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Thread: [XB1/PC] Sea of Thieves - by Rare!

  1. #81
    Choose Wisely The_wildcard's Avatar
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    Gister wat tijd in verdreven in het spel. Het is zeker wel fun, maar uiteindelijk meer met aan rommelen leuker is in het spel dan objectief missies/quests gaan doen. Gezien het vanzelf een farm/grind word om je character/ship te kunnen customizen waar betreft schepen nog niet helemaal toegankelijk is.

    Er zal uiteindelijk nog wel meer content aan toe gevoegt worden waar je mogelijk meer kan maar zie dat na release eerlijk niet heel snel gebeuren, meer een over tijd kun je nieuwe dingen doen.
    De game heeft wel verrassend leuke details waar je helemaal zat kan worden door alleen maar grogg te zuipen en als je muziek begint te spelen alleen valse tonen en ritmisch gaat afwijken, en grandioos overgeven.......
    Hoe je kan stemmen om welke quest missie als party kan voten is heel leuk gedaan, Booty stelen en op kippen/varkens jagen.

    Ship to Ship combat nog niet echt onder de knie met dijnende golven word het schip behoorlijk gammel. Naast een aander schip gewoon uiteindelijk te beuken en door middel daarvan iemand te laten zinken in plaats van te raken met het canon is wel een learning curve.

    Waar ik denk ik nog het meest van baal er is altijd wel Land in zicht ergens, voorbeeld hier als toen ik met wat maten in Ylands rond vaarde en van koers afweek en het werd donker en mistig je bijna niet durft door te varen omdat er totaal geen zicht is en je wou je schip niet ten grond varen. (schip uitgraven is niet fun in Ylands) Maar tegelijker tijd gaf het zo'n hele spook achtige sfeer bijna geen wind en als je lantarens om de boot hebt hangen voegt alleen maar toe aan het gevoel van eerie. Zeker omdat je buiten de boot om helemaal geen visibility hebt in de nacht tijdens een dikke mist.

    Sea of Thieves heeft zeker wel potentie maar dat is geen full 60 euro waard. Wacht op een aanbieding van 40 Euro en vaar rond met vrienden.
    Getting to know a girl who can fold like Origami paper...... Look a Swan

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  2. #82
    Member Jorca's Avatar
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    Jammer dat de beta niet tot zondag avond of maandag ochtend te spelen is, zondag is nou net de dag dat ik er uren in kan stoppen

  3. #83
    Choose Wisely The_wildcard's Avatar
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    Getting to know a girl who can fold like Origami paper...... Look a Swan

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  4. #84
    Administrator Rappa's Avatar
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    Gamertag: Rappa1985 PSN ID: Rappa1985 Steam ID: Rappa1985
    Ik ben heel erg benieuwd naar jullie ervaringen met de game. Schroom dus niet om die hier te posten.

    Edit:

    Giant Bomb stream:

    Last edited by Rappa; 20th March 2018 at 17:20.
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  5. #85
    Member Jorca's Avatar
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    Vandaag 2 uurtjes gespeeld samen met een rl maatje, moet zeggen dat het zo wel veel leuker is.

  6. #86
    Administrator Rappa's Avatar
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    Voor de mensen die nog twijfelen, de game is onderdeel van de game pass:



    Je kan hem dus 2 weken testen.

    Na het luisteren van de laatste podcast van Giant Bomb lijkt de game toch wel de problemen te hebben waar ik bang voor was. Als speler stijg je niet in lvl (geen xp voor quests) en de spullen die je kan kopen zijn cosmetisch. Ik ben dan toch bang dat je snel de interesse verliest omdat je niet echt een doel hebt los van beetje aan kloten met je vrienden (wat ik absoluut niet onderschat). Ik wacht nog even de reviews en ervaringen af.
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  7. #87
    Choose Wisely The_wildcard's Avatar
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    Dat er geen level systeem in zit vind ik niet erg. Maar er zijn nog aardig wat features die later pas worden toe gevoegt, dat is gewoon zonde. Haal hem wel eens met korting.
    Getting to know a girl who can fold like Origami paper...... Look a Swan

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  8. #88
    4900 colors beanthere's Avatar
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    Ik had hem al gekocht maar heb hem snel weer teruggebracht toen ik me begon te realiseren dat ie niet alleen multiplayer-only is maar ook dat je er pas echt wat uit gaat halen in groepen van 5. Ik snap dat tegenwoordig niet iedere game meer een campaign bevat maar ik vind het speelscenario in dit geval een beetje te beperkt om er 60 euro voor neer te tellen. Misschien dat ik, als er wat uitbereidingen zijn uitgebracht of wanneer de prijs wat lager is, hem wel weer eens opnieuw koop.

  9. #89
    Administrator Rappa's Avatar
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  10. #90
    4900 colors beanthere's Avatar
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    Het is wel een beetje de lijn van de recensies die nu te lezen zijn: veelbelovend, en misschien dat het dat na wat toevoegingen ook echt goed gaat worden, maar het is het nog duidelijk niet. Jammer hoor.

  11. #91
    Member Fell Beast's Avatar
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    Angry Joe met een 4/10. Game zonder content zoals hij het beschrijft. Misschien dat ze er nog wat van kunnen maken, maar die uitgebreide review houdt mij erg ver van die game af! De game is toch best aardige tijd in ontwikkeling geweest? Viel het MP aspect ze zo erg tegen? Je gaat toch denken waar al die tijd in heeft gezeten.

