Finally finished the game. I really liked it but there were some clouds hanging over the experience that didnt make it as satisfying as it could have been. Ive only completed it with the one Praetor build I started with from the beginning so some of these opinions are tied to that character.
*****Warning Spoilers Ahead*****
Difficulty
The game starts out very difficult and forces one to a specific set of skills or very high combat abilities to pass through Teron. The first city is the real hellgate of AoD, that fancy robot cave and scorpion river was a cakewalk in comparison. After Teron its suitably challenging but I was instilled with the sense that im playing savescum trial and error.
By the time ive started Maadoran, im no longer picking skills by choice but with heavy compromise towards the checks I have to pass. This really takes you out of the atmosphere unless you've committed to playing ironman and have the patience of an underground bridge machinery monk.
Combat
I really liked the combat system even though the game was way too fond with concentrating on beating the player to a pulp before he got a chance to play with it. Particularly memorable fights from a tactical point of view was the Aurelian loremaster interception, bridge rush with the raiders and the Triarii gladiator battle.
I think there should have been more small team vs small team battles or small team vs huge mob battles. Too many fights ended up being me vs the rest (although it was cool as a challenge coming up with 40 reloads till the perfect steps and luck came through). And there were a couple of encounters with 8v8 where my involvement didnt feel as meaningful. Like I said elsewhere, I felt as a Praetor the game should have given me soldiers to work with more often and in general hiring mercenaries and guards for most classes would have really played well in this game.
AoD was trying to be somewhat realistic and make one try to avoid fights. but instead the player in my position was forced to go down the same old path of becoming a killing demi-god. Allowing assistants to come and go, live and die with you would have added a nice buffer to the otherwise binary outcome of most encounters. Instead of total loss, you might scrape away with your envoy shattered, instead of total victory you might lose your best men in the battle.
Some misc points i have: low-DR armor not being that useful early-midgame since the strongest armor was always optimal against 5-6 combatants who would eventually kill you faster in the low-DR armor even if you had some points in dodge. The AI was top notch and regularly did its best to kill me close and far. Nets and alchemy pots should come with a hint that you dont need throwing skill to use em, or gimp em and make people take points in throwing to use em.
You can see here what ive ended up with, I could have grabbed the power armor as well but I thought my 5 power tubes would come in handy in the temple. Boy could I have used just a smidge of these points in the beginning instead of hoarding them in the endgame for some specific check i might have needed.
Lore, Setting and Writing
The premise was original which was nice. Overall though it felt a bit all over the place and the machinations didnt draw me in. That could have been through lack of locations, environmental background, story segmentation and ease of movement. You go here and there and you never really to do much before the slides or a character tells you of the major events while you were away. The filler was cut but you need some filler to keep the player thinking that there is a large population behind the guilds, ruins and npcs.
A big problem was how easy it was to find each ruin. The only places that really made me feel like I uncovered some ancient wonder was the Teron squatter camp and the Maadoran well. Otherwise the major destinations just popped up on my map after a couple of conversations and scroll readings. And my character all alone made the journey to them like it was a domestic flight to a tourist spot. I feel each trip should have required someones backing, a group of travelers and the works. Have some sort of dialogue check you have to pass to see if you make it and what you lose on the way, just like the troubles you heard about from the other failed excursions.
Writing style was up my alley, cynical and without saintly/evil sugarcoating. Although it went a bit too far in some places where I felt like i was reading a modern internet forum post instead of the words of a fantasy character from a crumbling Romanesque world. I was hoping the big twist was that there were no gods and it was actually a world that crumbled after our contemporary one, then I walked into the hangar and those hellfire missiles were just airship ballista rounds after all.
Quests, C&C
I was really impressed by the amount of different pathways and juicy character sheet references that played out throughout the game. Its cool to see when your reputation and minute skill and stat choices regularly come into play instead of being sprinkled in a couple of places like most rpgs.
The minute branching should be appreciated by anyone who has played and deeply considered it in game development.
The monumental task it is to have them diverge and still keep everything intact as the game keeps progressing. A single turn can split off into a different universe altogether, so to write it into a hard rpg with no dynamic AI picking up the slack should be richly commended. Too long and too often the devs slack off and dont bother beyond a couple of changes here and there instead of putting in the time like this team.
Its a shame the experience of this is clouded by the difficulty that spoils play and encourages savescumming. This is where an enforced level up system every time you receive points would make people like me commit to a build and face the consequences of my skill choices more often. But of course that could only come with adjustments against some encounters where win/lose checks could get a lot of people stuck.
Ending and Conclusion
The ending was lackluster but Id already been going through the motions by that point so it wasnt a let down from a peak exactly. Thats really the biggest shame of AoD, as hardcore as it was, there was a definite and recognizable sense that I was going through the motions like one would in most average rpgs, and that sense came a little too early.
But I dont want to be too harsh wish my critique. For a small indie team making a first game that can hold its head up with any of the greats is quite an achievement. I tried my hand at Arcanum few years back and it was too much broken bullshit to deal with despite being a classic. AoD was engrossing, balanced and polished enough to keep me happily playing to the end. Well done for putting those years of passion in, it showed.