I haven't played Wrath of the Righteous, only Solasta and the first act of Kingmaker. If I go by that, I'd say:
- Games in the Pathfinder series are more ambitious and original, with possibly better story and writing (though sometimes cringy as well), better graphics and possibly more interesting encounters
- I found Solasta more fun to play regardless.
For me the genre mix in Pathfinder is exhausting, as I love RPGs but don't really like Strategy, and I hate time limits. Solasta is pretty linear and Pathfinder is pretty open, and yet I felt more restricted in Pathfinder due to the time pressure and events being mutually exclusive. I felt the urge to look up infos on the net in order not to make decisions that would come back to haunt me. Rather stressful. The time limit in the first act of Kingmaker was comparatively generous, not as bad as I thought it would be, but its existence alone makes the game less fun to me. I haven't dared to play on since, due to the kingdom management.
Story and writing in Crown of the Magister were meh, IMO, standard fantasy fare, and the cosmetic customization options for characters are very limited, even worse that they are not moddable, as far as I know. You can create maybe one or two decent looking characters per race, if you're good, and after that everyone will look the same or ugly. Voices are even more limited (2 for males, 2 for females, +1 supposedly gender neutral (?) voice for both that sounds pretty male though - unless this is a bug -, so female only really has 2; a bit of variation comes from different backgrounds influencing the voice lines). But the tactical turn-based combat in Solasta was quite fun, and the game had something that just made me play on and on until I was through.
EDIT: I have to admit though that I made some adjustments to the rules in order to make Solasta more enjoyable. By default the common low dice rolls of both player characters and enemies can make battles very tedious. When I set it to always roll twice and take the better roll (for both PCs and enemies), it became a bit more fun. It sounds like a huge exploit, but in reality it just makes the game feel more like other CRPGs. You won't notice any significant advantages, just a few less rounds wasted on unlucky misses on both sides (and even with that rule in place, you will still get 1's quite frequently, meaning the game rolled two 1's in a row - figure that). I don't know whether the game's dice roll algorithms are particularly skewed or particularly realistic, but they did feel a bit odd to a lot of players. Maybe the roll results are truly random, but oddly distributed (like good streaks balanced out by bad streaks)? Anyway, the good thing about Solasta is that in contrast to the restricted cosmetic options, gameplay/rule customization options are very extensive, among the most flexible I've seen in a CRPG.
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DiffuseReflection: This is somewhat comparable to Neverwinter Nights, where the provided campaigns are only part of the experience.
Yes and no. I applaud the option to create your own campaigns, but it's rather limited compared to NWN. For one, in terms of dialogues, due to the way they set it up in the official campaign. But the worst part of it, I think, is that it's not really open to third party modding, meaning that contrary to NWN, you can only ever modify and rename the official models from the game and never introduce new settings and models by talented 3D modders. That seriously restricts the longevity of the editor. The game is mostly focused on combat with limited options for storytelling and exploration, and after a while everything will feel like more of the same.