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Put down the controller and close your eyes: there is no better game
on earth to listen to. What do I hear? The creak of timbers, the flap of
a sail, the thud and shudder and boom of the ocean.
So many of my very favourite things in Sea of Thieves are sounds. There's the wonderful snug internal clonk of the ship's wheel settling back into its full-ahead position (so subtle you have to really listen for it; at times I think I am imagining the whole thing). There's the strained, buckling groan
of your hull reacting to a dropped anchor when it still has sails
filled with wind. Best of all there's the neat, arresting, confirmative thwack of a shovel digging into sand and hitting - something! Something good! A treasure chest! Clonk, groan, thwack.
This is a game you play with your ears as much as your eyes, and while
your eyes get the glorious rolling, thrashing drama of the waters to
look at, your ears get so much else besides. Your ears get the detailing
that really sells the fiction.
That
final sound - the shovel hitting a buried chest - helped orient me in
the early stages when Rare seemed eager to abandon me, thrillingly,
maddeningly, to the ocean itself. Sea of Thieves is a shared-world
pirate-'em-up, but it explains almost none of its systems from the off. I
chose a pirate avatar, I selected a single-person sloop rather than a
multi-person galleon to knock about in, and then I spawned in a pub on a
tiny island surrounded by raging waters. It was raining outside so I
lingered in the pub for a while. I picked up some bananas and some
cannonballs. I looked for obvious signs of a tutorial. Eventually I
wandered into the downpour and found a dock with my boat - presumably it
was mine - at the end of a jetty. And then I boarded it and set off.
Well, for 15 minutes I learned how to use that boat, and then
I set off. Sea of Thieves is not a complicated game, but it is not fond
of the helpful mechanical metaphors many games employ to make simple
things completely easy. Often, these metaphors are employed to the
game's overall detriment. Take Battlefield 1. The tank mission. A
cutscene explains how terrifying tanks were in World War 1 - and how
busy. Four or five people inside, all doing separate, inter-related jobs
in close confines and near-total absence of the necessary information.
And then you hop into a tank yourself and you're suddenly floating above
it omnisciently. You steer and shoot and repair the tank all by
yourself; the fiction is a sham, and while it's a pleasure to chug
around so effortlessly you still feel like, right from the start, you've
been robbed.
Sea of Thieves is different. You choose a quest by placing it on a
table in the cabin and then voting on it. Once that's done you head down
to the map room to see where you're going. The map shows you your
position in Sea of Thieves' ocean, but this is its one main concession
to fantasy. There is no mini-map, just this map down in the map room -
and it will stay in the map room when you leave. You can place a circle
around your target once you have picked it out, but the circle will stay
on the map down here. The maps of individual islands you are given when
you're hunting for treasure, meanwhile, do not even show your position
on them, just the fiction-blooming big red X that needs no explanation.
Good,
you now know where you want to go. Now you wind up the anchor - it
takes a while and it delivers beautifully on the buried, out-of-sight
mechanical truth of an old ship - and then you set the sails - how much
canvas you're showing translates into how much speed you can expect. You
angle the sails to catch the wind if need be and then you head to the
ship's wheel and steer, one eye on the compass, no eye on the mini-map,
because there is no mini-map. Occasionally, you have to run back to the
map room to see how good your reckoning is. Or if you're playing with
friends you can have someone installed in the map room, someone
installed in the crow's nest, and people on deck to drop the anchor,
trim the sails, load the cannons with cannonballs. You can do this on
your own - it is manageable on a sloop, and wonderfully satisfying when
it's done well - but Sea of Thieves makes few concessions, or rather it
makes enough work for you to forget all the basic concessions it is
secretly making in order to allow you to play this kind of thing at all.
The end-result is that sailing in Sea of Thieves is a reward in itself.