  12. #92
    4900 colors beanthere's Avatar
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    Quote Originally Posted by Fell Beast View Post
    Angry Joe met een 4/10. Game zonder content zoals hij het beschrijft. Misschien dat ze er nog wat van kunnen maken, maar die uitgebreide review houdt mij erg ver van die game af! De game is toch best aardige tijd in ontwikkeling geweest? Viel het MP aspect ze zo erg tegen? Je gaat toch denken waar al die tijd in heeft gezeten.
    Hier en daar lees je al wel wat suggesties op social media dat Microsoft de release misschien iets gerusht heeft vanwege de wat beperkte aantal exclusives dat ze momenteel hebben. Maar als het spel al sinds 2014 in ontwikkeling is geweest dan lijkt me dat niet waarschijnlijk.

  13. #93
    Choose Wisely The_wildcard's Avatar
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    Quote Originally Posted by beanthere View Post
    Hier en daar lees je al wel wat suggesties op social media dat Microsoft de release misschien iets gerusht heeft vanwege de wat beperkte aantal exclusives dat ze momenteel hebben. Maar als het spel al sinds 2014 in ontwikkeling is geweest dan lijkt me dat niet waarschijnlijk.
    Tegelijker tijd hoelang is die game nu in ontwikkeling geweest? Zou je toch zeggen dat er meerdere horen te zijn.
    Getting to know a girl who can fold like Origami paper...... Look a Swan

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  14. #94
    ill-tempered Seabass's Avatar
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    Ik vind dit wel echt jammer voor MS. Dit was hun one and only new IP voorlopig. Het wil ze maar niet mee zitten.
    Hoe gaan ze zich redden in de toekomst?

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    King in the North Tonne's Avatar
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    Quote Originally Posted by Seabass View Post
    Ik vind dit wel echt jammer voor MS. Dit was hun one and only new IP voorlopig. Het wil ze maar niet mee zitten.
    Hoe gaan ze zich redden in de toekomst?
    Dit idd. Ik ben echt benieuwd wat E3 gaat brengen.
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    Vooral omdat deze titel steeds als een van de grote toekomstige beloftes genoemd werd. Wat zegt dat over Crackdown?
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    King in the North Tonne's Avatar
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    Quote Originally Posted by Like-a-Bunny View Post
    Vooral omdat deze titel steeds als een van de grote toekomstige beloftes genoemd werd. Wat zegt dat over Crackdown?
    Dat is op dit moment Duke Nukem Forever en Daikatana. Dat kan alleen maar teleurstellen.
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  18. #98
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    Quote Originally Posted by Seabass View Post
    Ik vind dit wel echt jammer voor MS. Dit was hun one and only new IP voorlopig. Het wil ze maar niet mee zitten.
    Hoe gaan ze zich redden in de toekomst?
    Volgens mij heeft het niet veel met "niet mee zitten" te maken. Dit is simpelweg een gebrek aan kwaliteit, bij Rare om een goede game uit te brengen, en bij MS om goede exclusives aan het merk Xbox te binden.

    Ik zag het zelf wel enigszins aankomen. Er zijn mensen die zich met GTA voornamelijk vermaken met ongein uithalen (proberen een auto op het dak van een gebouw te krijgen), die Fallout en Skyrim geweldig vinden vanwege de bugs die er in zitten, en voor wie Goat Simulator de beste game ooit gemaakt is. Ik heb bij Sea of Thieves altijd het idee gehad dat dat de doelgroep is die ze proberen te bereiken, en dus niet zozeer de fanatieke MMO-spelers die een complete ervaring verwachten.

  19. #99
    Administrator Rappa's Avatar
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    Sea of Thieves is Microsoft's fastest-selling new IP of the Xbox One generation

    Rare's jolly old pirate game Sea of Thieves has become Microsoft's fastest-selling new IP of the Xbox One generation, and is already the best-selling Microsoft Studios game on Windows 10. More than a million people played on launch day, and more than 2 million in launch week.

    There's a bit of confusion surrounding the wording on Xbox News Wire, where Sea of Thieves is labelled "the fastest-selling first-party new IP of this generation". This suggests Sea of Thieves holds the title across all platforms, which in turn means it outsold Sony's best-selling first-party new IP Horizon: Zero Dawn, which has done incredibly well.



    But Microsoft exec Aaron Greenberg used different wording to announce the news on Twitter. He called Sea of Thieves "our most successful IP of this generation", suggesting the claim relates only to Microsoft's games. This makes sense, not least because a large chunk of Sea of Thieves' players presumably come via Xbox Game Pass, where the full game can be accessed for £8 a month. I doubt a Game Pass player counts as a Sea of Thieves sale. Or sail. Yo ho ho!
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  20. #100
    4900 colors beanthere's Avatar
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    Die getallen klinken goed, dus dat is dan (ondanks de wat wisselende recensies) goed nieuws. Hopelijk kunnen ze het spel de komende tijd dusdanig uitbouwen dat er meer mensen gaan aanhaken. Zelf wacht ik af maar ik ben niet perse negatief over de potentie van dit spel.

  21. #101
    Administrator Rappa's Avatar
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    Rare spreekt over aankomende Sea of Thieves-content



    Sea of Thieves-ontwikkelaar Rare heeft laten weten dat er meer content aan zit te komen voor de piratengame. Het team achter het spel laat via hun forum weten wat de status van het spel is.
    “We krijgen de vraag over de content van Sea of Thieves vaak te horen en begrijpen dat spelers graag willen weten wat onze plannen zijn voor de toekomst van het spel.” laat Rare weten. “De planning gaat op dit moment uit naar de volgende reeks van prioriteiten en we passen onze bestaande plannen aan op basis van de feedback die we hebben ontvangen.” De ontwikkelaar laat weten dat het binnen een paar weken met meer informatie komt.

