In 2022, Solasta, though less famed than Larian’s product, provided players a genuine Dungeons & Dragons experience right on their computers and gaming consoles. Now, three years on, its successor, Solasta II, adhering to the 5th Edition ruleset, aims to build upon the groundwork laid by its forerunner. I was fortunate enough to explore a preliminary pre-alpha version of the game.
In the demonstration, you’ll encounter a diverse group of four characters: a dwarf acting as a paladin, a cunning gnome rogue, a multifaceted human combining both fighter and cleric roles, and an elven sorcerer. Their mission is to locate an acquaintance in a neighboring town, but as seasoned tabletop RPG players would expect, matters aren’t always straightforward. Before long, I found myself grappling with puzzling earthquakes, an enraged black dragon, and cases of missing people – all typical occurrences for a band of adventurers.
The adventure effectively immerses you into the intricacies of Solasta’s gameplay, delivering clear instructions on aspects like stealth, ability checks, and other mechanisms. Moreover, it presents multiple chances to participate in battles or accomplish tasks creatively. A case in point is my encounter with a gang of kobold cultists guarding my target. I was given the option to attack them with spells, negotiate, or deceive them by gathering nearby black dragon scales as evidence that we were fellow cult members. It made for an enjoyable excursion, though not particularly memorable.
Immediately upon launching Solasta II, you’ll notice a significant enhancement in visuals compared to its predecessor. As you delve deeper into the game, this improvement becomes even more apparent. The characters and environments have undergone remarkable transformations, making the game visually appealing. Although I didn’t spend much time with the initial version, let me assure you that the beauty of this game is something I wasn’t appreciating in the original. From decaying stone monuments to sandy beaches, it does an excellent job of immersing players in a fantasy world. I’m eagerly anticipating seeing more of the game and exploring the enchanting landscapes it promises when it eventually goes live.
Even though I knew the game was still in pre-alpha, I was prepared for some imperfections. However, I found the small town of Ton Wen surprisingly empty, with few items to engage or explore. Despite the town being inhabited by many people, they were not interactive – neither for conversation nor pickpocketing. The same went for various objects scattered around, as they couldn’t be interacted with or searched. Chests that could be looted were marked on the minimap, reducing the thrill of discovering hidden treasures. Additionally, I was unable to check random containers like boxes, which made the exploration feel quite dull. However, given this is an early build, I am hopeful that things will be more engaging by the time the final version is released.
In terms of battle mechanics and overall gameplay, Solasta II truly shines, offering an experience that’s more akin to playing a tabletop RPG with your pals than the colossal entity known as Baldur’s Gate 3. The user interface effectively communicates the bonuses being applied to various checks, when you have advantage, and even your chances of striking an enemy. Menus are intuitive and reminiscent of character sheets used during my D&D nights, enhancing that sense of familiarity with the game systems. Regrettably, despite this wealth of information, I was unable to escape the onslaught of cranky crustaceans my party encountered—crabs that may or may not have caused a few wipeouts during my demo time. Dying to crabs is certainly an experience I’d expect in a regular Dungeons & Dragons session with my friends.
An intriguing feature I encountered was that if any party member engages in combat, all other members automatically follow suit, regardless of their distance from the initiator. I discovered this lesson the hard way when I sent my gnome rogue ahead for reconnaissance, leaving quite a gap between us as we traversed bridges and bridged a significant distance. Upon encountering some crabs, I expected only those actively in combat to roll initiative while others remained free to act, but that wasn’t the case here. Instead, it led to several turns of my party trying (unsuccessfully) to catch up as they grappled with the consequences, ultimately resulting in the gnome’s demise and a game over. Indeed, once a party member meets their end, it means an immediate game loss.
Though the demonstration only showcases a fraction of the anticipated 40-hour gameplay, the team’s dedication and charm towards this sequel is evident. There are areas that I hope will be improved or adjusted, like the unimpressive towns and the inability to securely advance characters ahead, but it remains unclear if these issues are bugs, pre-alpha constraints, or strategic design choices. Despite these unknowns, Solasta II has a strong resemblance to an authentic tabletop gaming experience compared to many other well-known titles, which I find commendable. In essence, playing Solasta II is like having Matt Mercer as your Dungeon Master but with a close friend who’s set up an engaging game. Although it might not be as detailed or complex, the experience promises to be enjoyable—and potentially lethal from crabs. I eagerly await the opportunity to create my own characters and discover more about this game.
If you’re a returning Solasta player or someone who might be interested in this game, mark your calendars! Starting February 24 during the Steam Next Fest, you’ll have a chance to play the demo for Solasta II yourself. So, gear up for an encounter with some feisty, cranky crabs!
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2025-02-20 17:27