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The hands of the characters look often weird during the cutscenes, because their positioning looks strange compared to the movement of the remaining body.
The demo suffers from far too many pointless jump sequences. They add absolutely nothing to the gameplay, because they are not based on ability checks.
The spell effects are looking disconnected from the environments, because they do not illuminate the environments.
Additionally I noticed that there was no option to combine or separate different quantities of the same item., for example, arrows. If my rogue add 13 arrows in her quiver and I wanted to add the 10 in her inventory, it would just switch the 10 in the quiver and put the 13 in her inventory. I would rather top off the total in the inventory.
The map was a bit hard to move around, compared with Solasta 1. Maybe it was just getting used to it, but I had a hard time tracking my party and deftly moving the map into where they are headed. Usually the map would rotate too much or move further than I intended.
However, I am glad they kept the DnD 5e gameplay and improved the graphics. The animations and voice acting are leagues ahead of Solasta 1.
* In my playthrough a certain character died and that was that. I like that their death was permanent. Adds some weight to your choices and battle prowess. Though I could see this being a negative point also if you are trying to keep somebody alive during a difficult bit.
* Hated the default rotation keys but that could just be me being used to the rotation in other games. Did however struggle with it regardless.
* Some of the tutorial pop ups seem to happen after it would actually be useful to know the tips.
* Really liked the cute little kobolds. They were fun characters and probably my favorite of the demo
* Perhaps a bit too much jumping and swimming. Its not really a detriment to the game but its quite often