a Brooding Badass or "stoic", which isn't so much a character trait as it is just a synonym for boring jackass. I like the concept of working with them on different missions if it means uncovering different side-quests and options for completing those missions, maybe even new endings, but... eh, other than that, I can't see why I would want to deal with them, and the combat is so painfully easy that I don't feel I'd even need them for help with that.
The world and lore of Avadon is pretty dire. Warriors of some ancient order? Okay, haven't done that one before! Our first task as most glorious and prestigious heroes? ... clean the rats out of the cellar? What is this, a JRPG? Oh, and there's been a prison break, which means you have to go round up some prisoners that have escaped, and of course there's no way to actually be diplomatic about it. Oh god, this is starting to sound like Neverwinter Nights. Then, once we've had the inevitable "mystery" thread dangled in front of us, we go up to see Redbeard, whose generic character portrait is almost as cliched as namesake and his short temper. At this point, I almost rage-quit out of frustration. It's like, okay, if you're making a mod, you're going to be limited to what the original setting could provide you... but this is your own entirely new setting! A new world to create as you see fit! And... you go and make the most fucking generic shit. Honestly, the world here is so stale and uninteresting that it'd be easier for me to come up with something genuinely original. Yeah, it's looped around to the point where it's so awful you have to seriously wonder if it was harder just due to all the time spent researching on TV Tropes.
Visuals and level design are fine, I guess. It feels a little roguelike in terms of the buildings being endless mazes with seemingly no purpose, but whether that's an intentional callback or not I'm not quite sure about. Doors that magically lock and unlock depending on plot flags are annoying, though, as is the apparent lack of non-combat skills. The only one I could find was lockpicking (I guess there is crafting later on?), but I couldn't find any doors to unlock, and everything else had a plot condition or key anyway. Overall, nothing terrible, but nothing special. Graphically it gets the job done, so I can't complain, though the characters' super-fast movement and moonwalking animations are a bit jarring at first. Interface has some issues - no easy way to see how many AP your movement will consume without counting tiles (at least that I saw), and your AP remaining are pretty hard to read as well, being placed over the character portraits in a dark, low-contrast font.
Combat has potential, but some of the systems seem goofy. You're given points to sink into your skills on level-up, as well as attributes, but you have to pump lots of points into single skills to see any real effect. So... what's the point, other than making you waste points? If my skill needs to be level 6 to gain an additional effect, isn't it just better to wait until my character level is higher? Or is it supposed to make the player either specialise or be a generalist? Only four attributes, and it seems like there is no point at all to ever put points into your primary one. The skill trees are very linear, and only really give two or so branches per character, with the additional option of pumping more points into existing skills. Yeah, Diablo II actually has better character development and progression than Avadon, at least after glancing at the skill trees. Damn, classless systems are looking more and more tempting by the moment. Also, like I said, combat is so easy that I see little reason to bother with much planning, and right of the bat, my mage was given a massive area stun attack which made things even easier. It's the early stages of the game, but come on, the boss' special ability was to summon some more of the rats I'd already killed about a hundred of.
The sad thing is, attrition would have actually made this a decent dungeon-crawler... no real tactics, but zones of control are fun and there are hints that battles could get really large and bloody, something you don't see too often in CRPGs, and it's fast-paced enough to not get too boring. If there was a real threat of dying, that "I wonder how I'm going to approach this encounter, I'm low on resources and might not make it" train of thought that games like Icewind Dale evoke nicely, it could have been at least somewhat compelling. But what's the point if I have all the healing items in the world, my companions can't get picked off one-by-one, and I instantly regain all health and mana after every single fight? You almost have to work at it to feel even remotely challenged. A game without challenge is a game without tension, and a game without tension is a game that is not emotionally involving. That's not to say you can't have tension without combat, of course, but in a game which is clearly built around combat... yeah, I'd say your combat had damn well better be good.
I didn't play more than an hour, so maybe a lot of my comments will be invalidated later on. Maybe the game surprises by turning all that generic lore on its head and doing some sort of crazy subversion of genre expectations when you're least expecting it. Maybe the combat gets really tactically deep, with huge battlefields, tons of different ways of going about defeating enemies, who have all sorts of weaknesses, strengths, resistances, where terrain makes a difference, etc. Maybe the story is genuinely interesting once you get past all the dry, bland exposition. But one thing's for sure, I'll never see all of that, because I couldn't stand playing Avadon for more than an hour before uninstalling it.[/i]