    Evenementen

    Rare laat in de blog weten dat dat het bezig is met plannen voor de post-launch van Sea of Thieves inclusief evenementen. “We zijn bezig met tijdelijke evenementen, dus voor een weekend kunnen spelers bijvoorbeeld een personage tegenkomen die zij nog nooit eerder hebben gezien die hen op een quest kan sturen om een verloren item te zoeken voor een beloning.”

    Tot nu toe zijn er nog geen evenementen naar Sea of Thieves gekomen, wel organiseerde de makers een heuse schattenjacht voor de fans van het spel. Hierbij moesten deelnemers vijftien puzzels oplossen en konden zij een gouden bananen winnen ter waarde van 80.000 Britse pond.



    Huisdieren

    In februari liet Rare weten dat het in plaats van lootboxes virtuele huisdieren die individueel gekocht kunnen worden aan de game toevoegt. De ontwikkelaar laat weten dat dat het aantal soorten huisdieren nog onzeker is, maar dat het kan bevestigen dat er papegaaien, apen en katten naar het spel komen. Deze huisdieren lopen rond en iedereen, dus niet alleen de eigenaar, heeft er interactie mee.

    "De huisdieren geven spelers geen voordeel, maar ze kunnen opgepakt worden net als alle andere voorwerpen. Zo kunnen ze afgevuurd worden met een kanon of voor de grap van boord gegooid worden. Geen zorgen, ze komen weer terug." aldus executive producer Joe Neate.

    Verder laat de ontwikkelaar van Sea of Thieves weten dat het bezig is met de optie om spelers meer aanpassingsmogelijkheden hebben voor hun schip en er onder andere meer instrumenten en een spreekhoorn naar het spel komen. Bekijk hier het volledige overzicht van Rare over de game.
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  22. #102
    ill-tempered Seabass's Avatar
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    Jullie willen meer variatie in missies, zichtbare upgrades voor je personage, tools en schip... en een doel om te blijven spelen??? Goed idee! Maarrrrrr!
    Hier heb je wat dieren die niets toevoegen en random encounters!

    Deal with it!

  23. #103
    4900 colors beanthere's Avatar
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    Dat klinkt nog niet echt veelbelovend. Ik begrijp trouwens van vrienden die het spel wel spelen dat het zich waarschijnlijk niet zo goed leent voor al te radicale toevoegingen of uitbereidingen. M'n aandacht voor dit spel verdwijnt aan de horizon.

  24. #104
    Administrator Rappa's Avatar
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  25. #105
    Administrator Rappa's Avatar
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    Sea of Thieves-uitbreiding The Hungering Deep is nu uit



    De eerste grote uitbreiding voor Sea of Thieves, The Hungering Deep, is nu speelbaar.
    The Hungering Deep voegt een nieuwe verhalende missie toe die tijdelijk beschikbaar is, met exclusieve beloningen. Bovendien zijn er nieuwe cosmetische en gebruikersvoorwerpen permanent verkrijgbaar. Ook is er een nieuwe vijand waar Rare nog niets over heeft verteld. Na een patch kunnen spelers met de uitbreiding aan de slag gaan.

    Bovendien is er een nieuwe Developer Update op YouTube uitgebracht met Executive Producer Joe Neate. Daarin vertelt hij voornamelijk over The Hungering Deep en de toekomst van het spel, maar hij laat ook weten dat er in een meet-and-greet aankomt waarin fans de makers van Sea of Thieves kunnen ontmoeten. Tenslotte vertelt Neate dat Rare aanwezig is op E3 om aankomende toevoegingen te teasen.

    Lees ook: Wat Rare moet doen om Sea of Thieves te verbeteren


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    Administrator Rappa's Avatar
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    Rare talks Sea of Thieves' first six months, and what's next

    As its third expansion, Forsaken Shores, arrives.


    Today sees the release of Forsaken Shores, Sea of Thieves' most ambitious content expansion yet. Not only does it add an entirely new, extra-challenging, area of the world to explore, alongside rowboats and more, it marks six months of post-launch updates for Sea of Thieves since the game's arrival on Xbox One and PC in March.

    To celebrate the occasion, Eurogamer chatted with Sea of Thieves' executive producer Joe Neate about the multiplayer pirate adventure's launch, the community's influence on the game's continued evolution, and a little on where future updates may lead curious seafarers.

    Sea of Thieves was, and has remained, a divisive experience. While many embraced the freeform adventuring and slapstick buccaneering that Rare's ambitious multiplayer game afforded from launch, others have stayed resolute in their disdain for the game's perceived lack of traditional "content" and progress goals.

    Sea of Thieves' release, says Neate, was an "interesting time" for the studio. "By every available metric to us, we were a breakout success. We beat every single internal target we had - whether that was sales or Game Pass, or the amount of hours viewed [on Twitch, YouTube, and Mixer] - and then you were in this place where you did have mixed sentiment around stuff, because it was one of those big talking points for people."



    Part of Sea of Thieves' divisive nature, suggests Neate, comes down to the fact that Rare made some "bold decisions" with its design and systems, "Because it's so unique, because it's so different, and we're trying lots of new things, I think we're always going to get that [division of opinion]." However, Neate says the studio "always believed we could make a different type of multiplayer game, something that would be fun and welcoming and allow people to play together when maybe in other games they can't because they joined late and feel left behind".

