Pirates of The Carribean FULL ISO
SCREENSHOT
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Pirates
of the Caribbean from Bethesda Softworks and Russian developer Akella
actually has little to do with either the upcoming feature film or the
popular Disney amusement park ride of the same name. But considering
the spotty track record of both movie-licensed and Disney-licensed
games, maybe that's a good thing. Pirates is actually very similar to
Akella's previous effort, Sea Dogs, a 3-year-old PC game that featured
open-ended role-playing elements, ship-to-ship combat, swashbuckling,
trading, and more. Pirates has all these same elements, giving it a
free-form sort of feel that's reminiscent in some ways of Bethesda's
own The Elder Scrolls III: Morrowind. Some technical issues and a
somewhat steep learning curve may unfortunately get in the way of your
enjoyment of either the Xbox or PC version of the game, and despite the
generally impressive visuals, you'll need to use your imagination to
fill in a few blanks as you play. But if that's OK with you, you'll
find that Pirates of the Caribbean offers a refreshing and entertaining
experience that successfully evokes a sense of what it might have been
like to live a life of danger and adventure on the high seas.
It's kind of like 17th-century Grand Theft Auto with galleons replacing the cars.
In Pirates of the Caribbean, it's the 17th century, and you're
Nathaniel Hawk, a sharp-witted captain of his own modest ship. He's
trying to make ends meet in the Caribbean, a collection of small
islands ruled over by European nations including the English, the
French, the Spanish, the Dutch, and more. The Caribbean archipelago is
home to some good weather and plenty of lucrative natural resources,
which have made it an obvious draw for the world's powers--as well as
the perfect place for pirates and privateers to set up shop. The game's
story begins when the French make a play for an English colony, and
Hawk barely escapes with his life. He ends up helping put the French
back in their place and then becomes embroiled in a greater plot, which
even has some supernatural overtones. The presence of some undead
pirates is apparently what ties this game in with its namesakes, but
other than the occasional encounters with the living dead, you'll find
that Pirates of the Caribbean pretty much plays it straight.
Pirates consists of a number of different gameplay elements. You
navigate between islands by controlling a tiny little ship as it crawls
across a map of the Caribbean. You'll see numerous other vessels
materialize as you sail across the waters, some of which may attack
you, and any of which you may choose to attack yourself. Sometimes
you'll see ships already engaged in battle and may crash the party if
it pleases you. You might also run headlong into a storm. Whenever
these types of events occur, the game switches to a third-person
perspective of your ship, which you can then manually control by
raising and furling the sails, trying to catch a good tailwind, arming
and firing your cannons, and even boarding nearby enemy vessels. An
optional first-person view lets you manually aim your weapons, though
the third-person view is usually preferable. You can also moor at the
numerous island ports or other dry-land locations of interest.
Once you've docked or boarded an enemy vessel (or been boarded
yourself), Pirates of the Caribbean becomes a third-person action
adventure game of sorts, as you'll be controlling Hawk directly and can
engage in some basic combat using your saber and slow-loading pistol.
Boarding is roughly the same every time--in larger ships you'll go
through several stages of combat, but Hawk can always take a cheap shot
against his foes when the action first begins. When in town, Hawk can
mill about and speak with the locals, and visit key locations including
the tavern, the shop, the shipyard, and the town hall. A first-person
perspective is optionally available here as well, and though the
on-foot regions are relatively small, they're carefully detailed and
make a good contrast to the boundless stretches of ocean that you'll
see while sailing.
The main storyline has Hawk scurrying from island to island for various
reasons, which is a great opportunity to engage in the game's trade
system. You have access to a trade book that shows you which goods are
imported from and which goods are exported to each island, and you can
proceed to buy low and sell high. The bigger the ship you have (or the
more ships you have in your fleet), the more stuff you can lug and the
more profit you can earn. The commerce model in Pirates of the
Caribbean is simple and static--there's constant demand for the same
goods at each location, and you can easily and instantly dump off all
your goods at the general store of each island, making the trade
portion of the game seem pretty shallow.
You'll get to fine-tune Nathaniel Hawk's abilities and build his reputation.
Fortunately, commerce is just one of several ways to earn money in the
game. You're rewarded well for solving the main story quests as well as
for taking on occasional random missions, which usually take the form
of offers from wealthy merchants for you to escort them to certain
remote islands. The quests are pretty simple in general and usually
just require you to reach a certain destination or eliminate a certain
target. The scripted sequences that are supposed to come off like
surprising twists (such as if a bunch of authorities break in on your
covert meeting with a spy) end up looking rather hokey, and there tend
to be noticeable pauses and interruptions before you begin conversing
with characters, so Pirates of the Caribbean really isn't very good at
storytelling. But it isn't bad, either, mostly since some of the
dialogue is pretty amusing. In addition to questing, you can also
attack other sea vessels, including pirates and the European nations'
fleets. If you have officers among your crew (you can meet and hire
these individuals in taverns) you may put one at the helm of a vessel
that you've successfully captured after you've boarded and seized it.
Selling off extra ships to the nearest shipyard is a great way to make
cash, though having a fleet at your side rather than just your own ship
can be desirable, too.
As suggested by all this, Pirates of the Caribbean is indeed an
open-ended game. As you solve quests and sink enemy ships, you'll gain
experience points and level up, and with each level gained, Hawk can
improve his core attributes and learn a new special ability. The
attributes include things like leadership, melee combat, defense,
grappling (your ability to board enemy ships), commerce, and luck,
which affect either your skills as a swashbuckler, as a captain, or as
a tradesman. The abilities have a more apparent and immediate effect
and let you significantly improve your character with each level
gained, such as by giving you significant bonuses to your cannons'
range or damage or by allowing you to board enemy vessels from greater
distances. So as any good role-playing game ought to, Pirates of the
Caribbean does a fine job of making you feel rewarded for gaining an
experience level. Since there are numerous viable paths for developing
your character--you may initially focus on improving Hawk's fighting
abilities instead of improving his abilities as a ship captain, for
instance--the game also has some solid replay value to it.
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