Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Colony Ship Early Access Release Thread [GAME RELEASED, GO TO NEW THREAD]

Konjad

Patron
Joined
Nov 3, 2007
Messages
5,185
Location
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
...I didn't like their first game Age of Decadence much, I only considered the first location alright but the game overall disappointed me...

:updatedmytxt:
Here's my negative Steam review of AoD if you care:
Unfinished and buggy CYOA mess with optional combat and gripping lore.

While the beginning of the game and the first location of the game are quite good, it quickly declines into half-empty and unfinished world of soulless tasks, albeit with intriguing setting and lore.

I appreciate the work put into this game and its engine, but AoD doesn't hold up for long.

First of all, the writing is too edgy. Sure, it's a game about cutthroats and other degenerates in a broken world, but when an NPC asks you for help and it's a third or fourth ambush in a row, you lose interest in accepting random quests anymore. Moreover, the amount of indecorum is exaggerated. Dialogues in this game remind me of Hollywood movies - with cool and edgy characters swearing and acting violently all the time because they live in edgy and dirty world. It's completely over-the-top.

Unfortunately after the first location, the game becomes a bit empty. The largest city seems to be just a few NPCs standing here and there, with a few simple quests and nothing more. Oh, and a combat-focused location plus arena. Further locations past that city are even emptier, having scarce amount of tasks for the player.

The game focuses on choices and their consequences, but too often these are completely broken even 3 years after the release of the game. For example, trying to play throughout the game as house Daratan, but also trying to play another faction house Crassus, I completed quests for both of them. When I was about to find a temple for them, I went to Daratan instead and blow entrance up. You'd think that would have some consequences, huh? Out of curiosity I went back to Crassus and not only they did not mention it - I could continue the quest... and go to the same location where entrance was still perfectly fine!

The player often does not actually have many choices. The choices available are usually pre-defined by character's statistics. Very often you only have one option in a dialogue (past the first location) and therefore it's hardly choose-your-own-adventure or role-playing, it feels half a game and half a novel - even more so when you realize the game forces you to meta-game and only level small amount of skills that you will then always have to choose in dialogue checks to continue with the game.

On a positive side, the world of Age of Decadence is quite intriguing. While it doesn't come up with anything exceptionally original, it mixes fantasy (with low magic) and science-fiction themes in a meaningful way. Lore is the best part of this game and reading lore-related texts made me regret I did not create a lore-based character, but typical charismatic type I usually make in RPGs.

Another good aspect is a decent combat system, although it suffers from the fact that the player always controls only one character. The system seems to be made with tactical games in mind, and indeed the second game of the same developers, which is called Dungeon Rats, is a tactical game where the player controls 4-men party and is significantly better than AoD as it focuses on the strong point of this studio's skills, while not boring the player with uptight dialogues and superfluous tasks. DR also has a much smaller scope than AoD and it works in its advantage.

Age of Decadence is not a bad game, but at the same I can't say it's good or worth recommending. In fact, if you can get it for about 1€ as it's now often in bundles, then by all means it might be worth a try. Even if you don't finish it, the first two or three hours should be entertaining enough. However, buying it for more than insignificant amount of money is not recommended as it is an average game with good ideas but too many shortcomings.
 

Agesilaus

Antiquity Studio
Patron
Developer
Joined
Aug 24, 2013
Messages
4,504
Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
...I didn't like their first game Age of Decadence much, I only considered the first location alright but the game overall disappointed me...

:updatedmytxt:
Here's my negative Steam review of AoD if you care:
Unfinished and buggy CYOA mess with optional combat and gripping lore.

While the beginning of the game and the first location of the game are quite good, it quickly declines into half-empty and unfinished world of soulless tasks, albeit with intriguing setting and lore.

I appreciate the work put into this game and its engine, but AoD doesn't hold up for long.

