Corsairs each have their best heavy weapons. Corsairs to each his own passage. Why there are no useful things in the treasure

Corsairs To each his own Weapon to the hero
You need to correctly calculate and select weapons for your character. So: weapons are divided into types, broadswords / axes, sabers / cleavers, rapiers / swords. The weapon has attack / balance parameters, 84.5 / 1.1, and weight 4.4. The character has an energy parameter. If the weapon is heavy, then you spend more energy on a strike, depending on the type of weapon, your level, the blows can be different in damage, the maximum damage is brought with a piercing weapon by secondary battery, broadswords / axes SKM, sabers LMB. The optimal weight for weapons, again, it all depends on the level of your hero, at level 20 2.5 - 2.9, the higher the level, the harder you can take weapons. If your character gets tired or gets a lot of injuries, you are also charged with penalty points, but it's easy to deal with this, rest in a tavern, a brothel, help a church. To carry out blows PKM, LKM, SCM. For weapon type broadswords / axes best type impact SCM, sabers / cleavers LKM, rapiers / swords PKM.
Corsairs To Each His Own Captive Captains
In order to hand them over to the authorities, go to the governor and hand over the prisoners to the authorities for ransom. But first of all, talk to the captains, maybe you will learn something new. It happens that they offer you a lot of interesting things, use all the dialog boxes.
Corsairs To each his own Artifacts, amulets, charms, talismans
In the game you can find a variety of artifacts. The simplest of them can be taken in a fight or accidentally "found" among other people's property. More rare ones can be found in the cabins of prized ships or in the pockets of story opponents. They can also be received in gratitude from the inhabitants of the Archipelago. Often, the most attractive amulets, while enhancing some traits or properties, at the same time have a negative impact, often of the opposite nature.
All artifacts are divided into three groups:
"Cursed" items: have a negative impact on the character, do not require equipment. The power of the spell imposed on them is so great that it is possible to get rid of the effect of the curse only together with the object, by throwing it away or placing it in the locker.
Amulets: artifacts that have an unlimited period are equipped in a separate slot (top left in the character map). These are the rarest and most valuable magical items. You cannot make them yourself.
Amulets: artifacts, of which there are many in the Archipelago, are equipped in specially designated slots. You can even buy them in any settlement. Locals, indigenous people or itinerant monks will gladly sell simple crafts.
With due luck and ingenuity, you can get hold of an alchemical kit that allows the hero to make all sorts of items, talismans and potions himself. You will also need:
recipe;
components (consumables);
tools (required for the manufacturing process).
If you can get hold of and study the recipe, the lists of ingredients and tools will become known.
And, of course, all this becomes available only if the protagonist has the "Alchemy" ability.
There are three conventional types of magic in the game:
church (Catholics, Protestants),
native (Indians, Negroes),
household / marine (superstitions of sailors and ordinary people).
Each type of magic is indicated by a stone in the icon in the upper left corner of the artifact icon: turquoise (blue) - church; jade (green) - native, coral (red) - household.
The stones are designed to guide the player in who to sell and from whom to buy the desired artifact (the merchant of "his" specialty will pay more when buying, but will ask for less).
Monks sell Christian artifacts. They give the maximum price for "turquoise" artifacts, half for "coral", and for "jade" - a penny (they buy to destroy the anathema).
Native handicrafts are sold by peaceful (without war paint) aborigines: they will buy "jade" amulets at the best price, half will appreciate "coral" and "turquoise" amulets for next to nothing (to mock at their leisure).
Household amulets, familiar to most of the colonists, are sold by ordinary merchants. They will buy "coral" products for the maximum price, while the church ones can take them for half the price, in order to resell them to the monks. Perhaps the laity will not get involved with the natives at all (mind you, me!).
Despite their origin, artifacts can work together, or they can be antagonistic.
Attacking and protecting magic amulets are incompatible. Auxiliary magic is neutral, and therefore compatible with any of the previous groups.
The functional orientation of the amulet is indicated by a rosette under the stone:
claw necklace: attacking effect;
sun with rays: protective effect;
celtic circle: subsidiary.
As a rule, "auxiliary" amulets neutralize the concomitant negative effect of the main amulet.
In addition to the amulets of the three main groups that can be sold and bought on the streets of cities, there is a fourth display group designed for rare artifacts: talismans, amulets, rare ammunition or equipment. The symbolic stone is lapis lazuli (i.e. blue with gold veins).
The rosette under the stone in the corner of the icon corresponds to the main function, similar to ordinary amulets.
In addition to the symbols listed above, you may come across several more:
black morion in a bone socket means the danger posed by an unactivated object;
white pearls in a bone rosette means that the item has useful non-magical properties, but you will have to pay something for its use (such an item carries bonuses and a penalty at the same time, for example, Rum or Wine);
yellow amber in the Kolovrat frame means that the object carries information that can be recorded either in the Documents or in the Cartographic Atlas;
a golden star rune on a dark background means that the item is a tool with which you can create new items and that does not disappear after the first use, i.e. is not a component.
Your team members - officers and companions - will not make independent decisions about artifacts, relying entirely on the player's choice.
Corsairs To Each His Own Global Achievements


