Above my dwarven cleric is casting cause wounds, and his necrotic damage is rolled out with black 10 sided dice. My ranger Luna below attacks with a rapier, and for the piercing damage from her weapon and hunter's mark spell, light grey dice are rolled.
The game also offers quite a crafting system. Unlike other games, crafting takes game time, but so does traveling from place to place or resting. Most of your party’s crafting activities, which require the proper blueprint to complete, will happen as you travel around. Crafting is also class dependent. There is a smithing, poison, alchemy, and enchanting kit, and not all classes can use them all. Only my Paladin and Cleric could brew potions, for example, and no one in my party could enchant, probably because I had no wizard or sorcerer. In any case I always stocked up on components when I went to town, so I could craft acid arrows for my ranger and thief or brew healing potions while I was underway.
My paladin has just hit an enemy with his sword, and the game is now giving him the option to smite, and explaining how that would work, should he choose to do so.
Story and Atmosphere
The
Crown of the Magister’s story is fairly typical fantasy fare. Following an apocalypse, an ancient empire was destroyed, throwing the world of Solasta into a dark age. As the game starts, civilization is creeping back and an alliance of nations and powers are seeking to reclaim the lost knowledge and magic of the past. The only problem is that these relics are located in the so called “Badlands” which have been overrun by all sorts of nasties. This is where your characters enter the story. The Council, whose members represent various nations and powerful organizations, are appointing deputies to go on expeditions in the badlands and recover artifacts from the fallen empire. Alas, digging into the past doesn’t only have positive effects. An ancient evil has arisen once again, and its agents also have an interest in the ancient treasures, putting them on a collision course with your party of adventurers.
Our bosses on the council often argue amongst themselves.
While
Solasta’s story won’t overwhelm anyone with its originality, players who have taken part in an official
Dungeons and Dragons campaign will feel right at home. The game isn’t all that narrative heavy, and the story is primarily there to lead the party from one exotic location to another. The story also starts stronger than it ends, though that has more to do with the quality of mystery present at the story’s beginning than uneven writing. The Crown of the Magister’s locations are well designed. While there is a world map you traverse, the game is pretty linear. Normally one main location appears on the map after another in a specific order, the locations themselves are beautifully done, bringing us into ancient ruins, not so abandoned fortresses, deep caverns, mining towns, volcanos, and arcane towers. Each location also has its own flavour, in terms of what monsters, environmental challenges, secrets, puzzles and NPCs are present as well as how the level itself is structured. The level design is in my opinion really top notch, with a few secrets, puzzles which range from simple to more complex, and of course, combat encounters. There are some areas with multiple NPCs whom you can negotiate with, while others are full of enemies, hazards, and puzzles.
Most of the game's required puzzles are very straightforward, but there are some treasure chests I could see, but had no clue how to reach.
Dialogues in
Solasta vary a bit. Most of your discussions are fairly linear, where you have to pretty much click on all the options to advance the story and dialog. Still your characters will ask questions and make comments based on their personality traits. Discussions with potentially hostile or unhelpful NPCs work differently and normally give you different approaches which correspond to various skills you can use. I tend to run persuasion heavy parties, and in my case both my paladin and rogue were able to convince unfriendly NPCs on a number of occasions to help without resorting to violence.
Luckily my ranger has made her insight skill check, so I can see the chance of success of my dialogue choices. I probably would have gone with my paladin anyways, as he's got people skills.
Solasta also has its own faction system. The various factions of the council are interested in knowledge from the ruins. You will find some of these ancient texts in plain site as you accomplish the main quest, while others will really require you being perceptive to not overlook. Not all texts interest all factions, but many of them interest 2-3 groups. Unlike similar games where factions are openly hostile to each other, in
The Crown of the Magister the main advantage of turning these items in, is to give you access to rare and more powerful items. Each factions has their own specialty as well. One has a lot of great crafting recipes, while another has an armory of magical weapons, so you will probably want to carefully consider who gets what.
I can sell these items to the Tower of Knowledge to improve my reputation with them, so that I can buy some of their special items, but that means not having access to items of other factions.
In addition to the main quest, you will get a few side quests from time to time. Most of these will require you to go back to old locations to find a specific item. But there are also a few which take place in town or open up a new location. All these are optional and the rewards they offer are fairly minor for the most part, which means you can really skip a number of them if you want to.
Dungeon Crawling
When the
Solasta developers made their pitch on Kickstarter, they sold their game on its use of light, height, and terrain. While many D&D type games in the past have had dark areas, in which a light spell or a torch provided extra vision,
Crown of the Magister takes this further. Like many games you will find burnt out torches and arcane devices which can be lit. The main difference here though is, if an enemy is in a dark area, you have combat disadvantage against them, making it significantly more difficult to hit. There are a number of ways to negate this. Basically, all non-humans have dark vision which cancels this out, unless enemies are at very long range (but then they will also try to close the distance, because they are also at combat disadvantage if they are outside dark vision range). There are also plenty of spells, like dark vision or fairy fire, which can help humans. In my playthrough light was only an issue initially. When my cleric hit level 3, he memorized a dark vision for my human ranger, and after that I almost forgot about light altogether, except for illuminating dark rooms by lighting torches.