First of all, the writing is too edgy. Sure, it's a game about cutthroats and other degenerates in a broken world, but when an NPC asks you for help and it's a third or fourth ambush in a row, you lose interest in accepting random quests anymore. Moreover, the amount of indecorum is exaggerated. Dialogues in this game remind me of Hollywood movies - with cool and edgy characters swearing and acting violently all the time because they live in edgy and dirty world. It's completely over-the-top.

Unfortunately after the first location, the game becomes a bit empty. The largest city seems to be just a few NPCs standing here and there, with a few simple quests and nothing more. Oh, and a combat-focused location plus arena. Further locations past that city are even emptier, having scarce amount of tasks for the player.

The game focuses on choices and their consequences, but too often these are completely broken even 3 years after the release of the game. For example, trying to play throughout the game as house Daratan, but also trying to play another faction house Crassus, I completed quests for both of them. When I was about to find a temple for them, I went to Daratan instead and blow entrance up. You'd think that would have some consequences, huh? Out of curiosity I went back to Crassus and not only they did not mention it - I could continue the quest... and go to the same location where entrance was still perfectly fine!

The player often does not actually have many choices. The choices available are usually pre-defined by character's statistics. Very often you only have one option in a dialogue (past the first location) and therefore it's hardly choose-your-own-adventure or role-playing, it feels half a game and half a novel - even more so when you realize the game forces you to meta-game and only level small amount of skills that you will then always have to choose in dialogue checks to continue with the game.

On a positive side, the world of Age of Decadence is quite intriguing. While it doesn't come up with anything exceptionally original, it mixes fantasy (with low magic) and science-fiction themes in a meaningful way. Lore is the best part of this game and reading lore-related texts made me regret I did not create a lore-based character, but typical charismatic type I usually make in RPGs.

Another good aspect is a decent combat system, although it suffers from the fact that the player always controls only one character. The system seems to be made with tactical games in mind, and indeed the second game of the same developers, which is called Dungeon Rats, is a tactical game where the player controls 4-men party and is significantly better than AoD as it focuses on the strong point of this studio's skills, while not boring the player with uptight dialogues and superfluous tasks. DR also has a much smaller scope than AoD and it works in its advantage.

Age of Decadence is not a bad game, but at the same I can't say it's good or worth recommending. In fact, if you can get it for about 1€ as it's now often in bundles, then by all means it might be worth a try. Even if you don't finish it, the first two or three hours should be entertaining enough. However, buying it for more than insignificant amount of money is not recommended as it is an average game with good ideas but too many shortcomings.
Here's my review for AoD:

This may well be the best RPG I've ever played, and I've played a lot of RPGs. It has an engrossing story, great gameplay mechanics, and enough content to keep you entertained for countless hours.

and CS:

Great game from an amazing studio. GOTY 2021 & 2022, stop reading this and go buy it. If you liked Age of Decadence you will love it. If you disliked Age of Decadence you should get it anyway; it merges the high quality writing and story of AoD with improved gameplay mechanics and graphics.

we are not the same
 

Twiglard

Poland Stronk
Patron
Staff Member
Joined
Aug 6, 2014
Messages
7,497
Location
Poland
Strap Yourselves In Codex Year of the Donut
A few Habitat quests have the same problem as the Braxton tax collector encounter right at the beginning of the game used to have in the first builds. That is, sudden contrived things happening leaving the player dumbfounded.
  • The encounter with a wannabe spy (?) on a Brotherhood street, then having to negotiate with his buddies in an apartment. What was that even about, and what kind of people were they? I'm left to guessing that they were anarkiddies, but the game doesn't imply anything clearly. The whole sequence of events from seeing the "spy"'s confrontation with the workers to getting to the apartment's conversation and killing them feels like a non-sequitur.
  • Brotherhood quest sending you into the lobby of a building near the spy encounter. You can bugger off or ask the guys to leave, which leads to immediate combat.
  • Being treated as a spy by the Protectors is fine up until locating the real spy in the same building, and suddenly being able to turn him in to the entrance's guards despite killing their buddies just two rooms earlier. What the fuck? I know you took me for a spy but look, you've had the real spy all along all by yourselves! Now let me give the spy to you even though he was already yours and mark this quest as complete.
  • Moe and his crew aren't elaborated upon. I picture them as if they were intended to be a Waco-style group, but their actual ways aren't elaborated upon in the game. Right now it presents as "a generic group that lives in the shuttle bay". You have a nicer description for JR on the faction list, so reflect it somehow in the game.
  • Doing quests for the Protectors and the Brotherhood -- no indication how it changed the state of affairs, if at all. Despite being able to talk to leaders of both groups, there's no progression or resolution as the quests run out.
  • The Uzi-wielding female temporary companion in the Factory. Will we see her again, depending on whether we took her along while talking to the gang's main guys? After killing them, nothing came out of it.
 
