
Combat plays out in real time but you can freely pause/unpause and plan strategy or issue commands while the game is paused. Most of the classic D&D RPGs I played favored a real-time-with-pausing combat system. While any decision-making process can usually be save scummed, being hosed by RNG makes the player want to do it even more. Granted, which outcome is the most favorable may depend on your personal style and taste, but regardless, you will likely end up save scumming to get it. That is, reloading your save until the random numbers give you the most favorable outcome. This is because of two things: My belief that dialogue outcomes should be based purely on your decisions and not random chance, and that random chance really promotes save scumming. I’d prefer it be simpler and just having the right trait or ability score. But decisions in a D&D based RPG means dice rolls, and I’m not a fan of dice rolls outside of combat. It’s good because on the surface, I like my decisions having impact. However, your decisions in dialogue also matter to some degree, and this is both good and bad. Simply choosing characters with different personalities will make playthroughs of the game a little different, and that’s really cool. Maybe one of your party members is a sarcastic jerk, an inquisitive scholar, or blunt and intimidating. Your alignment and personality are usually of little consequence to the gameplay itself in games like this (heck, often even in paper D&D), but in Solasta, these personality traits actually impact the dialogue. Solasta does a great job telling this story, and it leverages some little used parts of D&D, namely personality traits. To make a very long story short, this crown (of the magister, no doubt) is incomplete, and so you set about finding the remaining parts. Sent to investigate one of the Council’s outposts on the edge of The Badlands, you discover the outpost was attacked by strange creatures long believed to be myth, and investigating them leads to the discovery of a mysterious crown. As is often the case though, things rarely go to plan. Eager to unearth both its treasures and its secrets, a loose council is formed between the factions to explore (and loot) the ancient and dangerous land.Ī party of adventurers of your creation, hailing from different lands, is recruited by the council to serve as deputies and carry out its mission to explore The Badlands. Now, people from various factions have termed this now-ruined land The Badlands. Ages past, a conflict resulted in the destruction of a grand, now-ancient civilization. Solasta: Crown of the Magister takes place in its eponymous world.

Will Solasta take me back to what I saw as the golden age of North American-made RPGs? Let’s have a look.


While there have been a number of re-releases of some of the games I mentioned above and other similar ones, it’s really been a long time since I’ve seen a new game in this style.
#SOLASTA CROWN OF THE MAGISTER REVIEWS PC#
So you can imagine that here in 2021, a new RPG in this style might activate my gamer senses.Īnd that’s what we have here with Solasta: Crown of the Magister, released on PC via Steam on May 27th, 2021 by Tactical Adventures. The detailed character creation, the engaging story, I even remember having dreams about my main character in Neverwinter Nights (yeah, I’m a nerd). Neverwinter Nights in particular was one of my favorites, along with Icewind Dale and later, Dragon Age: Origins.

I spent a lot of time playing Dungeons & Dragons-based RPGs (or games at least partially styled after them) in the late 90s and early 2000s.