    And although opinion has remained divided, Rare's vindication, as Neate sees it, lies in the fact that "the community that's playing Sea of Thieves now has embraced it for what it is, this role-playing kind of sandbox multiplayer pirate game". Keep an eye on the internet and "you'll see stories of families playing together, and of husbands and wives and partners playing together that maybe don't normally play games, or families spread across the world coming in and... experiencing this great adventure".

    "Broadly," says Neate, "I think the premise of what Sea of Thieves is and what's unique about it landed really well, but for some people, they were like, 'Hey this is cool but give us more, we want to see more things things in the world, we want to be seeing more stuff.'"

    As Rare made clear from the start, its plan has always been to grow and evolve the experience post-launch, "and we were always going to do that with players playing it", says Neate. "You can only learn so much from closed beta, or an Insider Programme kind of environment, and when you bring in paying players, of all different levels of awareness of what our vision for [the game] is, you're going to get loads of different opinions and feedback."



    Indeed, as a direct result of feedback following Sea of Thieves' launch, Rare's initial plans - to bring in pets and ship ownership as the game's first major update - changed dramatically. "We talked openly about wanting to bring in pets," says Neate, "about wanting to do a kind of cool, fun, social thing there, but it just didn't feel like the right time to do them. It felt like there were more pressing needs for us to go and tackle."

    To that end, the team "locked ourselves in a room for a couple of weeks... and really just kind of thrashed through all the feedback, and went, 'How do we want to reflect this in our plans moving forward?'. So we updated the road map, we updated our plans, we actually changed the team structure in terms of how we can work to deliver this."

    Sea of Thieves' newly-revised content road map was unveiled in April, revealing three named, large-scale content expansions of increasing complexity - The Hungering Deep, which launched in May, Cursed Sails, which arrived in July, and today's Forsaken Shores update.

    As Neate explains, Rare's post-launch discussions lead the studio to settle on three key areas that it wanted to hit with each new update: new ways to play, such as "new ships, new quest types or strengthening the existing trading companies", new goals and rewards, and what Neate calls "the journey". This, he says, "is what probably makes Sea of Thieves most unique and most special, those things which enrich the journey, like the speaking trumpet, like the rowboat, like the skeleton ships, like the megalodon, all of these things which will make each journey richer, and more interesting, and more dynamic."



    With those elements in mind, The Hungering Deep, Rare's first significant expansion of the core game, saw an initial attempt to incorporate a narrative-driven quest to the experience (starring the much-missed pirate Merrick), and featured an AI-controlled megalodon as its centrepiece - what Neate calls “a cool new emergent threat that would really just liven up any journey and adventure”.

    More significantly, however, The Hungering Deep marked Rare's first real stab at influencing the psychology of the game. Post-launch, Sea of Thieves was a sometimes exhaustingly competitive experience, thanks to its overwhelming focus on PvP. However, Rare was keen to see if it could "drive different player and social dynamics by bringing in a goal that pulls people together". The end result was a boss battle, the megalodon, that could only be initiated if two crews lowered weapons and agreed joined forces.

    And the effects were more profound than Rare had imagined. "We saw that player encounters, ship encounters, that ended in battle dropped in half during The Hungering Deep," says Neate, "and it literally made Sea of Thieves fifty per cent more friendly. That was a really interesting thing to learn, that we could drive behaviour while introducing cool new features that we liked."



    Rare's next update, Cursed Sails, meanwhile, was notable for the fact it saw Rare reneging on one of the core principles it had doggedly stuck with early on in Sea of Thieves' development. "We were always very passionate about the fact that the only sail you'll ever see will be another player", says Neate, "That was a line we used for many, many interviews - and we pushed back on our initial community, saying we don't want to do AI ships".

    However, that changed once the game launched and Rare began to better understand its player base and how the game was evolving. Although Sea of Thieves' naval combat is often raucously entertaining, Rare acknowledged that not everyone was a keen PvPer. Unfortunately, says Neate, "people who don't want to be involved in combat [were] on the raw end of it, and so we wanted to introduce skeleton ships so that they could experience the cool combat that everyone loves, and on demand, whilst not always affecting other players". That in turn afforded the studio more opportunities to expand on the successes of the inter-crew adventuring it introduced in The Hungering Deep via the new Alliance system.

    As a result of Cursed Sails' efforts, "You'll see people making friends out on the sea, you'll see some people not making friends too... and as we've been constantly adding things to that sandbox, as we've moved forward, the stories keep getting richer."

    All of which leads to Forsaken Shores, the most significant expansion for Sea of Thieves yet. With the game now able to support a healthy balance of player interactions and drive a richer variety of player-made stories, Neate says it is "the right time to introduce a completely new region to the world that plays very, very differently, that's a more challenging kind of opt-in experience". And thus the Devil's Shroud has now parted around the edge of the game's existing map to offer access to the Devil's Roar, a deadly volcanic biome designed to ramp up the peril and white-knuckle adventure.



    "If you think about those categories I described before," says Neate, "there's new ways to play with cargo runs coming in, the journey is the new part of the world, the rowboats, even the little sea posts are part of the journey... so we're always trying to fill in as many gaps in ways to play and goals and stuff on that road map as we move forward."

    As for the future, Neate won't be drawn on specifics just yet: "It's been a very exciting six months in terms of what we've released," he says, "We've delivered some awesome updates and Forsaken Shores adds to that, but we're learning a lot too, and we're just figuring out how we talk about what comes next, and how much we go into the future. I want to take a deep breath with Forsaken Shores releasing - it's been pretty intense".

