Položka blogu od Belle Littleton

autor Belle Littleton - piatok, 24 apríla 2026, 21:36
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Since players have to aim down sights to fire, this also means that the pace of combat is slowed right down, with players typically choosing to stand in place to fire a considered shot, much like you’d actually see in any hostile encounter in a pirate mo

Now the current occupation of creative team members in the company rely on one thing and one thing alone to sell their games: nostalgia. The current Rare as we know it relies heavily on gamer's nostalgia of IPs of gaming’s past. It's no coincidence that Rare Replay (an amazing collection of old Rare Games) was released during the same time Microsoft was announcing that Rare was going to be making more "Traditional" games again. Don’t be confused; even though Rare Replay was released on Xbox and marketed as Rare titles, these are in no way a reflection on the current company. The majority of the games seen in Rare Replay were done by employees that no longer exist at the company.

class=One caveat should be considered with this data dive. The assets pulled are not officially announced, and could, therefore, be cut content or take on a much different role in the final game, especially when a beta is usually never the same version of the game that's released when a game is launc

Interestingly, Rare didn't have anything else to say about how Sea of Thieves would be monetised after its launch next year. All Mayles could offer in that regard was a broad design philosophy that hints towards a content release plan similar to that of Destiny or other long-term investments like The Divisi

"We've done a lot of thinking around the business model...one thing I can tell you is it's not free-to-play. We didn't say anything last year and then some people made stuff up, y'know, 'it looks free to play!' But we can clear that up - we will not be free-to-pl

Of course, the abundance of open water does inevitably lend itself to islands to stop by and pillage -- hearkening, of course, to the more casual affairs of Wind Waker and the game does indeed share many similarities — obvious or otherwise, good and bad. But if anything, Sea of Thieves reminds me more so of Jalopy — a rather unexciting-yet-ironically-stimulating simulation of driving one’s car down a highway. And just like that game, there’s an uncanny loft of satisfaction to be had in the mundane and the repetitive. Particularly when you’re lucky enough to land yourself with a crew equally as focused as yourself...and not just there to troll or ruin the fun for everyone's sake, which sadly me and a friend got paired up with on our venturing for treasure. Disappointing as it is for some to play mutiny (albeit unintentionally) and ride your ship away from the island you’re stuck on, perhaps that’s just part of the general risk. After all, this is a game about pirates; just like the Souls games, the anarchy and unruliness of the real world bleed fittingly into the context of the premise.

Having to reload is another contributor to the pace, especially since guns are single shot and players can’t walk around with multiple musket balls already loaded. Instead they have to reload after each shot which potentially leaves them vulnerable to att

Rare was a legendary developer back in the golden age of gaming. When the beloved company was perfectly partnered with Nintendo, the partnership went as well together as peanut butter and jelly and through 1994-2001 everything was fine and dandy until game development cost began to gradually increase and Nintendo decided not to provide the company with more capital nor did they buy up the remaining stake that was leftover, forcing the company to search for a potential buyer to stay in the game. In the end we all know that Microsoft purchased the company for $375 million and from that day on Rare was a first-party developer for Microsoft.

It is extremely important for us that sword combat feels right for the Sea of Thieves world. We don’t want to use excessive UI elements, we want to maintain first person, and it needs work neatly alongside the numerous other game mechanics. It’s also critical for sword combat to work all kinds of emergent scenarios. it won’t always be 1v1, it might be 3v3 or 5v1,

What Redditor m4rx hauled in from their dive into the Sea of Thieves data was pretty interesting. While many of the assets have yet to be decrypted, it turns out some the elements found were also present in the Pirate Legend video released previously by Rare. But there's also quite a lot m

The beta for Sea of Thieves strategy|https://seaofthievesfans.com/ of Thieves happened recently, and to not many people's surprise, dataminers got a hold of the game's data. What perhaps was not expected is what they found hidden beneath the sea of c

We’ve also gone a step further compared to most other experiences that have aim down sights, in that the default position when carrying a gun around is not held in an aiming stance from the hip. Instead, guns that are not being actively aimed have their barrels pointing upwards or close to the player’s body. The reason for this is that players have to take a specific action to aim the gun (and be seen to aim the gun), which makes it much clearer to determine the intent of other players: if you see them aiming at you, you know they are trying to line up a shot. Conversely, if you come across another crew in the world who seems more friendly and their guns are raised, the situation can feel less hostile. Ordinarily, in a typical shooter, even with aim down sights, the gun is held outwards and from the hip and other players automatically look more dea