REVIEW | King of Seas (PS4)
King of Seas is an action role playing game set in a decidedly piratey world. The game involves you, the daughter (or son) of the king being taken in by pirates after being framed for killing your father. “Tis a standard set-up for a game and all the more that you need. What follows is a series of missions in order to get you some allies, solve the mystery and win the game.
The world is split into three factions, those being the pirates, the merchants and the navy. In this game, pirates are friendly, merchants are neutral, and the navy is hostile. Navigating around these three factions and between the many (many) islands took a good portion of my time in the game. As with my previously written reviews, I’ll line out what worked for me, what didn’t, and what improvements I would make if I could.
Graphically, the game is relatively simple. Think a zoomed out version of The Legend of Zelda: the Wind Waker. This plays to its strengths. You can also zoom in on the ship if you like, and see all the different details that have been put in. The character models may have you wondering how tight a corset can get (and how necessary they are on a pirate ship) but they wonderfully convey the kind of over-the-top world of the game.
The controls are simple but work flawlessly. Of the many, many…many ship battles that I lost, none of them could be attributed to the controls. You eventually gain access to 5 different ships with cannons and a huge number of special abilities that you can use to launch fireballs or summon a tornado. The customization is another strength of the game.
The side activities, trading and the like are pretty well thought out. Each port city has a marketplace, and each marketplace has products that can be bought for trade. Gold is the currency of the realm and you can make more by buying and selling across the world for a profit. This is how I bought my second ship. In the taverns of the various port cities you can pick up other side missions which usually involves finding a cartographer. This serves the dual purpose of making you some Gold and also revealing the map.
The procedurally generated world isn’t bad, but it’s only procedurally generated in the sense that islands are not in the same place across different play-throughs. The map, though effective enough, is boring to look at. In its attempt to look like an old map of the long ago, it foregoes the blues of the sea in order to paint the water brown. The islands themselves are color coded to represent the different factions, but even they are muted greens and blues.
Bringing up Wind Waker again, do you remember the fish that filled out your map? He is now played by a cartographer that somehow winds up all over the map. For a price ranging from 500 gold to over 2000 gold, he will fill in your map for you. Unfortunately, that is all he does, and it is the only way to discover what is in the world. There is no provision for discovering or uncovering any part of the map for yourself.
Death sends you back to the starting base. This doesn’t seem so bad, though that depends a great deal on where the procedural generation puts your base. Mine was in the bottom left of the map. So if I died, I respawned in a place that was often as far away as I could get from anything. Once you start taking over ports (about ¾ of the way through the game) then you get to respond at your nearest port, but by then I was dying far less.
Going back to the side mission stuff again, this serves as a dual good and bad. The missions are nice for the first few hours, and then they get rather repetitive. Once I had unlocked the entirety of the map, it was a lot less fun to find the cartographer again so that Cubby could apply to be an apprentice…again.
The controls are still great, but the ships you use are just a little too realistic in their handling (I know, weird critique). What I mean though is that it takes a really long time to build speed, slow down and turn. Enemies on the other hand, seem to have a rudder up on the handling of their ships. It was frustrating to be sunk again and again by a ship that should have had a harder time than I did in coming around.
More than anything else, if I could change one thing, it would be to add a mini-map. It breaks the games immersion if you have to pause the game every few minutes to find the island you’re looking for. I would even settle for a mark on the compass that indicated direction.
I would add fast travel. Even if it was simply back to base. With the wind, it still took about 10 minutes to sail home. This was with nothing in the way, no battles to fight or trading to do. Straight up sailing the map took 10 minutes. Against the wind it takes a good deal longer and the worlds is neither pretty enough nor interesting enough to warrant that kind of time.
Finally, I would include a manual with the download. It was incredibly frustrating as I was trying to outfit my ship to determine what the different aspects of the cannons were, or whether something was good or not. I could have better damage and longer range, but it would still be a red negative compared to what I had. Why? Because the rate of fire for what I was using was better. Thank you reddit for helping me learn how to play better.
This isn’t a bad game. There are the bones of a really enjoyable experience in there. Unfortunately, it is held back by a story that lacks any urgency and side missions that fall to repetition. If you enjoy being able to play a game that is relatively quiet, offers you a sandbox to find your own fun in, and boasting some well done (if mildly repetitive) piratey music, then Sea of Kings is probably up your alley. If you need a bit more direction in how to decipher things like health bars (there are three) or get frustrated by combat that seems somehow both slow and frantic at the same time, then it’s probably worth it to pick up the demo first.
As for me, I’m giving it a B+ for great controls, beautiful artwork, and some interesting mechanics.