Baptism of fire. First victory in a naval battle

Scarred Take damage over 10,000 in total

Alchemist. Craft over 200 potions and items

Guest. Spend the night in a tavern 50 times

Home sweet home. Take ownership of the house

The wind of change. Successfully complete the Dutch Gambit story quest in cooperation with GVIK

Jedi. Reach maximum reputation
Fleet commander. Collect the maximum squadron
Admiral. Develop the "Navigation" skill to 100%
Dealer. Earn trading / reselling products 10,000,000 pesos

In the service of the Empire

Negociant. Develop the "Trade" skill up to 100%

Researcher. Explore 50 dungeons, caves, grottoes and workings

Swordsman. Develop the skill "Rapiers and Epees" to 100%

The usurer. Open deposits with moneylenders for a total of 5,000,000 pesos

The darling of fate. Develop the "Luck" skill to 100%

Dragoon. Raise the skill "Broadswords and Axes" to 100%

Hussar. Develop the skill "Sabers and Cleavers" to 100%

Miser. Make a capital of 10,000,000 pesos

Painful. Reduce the "Health" indicator to the lowest possible

Living legend. Reach Rank 40

Sith. Reach minimum reputation

Death to enemies. Destroy 500 troops

Knowing no fear

Murderer. Lose dead in battles 9999 sailors in the crew of the protagonist's ship

Toughie. Develop the skill "Protection" to 100%

Exorcist. Destroy 100 Scum
Red Book. Destroy 35 Crabs
Sniper. Destroy 500 enemies with firearms
Slaver. Sell ​​5000 slaves

Diligent

The topic of piracy has become quite popular. Its dissemination was facilitated by the appearance of such paintings and works as "Pirates of the Caribbean" and "Treasure Island". The modern video game industry has spawned a fair number of products based on this topic. Among them are:

  • Assassin's creed IV: Black Flag;
  • not yet released Skull
  • fairly new Sea of ​​Thieves;
  • Raven's Cry;
  • Tortuga: Pirates of the New World;
  • Pirates of the Caribbean: Armada of the Damned, which never came out, but managed to show itself;
  • Lego series of games: Pirates of the Caribbean;
  • various games on the films "Pirates of the Caribbean";
  • the Sea Dogs series of games.

Of course, FarCry-3 can also be included here. But it already demonstrates the modern face of piracy. Or rather, what is left of him. And in this article we will talk about the representative of the games of the Sea dogs series. More precisely, an overview of the game "Corsairs-3: To Each His Own" will be presented below.

About the game itself

The product was released on December 7, 2012. In Russia, he met under the name "Corsairs: To Each His Own". And abroad it was called Sea dogs: To each his own... The developer is BlackMark Studio. The publisher is Akella. A game was created based on the Storm 2.8-2.9 game engine. From a further review of the game "Corsairs: To Each His Own" it will become clear why this is not the most the best choice to create a game product.

The problem is that, due to the old system, a lot of things are not working properly. And it's not just the outdated 2012 schedule. For example, the market in the city is cleaned at night, which is a definite plus. But in the morning he will not appear until you leave the location.

The voice acting also suffered. A striking example is getting out of prison. You go to the guard to open the door. Dialogue starts. The caption reads "You can be free." And at this time you hear: "Well, don't bother!". Or a conversation with a friend who talks about the area. When discussing any topic with you, he often yells: "Do you need something? If not, leave!" And all this despite the fact that he came up to you himself. By the way, due to the outdated graphics "Corsairs" are absolutely not demanding.

