The animations are detailed and you’ll see your sails react to the wind as
you tack or come about, the wake kicked up by your ship, and even dolphins who
come to play in that wake. While sailing the seas you’ll encounter other ships
and as you approach you’ll see the flag of their nationality and the ship’s
class. This allows you to choose your engagements so that you engage a fat slow
merchantman under an enemy flag instead of mistakenly firing on an allied
warship.
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| Squaring off against another pirate. |
Should you choose to engage another ship – or be force into a skirmish – the
action switches into a zoomed in battle map. Here seamanship becomes critical as
you must master the wind to bring your guns on your enemy while denying him the
chance to do the same. It is possible to sink the enemy ship, but in most cases
you will want to avoid doing so as this will cost you a prize ship and its
valuable cargo. You’ll instead want to soften up your target a bit first,
reducing its crew and guns in the process, and then move to board the vessel. To
do so you just need to crash into the enemy ship and if you’re lucky they will
fly the white flag and the ship is yours to keep or scuttle. If you’re not so
lucky you’ll have to send your crew onto the deck of the enemy ship and fight
for your prize. The graphics and animation on the battle map are even more
impressive than on the Caribbean map. Cannonballs that miss their mark can be
seen sinking beneath the surface and those that strike send splinters of wood
flying. The decks are a hotbed of activity and you can watch the ships’ gun
ports open and close as the guns are readied for another salvo. Crewmen and
barrels of cargo will survive some of the blasts and waiting bobbing in the
waves for someone to pick them up. It’s all really quite an impressive sight.
Battles on deck are abstracted to a sword dual between you and the enemy
captain. You can select a rapier, long sword, or cutlass with which to fight,
each of which is a trade off to some degree between speed and defense. You have
three attack moves to choose from and a defensive move to counter each. As you
dual the enemy captain, the battle will rage around you and the course of this
fight will have an effect on your dual. If the battle is going badly, your
reactions will be slow and it will be tough to counter the enemy’s attacks, let
alone make strikes of your own. If all is going well, then the advantage will
begin to tip in your favor. The winner of the dual wins the other’s ship and if
you’re that winner you’ll have the choice of what cargo to claim and whether or
not you want to keep the enemy ship. In any case, once the fight is resolved you
are returned to the Caribbean map.
A similar mechanism is used when raiding cities. If you are coming from the
sea, you’ll need to exchange fire with the local fort and try to reach the town
in one piece. You’ll also have the option of putting to shore and attacking the
city by land. In either case, you’ll need to battle the garrison in a sword dual
with its commander just like in the case of ship battles. If you succeed you can
sack the town or even install a new governor from you nation. Imagine how
different things would be today if Havana had become a British city in the
1600s.
The cities in the game are for far more than sacking. As you sail the
Caribbean you’ll see the relative size of each city and be able to tell its
relative wealth from the condition of the flag that flies above the town. If
you’re looking to sell some booty, avoid the ragged-flagged cites. If you’re in
need of ship repairs, though, you know what they say about any port in a storm.
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