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Voyages are quests for the game’s three factions. One more thing to note is that the sword and pistol combat feels a bit awkward, especially the sword combat.īesides fighting other pirates, players have two other major activities: voyages and skeleton forts. This results in 90% of pirates shooting first and asking questions later. How many people should be on the cannons, how many below deck repairing? Conversely, players can also make alliances with other crews, but there is no incentive in the game for doing so.
#PERFECT DARK SEA OF THIEVES FULL#
For example, do we lower the sails to make it easier to turn, or do we go full speed ahead to dodge enemy cannonballs? In a naval battle, a crew has to make important decisions. The combat at sea is also, in my opinion, strategic. This makes sailing the best part of this game. Therefore, sailing and navigating a multi-crewman ship is a skill to learn, through coordination of a variety of individual skills. Navigation requires communication, as the map of your average galleon lies below deck, so one crewmate will have to tell you where to go as you steer. In Sea of Thieves, at least one crew member has to approach an object on the ship and interact with it.įor example, speed is adjusted through sail length and angle, the latter of which must by tended to with every change of ship and wind direction. In any other game, each maneuver is completed with the press of a button. The controls for your pirate are simple, but for the ship it is much the opposite. Additionally, players can also equip instruments and play shanties as they sail, the tunes of which are, in my opinion, as good as Marty O’Donnell’s masterpieces of the Halo score. In this way, the music always compliments the action. Musical cues go off when sailing a ship, exploring a treacherous island or fighting on the sea. The music fits perfectly within the game. The composer, Robin Beanland, has made tunes that surpass the usual catchy and jaunty background music. Sea of Thieves’ soundtrack is also fantastic. The performance of the game is good: from the perspective of a base Xbox One player, with stable frame rates, save for rare occasions. Every island in the game is made from scratch, sporting unique landscapes and landmarks. This art style extends to the bigger picture of the scenery. Whether it’s a niche on the bow of a ship or a missing button on a coat, everything has something broken, and by extension a story.” Nothing in the world of the game is perfect. This is the game designer’s philosophy, as explained at a 2016 San Diego convention.
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Whether it’s a niche on the bow of a ship or a missing button on a coat, everything has something broken, and by extension a story. To put it simply, nothing in the world of the game is perfect. The game’s objects are designed with meticulous geometry. The water is probably the prettiest in any game on the market, sporting realistic physics and color right out of a Pixar movie. The color palette makes you feel like you’re in a pastel painting. The art style is one-of-a-kind, vibrant and flat-out beautiful. The first thing to say about Sea Of Thieves is that it’s gentle on the eyes. The answer is not found at the X on a map, it’s found in their new release.
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ĭoes Rare still have wind in its sails, or has it since crashed into jagged rocks? Now, Rare is back with a new and innovative title: a socially-oriented pirate fantasy game called Sea Of Thieves. Then, after a few releases were met with negative reception, the studio took a leave of absence from the gaming scene altogether.įrom 2009-2014, Rare focused on Microsoft’s Kinect, an extension of the Xbox system. Rare churned out masterpieces during the 1990s: Banjo-Kazooie, Perfect Dark and GoldenEye 007, among others. I certainly had not, until Sea of Thieves was revealed in 2015 with its eye-catching trailer that got everyone talking.
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