For now, it's important to note another detail - the publisher's greed. The point is that the game was not conceived as a full-fledged product. It was developed as an unofficial addition to the full-fledged "Corsairs-3: City lost ships"and is based on its mechanics. Nevertheless, the publisher decided to transfer the addon into a commercial product. And, starting the review of" Corsairs: To Each His Own ", one cannot fail to notice how badly this decision affected the product. But first, a few words about the plot.

History

It is quite banal, but at the same time it is one of the best parts of the whole game, unlike some others. It is worth noting that three characters were planned here, each with its own storyline... The first we will discuss in "Corsairs: To Each His Own" Character 1. Photos and an overview are presented below.

So, you have to get used to the role of an aristocratic native of France Charles de Maure. Its features are quite banal and are often found in plots (the same Infamous: Second son). He is an artist who loves to wander through various exhibitions and ladies, instructing their husbands with horns, in general - a good-for-nothing son, unlike his brother Michel de Monpe, a member of the Order of the Knights of Malta and (SPOILER!) That still deceiver. But not the point.

Charles appears in the Caribbean at the call of his brother, who failed a covert operation and is now in prison with the same knights. Michel tells the hero that the family owes the governor-general of the island of Saint-Pierre all the money spent on the business. And this is no less than 1 million pesos.

And now you - the "shame of the family" - have to pull out her "pride". This is what the Corsairs: To Each Their Own Character Brief refers to. However, not all so simple. To get started, you need a ship, which must be redeemed in three days. Its cost makes the task a little easier - 22,000 pesos, 5,000 of which have already been paid as collateral. However, another 17,000 pesos still need to be found. And here you have to run around, figuring out who and how you can help.

It is worth making one little hint to help you complete the task without haste. As soon as your brother informs you that he has a ship, start collecting money. And only after that follow the ship. By the way, these 17 thousand will need at least 15 more. After all, the recruitment of the team will cost 8,000 (in the tavern you will be offered to hire 40 sailors written off ashore), and those, in turn, will not go on board until the necessary supplies appear there ...

But let's not spoil the plot and just move on to an overview of the passage of "Corsairs: To Each His Own". Or rather, to the analysis of the features of the gameplay, important details, elements and, of course. flaws.

What's new?

As new elements, we can note:

  • Alchemy. You now have the opportunity to independently create various useful personal belongings. Among them: talismans, potions, cartridges and others.
  • Changing the characteristics of a weapon of the same type. Now the same item can differ in weight, length and curvature. Differences are also observed in such elements as the weight of the handle and the sharpness of the blade. At the same time, the appearance remains unchanged. It should be noted that now the principle "I use what the attack is no longer for" does not work. Weapons must be selected depending on preferences and situations.

  • In the review "Corsairs: To Each His Own", the changes in the mechanics of fencing should be noted. Permanent blocking is not as effective as it used to be. Your defense can be pierced with both chopping and piercing blows. Therefore, it is necessary to use dodges, parries and feints in order to successfully end the battle. Although, who are we trying to fool? Already in one of the first missions it is necessary to fight the cannibals in the cave. It is enough just to stand in the aisle and lay enemies one by one using chopping blows. The fencing system may have been improved, but the intelligence level of the NPC has remained in the same place.
  • However, there is a really important thing that should definitely be mentioned when reviewing Corsairs: To Each His Own. This is the ship's control system. In other words, spam on the island until the right wind blows. The problem is that not only wind speed and direction are now controlled, but also the fullness of the sails. Moreover, their structure plays an extremely important role.

I would also like to give in the review "Corsairs: To Each His Own" description of one important situation. Oblique or straight sails now work differently. All the trouble from this system can be experienced the first time you go to sea - on a mission about smugglers. Your task is to swim from 7 pm to 5 am to the beach in the north of the island, disembark there and, returning to the ship, cross over to the smugglers' ship. However, the very first experience of the author showed that the system is merciless. It would seem that from 19.00 to 5.00 the carriage time. But no.

With a wind of 13 knots, the sails were filled only by 0.3, due to which the ship practically did not move. As a result, the author sailed to the island just at 5 am, watching on the horizon the same "Ghost" (the name of the vessel in question), to which it was necessary to moor to the sound of a diary entry about the failed mission. It is worth noting that if you catch the right direction, you can swim to the point by 3 a.m. At the same time, without teleporting to the pirate bay and sailing for an hour from it. And since we are talking about the sea, then it is worth moving on to an overview of the types of ships in "Corsairs: To Each His Own".