The ocean helps. Sea of Thieves' map is roomy and scattered with
islands, each one beautifully crafted, sand glinting with silicate
giving way to rocks and tufts of wind-blown grass. These are places for
procedural rewards to spawn - treasure to be pulled from the sand,
skeleton crews to be shattered with cutlass or pistol, chickens or pigs
to be captured and shipped where they are requested. But the islands are
not procedural themselves, and they are filled with little details - a
grotto where glowing water laps at the rocks, a hammock amongst reeds, a
chair and table set to face the surf - that deliver a wonderfully
characterful sense of the world and its often unseen inhabitants.
But
good as these islands are, they are a distant second to the sea itself.
I have never seen sea like this in a video game, sea that seems alive
and wilful and prone to fits. It can be smooth and mediterranean,
glowing an improbable Grecian blue under clear skies as if lit from
below. And it can look mountainous as it bangs you around during a
storm. In its ridges and walls of speckled surf you can look up from the
ship's wheel and face an Andes, a Himalayas of angry water.
The
sea has character, and in turn it gives your boat character, as it
conspires with the weather to set the wheel bucking beneath you,
juddering, requiring just a little more force to turn it now than it
required a minute or two ago when things were fair. That weather! Sea of
Thieves does a wonderful postcard rosy dawn, the perfect peachy tint to
the sky to make you want to set out for the distant shadows on the
horizon. But it also has a neat line in storms that seem entirely
inescapable, grey monsters where the clouds are oppressively low and
filled with rain, and where the whole landscape seems to have become
monochrome.
All of which is to say that regardless how big your
ship, regardless whether you are going it alone or playing in a group of
four, you can feel very small when set against the world of Sea of
Thieves. And the quests available - three types, from three pirating
societies - reinforce this. These quests are almost comically simple,
particularly in the early tiers. They amount to: go here and dig up
treasure, go here and kill everything you see, go here and get me some
chickens already. While they grow more complex as you rise through the
ranks - Sea of Thieves is particularly good when it's dispatching you on
your journey with a riddle rather than a map, since the riddle makes
you peer at the world and makes the nearly-empty islands you visit feel
more alive and bespoke - they all hinge on something very clever: they
ensure that your hold on success feel precarious.
Take that
treasure chest you dig up on a distant island. Nice work! Now you have
to get it back to port and cash it in or it's worth nothing. And to do
that, you have to physically handle it: you have to lug it aboard your
sloop or galleon, you have to store it in the hold or wherever feels
safest, and then you have to get it to one of the game's handful of
Outpost islands which contain quest vendors and shops and pubs. Same
with the skull of a dead pirate captain. Same with a crate of chickens
or pigs. These are things you have to hold and carry around.
And
protect. This is where the fiction of being a pirate suddenly starts to
have consequences. Because there are other pirates out there, and the
fact that they're pirates means that they have a licence to grief.
Ship-to-ship battles are thrilling because of the wild card of the sea
and because these battles hew to the same mechanical honesty the rest of
the game employs. You need to load cannons and aim them and think about
the kind of damage you want to inflict. Take out a sail? A mast? Or get
them below the waterline? Sure, you can load yourself into a cannon and
fire yourself onto an enemy deck, which probably strains credulity
somewhat, but it feels like an acceptably entertaining solution for
closing gaps and dropping you into the game's crunchy, pleasantly basic
combat, fought with a variety of blades and a variety of sooty, unwieldy
firearms. (Combat may be straightforward but there are some inspired
enemy types and it's filled with the weird comedy that always
accompanies shambling undead enemies. If you've longed for a game that
will allow you to be strangely menaced by the sight of a skeleton
advancing towards you while eating a restorative banana, your ship has
finally come in.) It's fun enough in PvE, which means taking it to the
skeletons of increasing deadliness who spawn on islands. But it excels
when it's other players, either boarding you to steal your plunder, or
harassing you for the hell of it - or being boarded by you because
you're a pirate as well and why not?
This,
combined with the ship management you have to do in the heat of battle,
boarding up breaches in the hull, bailing out water with a bucket,
means that a ship on the horizon is always a thrill. It's either
something you can cause a bit of mischief to or something you really
need to keep away from. There is no UI that tells you this. Everything,
like the map, the ship's wheel, the treasure you are lugging back and
forth, exists in the world and works because the game forces you to
understand the rigour and fiction of the world as a thing in itself.
