![]() Let's go back to the good ol' habits of our Dev Updates!Īnd by good habits I mean cat pictures. If you have played any of the many games in this genre, you will be right at home here.We're happy to finally share with you the release date of the Sorcerer Update, coming in next week on Tuesday July 13th! The Sorcerer Update will not only bring a new playable class to the Solastan roster, but also several new environments for the Dungeon Maker and a plethora of bug fixes and improves. For instance, you may want your magic user out of range of the enemies, so they can sprint and use up all their action points to get some separation, while the melee characters can use their points to close with the enemy and then batter them with a mace. ![]() Other than the dice mechanic, the rest of the game is pretty much as you would expect: each one of your characters has a set number of action points that can be spent moving, attacking, or any combination of the two. Having to roll for initiative when you encounter an enemy took me right back to my days spent playing tabletop RPGs it’s a very nice touch indeed. This is novel, and I haven’t seen it before in an Xbox game, so it immediately sets Solasta apart from others in the genre. You see, at the start of every combat encounter, or every time you make an attack, the dice come into play depicted on the screen to show what is happening. I guess this will mean something to the very invested amongst us, but to me it just meant that there was a new mechanic to get my head around. Gameplay is taken directly from the Dungeons & Dragons playbook, the SRD version 5.1 Ruleset. Stealth, combat, healing and resting are all introduced in this way, and there is certainly a lot to remember and attempt to take in. The rest of the squad are no better to be fair, and when it was time to play the tutorial, it was taken from the point of view of each character in turn, taking the form of the story of how they came to be together. The character creator is very good, allowing you to design your guys to look exactly the way that you want them to, or you can just hit the randomise button and see what you end up with! Guess which path I went down? Suffice to say Dave, my enchanter looks like a refugee from Kiss in the 80’s all weird face paint and a baldy head. You can pretty much tailor your party to play exactly the way that you want, but I went for the classic “Try to keep it balanced” play style, with magic users, healers and close range fighters in the mix. Introductions to the team form the tutorial to Solasta. The actual combat sounds are perfectly serviceable, and so this can be overlooked, but the comments from members of the team do get annoying after a while. Sound design also works well, but the dialogue is pretty lame, being kind, with about as much inflection and passion put into the voiceovers as was shown in the original Resident Evil, way back in the day. And it only gets more involved from there on out, but you’ll get no spoilers here. Arriving, the place is in flames, goblins are running about, and it looks like we will have a fight on our hands. Given that the game world is huge and full of unexplored, forgotten dungeons, a simple wander around the landscape can soon lead us to adventure.Īs we set off on our journey, we are asked to go to a fortress outpost to find out why the communication with the castle has ceased. As deputies, we are tasked with various objectives, and as such have the power to go where we want, pretty much when we want. Without getting into too much detail (or we’ll be here forever) the bones of Solasta: Crown of the Magister are these: we play as a group of four adventurers who have been summoned to become deputies of The Council. The story is always where I like to start a review, mainly because I much prefer a game with a strong narrative, a story that grips and drags us in, almost unwillingly, through to the very end.
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