Varieties of water transport in the game

The first thing to note is the classes. There are six of them, and each includes several types of means of transportation by sea. However, what do these classes mean? Before proceeding with the review of the ships "Corsairs: To Each His Own", it is necessary to understand this. So the class of the ship is its acceptability to work in conjunction with your level of navigation. Each will be listed below:

  • for the 6th grade, 1 level is enough;
  • Grade 5 - 25;
  • Grade 4 requires 40;
  • Grade 3 - 65;
  • Grade 2 - 80;
  • and to operate a first class ship, you need to have level 95 navigation.

We continue our review of "Corsairs: To Each His Own" and will tell you in detail about each of them.

Class 1. Meet such ships are difficult enough. They are also not sold at the shipyard. This includes:

Class 2. Ships are also quite rare and not commercially available. Among them:

  • The merchant ship "Navio". It has a fairly powerful hull and a spacious hold. The sailing set is also quite well arranged. On board such a vessel, about 30 large guns are installed, capable of providing protection against pirate attacks.
  • A merchant ship of the East India Company. Performs long voyages with a guarded escort. Some varieties may have many guns and a large enough hull to sail on their own.
  • Heavy galleon. A military vessel that is used to guard caravans, as well as to transport various valuable goods. Slow enough, but well armed and fortified.
  • Frigate. Fast, well armed. It is used for long-range reconnaissance and capture of enemy merchant ships. It can also take part in hostilities with other ships.
  • Heavy frigate. Used to guard convoys. Also fast and well armed.

Class 3. Here includes simple medium-sized vessels. Among them:

  • Caravel. It has a rather outdated design. Has a good range of weapons, but not fast enough to be used in combat.
  • Pinnace. Common among merchants. A sufficiently large and sturdy hull allows you to make long voyages and carry a large amount of cargo.
  • Karakka. A fairly slow ship, equipped with superstructures like towers. The only advantage is the large hold and sturdy hull.
  • Galleon. A battleship that appeared at the beginning of the 16th century. The basis was the karakka. At the moment (the period of the game is 1645) it continues to be used in hostilities.
  • Corvette. A vessel for reconnaissance and cruising operations. Also applicable for messenger service. Develops high speed and can maneuver extremely well under enemy fire.
  • Xebec. A ship with a narrow hull and oblique sails. Can reach high speeds (except for a tailwind). Popular with corsairs.
  • Half acre. It is somewhat similar to the previous one, but has a different sailing set. There are straight sails on the mainmast. But because of this, maneuverability falls.

Class 4. Submitted by following models:

  • Trading schooner. A ship with good speed, spacious hold and shallow draft. Popular with novice traders.
  • Military schooner. Fast, well armed and capable of maneuvering in battle. Can be used for military purposes.
  • Barquentine. A simplified version of a merchant vessel with a mixed sailing system for low-experienced crews.
  • Brigantine. Legendary fast and maneuverable vessel. Popular with pirates and adventurers.
  • Brig. It is actively used in the navy for reconnaissance. Fast and agile.
  • Shnyava. Like the brigantine, it is the basis for the creation of a brig, which is practically not inferior in all respects. Popular with traders and smugglers.
  • Flute ship. Excellent merchant ship (in its class). Nevertheless, it has a modest set of weapons for the sake of spaciousness.

Class 5. Here includes:

  • Barque. The ideal vessel for long voyages. Has a large hold and good weapons. Nevertheless, the structural features of the hull do not allow high speeds.
  • Sloop. Has the ability to develop high speeds and maneuver. There is a fairly powerful set of weapons on board. It is actively used when patrolling.
  • Lugger. Fast ship of small dimensions. Popular with smugglers.
  • Courier lugger. It has a solid body, strong weaponry and is capable of high speed. Used for messenger service.

Class 6. Includes:

  • Tartan. Used for fishing. An armed vessel is used to patrol the coast.
  • Barkas. A small boat for traveling between the islands.

Varieties of weapons

Now it's worth talking about what the player needs to protect himself on land. Weapons are divided into two types: cold and firearms. The rarest of them, as well as the frequency of being in the game, will be discussed later.