    However, Neate does offer a bit of a tease, suggesting that one of Rare's current goals is to accommodate those players that prefer something a little more structured over the current freeform, sandbox-style experience: "Some people, we know, really want more guided goals, stuff with a bit more lore, a bit more story, a bit more direction that you can come in and play, but that still retains the magic of this shared world and all those great emergent encounters".

    All of those, he says, are "a big thing that we want to do in the future. I can't say when because it's a lot of work, a lot of stuff to do there but, you know, I think that kind of stuff is going to be a really impactful, really different thing for Sea of Thieves, that plays on everything that's great about it but brings something very new". There is, says Neate, "a lot of excitement about some of the work that's going on in the studio around that".

    "We know that there are a lot of players that maybe played Sea of Thieves at the start and it wasn't quite for them yet," explains Neate, "we know that there's a lot more people that can come in and experience what's magic about it... We want players in this shared world together, having awesome pirate stories... embracing the creativity and the freedom that they have". The future, Neate concludes, will be about "giving different people reasons to come and play."
    bron
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  28. #108
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    Sea Of Thieves Has Unexpectedly Become One Of Twitch's Biggest Games



    After an intriguing but worryingly barebones launch in March 2018, Rare’s ambitious pirate opus Sea of Thieves found itself lost at sea. There just wasn’t enough for players to do, causing many to fear that the game would never live up to its potential. Late last year, that began to change. Now, Sea of Thieves is improbably scaling Twitch’s mast, getting closer to the top every day.

    For the past few weeks, it hasn’t been uncommon to see Sea of Thieves in or hovering just outside of Twitch’s top 10 most-viewed games. The past handful of days, though, have seen it rocket all the way up into the top three at peak hours, with an especially strong Monday showing putting it in second place with 102,000 viewers to Fortnite’s 217,000.

    This is, in many ways, unprecedented. Launch aside, Sea of Thieves spent most of 2018 peaking well below 10,000 viewers on any given day. Then, in December, Rare released the “Shrouded Spoils” update, making the game more unpredictable by adding new enemies, giving old ones new tricks, and improving other haggard systems like loot as well. This rekindled fan interest in the waterlogged ship of a game, and then it hooked a big one: popular streamer Summit1g. With the 3.5 million followers that he’s accrued since 2012, Summit’s PVP-focused antics—whether they involved insanely improbable plays or, somewhat controversially, trolling the heck out of other players—brought a fresh helping of new eyeballs to a game sorely in need of them. Since then, Summit’s ruled the roost, becoming far and away the most-discussed streamer in Sea of Thieves’ community. Other, smaller streamers also gravitated toward the game, causing it to gradually peak higher and higher throughout December and early January.

    It was only a matter of time before other popular streamers—ever vigilant for the next big thing after Fortnite, whose constant changes have caused consternation—clutched their knives between their teeth and boarded the ship. Over the past week, battle royale superstars like Dr Disrespect, TimTheTatman, and even Ninja have dipped their toes into Sea of Thieves’ shark- (and kraken-, and skeleton ghost pirate-) infested waters, generating everything from comedic highlights to themed production gimmicks to simmering faux-rivalries with Summit. This, alongside Summit’s continued success, has boosted the game’s Twitch numbers and led to what fans believe is an influx of new players. Some longtimers believe it’s their duty to help these fresh-faced sea puppies, while others, true to the pirate spirit, suggest robbing them blind.

    Developer Rare, too, has taken notice, with executive producer Joe Neate describing the upswing in players and streamers as “incredible” in a recent developer update video. He specifically noted that, based on Rare’s metrics, monthly active users, sales, and streaming numbers are all on the rise. And sure enough, the PC version of Sea of Thieves is currently the second-best seller on Microsoft’s store. (The Xbox version is still far from a top-seller.) Neate also said that more changes are on the way, starting with combat balance tweaks and measures against cheaters.

    Some streamers, however, have expressed trepidation over this rising tide. Hero of Oakvale, a smaller streamer who made Sea of Thieves his primary game months before Summit and crew elevated its profile, is worried that big names will sponge up all the potential viewers. He recently wrote about this in a thread on the Twitch subreddit, with other users telling him to do everything from “ride the waves (pun intended)” and try to stream during hours bereft of big streamers to find another game.

    In a Discord DM, he told Kotaku that he’s seen his viewer numbers drop from 12-14 people to “maybe 5-7 viewers peak” since Summit and others have taken over, but he plans to stick with the game nonetheless.

    “I will stick with Sea of Thieves because I enjoy their game overall,” he said, expressing his appreciation for Rare and its ongoing support of the game. “I haven’t had one bad stream while playing their game. I may not be getting as many views as I would like, however I think the game is wonderful, and [I’m] very happy to see more people picking it up for the first time.”

    At this point, Sea of Thieves could wind up being just another flash in the pan on a platform prone to giving games 15 seconds of fame and little more. Right now, it still seems like big streamers, Summit aside, are feeling curious rather than committal. In another week or two, they could easily jump ship back to Fortnite without so much as a tear shed over their short-lived seafaring days. But Rare’s promised more support for the game, and if it can keep things fresh, this might be just the beginning for Twitch’s latest major player.

    One thing Sea of Thieves definitely has going for it, though, is an open, socially focused environment that allows players to just chill—as long as they’re not being marauded by pirates, anyway. Given that Fortnite became a phenomenon in part by functioning as a hangout as much as a competitive game, it’ll be interesting to see if people start using Sea of Thieves in a similar way.
    Vragen? Stuur een mailtje naar info@liquidbunny.nl of spreek me aan op Steam.

