Solasta: Crown of the Magister - Preview, a refreshing classic

Solasta: Crown of the Magister - Preview, a refreshing classic

Starting from the importance of pen & paper games, not only from the point of view of use, but from the very impact of the conception of GDR, a new work is structured. Solasta: Crown of the Magister originates precisely from this type of adventures, fully drawing all the general characteristics, and then transposing them into a playful context that limit the potential creative, however, expanding its commercial visibility. All officially licensed by W, promises to satisfy the appetites of historical enthusiasts, of longtime fans, but also implementing some dynamics that could expand the play system, paving the way for new recruits like that, all those who have never set foot in contexts like this.Solasta: Crown of the Magister - Preview, a refreshing classic



The project, built by Tactical Adventure, shows itself immediately in what we could define its intentions, throwing the first sprouts of a title that will certainly have to find its way into a market written and defined by high-sounding works and by very specific rules, thinking carefully about what to do.

The centrality of details in Solasta: Crown of the Magister

In Solasta: Crown of The Magister, i details are a constant that from the very beginning accompanies the complexity and depth. The general structure provides one campaign mode through which to face a whole series of adventures, going beyond the narrative minutiae related to the game world, which obviously affect the general credibility, realism andimmersione of the user. It starts with the creation of a party specific, this can either be generated automatically from the game itself, to facilitate its use to all those who are not accustomed to the genre, is assembled piece by piece, developing into a whole series of possibilities that give a lot to think about.



First, each character is drawn by one Razz specific, with precise details and historical-narrative contextualization, as well as some bonus only. Next you need to choose the class of belonging, also here at length explained in detail, to which the ability growth, and a whole series of fundamental statistics (all explained in detail). Finally, it is also possible to model theaesthetics (hair, face, eyes ...), unfortunately the feature is barely sketched in this preview. It is also curious to be able to write in his own hand the character background, parallel representation of the creative possibilities feasible on pen and paper games, in fact.

Take the first steps

The preview of Solasta: Crown of the Magister opens in the plus classic cliché by Fantasy, with the characters from the selected party meeting in one inn for the first time. This social dynamic leads them to to show up one by one, through various stories. Let's talk about real flashbacks playable by the player himself, which is thus introduced to the general dynamics of the gameplay, thanks to a gimmick that leads to experimenting with the various possibilities.

The in-game view then becomes isometric, to link up with all the typical characteristics of Dungeons & Dragons (precisely to the rules of its fifth edition), such as moving on the board, attacking, defending oneself. There is also the possibility of interacting with the game world (through a whole series of possibilities, from climbing, jump, To destruction of some structures ...), expertly constructed in relation to specific strategic possibilities. Here the player is required to carefully dose all his reasoning, since, of course, every move is dictated not only by the type of character selected, but also by the danger in front of you, and by a whole series of classic constants. In the proposed adventure, the whole system is already extremely satisfying after a short time.



Solasta: Crown of the Magister - Preview, a refreshing classicIt is right there care general, both narrative and aesthetic-interactive, to generate a game world that inevitably envelops, both for the attention to its aesthetics, and to all the smallnesses typical of RPGs, refreshing it also the use through the intuitive and in-depth design of the menus. Care that, at least based on what we have been able to feel with hand (assuming that it is an initial sketch), is not found too much in the graphic rendering of the characters themselves, external to the gameplay. The appearance of these and the animations in the cutscenes they still leave something to be desired, remaining anchored to an unsuccessful general transposition - and to one modeling too much woody e expressionless - which inevitably breaks its credibility.


On the other hand, the “character definition”, the writing of their dialogues and above all the dubbing English, who manages to distinguish a very different commitment from the aforementioned result. We are therefore waiting to find out how the game will evolve, hoping the Achilles heel of the graphics will be fixed properly, and that the playful solutions will improve in view of the debut.

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