Height and terrain kind of go hand in hand.
Solasta does a good job at concealing treasure chests. And sometimes you will see a treasure chest, but it won’t be apparent how to reach it. The athletics skill plays a big roll here. Character will have to climb, jump from cliff to cliff, push stone pillars and boulders, and squeeze through cracks in the wall. Some areas can’t be reached without flying or levitating, which are two spells
The Crown of the Magister makes good use of that are normally ignored by computer games. Terrain also plays a pretty interesting role in combat. Cover is important, mostly in ranged combat and so is line of sight. A rogue especially can hide at the end of their turn if they can use terrain to break line of sight with all enemies. You can also use terrain to break line of sight to frustrate enemy archers and spellcasters.
This fort has verticle levels and some areas that can only be reached by jumping or flying. My thief has also detected a trap, which she can attempt to disarm.
I found stealth worked well in
Solasta. In most other games of this type I ignore stealth almost entirely, because I find it more trouble than its worth.
Crown of the Magister does an excellent job at telegraphing about how far away your character’s movement can be heard as well as when you enter enemy line of sight. A standard tactic for me was to move my rogue and ranger into ambush position, while keeping my cleric and paladin just outside of listening distance. I’d get my ranger somewhere where she could snipe enemies from behind their cover and my rogue where she could fire sneak attack shots from concealment, and then after surprising my enemies I’d charge in with the paladin and cleric. I was often able to pick off a number of enemies before they could react, which in a number of encounters more than made up for not having an arcane spell caster in my party.
Here I can see line of sight and that my party is in stealth. I also see that Katie can sneak attack her reptilian opponent, and has advantage against him, meaning she rolls twice to hit and takes the best roll. Doesn't look good for the bad guy.
Like in most RPGs that take place on a tabletop and not in a computer,
Solasta’s maps only have a handful of combat encounters, but they take a fair amount of time to complete. I found the turn based combat for the most part pretty entertaining. Also, you can’t rest anywhere. Most larger dungeons will have a campsite where you can perform a long rest, but you need to manage your resources, because most maps have a tougher fight at the end.
Presentation
Its been a good while since we’ve had an AAA party based isometric RPG.
Solasta has beautiful maps and terrain, but elsewhere the game is less attractive. Especially in the cut scenes the character models speaking animations could use improvement. On the other hand,
Solasta can compete visually well with games like
Pathfinder: Kingmaker and
Pillars of Eternity or
Wasteland 3, which also are weakest when one examines things close up.
The voice acting in
Solasta is very uneven. As a rule of thumb the bigger the speaking role, the better the voice acting. Most major NPCs as well as the PCs themselves are voiced by competent, if not excellent, voice actors. The voice acting of the minor NPCs range from competent to grating and amateurish speakers. There are a large amount of voiced cut scenes in the game. This includes almost every NPC who has a role in a quest, as well as almost every merchant. Only NPCs like guards or generic bystanders have unspoken text.
This library is one of the fantastic places you'll visit in the course of your adventure.
Summary
Solasta is one of those games I had a hard time putting down and occasionally got lost in. And that despite its weaknesses. Yes, the story is nothing to write home about. The presentation could have been better. The majority of side quests were largely backtracking to old maps and fighting a new battle there. The game is fairly linear. And yet despite all of those things, I enjoyed the game immensely.
Crown of the Magister hits the nail on the head with its core gameplay. Combat is fun and easy to understand. Deciding which faction to give artifacts to and improving your characters seems meaningful. Your self-designed PCs get more personality than just what you make up in your head. Level design is well done and that makes navigating the maps entertaining. The game also does an excellent job capturing that familiar heroic fantasy feel, and for me it felt comfortable, like rewatching a film I love, but have seen countless times, rather than feeling cliched or stale.
Solasta is a game of decent size, and it took me over 40 hours to complete, even though I left a few side quests unsolved. I sincerely hope that Tactical adventures gets the chance to bring us another adventure in the
Solasta universe, even it doesn’t iron out any of the many flaws of
Crown of the Magister. With a few improvements though a good D&D CRPG could be succeeded by an amazing one.
Summary
Pros
- Excellent level design
- Beautiful Locations
- Fun combat, especially the use of terrain
- Teaches is its mechanics well
- Well done personality system
Cons
- Uneven voice acting
- Unoriginal story
- Fairly Linear
Rating: Very Good
A very good game that is just short of being excellent, because of one or more minor issues that reduce the level of enjoyment a little bit.
Review version
Steam