"Tactical Adventures 获得了 Wizards of the Coast 的许可,可以使用龙与地下城 SRD 5.1 规则手册。这更坚定了我们的决心,完全忠实于规则手册,打造原汁原味的桌面游戏改编电子游戏,为大家呈现梦寐以求的体验!
《Solasta: Crown of the Magister》带您重温桌面游戏的精彩,体验桌游的战术和深度叙事,让您身临其境,仿佛拿着自己的骰子和微缩模型。是时候进入 Solasta 世界了。掷骰检定先攻!"
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I have found Solasta to be the best mix of animation and dialogue of any of the many Dungeons & Dragons adjacent games I've played. This game gives the feeling of the pen and paper, table-top RPG in as true a form as I think can possibly be achieved in a computerized game. Well done.
This game has a native multiplayer / Lobby system that does not require Galaxy or another wrapper to work, which means that Crossplay with other stores works flawlessly. However, there doesn't seem to be a "direct connection" option, so when the lobby servers are inevitably taken offline, MP will be lost. My only other gripe is that there occasionally are desyncs, which result, in my experience, either in item misappropriation / ghosting, or stuck battles where the client falsely keeps waiting for the host. Probably instead of TCP they use UDP for game traffic, which is ill-advised for internet use. On the plus side, since you can save anytime, this is easily remedied.
Another reviewer found that the banter / dialogue is too long or overly verbose, I find it quite enjoyable, the perfect balance both between too minimalistic "go there, get this" and being a litany, and between too serious and too light-hearted. It is possibly the choice of different character traits that influences the latter, though. In fact, occasionally I find some quests end a little abruptly, where I'd at least have expected a closing remark from the respective NPCs the next time being talked to.
Also, the voice acting is very good, I've not encountered any severely unfitting intonation or emphasis, which is rare. I'm using the english language, so other localisations may vary in quality.
And while it's true that there isn't a lot of depth to the RPG side, there is enough story and "in-between" to keep people like me interested, who are neither keen for nor against tactical, battle-oriented games. If I were to play it solo, then maybe the lack of meaningful choice would be detrimental?
Additionally, such games often suffer from graphical neglect (low-poly models / bland textures), which Solasta clearly doesn't. Speaking of tactics, sadly it's often hard or impractical to get opponents into places where you could "use the environment", but possibly mind control spells would work here, so YMMV.
Really bad writing and the "banter" between characters are straight insults that never stop. It's so damn annoying and there is no way to deactivate it. Why? This isn't an RPG, it is an D&D fight simulator. Calling this an RPG is an insult to real RPGs.
Solasta tries to be the new Neverwinter Nights, but fails miserably at it.
I have big objections against companies that give you half products and expect you to buy a bunch of DLC to make the game whole, but as a big fan of DnD-based RPGs, I decided to give Solasta a chance. But it's literally trying to waste my time, on top of my money. Everything takes forever to do. Picking up loot or opening a chest. Inventory management. Identifying an item. Combat. Everything has slow, unskippable animations, making playing the game a tedious chore rather than an exciting adventure.
The game has no redeeming quality that can make me forget that it's wasting my time. When I play an RPG like this, here's what I'm looking for: compelling story with meaningful choices and consequences; interesting characters (PCs and NPCs, and interesting doesn't mean they have blue hair); cool spells and skills; exciting loot/magic items; good combat mechanics that allow me to dispatch easy foes quickly, but think about a strategy for hard battles.
Solasta has none of the above. The story and characters are flat, which I could forgive if the combat were great. But combat is mediocre at best, and mindnumbingly slow. Skills and spells are very few, and you'll end up using the same 5 spells over and over again. The loot that you find is pitiful. You can buy/craft a few interesting magic items, but you'll only have money/ingredients for a handful, you have to plan the whole playthrough around it (you need to become friends with the right faction), and you can't wear them anyway because everything interesting requires attunement, and each character can only attune 3 items. So half of your 12 item slots on each character will likely be empty even by the end of the campaign. Oh, and are you wanting to cast a new spell? Unless it's yet another fireball, tough luck: most other spells require concentration, which means that if you cast a new one, you lose the old one.
And when will devs learn that a DnD game needs a party of 6, not 4. With 4 you have no choice: you need a wizard, cleric, and rogue, or you'll suffer greatly. The only choice is that instead of a fighter you can have a ranger or paladin. That's it.
To be fair, a few good points: the attempt to bring a 3D environment is interesting, although I'm not sure it's worth the extra headache. The introduction of "non-combat" spells such as languages, flying, etc. is interesting, though it's not really used in the game.