Years ago, a video game like Solasta II might've been a niche product. Old-school computer RPGs, bound by dice rolls and Dungeons & Dragons rulesets, tend to be popular within exactly one demographic of the gaming populace; the same one that possesses fond memories of a long suspended campaign in Neverwinter Nights. Conventional thinking stated that the quirks of the genre—the punishing difficulty, the baroque questlines, the constant threat of permadeath—sealed off mainstream avenues. Or, so we thought. Because in 2025, we live in a post-Baldur's Gate III world, which proved without a shadow of a doubt that society at large could absolutely fall in love with a quirky traipse through all of these quirky systems. Solasta II is hoping that lightning can strike twice.
The first Solasta arrived in 2021, and by and large both games are bringing the same formula to the table. Like its predecessor, Solasta II is a turn-based tactical RPG undergirded by D&D structures, and in the two-hour demo I had access to, many of the rudiments were immediately legible. My party of adventurers had arrived at a rocky cliffside village, and I point-and-clicked my way through town to learn, exactly, what was ailing the citizens. A tribe of marauding kobolds were causing some problems on the border and unexplained tremors were destroying buildings, all while a crew of lost fishermen had been pinned down by flesh-eating giant crabs. The core plot points forked off in subtle ways, providing a variety of methods to approach the crises. Do you want to slaughter the kobolds in their camp? Or, perhaps, sneak off and nab one of the dragon scales they cherish, convincing them that you belong to the same cult? So, off you go to solve these problems, hoping for a bounty of loot—or at least a few gold pieces—in return.
All of these decisions are meted out in garden-variety skill checks, auditing your capacity for persuasion, perception, historical fluency, and so on. One crucial change Solasta II has
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