Appletell review - Sid Meier’s Pirates
Genre: Action/Sim
Format: DVD
Developer: Firaxis
Mac Port: Robosoft Technologies
Mac Publisher: Feral Interactive
System Requirements: Mac OS X v10.4, 1.6GHz PowerPC, 512MB RAM, 64MB video card, 1.4GB free hard disk space
Review Computer: 2GHz 20” Intel Core Duo iMac, 1GB RAM, 256MB ATI Radeon X1600
Network Feature: No
Processor Compatibility: Universal
Price: $29.99
ESRB Rating: E
Availability: Out now
Official Website: www.2kgames.com/pirates/pirates/home.php
This review was a long time coming. I started preparing for this review 18 years ago when I first played Sid Meier’s Pirates on my Apple II GS. I also recall playing Pirates Gold on my LC II, but I didn’t like it as much. Can’t remember why, other than that it seemed the sea battles were relentless, and got in the way of the…
Oh, wait. I’m not reviewing Pirates Gold. I’m reviewing Sid Meier’s Pirates for Mac OS X. From Feral Interactive. In 2008. It’s all just so weird, especially considering I’d given up hope that the 2004 remake for the PC, Xbox 360 and PSP would ever come to the Mac. But then, Feral announced its Legends Series, with Sid Meier’s Pirates as the flagship game. Joy!

Come Friends Who Plough the Sea
Rather than try to explain what type of game Pirates is, it may be easier to just say that it’s not a first-person shooter, and it’s not a hidden puzzle game. It is pretty much everything else. Pirates combines action, adventure, turn-based strategy, resource management, people sims and rhythm games (yes, rhythm games) into one unit. Each element stands on its own, but they work together well.
The story is that your happy and apparently well-off family was about to sit down to a tasty meal, when the traditionally evil government-types barge in and send everyone away to prison. You escape, and grow up resorting to a life of piracy to get by. Throughout the game, the locations of various family members is revealed. Find them, and you’ll be rewarded with treasure tips and such. But, you don’t have to find your family. The beauty of Pirates is that the goal is simply to retire rich and married, and it’s completely up to you on how you get there. At the very beginning, you’re asked if you’d like to align yourself with the French, English, Spanish or Dutch. Once you decide, you’ll be told with whom your country is at war, so you’ll know whom to attack. The more enemy ships you plunder, the higher you’ll rank. National alignments change, though, so you may find yourself having to smooth out relations from time to time. Or, you can forgo any alignment and decide to live life as a true pirate, attacking everyone.
I Am A Pirate King
Attacking ships and towns yields money and goods. The money pays your crew, the goods can be sold for money. As you acquire more and bigger ships, you’ll need a larger crew, and keeping them fed and happy isn’t always easy. The unhappier they get, the harder it’ll be to keep them on and to hire new sailors, and it could even lead to mutiny. So, you attack the enemy. By sea, Pirates becomes an action/arcade game with you utilizing your best ship and wind direction to fire canon salvo into the hull of the enemy ship. Do enough damage, and the enemy will surrender. But, if you plan to add the ship to your fleet instead of sinking it, damaging it too much will lead to costly repairs. So, best to board it early and engage in a sword duel with the captain. Here, Pirates becomes a rhythm based game. Using the number pad, you dodge your enemy’s attack by hitting the appropriate button at the appropriate time (indicated by which attack he’s about to use), then use an attack of your own while he’s off balance. Score enough hits, and you win. Lose or take to long (your sailors are fighting all the while, and their numbers will be dropping), and you’ll find yourself walking the plank.

When invading towns, battles are fought in real-time strategy mode on grid-based land. You move a squad of pirates on the grid, then attack those you can reach. Do this for each of your squads, then the computer gets its turn. If you eliminate the enemy or send them screaming into the woods, the town is yours.

How Can I Live Without Her?
In said towns, friendly or otherwise, you can visit the tavern to get important gossip and recruit sailors, go the merchant to sell or buy supplies, get your ships repaired or enhanced, and talk to the governor. The visits to the governor are very important as they lead to promotions and, well, the ladies. Apparently governors’ daughters are all smitten by pirates, and they all love to dance. You’ll be doing a lot of dancing in this game, and it’s played just like a sword fight. Your partner indicates which direction you’re to turn, and you quickly hit the corresponding number key to move in that direction. Dance well, and you’ll get more juicy gossip and perhaps a wife out of it. Dance badly, and you’ll be laughed out of town.
You know, because pirates were always pretty big on dancing and marriage.

These elements come together in a great package that plays quite a bit differently from most sim style games. The goal isn’t to set up a thriving economy or character you can tinker with forever. Rather, because the end is always in sight (retirement, you know), the game is about making as much money as possible in the short period of time you’re given. Pirates can be played in one sitting, or you can stretch it out over a couple of weeks. Finish it, and you just start again with a different affiliation in a different time period.
Pumpin’ and Blowin’
Unfortunately, not everything is smooth, here. You spend a lot of time exploring (looking for people, buried treasures, specific ships, etc.), but there’s no handy map to help you along your way. You can pause the game to pull up an on-screen map, but it’s clunky and hard to read. The constant pausing gets in the way of game play, too. I’d rather a printed map be included, as with the old version. The note system is also a mess. At times, you’ll be given so many things to do that it’s easy to be overwhelmed. Key bits of dialog are saved to your journal, but there’s no way to separate your mission goals from random bits of gossip you may have picked up at a tavern. After trying for a week to make sense of the mission goals, I finally had to start writing them down on a piece of paper: ships with tremendous treasure, locations of key figures, which towns are paying the most for various goods, etc. It’s too much to manage without notes, and there’s simply no reason I should have to be writing them down myself.
The game looks attractive enough, but dated. Some nice water and cloud effects enhance the sailing portion, but it’s the ambient sound effects that really carry the game. The wind and the surf are almost relaxing, and the music reminds you that these are happy pirates. Fun pirates. In other words, the type of the pirates that never actually existed.

Happy Ending (version 1)
Robosoft again did the port for Feral, and they continue to be one of the best porting houses out there. The game ran very well on my iMac (of course, Pirates being nearly five years old, it had certainly better run well on my iMac) and is built to run even with GMA graphics cards with shared RAM. Good to know that if you’re forgoing the new MacBooks to keep FireWire, you can still play some good games.
Happy Ending (version 2)
Sid Meier’s Pirates does feel dated at this point, which is not surprising considering the core gameplay hasn’t changed much since the 1980s. Hard core sim players will be put off by its simplicity, while hard core action gamers will grow bored with all the sailing and dancing. But for all of us in the middle, Pirates is a fantastic blend of genres, requiring just enough strategy and skill to keep it challenging while providing just enough adventure to keep the game moving. Yes, it’s old, but there’s a reason a game like Pirates continues to be updated 20 years after its initial release; because it deserves to be.
Appletell Rating

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Genre: Action/Sim


Give me a happy ending, every time.
on October 23, 2008 at 05:43 AM - LINK