Solium Infernum review: a fiendish strategy game best played with friends

8 months ago 20

Satan has vanished, the throne of hell lies empty, and eight Archfiends are all jostling to be its chief seat warmer. It's a great setup for a role-playing strategy game, and the allure of plotting, scheming, backstabbing and shmoozing your way to victory remains as enticing today as it did when Solium Infernum first came to PC in 2009. At the time, it launched to relative obscurity, and was mostly kept alive by dedicated play-by-email multiplayer groups. It was through one of these groups that Armello developers League Of Geeks first came into contact with it, and now, years later, have taken on the task of remaking Solium Infernum for a modern audience.

The original Solium was, by all accounts, an intensely knotty and dense affair, impenetrable to newcomers, or at least to those who were unprepared (or unwilling) to study and absorb all the countless variations and statistics involved in creating your own unique Archfiend. It was a bit like creating a D&D character sheet, only about ten times more complicated, and whose strategic implications may or may not have made themselves apparent until it was far too late. You could biff yourself before you began, in other words, and League Of Geeks have made admirable attempts to tame and streamline this unruly hell beast, doing away with a lot of that initial fussiness. As is perhaps fitting for the theme here, there are unfortunately still a few pesky gremlins causing mayhem behind the scenes at time of writing (I'm pointing the finger at literal bug queen Beelzebub for this), but for the most part, there's good fun to be had in this new incarnation of Solium Infernum - and particularly if you have some willing friends who you soon hope to call enemies.

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