Steel arms

Among the rare ones stand out:

  • Saxon sword Saxenfeder - when completing the Dutch Gambit quest;
  • saber Wrath of the Prophet - found during the quest " Pirate saga";
  • Smallsword Shortened Sword - from Chad Capper's body during the Dutch Gambit mission;
  • Mariner's Naval Rapier - Rare, can be found in treasures and chests;
  • Morgan's flamberg sword - in the Shadows of the Past quest;
  • rapier Brett - from the body of Mary Casper and in the hoards;
  • Pappenheimer's cavalry sword - Thibault's body, Brother Jackman's body, treasures, characters from quests;
  • dagger Claw of the leader - a gift from Fadey;
  • one-handed spear of Naab-Te - from the bodies of the Itza Indians;
  • dueling foil Asoleda - prize for finishing first in the Sailing Regatta;
  • officer's klewang - the last lesson and the Dutch Gambit quest (for the English privateer);
  • sea ​​saber - treasures and quests;
  • saber Madonna - treasures, lighthouse keepers;
  • Scimitar blade - chests for ships of 1-3 classes;
  • storta - quest " Ancient city Maya "(not always);
  • tlakomakan - similar to the butt of a musket, from the bodies of the Indians;
  • katana - captain's chest in the quest "Kaleuche";
  • ax - treasure, Captain Van Berg, Crab Island.

Firearms

  • Double-shot pistol - quest "Kaleuche".
  • Blanderboos - Can be obtained for the "Turtle Soup" quest.
  • Arquebus - treasures, chests of captains on quests, from the bodies of musketeers.
  • Wicked Musket - Treasures, Chest in Puebla's Cabin and on the Santa Lucia Galleon.
  • Naval carbine - Dutch Gambit quest.
  • Tower blunderbuss - quest "Hunt for a shark".
  • Screw fitting - quest "Hunt for a shark".
  • Hunting fitting - quest "In Search of the Guardian of Truth".
  • Sclopetta - The Return of the Baron quest, the bodies of the Musketeers.
  • Colt revolver - exchange with the shaman Miskito for a shaman tambourine.

In the review of the game, it is also worth mentioning one interesting quest. Therefore, below will be given short review"Sailing regatta" in Corsairs 3: To each his own ".

Regatta

The essence of the quest is that you need to go through the path from several islands on a lugger-type ship. Port Royal is declared the starting and ending point.

The race passes through the following points:

  • Port Royal;
  • Belize;
  • Port-au-Prince;
  • St. John's;
  • Bridgetown;
  • Port Royal.

At each point, you must check in at the port office. There will also be different mini-quests in each city. Besides the main prize, 250,000 pesos can be won. There is an opportunity to bet on the winner.

Awards

First place:

  • blade "Asoleda";
  • Milanese carapace;
  • compass.

Second place:

  • blade "Madonna";
  • sclopetta;
  • compass.

Third place:

  • blade "Saxenfeder";
  • brigant;
  • compass.

Outcomes

So, you were presented with an overview of the characteristics of the game "Corsairs: To Each His Own". We hope that after reading it you will not have any problems with the passage. Have a good game!

The company has been publishing games for several years pirate theme, and are their latest (for now) product. I'll make a reservation right away that the veterans of the series will not find anything new for themselves, except for alchemy, a couple of additional ships and a fresher plot. Beginners will discover a whole unknown world full of exciting adventures.

The game is developed by the studio. At first it was positioned as an add-on to, but nevertheless it became a separate product. Unlike previous games in the series, in the new Corsairs, we will not be given the opportunity to choose a nation and a character name, although it was originally planned. Characteristics (the game uses the PIRATES system) can no longer be selected independently. True, we are still given several prepared options for the distribution of points to choose from, which will still allow us to create a character with a trade or military bias.

The adventure begins
After creating the character, we will be told the background story, and after a short dialogue, we will find ourselves in Martinique practically penniless. At this point, it will become clear to everyone that Corsairs are by no means a casual game. Yes, there is training here, which says where what is, what you can find out from whom, where to find a job, etc., but all the same, you will have to figure out a lot yourself (in extreme cases, you can look for a solution to this or that problem on forum). True, there is a detailed manual in the game directory, which will not be very easy for a beginner to master either.

