Solasta Crown of the Magister Review – A Conflicting Debut Review

The revival of classic games is an absolute. The fans of the genre are looking for the successors of the Baldur’s Gate classic and Fallout The developers simply overwhelm us with new games. However, they begin to expose the flaws that not all games can match the greatness of their illustrious predecessors. In fact, not every one of them. One of them could be Solasta: Crown of the Magister The first project from Tactical Adventures, the French production company Tactical Adventures.

  • Producer Tactical Adventures
  • Publisher: Tactical Adventures
  • Date of release: May 27, 2021


  • 1 Foursome even more fun
  • 2 The savior for the world is on duty
  • 3 And what about talk?
  • 4 You think that the universe is waiting for you
  • 5 I’m not an expert in anything, I’m taking my first steps in
  • 6 Very sexy in person, very kind inside
  • 7 Verdict

Four people can be more enjoyable

The theatre starts with a hanger and every CRPG that is a reputable one starts with character creation. In Solasta we build four heroes simultaneously – something like this was seen previously on Icewind Dale. With regards to options, the game is more limited than Pathfinder only 5 races and 7 classes but it’s also more comprehensible. The worldview system was redesigned to allow for more flexibility in the choices of origins and characteristics of the character which determine the style of communication and personality of characters. You can, for instance, create a cynic with a flair or a calm charming, well-mannered snob. Naturally, all true enthusiasts to the genre should be advised to develop all of their character “from or to” However, for the people that aren’t inclined to do that you, there are already-created options.

Following the development of the characters, we will be waiting for an introduction to the rules of the game. This is done by telling stories that characters tell one another in the tavern with flashbacks of the events. The main elements are definitely recognizable however, for those not familiar with tabletop role-playing games, this tutorial is a bit sloppy. Due to the high level of levels of complexity and the complexities of the battles, there’s nothing to love about it . However, those who wish to change their strategy can alter the difficulty all the way to the simplest “story” level or alter it precisely.

It’s obvious that the creators have attempted to build the trends that was set with Baldur’s Gate 3 to port the rules for tabletop gaming as accurately as they can. Every skill check, be it dialogue, research, or combat are executed as dice rolls, with modifiers, and the associated visualization. It’s done according to me in a more elegant and subtle manner than the latest work of Larian.

Duty world-saver

The storyline of the game isn’t particularly uniqueness. Our team of adventurers has been appointed to the Heritage Council – an organization that brings together all the civilized nations of the world – to discover the known as Wasteland that was discovered around one thousand years ago, following the cataclysm. This was because humans fleeing their home world of Tirmar from a vile reptiloid race known as the soraks through the assistance of gods, created an rift between the worlds, and eventually relocating to Solasta.

There’s a valid reason behind this: Solasta’s world was designed entirely from scratch for a particular game because the open license that comes with D&D 5.1 only allows the rules and mechanics, not the world knowledge. However the same situation was not an issue with Dragon Age, so it’s nevertheless an inconvenience. In the course of the story , the revelation equally uninteresting The typical character “chosen” is used in the discovery in the opening of the story’s title Crown of the Master, that, thanks to a happy coincidence and an unintentional author is able to be worn by just the name of one hero. What would you had thought?

It is discovered that we require stones to crown the crown. One is already in council’s hands, so immediately draws attention towards the crown itself. There is no way to search for the other However, there’s an amazing plot twist – while wearing that crown attached to his head the character’s intuition is woken up, and it guides him to the place where the new stones are. This is the entire storyline. It’s no surprise that for the majority of the time we’re required to play is the typical “go to it” to gather an important artifact out of many pieces scattered across the globe.

And what about conversation?

Despite some notable efforts to make the story more interesting with humor and dialogue among the team however, for the most part it’s a backdrop to move between dungeons and the next. The variety of adventures is restricted to capability for players to “talk down” the potential adversary without fighting with the use of a convincing roll, and the value of this outcome is not very obvious, especially considering the superior combat system.

Stealth is not required for first-strike advantages. There are very few side quests and very few, and they typically follow similar to “come and take it” but for different characters. It’s not even characters. Solasta transforms into an unfun one-player Western RPG mechanic as the mission board. In addition there are random people swarming around town that you aren’t able to speak to or even talk to, and you’re only able to access buildings when the script tells you to do the rules.