  29. #109
    Administrator Liquidje's Avatar
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    Echt die screenshot, dan krijg ik zo'n zin in deze game. Ik ben echt nog steeds benieuwd naar deze game, coop blijkt ontzettend tof te zijn.
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  30. #110
    Choose Wisely The_wildcard's Avatar
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    PSN ID: PsyKu Steam ID: STEAM_0:0:5264387
    Momenteel in Windows store tot 35 euro af geprijsd.

    Wacht zelf liever nog even tot er meer content is en nog goedkoper in de aanbieding is.

    voor 1 euro kun je hem 2 weken gratis spelen, als je de Xbox pass aanbiieding neeemt.
    Getting to know a girl who can fold like Origami paper...... Look a Swan

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  31. #111
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    Ik heb voor Crackdown 3 twee maandjes game pass aangeschaft. Iemand nog in voor een Sea Of Thieves sessie tussen nu en midden april?
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  32. #112
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    Quote Originally Posted by Rappa View Post
    Iemand nog in voor een Sea Of Thieves sessie tussen nu en midden april?
    Ik doe mee.
    Vragen? Stuur een mailtje naar info@liquidbunny.nl of spreek me aan op Steam.

  33. #113
    Administrator Rappa's Avatar
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    Niemand anders dan Lab? Word een klein schip dan
    Vragen? Stuur een mailtje naar info@liquidbunny.nl of spreek me aan op Steam.

  34. #114
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    Ik! Ik! Wanneer wil je beginnen?
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  35. #115
    Administrator Rappa's Avatar
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    @Like-a-Bunny @Liquidje en ik spelen volgende week dinsdagavond (2 april) een sessie, mocht iemand nog willen joinen laat dit dan weten.
    Vragen? Stuur een mailtje naar info@liquidbunny.nl of spreek me aan op Steam.

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    Vragen? Stuur een mailtje naar info@liquidbunny.nl of spreek me aan op Steam.

  37. #117
    Administrator Rappa's Avatar
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    Sea of Thieves' slick, sizeable first story campaign is a little bit Indiana Jones, a little bit Goonies

    Sea of Thieves is, I think, a phenomenal story generator - and excels in delivering the kinds of unpredictable encounters that can so frequently turn a routine play session into a genuinely unforgettable one.

    But it's always struggled to tell its own tales, never really allowing players to get to know its world. Poke around enough, and, yes, you'll find hints of long-gone civilisation, or the remnants of more recent adventures in gloomy corners - but these more intimate stories have always remained frustratingly out of reach, making for a setting that's often felt lifeless away from the ocean, a beautiful staging ground for stories not yet told.

    There've been attempts to remedy this; we've chased missing crews in the Devil's Roar as part of the Forsaken Shores update, searched for an ancient menace at the behest of a crazed captain during the Hungering Deep, even traced the fate of an accursed weaponsmith-turned-bloodthirsty-undead-pirate during Cursed Sails. But, as fun as these were, bringing a sense of place and personality to the world, they were few and far between. And, worse, their limited-time nature meant that when they were gone, the slate was scrubbed clean.



    And that's where Tall Tales - what you might call one half of Sea of Thieves' enormously ambitious Anniversary Update, the other being the raucously entertaining competitive Arena Mode - comes in. It finally introduces something that many have been clamouring for since launch: crafted narrative adventures to complement the more free-form, anything-goes style of procedural storytelling at Sea of Thieves' core.

    But Tall Tales isn't simply a one-off dollop of story content; rather it's the result of an extended development effort to create a suite of tools that will enable Rare to more easily introduce bespoke stories, with additional complexity and unique mechanics, into Sea of Thieves. To that end, you could consider Shores of Gold (as Sea of Thieves' initial nine-strong cluster of story missions is known), the first season in an ongoing piratical narrative, with the promise of new adventures - both similarly sized arcs and smaller tales - still to come.

    And the team's ambitious goal is to ensure that these tales, with their varied story beats (at least a portion of Shores of Gold, for instance, is said to focus on an ages-old love story), go beyond mere swashbuckling action, offering the kind of emotional richness, and strongly defined, recurring characters, that give players a different sort of connection with the world.



    Sea of Thieves nerds like me will, for example, likely be thrilled to hear that one of the game's most memorable faces - the wonderfully wry Madame Olivia, first seen in last year's E3 trailer - is set to gain a bigger role in the Sea of Thieves mythos as Shores of Gold unfolds, with Rare evening bringing back her original voice actor to record new lines. And, crucially, none of this stuff is limited-time, meaning that it will remain in-game for everyone to enjoy, no matter when they first set sail, establishing a base that should only grow richer with time.

    Rare's inaugural story arc, though, sends fearless crews out across the ocean in search of a mysterious island known as the Shores of Gold - a journey that begins with a hunt for a powerful artefact, the fabled Shroudbreaker, rumoured to be the only means of parting the deadly Devil's Shroud surrounding the map. And if you're hoping that might lead to hitherto unseen climes, you could be in luck; the wonderfully evocative trailer created to promote Tall Tales' first season (shown to press during a recent studio visit, and due to release publicly in the run-up to launch on April 30th), heavily implies that we'll be voyaging to new corners of the world.

    In practical terms, each Tall Tales campaign mission begin when crew members interact with a specific in-game object - in the case of the first chapter (the only mission shown during my time at Rare), that's an old journal belonging to the familiar, tavern-dwelling Mysterious Stranger. And from the moment the quest begins, it's clear that Rare is going all-in here; there are cut-scenes, a bespoke musical score, and - praise be - professional-grade voice acting for its characters. I'm not ashamed to admit that I had goosebumps as the music swelled and the Mysterious Stranger began his portentous tale.

    Once the preamble is over, all crew mates are given access to a new item in their quest wheel - a wonderfully presented journal that gradually expands as the story progresses. It's a delightful thing, the personal account of a famed pirate's earlier spirited excursion into the unknown - and its passages are full of clues and curious illustrations that may or may not prove useful down the line. Indeed, its guidance strikes just the right balance, with enough room for interpretation (and misinterpretation) that our eventual success on the seas felt genuinely earned.



    One particularly neat thing about Sea of Thieves' new story system, incidentally, is that campaign missions can be active alongside standard quests, meaning that players are free to meander to their destination, embarking on their usual Trading Company pursuits, or even indulging in PvP incursions if they so choose - indeed, there don't appear to be any restrictions to the activities you can partake in, ensuring that Sea of Thieves' sandbox heart remains pure.

    Shore of Gold's opening moments are, admittedly, relatively low-key, as crews zig-zag from island to island in search of their ancient and powerful prize - a journey that can only be plotted by scouring the journal for potential destinations, teased in vague allusions to specific landmarks or half-remembered directions. And, as that voyage progresses, brave adventurers will slowly accumulate new nicknacks and tools.

    One of these, the new Collector's Chest, is a particular highlight - staggeringly simple in design but enormously useful, to the point that I've missed not having it in vanilla Sea of Thieves. It is, as its name suggests, a portable chest for storing personal items - be they skulls, trinkets, gems or anything else you might find around the world - dramatically reducing the need to return to your boat for drop-offs each time you stumble across new spoils on your travels. And before you ask, no, you can't (currently) fill it with your own vomit and then gift it to an unsuspecting friend.

    What's particularly promising about Shores of Gold's opening campaign (and I realise I'm being light on specifics, but I'm trying to keep things spoiler-free) is its sense of pace. Following that early bout of quiet, familiar island-hopping, things soon ramp up, introducing more bespoke elements specific to the adventure. There are mysterious keys to locate and ancient contraptions to ponder, secret entrances behind heavy stone walls, and even striking new enemies - all culminating in a booby-trapped finale that would leave Indiana Jones breathless.

    What's more, with Rare suggesting that its first nine-mission story campaign could take as many as 20 hours to complete (although that'll likely vary wildly depending on crew size, efficiency, and tendencies for distraction), and teasing the likes of boss battles, star navigation, and special enchanted weapons in later chapters, it sounds like there's a lot more to look forward to.



    And the systems that drive it all are fascinating. Although story beats remain the same for all adventurers, there are, says Rare, procedural elements to every quest - bringing numerous benefits. Most obviously, it means that missions can be played over and over (which is actively encouraged, given that Shores of Gold features its own set of achievement-style Commendations), with variable riddles and destinations keeping things fresh.

    More subtly, though, by regulating player journeys behind the scenes (and by providing different staging areas for key set-pieces around the map), Rare is able to keep teams apart during story missions, avoiding awkward queueing scenarios and ensuring that Tall Tales' adventures always feel personal to a crew.

    One relatively straightforward mission in, I'm hesitant to make any great proclamations about the impact that Tall Tales will have on the future of Sea of Thieves, but it undoubtedly has enormous potential - and could go a long way toward winning over those who've been hoping for this kind of more-traditional, crafted experience since day one. And if Shores of Gold's remaining eight missions can hit the same highs as the first, while offering further variety and a genuinely engaging yarn along the way, that'll be very good news indeed.
    Sea of Thieves' new competitive Arena mode is 24-minutes of glorious, consequence-free PvP carnage

    As someone who ordinarily only tolerates Sea of Thieves' PvP side, rather than proactively engages in it (although, to be clear, I will send you to Davy Jones' Locker if you try and mess with my sloop), I was a little apprehensive when Rare first announced that its multiplayer pirate extravaganza would be getting a new competitive-focussed standalone mode.

    From April 30th onward, when Sea of Thieves' Anniversary Update arrives, the existing game (now retitled Adventure Mode, and massively expanded with new rip-roaring, story-focussed campaign missions) will be joined by the new combative Arena Mode. The latter, I had previously assumed, would surely be the domain of bloodthirsty reprobates and toxic trolls, not friendly, carefree sailing-folk like me. Yeah, I might have been wrong about that.

    Based on the handful of matches I managed to play at a recent Sea of Thieves press event, Arena Mode is astonishingly good fun. It offers exactly 24-minutes of swashbuckling carnage per game as five crews of four battle it out, galleon-to-galleon, on a truncated version of the familiar Adventure Mode map, frantically outmanoeuvring each other to accrue the most coins.

    Superficially at least, Arena Mode is designed as one big treasure hunt. At the start of a game (once you've been whisked away from the gorgeously designed social hub, where all players assemble pre-match for casual banter and innocently saucy hot tub fun), every team is handed a clutch of identical maps. Or sometimes just the one.

    Almost immediately, the race is on, with crews hoisting anchor, lowering sails, and bravely setting forth in the same direction, all primed to dig up some chests and earn those precious points - or, as is more likely the case, to tumble headlong into pure PvP pandemonium.

    If that was the extent of Arena Mode, I'm sure it would be a blast, job well done. However, its smartest trick is that coins are rewarded for pretty much any notably aggressive act, meaning there's a huge amount of scope for employing different strategies and play styles.


    Arena mode's pre-match social hub is beautiful and even has a hot tub.

    Sure, you'll get points for digging up treasure and turning it in at the nearest makeshift floating outpost, as delineated by the plumes of smoke on the horizon, but you'll also gain a few for taking a speedier approach, simply tapping a chest with your shovel then racing along to the next one. And there are points for stealing opponents' chests and cashing them in yourself, or for embarking on a rampage of sword-swinging slaughter, and there are significant amounts up for grabs if you successfully manage to sink an enemy ship (and a nice chunk of points to lose if they sink yours). You can even increase your tally by pummelling another vessel with cannonballs, making long-distance aggression a reasonable strategy of its own.

    In fact, there are more tactical options than ever before, thanks to a swathe of newly introduced systems affecting ship-to-ship combat - all of which are also available in Adventure Mode. Not only is hull damage now variable (larger breaches requiring more planks to fix than smaller holes), but carefully aimed cannon fire can now topple masts, shatter wheels, and obliterate the capstan, affecting a crew's ability to sail, steer, and move. That brings added frustrations for your opponents, but, crucially, more time to saunter aboard their vessel for some close-quarters obliteration as they faff around with repairs.


    The expanded ship damage model adds a variety of tactical opportunities.

    Additionally, the new dual-harpoons mounted at the front of all ships introduce fresh possibilities of their own. Not only can they be used to hoist valuables out of the water (a handy time saver), they can latch onto other ships and reel them in. And if you're feeling particularly flash, it's even possible to hook onto rocks for a comically dramatic U-turn, offering a useful tool for quickly regaining ground on a vessel that manages to give you the slip.

    You could even dabble in Sea of Thieves' wonderfully implemented new fishing system, which enables players to catch and cook food for a bit of a health boost, meaning there are minor gains to be had from a spot of languid rod-dangling during the chaos of battle. I suspect, however, that most will save this one for Adventure Mode - settling back and zoning out to the lilting banjo accompaniment, switching lures, locations, and even the time of day in order to hoist up ever-rarer fish and turn them over to the new Hunter's Call trading company.

    Not everything is shared between modes, however. Notably, the kraken and megalodon are absent in the Arena (although storms are still in), as their unprovoked attacks simply felt unfair in the midst of battle, says Rare. And, perhaps surprisingly, cursed cannonballs are out too.


    Fishing is gloriously relaxing. And, yes, you can do it on top of a mast.

    All these tweaks, changes, and adjustments to the familiar Sea of Thieves formula are profound. And Arena mode unfurls in 24-minute-snatches of astutely designed, sweaty palmed, frequently hilarious mayhem, in which crews switch and refine strategies on the fly, desperately attempting to wrestle some kind of order out of the chaos - firing cannonballs, stalking outposts, laying spontaneous traps, all with the added pressure of that ever-ticking clock. It's immensely entertaining (in that inordinately tense, skin-of-your-teeth kind of way), fiercely competitive, and has ample scope for intelligent, skilful play. Even I, oceanic pacifist that I ordinarily am, immediately wanted to hop back in for another crack at sweet, bloodthirsty victory.

    In fact, the ease with which it's possible to slip in an out of an Arena session is a definite boon. As much fun as standard Sea of Thieves is, it's undoubtedly a time-commitment thanks to the relatively languid pace of its adventuring. Arena mode, however, at a brisk half-hour, can elicit all the emotions in the time it might ordinarily take to stock up on supplies, raise the anchor and set sail. Perhaps more importantly, it's liberating too. While PvP encounters in Adventure Mode might mean the loss of several hours' toil, there are few repercussions for defeat in Arena Mode - aside from, perhaps, an overwhelming sense of shame.

    Victory does, of course, enable you to climb the ranks of the new Sea Dogs trading company - meaning there's now a choice of five possible paths (including Adventure Mode's new Hunter's Call) toward Pirate Legend. For the most part though, Arena Mode is as consequence-free as it is frenzied. And with the shackles off, even the most PvP-averse pirate might be surprised at just how much of a bloodthirsty scoundrel they can be.
    Last edited by Rappa; 10th April 2019 at 10:22.
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  38. #118
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    ...en na het vervangen van de bougies en het verversen van de olie die ouwe Xbox nog eens aan de praat gekregen.

    Gamepass erop (drie maanden voor 1 pond), Live Gold erop en ik ben er klaar voor! Tot vanavond @Rappa , @Liquidje , @Seabass !
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  39. #119
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    PSN ID: SeabassNL Steam ID: sebasmeer
    Quote Originally Posted by Like-a-Bunny View Post


    ...en na het vervangen van de bougies en het verversen van de olie die ouwe Xbox nog eens aan de praat gekregen.

    Gamepass erop (drie maanden voor 1 pond), Live Gold erop en ik ben er klaar voor! Tot vanavond @Rappa , @Liquidje , @Seabass !
    Ik start de download voor de game zodra ik thuis ben vanmiddag. En dan hopen dat ik de kans krijg om mee te doen Ben wel benieuwd naar deze game.

  40. #120
    Administrator Like-a-Bunny's Avatar
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    Gamertag: LaB NL PSN ID: LaB_NL Steam ID: LikeaBunny
    Toch wel verrassend leuk deze game!

    We weten nu hoe we moeten varen en waarom een emmer zo belangrijk is. De volgende keer even uitvogelen wat we met onze loot kunnen kopen.
    Vragen? Stuur een mailtje naar info@liquidbunny.nl of spreek me aan op Steam.

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