Suppose you have already completed the initial quests in Martinique, sailed to Guadeloupe and back ... From the moment your brother, sitting behind bars, gives the task to collect a million pesos, a real freeplay begins, that is, you can do whatever you want: rob , trade, capture ships ... By the way, about ships: there are a lot of them in the game, however, in order to control a large ship, you will need to swing your skills well or hire a navigator, since if the main character's "Navigation" skill is less than what is required, then he has absolutely all skills will decrease, which will greatly complicate the further game.

Lugger Lugger strife
All ships have characteristics showing hull strength, maximum crew size, hold capacity, maximum speed and maneuverability, etc., and they are generated randomly, so that of two absolutely identical appearance ships, you can still choose the best one. As I said earlier, there is a wide variety of ships in the game, that is, you can (and should) find something to your liking. One, small and fast, will prove to be an excellent solution for attacking small convoys, while the other, powerful and heavy, is great for attacking a fort or even the Spanish Golden Fleet (although this will require a good squadron of powerful ships).

The ship's speed depends on the integrity of the sails and the wind. Unlike the previous parts, in highest speed is achieved not directly downwind, but at a certain angle to it, which adds realism to the game.

Travel between the islands takes place on the global map. It is here that you can find some kind of unprotected trade caravan or run into pirates, who are often not a problem to sail away from them on a globalka, since usually the player's speed downwind is much higher than that of others. But sometimes Gentlemen of Fortune can also meet, who can turn out to be even faster, especially if the player has a squadron.

Gentlemen, unlike others, are much more difficult to cope with. Firstly, they chase the player for a very long time, and secondly, that cheating method does not work with them, when the player, being at a distance of more than 1000 meters from the enemy, goes to the tactical map and returns to the global one (usually ships simply disappear). Realism, again. True, not complete.

But in the sea you can find not only ships, but also the places of recent battles, which on the global map look like a barrel floating on the waves. Having left in this place on the tactical map, the player can pick up the cargo that has not yet drowned.

Combat: on land and at sea
The life of our character in any scenario of development will take place in wanderings and battles both on land and at sea. Let's start with the sea part. I note right away that all game process(except for manual aiming in a naval battle) takes place in real time from a third person.

We are free to maneuver and shoot whenever we want and wherever we want, and we have 4 types of ammunition: cannonballs, bombs, buckshot and knipples. Fire is fired from cannons or coolevrin, their number and maximum caliber depend on the type of ship. The cannons do a lot of damage and reload quickly, the coolers hit further, but the damage from them, of course, is less, and the reloading takes a little longer. That is, here again, everyone is free to customize everything for themselves and their tactics. The hitting accuracy and reloading speed depend on the skills of the captain and the training of the crew, therefore, a team that has already been in battles should be protected, since the salagi raise / lower the sails for a long time, shoot crookedly, and also fight badly during boarding. I don't know if this should be attributed to pluses or minuses, but now the quality of the sailors in the tavern is strongly tied to the nation: the British have good sailors, the French have gunners, the Spaniards have boardmen. Only the pirates have remained the same: even if their morality is not so hot, they are most often real professionals in all three areas.

Well: you exchanged volleys with the enemy and went on boarding (do you want to get his cargo or even a whole ship?). We now turn to "ground" combat. I must say right away that I always liked fighting. The character knows how to deliver four types of blows, make a feint, parry and put a block. It would seem, what is the difference between the last three? The block gives the character the opportunity to repulse almost all the blows of the enemy, except for the penetrating one, parrying is harder to perform, but repels all the blows and forces the opponent to spend more energy, and the feint, in addition to the functions of parrying, gives the enemy additional damage. All this variety fits on four buttons: three for main hits, and the fourth is a switch between a hit or additional. function. And it is in this fourth button that there is a small problem: it is not always possible to perform, for example, a feint instead of a blow, which in the worst case can lead to death .. But in general, everything is designed very well.

There are three classes of weapons in the game: light (rapiers), medium (sabers) and heavy (broadswords, axes). Moreover, the damage and energy losses depend just on the type: the rapier is great for lunges, axes are for piercing strikes, and sabers are a universal weapon. But the damage when inflicting various blows also depends on the character's skills, the characteristics of the weapon "Damage / balance", as well as on its length and curvature. Moreover, weapon stats are generated as randomly as ship stats, so the best blade for a particular character is revealed in battles.

