There are two things going for Pirates. Firstly, there was no major release game to go with the release of Dead Man’s Chest last year. This is because the developer was commissioned over a year before that movie made it to the cinemas, so has been working hard for two years on this game. Secondly, the game is being developed by Eurocom, a studio that is quite experienced with licensed titles, and which has also been behind some pretty good ones as well. As we found out in our interview with the game’s producer, the development team split very early on in the development process. Each group concentrated on one of two versions.
The first version that we were able to get our hands on was the Xbox 360 game. This version was specifically developed for the “next” generation, so you’ll only find it on Xbox 360 and PS3. Even though the game is entitled At World’s End, the game will cover the stories of both Dead Man’s Chest and At World’s End. The developers look like they aren’t strictly following the storyline, as there are a few portions and newly introduced characters that look to provide further insight into the world of Pirates of the Caribbean. Even though the actual happenings somewhat skip around the story, it seems that the core narrative will remain intact.
In comparison to the other versions of the game, the 360 and PS3 versions look to be more “realistic” takes on the PotC universe. In a way, it could be considered organic. That is, when walking into town for the first time, or when you’re walking through the prison fortress, it's not blatantly obvious what to do, where to go or what can be useful to you. Credit must go to the developers, because it seems that they've hit on a very good design in this respect; while the game does follows a relatively linear design, it looks to leave some room for exploration.
Combat will play a large part in the game; you do play a pirate, after all. The action revolves around the three central characters, Jack Sparrow, Will Turner and Elizabth Swan, and will take two forms. The first being your general hacking-and-slashing through hordes of enemies, and the second being one-on-one duels. Still, the developers have gone to some effort to try and make sure that the game doesn’t devolve into just another slasher.
There is some method to the madness, with players having to figure out which of the five enemies surrounding them is the best to attack with first. They need to figure out how to get around the “sub-boss”, as well as choosing an appropriate time to use items and throws. By getting the fight choreographer to help out, it shows an attempt to make the fighting more realistic. The one-on-one duels look to be the pinnacle of cinematic moments in the game, with intense battles that can swing in momentum on a whim. These played similarly to the duels from Sid Meier’s Pirates!, though we didn’t get too much hands-on time with them.
The game tried not to be all about one fight after another. As was mentioned in the interview, you live and die by your sword, literally. Your sword is a useful implement that can be used in a range of ways, from simulating handles to stopping you from plummeting to death to dipping in oil and lighting fuses. In a Prince of Persia-esque move, a lot of the environmental aspects, such as hanging ropes and non-apparent ledges are used to get around and explore - just don’t expect any wall-running or insane death-defying leaps. Finally, players will face a few puzzles along the way. For example, you'll have to think how to get past the flailing tentacles of the Krakken that Jack faces near the end of Dead Man’s Chest. You can't run in and blindly slice.
Throughout our entire play session, the game showcased a great deal of potential. However, there were a couple of nagging issues. The combat was good, but at times it felt a bit rigid, and there was no indication of you gaining any new moves or abilities later on. Whether it holds over the course of the game, this remains to be seen. Also, the game did leave the player with a slight lack of direction. In particular, we were left looking for the last of four wanted posters for some time, and no indication of how we could find it or where to look for it.
One area of the game that was shaping up very nicely was the visuals. Not only were the environments exquisitely designed, but the developers seem to have that Pirates look down to a tee. Walking through the town or the prison fortress, you could almost imagine it being in the movie. Furthermore, the Jack Sparrow model was superbly detailed. Standing still, his fingers each move individually and players can gawk at his characteristic swagger and individually beaded dreads. The next gen power has been put to very good use. While the game does not contain the voices of the big three, it does boast an orchestra budget similar to that of a movie, so we’re expecting some grand tunes.
Overall, Pirates of the Caribbean on Xbox 360 and PS3 has high potential to be one of the more endearing movie titles around. Going on what we’ve seen so far, it's not a matter of good, but how good the game will end up being. As long as the combat doesn’t become a chore, and players don’t get too lost, we look forward to setting sail with Captain Sparrow and his crew.

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