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Solasta: Crown of the Magister - Lost Valley

Has potential but needs more work

This campaign is undoubtedly better than the original Solasta campaign. It gives the player a lot more freedom to do what they want. Quests are given by different factions whose goals are often conflicting. You end up with quite a few quests on the go at once. You can't please everyone so you have to pick and choose what you do. This is all good in theory. You have more freedom and can explore the setting as you see fit. It feels a lot more like a tabletop D&D game - a good one where you don't get railroaded. Unfortunately the system is too shallow and badly implemented and it ultimately becomes a frustration rather than an enjoyment. It's too easy to upset one faction or another. A lot of time it seems to happen without warning or explanation. You end up having to reload a lot if you don't want to cut off a lot of game. In the worst example, there are 2 factions with goals that don't appear to conflict and if you keep them friendly, there is a quest to get them to ally. However, even if you do this, once you get to the end of one of their quest lines, you lose all your reputation with the other faction and can no longer do their quests. Nothing in the game explains why this happens. The ending is very disappointing. It can end up a total anticlimax depending on which faction you end up working with, not even getting an end boss fight. It is also prone to bugs, incorrectly showing you things that didn't happen in the play-through. Most of the game will of course be spent in combat. This is fine for the most part, but it gets tedious after a while, especially towards the end when fights even lost the promise of useful loot and experience. Combats with no challenge and no reward are just a time sink. It wouldn't be so bad if there were more options to speed things up. One thing you can do is to use the custom difficulty settings to increase enemy attack and damage rolls and reduce their HP.

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