But in addition to edged weapons, there is also a firearm. Here, the game also took a step forward: in addition to pistols, various muskets and grape-shots appeared. In addition, weapons now need not only bullets, but also gunpowder, although pistols are best loaded with homemade cartridges - they weigh less (the character has a maximum carryable weight) and reload faster.

But what if you were seriously injured in battle? To save you, you can drink various potions that you can brew yourself, find in chests or buy from merchants. It's also good to have a few antidotes with you - what if you get hit with a poisoned blade?

Mystic…
Yes, by the way, about poisoned blades ... Most often, a weapon that has a poisonous effect is considered a spell. Anyway, here, as in other Corsairs, there are many mystical things. Take amulets, for example. Here, almost every amulet has both useful and harmful properties, moreover, it "works" only for a certain period. In the previous parts, such things gave mostly bonuses, were endless and lay in every other chest. Now the frequency of finding them has greatly decreased. However, no one bothers to order the necessary little thing from the lighthouse keepers for an exorbitant price.

Well, according to tradition, in the new Corsairs there is a mystical ship about black sails, filled with undead, to take possession of which you will need to go through many sorrows and hardships. True, this time the developers for some reason took out this feature gameplay in a separate DLC (apparently, they decided to join the general fashion).

We count the profits
The line has always been positioned as giving an opportunity to make money not only by engaging in piracy, but also by using completely legal methods, one of which is fair trade (there are also other methods such as escorting a merchant or transporting cargo, but we are not talking about them now). The goods of each colony are divided into 4 (previously there were three) types: contraband (bought by the player at exorbitant prices, can only be sold to smugglers), export (cheap prices for both sale and purchase), imported (expensive) and those that the colony collects for export to Europe (even more expensive than imported ones). Moreover, prices change all the time, which is why it is useful to ask other captains more often for the latest reports.

This is how the trade in large goods is positioned. But personally, I almost never used this, since it is simply impossible to honestly trade at the initial levels. Due to the low "Treasury" skill, the character will still buy high and sell low. And then ... Why buy an expensive flute and try to trade, if you can take a brigantine and grab some flutes along with goods on it, and then sell it? Therefore, there is no special sense in this export / import, especially considering that by that time the player will no longer be particularly worried about the difference of 2-3 thousand from the received cargo.

The situation is quite different with the trade in small things. Traders used to have a little bit of everything. Now they are separated by prices and the list of offered goods. That is, you can buy a saber or sell it at a higher price only from a gunsmith, and it is better to shake off gold and diamonds to a usurer, from whom, by the way, you can take a loan or leave money for storage. On the one hand, everything has become somehow more orderly, but on the other ... Now it is much harder to find some exclusive item.

Game decoration
To summarize, let's talk about graphics. Yes, it has remained the same around 2005, although you can still see that some cosmetic improvements have been made. Firstly, new high-poly character models were added, ships were improved externally, whales were added to the marine environment, and loading screens were "made up". But in general, there were no significant changes .. The sound design did not change at all, but it did not need to be changed, believe me, since all the sounds are made very realistically.

Conclusion
The game is perfect for lovers of everything related to pirates and sailing ships, because the atmosphere of piracy or privateering, its more legal form, is perfectly conveyed. Yes, the graphics in the game are not up to par, but it's not that important, right?

Hello everyone, you are on the fantasy and science fiction blog! Sometimes there are issues here that are not related to science fiction, but this is not the case. In these "Corsairs" there is enough devilry. In all senses.

The game turned out to be made on the engine of the previous corsairs, that is, the same bearded year. Even then, they squeezed out of him everything that his senile powers are capable of, so the picture cannot boast of anything new. Perhaps some screensavers, character models and icons were redrawn. A couple more videos were added.

However, I am comfortable enough to play this way.

So the game. We do not have a choice of character, you can play only one - a Frenchman named Charles de Maure. Next, we select the parameters, focusing on fencing, handling heavy weapons, pistols and muskets, or trade and public speaking. In my opinion, it is better to choose one of the first two options. I settled on rapiers and swords.

Attention! Never set the difficulty higher than Level 2! All but the most avid nerds, play on Minimum Difficulty. Masochists who are confident in their God-chosenness can choose the second difficulty. In different versions of the game, this is either the Boatswain, or the Brave PrivyTir.

