Originally Posted by Tuco
I don't think the comparison between Solasta and NWN holds AT ALL.
They couldn't be more different in concept.
One is a game that tries to get the closest it can to be mechanically a "pure D&D experience" while the other was a mechanically clumsy game that tried to "broad the appeal" of the system turning into a dumb point-and-click action game and giving up entirely on managing a party.

And yeah, Wrath of the Righteous is currently my most anticipated game this year (on par with the rumored "Marvel XCOM" from Fireaxis, which has yet to prove it can live up to XCOM 2 War of the Chosen, anyway).
Not that WotR beta doesn't have its fair share of issues to iron out, anyway, starting with the most atrocious pathfinding* I've ever seen in a game of this type when played in turn-based mode.
Not to mention at least a couple of encounter designs that reek a bit of "sweaty DM trying to score points against the players with some cheap gotcha moments".

*Quite ironic, given the license involved.
I am sorry here we have different taste. Solasta is to hardcore DnD rules for my taste and very ugly graphics for being new game. I hate that that they need Somatic for casting spells. Well and then you are encumbered almost always.

In Neverwinter Nights 1 solo modules and main campaign you can pause anytime you want and give commands. Neverwinter Nights 1 is NOT an Action game.

In multiplayer persistent worlds in Neverwinter Nights then you can not pause. In addition Neverwinter MMO that is an Action MMO Dnd 4th, but that gameplay is not same as Neverwinter Nights 1 which is not an Action game since you can pause and give commands.

Last edited by Terminator2020; 26/07/21 09:52 AM.