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SEA_GrassyPlats1.jpgBut perhaps it's this deliberate restriction that lends itself to some interesting interactions between players and novel use of player skills as a means at working better together. While the skill at merely turning a map around to show others sounds ridiculously basic, it’s a clever move in context. A means to build bridges between similarly-plucked team-mates and better incentivises Sea of Thieves’ core, principle lesson in working together. Granted the perk is proven moot when, upon agreeing on a particular voyage, you simply Get Source handed the same maps in your inventory, but the physicality of such interactivity in-game is welcome regardless. When it comes to your ship, though, all hands are most certainly on deck. There are sails to align and angle; potential hazards to flag and shout out to the player steering the ship (whom, if the sails are set at full length can’t see where they’re steering, again a nice nudging toward better relationships)…and if worse comes to worse, leaks to repair should you collide. Or even worse, cries of "FRAME-RATE!" -- as I had to do when a teammate is barking compass directions but I have no means to control the stuttering performance -- when the game (on PC) decides to nose-dive from relatively stable 60FPS to, at its worst, the high-teens -- the most notable drops occurring mostly at sea, relatively afar from shore.


[pullquote]You need each crew member to be controlling a different part of the ship. Someone needs to steer, another needs to watch for land from the crow’s nest, someone can man the cannons, and someone has to patch up the inevitable holes in the ship.[/pullqu


In traditional E3 fashion, Microsoft brought numerous game developers on stage to share and discuss their upcoming games on Xbox One. One of those developers, Rare, revealed a new set of classic Rare games coming in a new collection called Rare Repl


Sea of Thieves looks to be the latest in the plethora of new and upcoming shared-world games. The shared world concept is still fairly new for console gamers, and seems to pull together the best of role playing games and massive multiplayer online games into a full online world that gives players the opportunity to interact with each other, work together, and fight one another in an epic wo

Is this a game of substance or a game of potential -- clambering to the hope that players will "just make their own fun?" Yes, there’s a little silliness and due reactionary disbelief as you watch your ship sink beneath the ocean as a swell of string arrangement signal open water once more being the most terrifying concept in existence (especially at night), but these are unintended accidents outside the supposed "bulk" of the game’s content. When you seemingly have more engagement in the surprisingly-detailed ocean physics — rather than the focal content on show — well then that’s a problem. And in Microsoft’s/Xbox’s case, a big problem.


While this is all speculation, the short preview trailer hints at each of these and more for Sea of Thieves . It also hints at the use of megaservers to bring together dozens of players at once in the vast open worlds. Megaservers have become increasingly popular for large open-world multiplayer games that require massive power to handle the plethora of gamers playing and activities happening at any mom

And yet…as pleasing as it was to eventually get to grips with the ship’s functions — jostling between control of the wheel and micro-managing of the sails, during solo sessions — or as enticing the next island on the horizon was to make landfall over, it’s hard not to come away from Sea of Thieves and think: "OK…but what else is there?" Admittedly while the beta did restrict activities to purely hunting down treasure, to say the more "in-between" segments — the mundane segments if you will — proved to be the more entertaining and/or insightful segments brings up a worrying and (potentially) lacking hook that Sea of Thieves’ gameplay sorely needs.

Of course, the abundance of open water does inevitably lend itself to islands to stop by and pillage -- hearkening, of course, to the more casual affairs of Wind Waker and the game does indeed share many similarities — obvious or otherwise, good and bad. But if anything, Sea of Thieves reminds me more so of Jalopy — a rather unexciting-yet-ironically-stimulating simulation of driving one’s car down a highway. And just like that game, there’s an uncanny loft of satisfaction to be had in the mundane and the repetitive. Particularly when you’re lucky enough to land yourself with a crew equally as focused as yourself...and not just there to troll or ruin the fun for everyone's sake, which sadly me and a friend got paired up with on our venturing for treasure. Disappointing as it is for some to play mutiny (albeit unintentionally) and ride your ship away from the island you’re stuck on, perhaps that’s just part of the general risk. After all, this is a game about pirates; just like the Souls games, the anarchy and unruliness of the real world bleed fittingly into the context of the premise.

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