Last edited:

Marat

Arcane
Wumao
Joined
Jan 6, 2017
Messages
2,706
What was that even about, and what kind of people were they? I'm left to guessing that they were anarkiddies, but the game doesn't imply anything clearly.
The only reason you were let in the residential block was to assist a politruk in infiltrating a group of dissidents. Context is pretty clear in that case.

Brotherhood quest sending you into the lobby of a building near the spy encounter. You can bugger off or ask the guys to leave, which leads to immediate combat.
You can also talk them down. What you're left to figure out is whether the inspection is a simple shakedown or an extirpation of a genuine subversive (and if you care at all).

Being treated as a spy by the Protectors is fine up until locating the real spy in the same building, and suddenly being able to turn him in to the entrance's guards despite killing their buddies just two rooms earlier. What the fuck?
A society built on pathological paranoia where anyone is alarmingly ready to accept the demise of a rival at the most improbable of elucidations, should it further their own political goals. I wonder at whom is this crude jab pointed...

I know you took me for a spy but look, you've had the real spy all along all by yourselves! Now let me give the spy to you even though he was already yours and mark this quest as complete.
They didn't have the spy though? He was on the lam, in hiding and ready to bolt, far from being securely in their hands.

Doing quests for the Protectors and the Brotherhood -- no indication how it changed the state of affairs, if at all. Despite being able to talk to leaders of both groups, there's no progression or resolution as the quests run out.
Well, the factions of the Habitat have been in a deadlock for a century now and, the situation being relatively stable, the MC only begins to stir shit up.

Whilst I cannot point to anything objective, I agree that the Habitat feels strangely short and static. I am at a bit of a loss when I ask myself what is it exactly that it is missing.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,630
As much as I love AoD, I 100% agree that the writing often strays into middle school edgelord territory. In particular all the "brutal" writeups of how badly your character gets owned for not reading the developers' mind and picking the right dialogue option rubbed me the wrong way, you could smell the writer's fedora right through the monitor. Overall it was a case of obviously inexperienced writers not understanding that less is always more.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Doing quests for the Protectors and the Brotherhood -- no indication how it changed the state of affairs, if at all.
You aren't the chosen one to show up and instantly change the state of affairs. You did some quests, proved yourself capable to a certain degree, and offered the machine to a faction of your choice. It is the machine that will change things, not you, but first you need to assemble it. The rest will come later.
 

Pink Eye

Monk
Patron
Joined
Oct 10, 2019
Messages
6,150
Location
Space Refrigerator
I'm very into cock and ball torture
As much as I love AoD, I 100% agree that the writing often strays into middle school edgelord territory. In particular all the "brutal" writeups of how badly your character gets owned for not reading the developers' mind and picking the right dialogue option rubbed me the wrong way, you could smell the writer's fedora right through the monitor. Overall it was a case of obviously inexperienced writers not understanding that less is always more.
Really? You think it's middle school edgelord? Also:
>not reading the developers' mind and picking the right dialogue option
That's not how the game works.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,630
There are in fact quite a few places where picking the wrong dialogue choice will either plunge you into an unwinnable combat or just lead to you instantly dying, usually with one of the overwrought edgelord epitaph screens I refer to.
 

