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True to the TabletopWizards of the Coast granted Tactical Adventures a license to use the Dungeons and Dragons SRD 5.1 Ruleset, further anchoring our will to make the most faithful video game adaptation with...
Wizards of the Coast granted Tactical Adventures a license to use the Dungeons and Dragons SRD 5.1 Ruleset, further anchoring our will to make the most faithful video game adaptation with the Tabletop Ruleset and craft the game you are hoping for!
Solasta: Crown of the Magister brings back the thrill, tactics, and deep storytelling of tabletop games. As you play, you'll feel yourself reaching for your dice and miniatures. It's time to dive into the world of Solasta. Roll for initiative!
Created and written by lifelong fans of Pen & Paper RPGs, comes Solasta: Crown of the Magister.
Bring the authentic Tabletop gaming experience to your PC!
Roll for initiative, take attacks of opportunity, manage player location and the verticality of the battle field. Set yourself up for the finishing strike and possibly roll a natural 20 at that key moment of battle.
In Solasta, you take control of four heroes, each with unique skills that complement one another. Every hero expresses themselves in the adventure, making each action and dialog choice a dynamic part to the story. Players will create their heroes just as they would in a pen-and-paper game by choosing their race, class, personality and rolling for their stats.
You make the choices, dice decide your destiny.
Key Features:
An Epic Team Adventure.
Discover the shattered world of Solasta: explore ruins and dungeons for legendary treasures, learn the truth of an age-old cataclysm - and stop it from happening again.
Create your very own party of adventurers with our Character Creation Tool in the classic tabletop RPG tradition. Breathe life into your heroes, and see their personalities reflected in their dialogue. Tailor your squad to your preferred strategy and maximize your party's abilities. The choice is yours.
Discover a Mysterious & Dynamic World.
Delve into long forgotten dungeons to unearth ancient artifacts, but stay watchful of light and darkness: many dangers hide in the dark, but a light can attract monsters. Some enemies have darkvision, some may flee from your torch... Successful adventurers will learn to use it to their advantage.
Fight monsters in squad-level, turn-based, tactical combat. Solasta's dynamic environment offers some interesting tactical options. Bridges can collapse, leaving enemies stranded and vulnerable. Walls and columns can be pushed over - on top of your foes, if you do it right. The world is your playground.
Prepare to Think in Three Dimensions.
The dungeons in Solasta are more than flat game-boards. Climb, jump, or fly around obstacles. Evade or surprise foes from above or below. Push them into chasms or drop things on their heads. Position yourself on high grounds to start the fight with an advantage.
Size also matters. Escape through narrow passages where bigger enemies won't fit and crawl through tunnels to find secret areas. Take advantage of the environment to find cover suited to your own size. Watch out, though - the monsters are also thinking vertically.
but with pretty bad dialog.
The game is a very literal translation of 5e D&D SRD rules to a computer game, and the developers built encounters well and developed a unique setting. Solasta really takes advantage of 3d battles, with enemies standing on walls and using fly as you might on the tabletop. I've played through the game 2.5 times, and it really is helpful as a demonstration of the "RAW" combat balance of 5e D&Ds classes and interesting it its own right. The maps give you a lot to explore and are usually nice to look at. There are a lot of magic items to find or craft, and they help your party feel pretty powerful by the end game.
I will say on repeat playthroughs with a more optimized party the game gets very easy. Forget rogues when you can get expertise through a feat in Solasta and replace them with any of the 2x attackers [paladin, fighter, ranger].
The dialog (maybe due to translation from French?) is just kind of there, with even less personality than what random soldiers say in a game like the Firaxis XCOMs. That's the biggest weakness of the game, but it keeps the story going.
The factions are another minor weakness--one of them gets you useful magical equipment, the others barely matter, so you end up mostly rep grinding with them. It feels like if the game were a little longer, there might be more to do with the others or at least more of a point to it.
I got this game around when it first came out because of the licensed DnD rules it's using. I wasn't expecting a Baldurs Gate-level story, so I wasn't disappointed. And the combat is quite excellent. I have experienced things like kicking goblins off cliffs, shooting arrows at a flying lizard monster, only to have them crash to the ground. All quite interesting and refreshing.
As a tabletop DnD player, most of these battles would require giant elaborate terrain setups with lots of miniatures. I think my DM would have a panic attack trying to do such things, so it's nice having the ability to have giant elaborate battles on pillars and whatnot while jumping using the acrobatics and athletics skills. It overall does the basics of 5th edition justice, but most of all the combat.
I'm still only maybe 10 hours in. I'll update my review if anything changes. Overall, lots of fun. And I'm looking forward to the April 2022 DLC.
The game is great, it feels like you're playing D&D, but easier, since the GUI helps you a lot showing how far you can move, what actions you can take, the effects of everything and all. The only bad things about this game are it's lenght and things it could improve, like animations and such. But if you consider this is not an AAA game, I think it deserves at least a 9/10.
++ Character generation and development (from an RPG, not personality viewpoint)
++ Tactical battles
+ Graphics / music / sounds are doing their job, liked, but did not love the atmposhere
- Still do not understand why you have to deal with regular arrows / bolts etc. in any game in the 21st century, adds nothing to the gameplay that you have to deal with ammunition
- Identifying which things are magical and which are not are super annoying, they should be always shown in different color (you have to ID every jewellery...)
- Sometimes 3D environment was super confusing (library)
The minuses are like small bad technical design issues IMO, this is a great game. If you like IWD or similar games, and you do not want really deep adventure elements, than this is a must play!
This game is waiting for a review. Take the first shot!
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