"A Yar Rated Good Time": The Pirate: Caribbean Hunt Review
The Pirate: Caribbean Hunt starts the player out with music wafting near the sails, the old pirate type music that seems like it is being played by someone named Jim, who may, in fact, have scurvy. It appears that he is strumming on an old rusty loot. You the gamer are a boat. Yes, that's right you're not a person but a wooded creature trying to tame the choppy seas.
Movement is very straightforward. To move yourself hit w to go forward. To move back hit S. Though this sometimes gets very confusing because S also hoists the sails? If S=P and S+P=9 solve for S. Yes, it is a ludicrous equation, but that is how it feels when trying to hit "S." Maybe s was never meant to do this. Have we bigger fish to fry as we have to sail to Maracaibo? Maracaibo sounds like something a Marlin would be called in the purest sense of the word fish. Though sailing to Maracaibo, you may encounter more lute-filled pirate music. And there seems to be nothing wrong while flying the Jolly Roger high above the masthead? Is that what it is called a masthead? Because honestly all the ship anatomy is highly confusing at times. Poop deck. Check. Masthead? Sure. Sails, ah that is the easy one. Onward to Maracaibo. Wait, on second thought it almost had the catchy sounding Italian Murcielago ring to it. To Maracaibo!
That reminds me if you're a ship you crave water. If you're a pirate ship, you crave choppy water. The visuals when moving the water physics are choppy in a good way, in a waterway. The water physics behave like real water and is worth a mention. There are palm trees! Yes, readers, there are islands. This makes for a varied environmental experience and adds to the beautiful surroundings. Back to Maracaibo.
“Maracaibo it stinks just as bad as yesterday, Cap'n," says a pirate. What is with the obsession of this Spanish island?
So on our mission, we must fix our ship. But then it gets awful as you the player will run into micro transactions. Our ship name is Lilith? Though, the whole point was to repair the ship. The game felt bland at times just going from one place to the next. But the next place was called Lucifer Island. And if that doesn't excite the gamer you surely haven't had those three spoonfuls of sugar in your cereal this morning. --Sometimes it is confusing where to go as there is not an indicator but three bowling lane arrows. With the arrows, the user interface seems a little odd. There are things so spread apart. It is hard to tell what everything does. The ship appears to move quite well when the sails are up. Though, at times if the gamer is not paying attention you will be blown off course. So in that sense, there is some realism.
The Pirate: Caribbean Hunt suffers from a willingness to understand some basic mechanics. It is not enough to have three arrows and one green arrow to tell you where to go. A better way to have directions would be solid arrow that shows the gamer an approximate distance. The UI could be cleaned up as well. Though, the game is pretty understanding what to do is difficult sometimes. There was one instance I was blown off course and ran into mines. I tried to hit the back sails to abruptly rotate in the green circle and was blown to Maracaibo. Also, some more variety regarding missions would be nice. As the missions do tend to get boring. But the musical score for being generic is still in the vein of Pirates, and it evokes the willingness to be a pirate. Home Net nailed that. The physics of the ship are neat because it accounts for wind direction and ketch. I am not sure what ketch is, but it is neat they locked in the physics. This game just does enough to be able to have a great and crazy pirate experience. From the visuals to the physics of the ship. It makes you want to be a ship and voyage off to forsaken lands or islands.