Solasta 2 has an impossible act to follow, but I’m hooked on its D&D roadtrip vibes

No one would envy Solasta 2 for having to follow in the footsteps of the all-conquering Baldur’s Gate 3. Larian’s behemoth has set a modern standard for D&D games that any other participants will immediately be compared to. Yet once I navigated a few Early Access wobbles, I found myself completely immersed in the world of Neokos. Developer Tactical Adventures asserts that its sequel remains “faithful to the tabletop experience,” and I am already enamored with the way its map-hopping escapades evoke the essence of a traditional Dungeons and Dragons campaign.

Exploring the Mechanics of Solasta 2

Baldur’s Gate 3 is a masterful RPG, driven by its narrative and the intricately designed environments that comprise each of its three acts. In contrast, Solasta 2 places its emphasis more squarely on mechanics, presenting a feel reminiscent of an old-school D&D road trip. After the introductory hour, where I establish my party of four adopted siblings, attend a family funeral, and am unceremoniously whisked to unfamiliar lands, I find myself facing a hex-grid map and a profound sense of nostalgia.

I have goals—specifically, seeking out another member of my extended family, Deorcas (voiced by BG3’s Lae’zel, Devora Wilde)—but they remain intentionally vague at first. My initial momentum is propelled by a party companion, Jebfa, who is concerned she’s being stalked and requires escorting back to her camp. This destination is marked off in the distance, yet along the way, a smattering of marked and unmarked events awaits, ranging from minor dice-roll diversions to full-blown encounters.

Despite warnings that Jebfa’s death would result in a game over (Tactical Adventures notes this will not be the case in the final game, but it is for now), I promptly lead her away from her desired destination and instead towards a seemingly abandoned coastal town. This decision places her in immense danger, as my investigations uncover both haunted skeleton knights and an astonishing number of angry giant crabs. However, it proves to be the right move; I wouldn’t have survived the ensuing battles without her impressive magical talents.

Solasta 2’s combat shines brightly, showcasing a wealth of environmental variety that significantly impacts every decision I make. My slightly rusty D&D knowledge quickly gets polished up thanks to comprehensive displays and tooltips, which elucidate every modifier and effect applied to my potential moves. I find myself encouraged to switch between ranged and melee attacks, a freedom Solasta 2 grants without restriction, whether to take advantage of high ground or to free a hand for the gestures required to cast certain spells.

The events that don’t immediately escalate into battle (though some eventually do) evoke a sense of a Dungeon Master reading a crafted set-piece. This is enhanced by the writing direction, which speaks directly to me and my party: “As you walk through the ruin, you step on a slab whose sound catches your attention.” Most events serve as simple ability checks or other dice rolls, yet the care put into the text captures that sense of adventure. Expect a lot of reading, but in a good way.

Many smaller events across the map remain until I choose to stumble upon them, while others prompt me to rush within a certain number of long rests. These encourage me to push through fatigue and risk the negative effects of exhaustion in pursuit of potential rewards. Although I didn’t encounter any so memorable that I would have been heartbroken to miss them, I still found myself chasing down every last one.

The marks of Early Access are certainly present. While most of my party looks good, the animation rigging struggles with my Dwarf Cleric Isolde’s face, leaving her with a pained expression while she talks. Character creation is also relatively limited at this stage, featuring just four ancestries and six classes at launch. While there are various hairstyles and options, I wasn’t able to fully express the individuality of my party as much as I would have liked. Nonetheless, I appreciate the touches that play off each member’s strengths, such as my Halfling Rogue, Coralie, reading books to the party due to her linguistic prowess.

The early hours feel somewhat railroaded, with limited opportunities for path-altering choices. I can respond to the town guards who instruct me to lay down my weapons and come peacefully, but I can’t escalate matters into a brawl. It feels akin to a DM gently urging me not to derail the adventure while they’re still in the setup phase. Given that some existing restrictions are merely a concession for Early Access, it’s reasonable to anticipate changes down the line.

This is the nature of an early launch, after all, and given how well it worked for BG3, it would be unwise to begrudge Tactical Adventures for its relatively light early offering. A robust roadmap is already in place, and I’m enjoying the experience of exploring the map and engaging in skirmishes enough to remain patient for future updates. While the estimated playtime for Act One is 10-15 hours for the currently implemented content, I have already surpassed that and can envision myself continuing to explore.

Before I lead Jebfa into further trouble, I return her to her friends and learn more about Deorcas’s activities in the region prior to our arrival. This provides me with a clearer idea of where I should head next—but I think I’ll check out that dilapidated church across the road first. Something tells me it will be worth my time.

AppWizard
Solasta 2 has an impossible act to follow, but I'm hooked on its D&D roadtrip vibes