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It’s just, well, stories about ancient elven empires and cataclysms are a bit too common. The studio tells this story well, and you do face some important decisions and role-playing moments. You go out to the Badlands to investigate a mystery, encounter an ancient horror, and wind up going on a larger quest to plumb the secrets of a powerful artifact. Solasta takes places centuries after a cataclysm destroyed an elven kingdom. Tactical Adventures’ setup, though, feels a bit too tried-and-true. If you’re an RPG player who embraces encumbrance rules, you’ll love this. After you clear out a dungeon, the Scavengers will show up and clean up any loot you can’t cart away, after taking a cut from the proceeds. The Scavengers might be my favorite implementation of a guild in any RPG. I like the variety of guilds and factions you find in the capital city of Caer Cyflen. Solasta’s world has some cool aspects to it. You can take a basic cantrip such as sparkle and light up a battlefield in a game like Baldur’s Gate III, you don’t even get that spell. Because Solasta’s engine emphasizes clever use of the Z-axis, you can have casters float above the battlefield, raining fire on your foes. It feels like the first D&D-based RPG to make spells like levitate and feather fall matter. Yet tactical use of magic is also where Solasta shines. So when building a party, keep in mind how well everyone’s abilities, spells, and weapons will work together as you grow in power. Crowd-control magics such as sleep and color spray were far more effective. At low levels, I found my damage-based wizard spells weren’t that useful.
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This left my cleric as my go-to melee brawler, and oftentimes, this left my wizard up poop creek, in some encounters, my cleric had to make choices between healing injured folks or protecting my mage. One example is in how I first built my ranger and rogue to be a bit too similar, both focusing on ranged attacks. You have a party of four characters, and when creating your builds, it’s important to consider how those abilities and feats you take mesh with everyone else. Tactics go beyond just how you position your wizards and warriors and balancing light levels. It’s exciting to see all of this in an isometric RPG. Exploring a ruined library requires taking advantage of reverse gravity to open pathways. Some levels play with gravity, and you’ll find yourself scampering up and down many rooms and areas. The Z-axis applies to exploration as well. If they have another character with them, those can push away threats, doing some extra damage and providing some breathing room for your casters and missile specialists. Finding a perch for your archers and spellslingers works on a couple of levels - they get better range and some protection for being higher up from melee scrums. Others, like inside a darkened keep or a cavern, have sconces and other hardpoints you can use for anchoring light spells and removing disadvantage that comes from not being able to see in low light. It can be a bit taxing, and that’s my only compliant about combat.Įven surprise encounters in camp while resting feature terrain with high and low points. Others may not appreciate this, as some encounters require a level of concentration you won’t find in other games. Early on, even random encounters with thugs on the trail can be challenging and deadly. You won’t find yourself tempted to jam through encounters as you might in other RPGs, otherwise, you’ll often be dead. I’ve already crowed about Solasta’s combat. Solasta leaves Steam Early Access on May 27 on PC, becoming indie studio Tactical Adventures‘ first released game. Every move matters, and you have to take light and terrain into account as well as the normal advantages and disadvantages you get in games using rules like Dungeons & Dragons‘ 5th Edition. It might have the best moment-to-moment tactical gameplay of any party-based RPG out there.
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This is where Solasta: Crown of the Magister shines.
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