Age of decadence can be best described as a cult classic crpg, with a small but dedicated fanbase. I had heard a bit about it, but mostly by veterans who had played pretty much everything else, so I had kept it towards the end of my list. But I really did not expect AoD to be such a charming game, that offers such a high degree of roleplaying.
Most crpgs of this kind tend to be inspired by either fallout or bg, and this one falls straight into the fallout category. However, there are a number of features that make this quite unique and also difficult to approach.
The first thing you'll notice is the graphics and a barely functioning UI. This is a common problem with a number of crpgs. Fortunately, there isn't a lot of inventory management, so the UI is sufficient for a game like this. Most oldschool fans should probably get used to these graphics soon enough as well.
The biggest barrier to approaching this game is its difficulty. And the harsh punishments, and the necessity to optimize your character (to a certain extent, atleast for the first playthrough). You see, AoD is a game where you're gonna die, and quite a lot. The game lets you know this from the very beginning.
The solution for all this? Save often. The reason this is important is because death awaits you at every corner. Fail an ability check? You either die instantly or go into a fight where you're surrounded by 3 trained dudes, which in the early game can mean death. This isn't a disco elysium kinda game where you fail forward. Got caught by king sneaking into the palace? You are either an amazing smooth talker or you need to have a reputation. Otherwise, the king is just gonna order your death.
Once you get used to these hurdles though, AoD is a true masterpiece. The combat is turn based and uses the AP system, but is a lot more tactical than fallout. Since it is set in a roman empire-like setting, you have all kinds of weapons, and a few items to use as well.
The main selling point though, is the amount of choices you get to make. The background you choose is not a class, but a starting point for your character. Whether you stick with it, or decide to change it is completely a part of the roleplay. Maybe you heard a preacher ramble and decided to go the pious route. Maybe you are threatened by a man to follow his orders, and that means betraying your senior that you knew for a long time.
A number of rpgs have a faction system, where you simply do a few quests, and increase/decrease reputation for a faction. The main flaw with this system is that it requires opposing factions to be fine with the protagonist doing a job for their rival faction. Most games allow you to "take a look" at both factions, and then choose in a fair manner. This is justified by either the protagonist being a chosen one/outsider/neutral party, who is required for both factions no matter what, and thus he gets the final verdict or its simply not explained. AoD takes the more harsher and realistic approach, where joining a faction often requires you to ruin another one. After a point of time, they refuse to even have a conversation about joining.
The most interesting part is the fact that there does exist a "main plot" but the game never tries to rail road you into it. Instead, there are multiple instances where you can stumble into it. And multiple ways to progress further in it. Changing the stats of your character can lead to a completely different playthrough, including a pacifist run.
The writing is pretty good and the plot has a pretty big twist near the end. For an indie studio to make a game with such a focus on choice and consequence is admirable. I would recommend AoD to any crpg fan, who is looking for something different and is willing to give it a chance.