It’s not ideal with the dialogues, either. There’s no main character in the team, and so the dialogue choices are divided among the characters. The concept is intriguing, however its potential isn’t unlocked. Each character has a single clue, and there are no branches or other routes are offered – just a prediction of the probabilities of success during a skill test. So, the selection of a character who talks is the same as the lines that are used for one single character. This is why it’s not the right place for those who are lovers of oratory.

There’s a lot of these fascinating mechanics that have yet to be discovered within the game. It’s a simple system of factions that give an oath to peace between the common enemy while weaving secrets between themselves and, in reality, their relations with you as well as with one another is defined by who receives which artifact to improve their standing and get access to a larger number of goods offered by faction merchants. Also, keep the diary of your travels, and writing about what heroes do during their time in base… simply because. These texts are all of no value in terms of gameplay.

However, there are some excellent examples, for instance Here is a well-constructed version of Kraft. Travelling long distances is a common thing that you need to make sure you have enough food on hand that you can purchase and create in a flash or replenish on the way. One of the most exciting aspects is the scavenger faction that is full-time option in the game’s world strategy of collecting all items found in the places. They organize expeditions to locations where you have fought and collect the remaining trophy there, and then show your. You decide which items to keep and which you want to sell, sharing profits with them. Genius.

You think that the universe is waiting for you to come back?

The battle system may be the greatest advantage of the game. Contrary to other systems it’s not just one of the few. Battles that are based on turn follow the identical rules like D&D 5.1 setting order by roll of initiative, movement point reserve and main action, as well as backup action. Overall, it’s like Baldur’s Gate 3, based upon the identical rules. The only distinction is that the game field here is split into squares. The enemies aren’t as diverse however there are plenty. Mainly these are the traditional fantasy orcs-goblins-undead, separately note the exclusive to the setting reptiloids-sorcasers.

The precise transmission of rules for tabletop apparent complexity, and a wealth of options that even the most basic combat becomes a spectacle of tactical thought. The basis of Solasta’s combat is the clever positioning of its characters as well as the most effective choices of action, the minimal amount of which can be extremely felt. For instance, the principal action could be devoted to an attack, spell or an ability that is unique or ability, and then set aside to attack with a weapon or a magic when the opponent is on their turn. And if the number attacks is at least increasing with each pump, spells must be planned to be a few steps ahead. The alternative of an instant “Obkast” prior to the fight or until the opponent ran up, similar to RTwP games is not a good idea here.

However, the small number of turns per action is offset by their diversity in terms of possible combination effects and combinations. A successful Paladin strike lets you use a spell slot to deliver an additional divine hit to your opponent – however, you’ll can only cast a single spell. The Thief (called the Rascal in this game) can deal additional damage by using stealthy attacks like you would expect. When you have two swords in your hand (my most preferred weapon since the second Baldur’s gate) you can take on additional damage with a backup attack however your defense is less because of the lack of shield.

Different types of weapons are essential – when the adversary is away, you can kill him using a crossbow or bow (yes each bow counts! ) first, and then change on the sword. Refrains, pushes or attacks when it is possible and defensive tactics that can be activated at any time are all included as a complete description on the system of combat will require an entire article and guide.

In general, due to the nearly absence of any variation in terms of storyline is compensated by the almost limitless variety in combat. The tactical bias can take its effect. Remember that you have the ability to design any character for your team and with each created character, the tactics of battle will differ. Magic Storm? A brutal assault of heavy armored warriors and accompanied by an army priest? sneaky strikes and shooting in a secure distance trackers and rogues? It’s your choice to choose.

A different interesting trick is using the terrain and verticality. In the battlefield, there are zones of various levels, where you can jump or climb. You can knock enemies off the ledges, throw logs and rock at them or to collapse bridges. Your characters as well as your enemies can fly, and even climb walls. Lighting is particularly important when playing in dungeons. It’s much harder to kill enemies when it’s dark however, if you illuminate the chandelier in front of you by using a torch or spell it will be a lot easier to avoid penalties. It’s great that the range that these mechanics can be used isn’t limited to combat and the game includes numerous intriguing puzzles where you must climb up to a certain point and then press something using the unique features of the area.

I’m no wizard, I’m just trying to learn.

Alongside the combat system, there is magical. However, it’s complicated, and the guide isn’t very clear about it even for me, having played CRPGs before, it took me several hours to grasp its subtleties (and I’m not certain I’ve understood it in the end). These nuances make Solasta’s magical system interesting and fascinating. With D&D 5.1 it has seen certain changes in comparison to earlier version of the rules. For for instance, memorized spells along with the total number of cell operate as if they are in parallel. From the spells that are known, we pick a select set of the ones that are that have been prepared.

