The lore of pirates has been told quite often in the video game world. Some examples have been rather good, like Microprose's entertaining Pirates! Gold for the Genesis, while others, such as Tengen's Skull and Crossbones and Acclaim's take on Cutthroat Island, have been about as desirable as a whiff of Davey Jones' old uniform. But one game always seems to stick out in my mind, and that's Sid Meier's Pirates!. Released back in the late 80's for the IBM era, the game was an evolving surprise that really drew gamers in. When I heard that Firaxis, the developers behind the game, were bringing it back for this current generation, I was excited, and yet skeptical. I mean, how would they be able to convert such a classic for this day and age and yet not lose the essence that made the game so special back then?
Doubt always has a way of coming into play when an old franchise is brought back. Hell, I doubted Metal Gear Solid before its arrival. I need to stop doing that, because the modern day version of Pirates! is just as good as the old-school edition, and perhaps even better. Firaxis has gone back to work with the game, presenting an all-new interface that's breathtaking and also combining other things that make the pirate's life one that's worth living.
The game starts off by telling a little backstory on your character. There you are, a young lad sitting at the dinner table enjoying a meal with your family, when a strange villain called the Marquis comes barging in. He's insisting that a load of money is due to him, and immediately takes control of the family and their possessions. However, the young whelp escapes, and vows to get even with the Marquis and free his family from captivity. Ten years later, his plan begins to take shape, as he works on becoming a feared pirate and gaining power, control, and arms to battle his adversary.
The first cool aspect you'll notice about this game is how much in control you really are of your own destiny. Right off the bat, you'll select little things, like the way your flags and sails will be designed, as well as what your speciality may be. You may rely on wit and humor to make you a favorite with the ladies, or take on navigation as your speciality and become master of the seas. As for me, I decided to raise up my swordsmanship so I would become a better master of the blade, even if the game only has a few sword battles to go with it. The fact that such choices are available is a great idea, and could very well change some parts of the game's pacing.
Then you begin, and you can either follow a chosen path across the Caribbean in your quest to take down the Marquis, or stray your own way and begin completing side missions and other tasks to become a reputable menace of the seas. No matter which way you go, keep in mind that time is working against you, and you age during your quest. So make sure you don't dilly-dally too long or you'll find yourself too old to become a threat to the Marquis.
The game has numerous strategic things going for it, such as the way you must keep the morale of your shipmates up in order to avoid a mutiny or an all-out abandonment. Food and plunder should be spread around to avoid these fates, and they add some smarts to the game. If that's not enough, you've also got some excellent ship battles, where you must use your weaponry wisely and then board at the right time, all while avoiding sinking your own vessel down to the level of Davy Jones' locker. I'll go into more detail on these ship battles in a minute, and what I really enjoy about them.
The game also has a number of sub-events to complete, like being able to dance your way into the heart of some governors' daughters, or sword-fighting worthy opponents with your fine blade, or even being able to stop into ports and pick up new goods and other items to help your quest. You can upgrade your weapons and skills quite easily, even giving yourself a dancing edge. Trust me, they will come in handy- the information these daughters have will help you get that much closer to the Marquis.





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