Not a bad game if you use ArtMoney and add about 50 more skill points in the beginning of the game. That way you don't have to play it as a shit russian RPG (like "Zlatogorye") where you must meta for quests, searching for one quest out of ten which you can solve with your current skillpoints, just to search the second of a bunch to get more SP, so you could solve the third, and so on. Would also be able to do some combat and talking together for a more rich gaming experience, because classic combat (with warrior type armor and weapons) is broken and requires a lot of SP, and if you try to play some characters as combat oriented (like Praetor or Mercenary) you may find it impossible to finish the demo as some "classes" lack enough quests to get SP, unless you, once again, drop weapon skills and start to build diplomacy char. Or meta and put 10 in INT, which is always a way to solve some of the balance issues, I guess.
Other way is to play a Drifter, who has the richest access to quests and gets a hoard of loot for free in the beginning of the game. Pretty broken guy too, IMO.
A lot of stuff I was afraid of to happen, happened to this game.
Ok...
Game mechanics:
- Reminds of this:
Yeah, the rule of three fails, but here it's much more book adventure like. Remember those maybe, "choose 1, 2 or 3.. if choose 3, go to page 33 and read what happened.. haha, u dead". Makes sense sometimes, but not the times when, say, you need 9 DEX to climb a wall, and if you have any less (like 8) hey man, a wall is a wall, like an Ultimas grass, a harsh and unforgiving environment, you think you can climb some wall and live to tell the tale? Fuck you. Dead...
- Dialogue:
...also, it's a lazy DM's syndrome. People don't do those "rapeges" that way, if there is a situation like talking your way out of something, people usually ROLEPLAY it, not roll three checks with multiple skills included. If you want your gamer to invest in gameplay, sometimes he must feel insecure and pay attention to what's happening. So amazing RPGs (like Torment) give you a handful of options, none of which seem like "perfect choice", and let pick one. Will you character do diplomacy with good or evil intentions, will he say truth or lie, will he be kind to every stranger because his momma told him to, or swear all the time? Of course, if there is no way to judge player's skill in a fair way (combat, bold diplomacy, sneak, lock picking), you use that handful instrument - skill checks. But skill checks are just that, instrument...
- Narrative:
Now I know why all happened like it happened, it's because there are so many character archetypes and you can't write 5-10 strokes of dialogue for each of them. So it's probably a forced measure and a choice... but it does't make it a good choice. Sure, you are free to choose your story in the character creation screen, and (to some degree) in the game, but is it really the point when you write RPG, to have everything meta'ed in the beginning? Should't your character have a lot of options to go that side or other side?
Make narrative less tight and chained to picked "class", broad dialogue and give more "human" and "common sense" options which don't require skill checks, and not only game would become more friendly to people who don't like to reload 15 times, but it would probably make for a richier experience, even if classes would feel less personal.
Once almost any character was made, the gameplay felt for me tight like anus. You want to continue your story somehow, oh you better put those 5 SP right now, or save those 10 for later, and try that and reload, and put them in other skill, or screw you, ur dead!
- Combat:
Which would happen a lot. Unlike combat demo, you don't have combat gradually grow in difficulty here and teach you about itself, and inserted in a gameplay with such a fuckload of skill checks, the combat formula is really moking you and make you feel yourself miserable (sometimes I felt like I was mechanically "running out of luck", with death waiting for me at the end even if odds were suddenly in my favor... like game was cheating). In postapoc you must be prepared for combat and play it on your terms, which makes sense. And sometimes it does, and sometimes it's done well (thief ambush with explosions and crossbows... crossbows are weak? well not when there are 4 of them point blank on you after some boom-boom, shithead), but... you need non-combat skills to do it! Well, does make some sense too, BUT sometimes you need more than one skill, and inside your class narrative, SPs are tight, so... to prepare for combat and be a smart fighter, you should sacrifice fighting skills and do more dialogue.. effectivily making you less a fighter.. and not having fun by playing a fighter. Snake eats it's tail.
IMO demo needs something like combat demo arena. Maybe an underground fighting club with about three fights, which would add to (now really tight) SP pool, and in the meantime serve as a tutorial. Fallout had rats for it, Arcanum - wolves and lepricones.
Also:
1) When you are bashed with a shield, it hurts. Giving Shield Bash some damage (1d3 to small shields, 1d4 to larger ones) and finishing moves would make shield combat more visceral and awesome and realistic.
2) Giving hits on opponents who are knocked down larger critical threat or something would do combat good too.
Also, some criticals should daze enemy for more than 1 round, imo.
3) I don't see a reason for restricted disengagement with enemy if you are hit by his AOO. AOOs are OK by themselves, but why do they restrict movement? What, a sword wraps around your hand like a snake or something?
- Interacting with game environment:
It was really easy in Fallout. You press a button, and a skill happens. Button -> Skill. They were connected. But then came the TAB button, and 3D, and everything, and the feeling of being smart by clicking right spot was lost. So, AoD is an isometric RPG, but you don't want to ressurect that awesome feature in it? Why? Test players perception, game knowledge and character knowledge by giving an option of using some skills on some objects (or just clicking on them, like in loremaster's house). For now, there is only combat and dialogue in the game, and they are separated so much, that RPGeenes feels almost absent. IMO, statics and items interaction is a big part of gameplay which adds to players immershun. So it's an RPG, but you can't even use a Lockpick skill on a door before you have a reason to do so by gaining some obscure rumour quest? Exploring + Interaction = Glue for other parts of the game. And freedom.
- Interface:
1) Place a marker for player on a map.
2) Move the dialogue screen for NPC talk to bottom, like in most of the other RPGs. There is a reason why it's done that way - when NPC portrait and his speech bubble is close to dialogue options, gamers eyes don't need to go up and down to read them, so it is both easer to read, comprehend and pick lines. You also keep your eyes on NPC's portrait, so its more immershun that way.
3) If you make small icons for various attacks (fast attack, power attack, etc.) and put them at the top of weapon box, you will save one mouse click.
- Loot drop and crafting:
I felt it was pretty balanced along the demo, you can get a lot of equipment and test it, and even if creating a "...bows like that are made in no less than a year" with some clicks is abstract, it's almost Arcanum fun (but game needs more gadgets and potions and stuff). Like the LBs and how important it for a fighter to also keep his equipment top notch.
Dirty tunics and sticks drops are other the top though, I think noone would miss loot from some dirty peasants, really.
- Setting:
Did't feel roman enough for me. IMO you missed the opportunity for true decadence, love and tears, drama and heroics (like in Spartacus), opportunity for fat half naked lords making full of them bellies laying with slaves on marble benches (insted your decadent lord looks like mage from Neverwinter Nights), rice and bean cakes, seven hills, antique buildings, truly smelly taverns... also, magic, the Augur one, and witchery and amulets, and rituals with incesties and birds shit, most of that was replaced by arabic and steampunk/lovecraft theme? Really? Dunnoh, it's certanly your and unique setting, but it's such a load of missed opportunities for tasteful setting with truly romanish decadence... just makes me scratch my head.
Think I've done. Don't really have anything more to say about game. Played it a lot, both fair and with artmoneyz to meta and see all the quests and all items and stuff.
P.S. If I won't know what blue jellyfish artefact does, I'll suicide.