All
of this is fun by yourself - Rare's latest is surprisingly entertaining
to solo, in fact, because a small mistake can become a big problem
terribly quickly. But Sea of Thieves is made to be played with others.
With randoms, whether on voice chat or emotes and a selection of easily
accessible phrases, jumping into a galleon can be a bit like playing
Quantum Leap. Where am I now? I'm in the hold of a ship and it's filling
with water. Better get a bucket. Better get out of the way of that guy
who's come down to fix things. No! He's a boarder! He's coming to kill
me! Oh boy!
With friends, though, there is simply nothing
like it. Last Friday I set out with a colleague to see the watery part
of the world. We followed the first line of a riddle to an island where
the next line tasked us with finding a magic wishing well and walking
seven paces before digging for a chest. On the way, we were bitten by
snakes, attacked by skeletons, and generally muddled by the fact that
the island was big and we had to work out how to orient ourselves in an
absence of easy landmarks. When we had the chest and were headed back to
the shore, I saw an object glinting in the sand: a book with a special
message that took us to another island, where a fearsome skeleton boss
was hiding out. To kill him, we had to take out a wave of enemies who
were invulnerable in the darkness. We either had to light them up with a
torch or string the fight out until sunrise.
That's just one
mission, and a lonely one at that. Elsewhere I've been attacked after a
long journey and seen my rewards sink to the bottom of the ocean in
sight of land, I've whimpered during prolonged assaults on skeleton
fortresses, where the simple PvE of sword against bone suddenly starts
to look rather tactical. I've run myself aground while setting out on
the first adventure of the morning, and I've stood on the shore of an
island, carrying loot, watching with the rest of my crew as my boat sank
in front of us, fatally compromised in a way that none of us had
bothered to check on in our excitement.
Quests
grow in complexity until you're a pirate legend; a Kraken appears at
sea and menaces boats (this kraken appears far too often and is slightly
disappointing as a result); players vote one another into the brig or
drive each other to distraction with accordion music. At times, it can
seem that the real treasure that players are hunting is the ideal
circumstances in which to play - the right gang, the right quest, a
clear run free from server issues and downtime. Even so, it's a mark of
Sea of Thieves' charm and psychological nous that it can be a great game
even when you're having a slightly lousy time.
How long will it
last? The progression system might be a bit of a red herring here, ditto
the outfits and weapon skins and whatnot that you are currently tempted
to pay far too much in-game currency for back on the Outposts. Once
you've mastered sailing and fighting, you'll discover that you're not
really trying to level up your skills in the game so much as you're
trying to level up your thinking about the game. Sea of Thieves
is trying to make you look at the humble bucket, say, which is perfect
for bailing out your own boat, and ask yourself - could I actually sink
another boat by bailing in with this? It's trying to make you a more
interesting person - and for that alone it is hard to fault.
And
limited as the map is, and simplistic as the quests are, there is still a
sense at the moment that Sea of Thieves is too big for any one player.
As much as you investigate for yourself, there is still stuff to hear
about from your friends. One says that if you play music to the snakes
they won't bite you. Another has worked out you can puke in a bucket and
throw it at someone. A third wonders if there are whales as well as
sharks and a fourth says there must be, because, because... I reckon it
was probably a bit like this with real pirates back in the day. Don't
treasure stories always start that way, with "A friend of a friend once
told me..."
And what keeps me going once I'm drunk on gold and
battered by the undead is that splinter of defiance in the heart - that
part of Sea of Thieves that is unwilling to devolve into helpful
shorthand and UI tricks. The map you hold in your hands as you wade
ashore is an actual map, and it works as a map works in the real world.
It is a tool for finding your way, but it is not a complete solution. As
a result I've been walking around all week thinking about east and west
and how to tell the difference between the two when I haven't got a
compass to hand. I have been thinking about reckoning. This
allows the game's fiction to create compelling moments - I have been
genuinely lost in Sea of Thieves at times. But it also allows it to do
what every game like this truly hopes to do - to cross over, to seep
into your everyday life.
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