Personally I love Age of Decadence but here are two detailed posts from the steam AoD forums that will give you the best idea about the game.
1st:
What Kind of Game Is It? The Age of Decadence, our first but hopefully not the last RPG, is now available. If you've been following it or playing it in Early Access, you know what to expect (if you did play an earlier version, please delete prefs.cs file from your Documents/My Games/Age of Decadence folder before starting a new game). If you've just discovered it, "stay awhile and listen".
The most commonly asked question is:
What Kind of Game Is It?
It’s a very different game than anything you’ve ever played. I’m sure you’ve noticed that the RPG genre hasn’t really been explored yet and most RPGs follow the formula that didn’t change in 20 years. While there were always games that strayed off the beaten path – Darklands, Planescape: Torment, King of Dragon Pass – such games were the exceptions that only reinforced the rule.
The Age of Decadence is an experiment, an attempt to explore a different direction, taking you back to the PnP roots of the genre. It doesn’t mean that the game is awesome. In fact, there is a good chance that you won’t like it, precisely because we took too many liberties with the established design.
So What Sets The Age of Decadence Apart From Other Games?
1. The Setup
Traditionally, many fantasy RPGs are about killing things, clearing up dungeons, and being a hero. There is nothing wrong with mindless fun and wish fulfillment, but we want to offer you something different. To quote Tom Chick (Quarter to Three's game critic):
"But Age of Decadence wants nothing to do with kobolds, just as it wants nothing to do with Doo-dads of Unimaginable Power. The overarching idea is a crumbling society divided among three noble Houses, each fumbling around in its own version of darkness to comprehend what destroyed the world. That’s the central mystery. It plays out like noir in that you are the detective, piecing together what really happened from differing accounts, all vividly written with clear voices and efficient prose. And like a detective in a noir yarn, you can’t help but become part of the central mystery, effecting an outcome you might not have intended."
The Age of Decadence is not a game about killing monsters or exploring mystical lands, but rather, surviving amid the greed and brutality of your fellow humans and carving out a name for yourself. Good and bad are purely relative. It’s a world of scheming and backstabbing in which your words and actions have the potential to forge alliances and sow discord, and your path is never certain.
You get to play with seven different factions: three Noble Houses and four 'professional' guilds: merchants, assassins, thieves, and the army, all fighting for power or influence; over 100 named characters, over 750 ‘generic’ characters with unique IDs taking part in violent take-overs, assassinations, and power grabs, and over 600,000 words of dialogue: a well-developed and thought through world, believable characters, realistic motivations, but no elves, dwarves, magic, and wizards in fashionable, pointy hats.
2. Combat difficulty
Another design aspect worth mentioning is combat difficulty. It’s a hard game.
Combat difficulty is integrated into the setting. You can’t say that the world is harsh and unforgiving and then let the player kill everyone who looks at him or her funny. The game has to be hard, dying should be easy, and you should have reasons to pick your fights.
You aren’t a powerful hero who can defeat anyone and save the world and it is the difficulty that reinforces this notion. Make the game easier and we’re back to the powerful hero setup. So unless you’re a natural born killer, watch what you say and think before you act or you’ll end up dead before you can blink.
3. Choices & Consequences
Choices are what the game is all about - crafting your own narrative via a variety of choices that alter the story, playing field, and your options down the road. From multiple quest solutions to branching questlines you'll have plenty decisions to make and consequences of said decisions to deal with, which is what makes the game incredibly replayable.
Starting the game as a mercenary and joining the Imperial Guards will give a completely different experience, different quests, different content and points of view than, say, playing the game as a merchant (less buying low and selling high, more scheming and plotting to gain advantages for the guild), a praetor serving a Noble House, or an assassin.
The questlines are interwoven, forming a large, overarching story, so playing the game only once will be like witnessing events from a single perspective, which is limited by default. You will have to play the game several times to better understand what’s going on, piece everything together, and see the full effect of the choices you make.
The Big Question: Should You Buy The Game?
Try before you buy. Even if everything I said sounds exactly like your kind of game, try the demo first. That’s what it’s there for. It gives you access to the first Chapter, consisting of 3 locations and about 30 quests split between mutually exclusive questlines and decisions.
Link 2nd:
AoD: I'm the hero of... What? I'm dead? Already? So after doing some research, watching some let's plays, and comparing, I decided to buy AoD. Being a huge fan of RPGs, turn based games, and anything tactical, I booted it up ready for an adventure!
I made my mercenary, skilled him with what I thought was pretty conservative (High sword skill, some block, some crit, crafting, and streetwise) and got ready to rain destruction on the land. 5 minutes later, after wildly swinging a sword, I found myself lying in a pool of my own blood, wondering how I ended up here. I never got to finish that thought as I faded into the blackness of death.
Round 2! Some skill adjustments and deciding to let the assassin walk this time. 15 minutes later, surrounded by some generally tough (albeit poisoned) warriors, I pulled a sword out of my liver and once again drifted into the nether.
AoD is tough. What seems like a perfectly normal reaction in an RPG usually ends up with you on the floor, bleeding profusely, moments away from a tragic early death. And while many find this infuriating and way too hard to be fun; I love it!
It is a little infuriating, I'll admit, but the blow is softened by the usually humorous tale of how you end up dying afterword. Often blatently pointing out how taking on 4 armoured professional killers wasn't the smartest idea, and how there were OBVIOUSLY better options which you foolishy decided to ignore investigating. Then you end up nailed to a wall and used for target practice by some less than accurate thugs.
So why do I love it? Because it's real. You aren't Killzor, Conqueror of Boars, Finder of Magical Maces, Scourge of Evil. You're Bob; Brash young man deciding to pick up a sword and try your hand at mercenary work. You understand the pointy end is supposed to go into the bad guy, and that shields are most effective when raised, but that's about it.
This game ditches the standard formula of an easy beginning where the first few fights are against half blind, deaf, one armed bandits trained in accuracy by Imperial Stormtroopers. No, you are against an actual bandit. A man trained to kill, practiced in the art of killing and raiding, and obviously been "on the job" for longer than you've been playing swordsman. And that is real. Not everyone you meet in life is going to be inferior to you, and this game makes that pretty obvious from the get go.
So stop hating the difficulty. Realize that an assassin, even 5 minutes into the game, isn't going to realistically be a push-over. He's trained to kill, and trained to deliver precise blows to your relatively important, squishy, vital organs. The assassin's guild isn't going to send Joe-Bob One Arm to take you out, they're going to send Alistair "100% Critical" Surestab to end your miserable life. And be assured, he will.
So here is your amazing, game winning, free secret tip: Stop making decisions like your ZeusThor, God of Pwnage. Start making decisions like the highly unskilled, lowly trained, combat inept turkey you are. See 3 higly armed bandits, one of which has a crossbow with an bolt big enough to take down a mammoth ready to fire? Maybe you should avoid that fight. Trader offers you a sweet deal if you'll venture with him out into a forest? Maybe that's a little too far from screaming distance to be considered a good idea.
In AoD, you aren't awesome. Even when you choose to be the awesome guy, you are only awesomely geared, and awesomely inexperienced. You're not born a hero, and you aren't going to die like one. You are _______, new adventurer, about as skilled with a sword as you are with a pool noodle in a fight. Expect no mercy, give none in reurn, and never, ever, trust anyone closer than a spear length.
Link