Every spell can contain one or more parts that include verbal, somatic and material. Verbal – the actual reading can be used in any situation that the caster has the ability to speak. Somatic hand-passes that require at minimum one free hand. Therefore such the priest who has shields can’t cast such an omen. Finally, there is material that requires an object with the ability to “focus” on your hands, or as equipment. This is resolved quickly with buying a single item from stores, but the somatic component demands certain sacrifices regarding weapons – with just two swords or shields, it’s impossible to create magic.

Another fascinating aspect is the mechanism of concentration. You are able to only focus the energy of a long-acting spell. However, if you are reading a different one and the effects of the original one will vanish. Again, this is a violation of the idea to “wrapping around” and poses the challenge of selecting the most powerful spells. Of course the majority of spells are separated by damages type, schools and level. In the event that you choose to read a lower level spell, you may be able to use a cell at an upper level and the result is stronger.

Face horrible, great inside.

Unfortunately, the technical implementation in the gameplay is among its most glaring weaknesses. The only positive aspect is the layout of the areas. Despite the obvious “cellular” layout even when the terrain it’s clear to see the squares – they’re well-drawn and the design and structure can give you an advantage to Pathfinder. Pathfinder. Well-designed with vibrant and exciting effects for spells.

However, the characters look more dated than Dragon Age: Origins, which, incidentally it’s more than 10 years older. You could ignore this – since it’s an indie If the camera was within a safe distance of the characters. We don’t want to engage in “cinematic” dialogs, which means that our eyes look at the characters in every conversation, which reveals a badly clear and poorly-constructed thing.

Another issue with it is that the gameplay controls. The camera rotates by pressing the right mouse button in place, as the wheel that is held down is necessary to scroll. (!). Moving – only on the left, and when you press the right mouse button is not responsive. The reason it isn’t duplicated as it has been used in other games is I’m not sure. It’s frustrating and confusing, but this is the unfortunate outcome of many games of the genre. The same bloated screens, incomprehensible and overwhelming. Furthermore, to my opinion the interface for the fantasy world appears too “hitechno” but is also easy.

The real joy is when the interface matches our localization. Even without the grotesque translation, I’d like to see those eyes that the user who has translated “Loading” in the load screen to “Charging”. It seems that the localizers do not know what the limit on characters is (or simply didn’t know by the programmers) and so, the longer Russian words instead of the more concise English ones are moved to a different line and are overlapping until they become completely unreadable. Even pirates from the 1990s were better. It’s best that you play English whenever possible.

The soundtrack and sound against these can be considered to be good, but generally, there’s nothing unique in these. A fairly massive main tune, minimal background music, complete voice acting, with mostly regular vocals (in English, of course) and maybe some boring shouts in battle.

The final thing I’d like to highlight is a bit optimistic. The game comes with the ability to edit dungeons, which allows players to design their own adventure. Of of course, currently it’s still in beta and its capabilities are limited however it is important that the developers did not let it go and bring it back to life. It was at one point was a custom-made content that was pulled from in the initial Neverwinter Nights – perhaps in Solasta we’re looking forward to something similar as well.


Solasta is possibly one of the more ambiguous of the CRPGs I’ve had the chance to play over the last few months, and has proven to be quite generous in providing innovative and exciting games of the genre. Despite the basic aspects of fascinating mechanics, and possibly the most effective combat system in this genre technical implementation is a lot to be desired. the plot is not only the work of the greatest of the genre such as Divinity as well as Baldur’s gate 3. But as well the similarly-level independent projects such as Encased or Pathfinder.

Most likely, in time, the game might offer a custom-made game’s content (and patches to refresh the localization) however, right now your way through the Crown of the Magister is an enjoyable experience for just the combat and the chance to play using different characters and tactics. In these fights, the game is able to be forgiven much. However, be ready for serious difficulties You could reduce the difficulty to “storyline” however, playing with a storyline-based difficulty and an undeveloped plot is unlikely to be fun.

However it is possible to overlook it being a studio’s first project. Even if it has the potential to improve but it was a good game at first. I hope that over time the creators will rectify the errors and improve their abilities – and in the future , we are likely to see such masterpieces. Solasta is a proof that the studio has this potential.

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