Marat

Arcane
Wumao
Joined
Jan 6, 2017
Messages
2,706
overwrought edgelord epitaph screens
These are great...
prCzlTd.jpg
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,630
There are in fact quite a few places where picking the wrong dialogue choice
Disposition system, man. Even if you fail one check you still have a chance to recover.
Talking about Age of Decadence here. I realize my initial post could be read either way. I think this is an area where they have in fact improved significantly with Colony Ship.
 

Pink Eye

Monk
Patron
Joined
Oct 10, 2019
Messages
6,150
Location
Space Refrigerator
I'm very into cock and ball torture
Oh fair enough. You posted it in the Colony Ship thread so I assumed that's what we were talking about. Regardless, Colony Ship does give the player ample warning before hand if you're going to engage in a combat encounter via dialogue. For example, in Hydroponics, if you attempt to get too curious with a certain tunnel game will tell you it's not a good idea; a perception check basically confirms that it's a bad idea. So if you didn't get the check you still are cautioned. Speaking of Hydroponics there's another instance of where the dialogue not just warns you but also gives you the option to run away - its the big froggo encounter with two psychic frog.

This extends to many encounters. So it's pretty difficult to put yourself in bad situation. Now I mentioned the disposition system earlier, but it requires repeating. It's such a nifty little mechanic. There are so many variables at play in regards to the system. It's quite fascinating really. Even if you fail a couple of dialogue choices when engaging with someone in conversation. There's still many options to continue to swing pendulum towards your favor. Many players already posted their experiences with the system in this thread; where they managed to persuade people even though they failed a bunch of persuasion checks.

Though the biggest change from Age of Decadence is companions. Unlike Dungeon Rats. Companions can be picked for specialist roles and make all the checks for you. Thus freeing main character and facilitating them to focus on other skills. It's a good game. I love it!
 

Pink Eye

Monk
Patron
Joined
Oct 10, 2019
Messages
6,150
Location
Space Refrigerator
I'm very into cock and ball torture
Disagree. Faythe's my favorite companion. She can cover techy stuff while my main character focuses on Lockpicks or another civic skill. It's a nice synergy.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,501
Finding it harder to connect with the Hab content than the Pit, as in, while playing I was constantly asking myself "why do I give a fuck?".

You get dumped in a huge area with no points of interest other than 4 teleporters, which in turn have teleporters and a few NPCs. Feels kinda sterile.

The content itself is cool, the protector assault quest making fun of you for trying to loot the bodies is a nice touch, given all the changes regarding that during the dev. Party member banter is great too.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,083
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
this is aod2, companions are a trap choice
Massive disagree, at least for now. Companions are great, having lots of them will let you tag every noncombat skill in the game, while still having a lot of firepower and hp for combat. It is a really big boost for a mere 2 stat points.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,141
this is aod2, companions are a trap choice
Massive disagree, at least for now. Companions are great, having lots of them will let you tag every noncombat skill in the game, while still having a lot of firepower and hp for combat. It is a really big boost for a mere 2 stat points.
and before you know it you play like in pathfinder kangmaker - ace every skill check. Skill checks in party based games make little sense.

Slightly different in here since due to usage xp and limited content - one cant really keep high everything. Still lockpicking/computers/bio/stealing are kind of free(as in for grab and lvlup) while talking/sneaking/combat are mutually exclusive.
Sneaking is kind of oddball since in some situations whole party must go through
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,083
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Sneaking is kind of oddball since in some situations whole party must go through
I agree on it being oddball, but not really for this: I think there's only one place like that and it's trivial even with everyone at stealth 1.
Stealth is more of an oddball in that, while talking and fighting are supported solutions for almost every encounter, stealth only works for like a third. And to get high value out of stealth, your stealther also needs a generous helping of lockpick, computer, critical strike and electronics.

I rather like the stealth gameplay, but playing a sneaker feels somewhat suboptimal a lot of the time.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom