If you can roll with a full ship of four players, the mere act of sailing turns into a fun adventure of teamwork and attention. From there, you can hang out and drink grog if you want to, or you can actually dive into the game and head out to the ship the game provides.Įverything you do the first few hours is just complex enough and just intuitive enough to make it both fun to do and fun to learn. You find yourself in one of the many outpost islands' dimly-lit taverns. Once you select your character, you're dropped into the world like a baby bird pushed out of the nest. The sense of discovery in this game's opening hours is really like nothing else I've ever played. If you have a crew to dive in with, no joke, get ready to make memories. The first few hours of Sea of Thieves are magical. The bottom of the sea is covered in coral and flora, and what little fauna you'll find is always beautiful. The game's many islands feel curated by human designers rather than generated by a computer. Ships have uneven boards, structures are built askew, and weapons are all well-used. Even if you decide to go shirtless in your journey, though, the bodies are designed in a way that feels respectful and artful rather than as if someone designed it to be accompanied by a tuba track.Įvery little thing in Sea of Thieves shows this kind of care. They can wear everything other characters can wear. They're built with as much character as other body types. It's clear, though, that Rare put serious time and consideration into the way heavier characters would look. Many games with character creation don't bother allowing heavy characters, or don't bother tweaking the creator to make them look like anything other than balloon-inflated versions of regular characters. Of particular note is how the game handles the heavier-set characters. In my experience, this decision pays off for the player. This seems to be leading to wider variety in characters in the game. Rare made an interesting decision with character creation: Instead of designing your character, you can pick from a list of generated character designs and you can refresh as often as you like before settling on one to stick with. Whether it's other players or shopkeepers, every character design oozes fun. The characters are all chunky and full of life. Sea of Thieves art style sits stylistically somewhere between The Curse of Monkey Island and The Legend of Zelda: Wind Waker. The way the light moves beneath the water feels real in a way few other games have gotten right ( Assassin's Creed Origins comes to mind as one of the exceptions). When a shark fades in, it's almost ghostly. In the depths, rays of light filter down through the haze. The world beneath the waves isn't one you get to spend a lot of time in, but it's stunning every single time. Under the sea (where everything is not only wetter, but also better, take it from me) is something else altogether.
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