The game is insanely difficult, and if you felt confident on the "Captain" difficulty in the "City of Lost Ships", then set the difficulty here to minimum and set all possible perks in the menu next to it.

If you played on the "Admiral", and you were more or less tolerant, then you can risk setting the second difficulty.

When choosing more high level difficulty, you will quit the game after a few hours, cursing the developers and the whole White light. I'm serious.

No, you will curse and yell in any case, even on minimal difficulty, but then at least there will be a chance that you will not quit the game, but will go to the Internet for tips and manuals.

Important! This game must be played exclusively with a detailed manual! This is due not only to the prohibitive complexity of the game, but also to bugs - not knowing at what point the catch is, you will not have a chance to avoid a fatal bug. I will give a link to one of these at the end of the article.

Okay, difficulty is selected, everything is set, let's go!

I did this: Z - shot, Q - active key of action, C - power strike and parry (instead of a wheel). It's pretty convenient to play this way.

First impressions

They are great. We are introduced to the game in detail, led a little by the handle, talking about buildings and game possibilities. It seems that the game is also designed for new players who are unfamiliar with the previous parts of the franchise. Don't fall for this impression!

The first difficulty - over the past time, I have quite forgotten the controls in battle, but here no one is in a hurry to explain which keys to press. Therefore, in order to understand the types of strikes, feints and parries, go either to YouTube or to thematic sites. For those familiar with the early parts, I will briefly explain the innovations:

1) A new parameter for melee weapons is balance. It is very important, and is closely related to two factors: the type of weapon (rapiers, sabers or broadswords), weight, type of blow.

For a rapier, 0.0 is the ideal balance. In this case, lunges (by default, right mouse button) inflict maximum damage. Chopping and power strikes are not for light weapons.

Sabers perform well with a balance closer to 1.0. They can both chop and stab, and carry out power strikes. The problem is that the saber does not do any of this perfectly. In Corsairs: City of the Lost Ships, the saber was my most convenient weapon. Here they are kind of stupid. I do not advise.

Broadswords and axes. The balance is closer to 2.0. Chopping and power strikes. It hurts, but consumes a huge amount of stamina.

It was not possible to find out how weight affects damage. Most likely, the same as balance - the more weight, the stronger the damage of the slashing weapon. In this case, it is best to choose rapiers as light as possible.

2) Pistols can now explode when fired. It happened to me with Stroyev and Duel pistols. Repeaters, muskets and shotguns did not explode.

3) New types of charges: in addition to bullets, there are shot, harpoons and nails. There is also a hand mortar with grenades.

New is good, but there is a big but. The shot hits only one target, thereby completely devaluing itself. I have a Gunshot shot shot at the crowd (although if you believe thematic forums, this should not be), but the damage there is ridiculous.

Removed the "berserk" skill, which is white in the previous part. On the one hand, that's right - the thing was absolutely cheating, turning any duel into nonsense, but I somehow got used to it. Yes, and the local quest duels with her would not have torn one place so much.

First quests

The first serious problems you will have in Guadeloupe is when you need to go to Fadeus.

Important! Yes, these problems will be the first only if you play by manual. Otherwise, you will be stuck in Martinique. Play only by manual!

I still don't understand how Fadey's quests work. If you take them in the wrong order, then you will easily break some scripts, and he will not give you the order that your brother was talking about.

If you have the patience to cope with all this, then you have to choose a side - the quest "The Dutch Gambit".

I passed for the Dutch - there are tricky restrictions on the level, reputation and skills. The Dutch are unpretentious to this.

To play for England, you must be: positive reputation, level below a certain value (it looks like it differs in different versions, I had less than 12).

Secret organization: negative reputation, pumped all weapons to a certain level (about 30+).

Difficulties await you here. Time-limited missions, mind-boggling duels, and more. But if you played the previous parts, then you can master it all.

And I'll go in the cherry on top.

Quests that break the player

This joy is called "The Pirate Saga". This is a global, mandatory and interesting storyline quest. Made by consummate sadists.

The first difficulty - you will need to save one girl - Rumba, aka Helen - in 16 calendar days. This will be at the very beginning of the quest line. And if you fail this salvation, then fill up the whole line.

The first difficulty is that there is not a word about deadlines in the task log.

The second difficulty is that even with a fair wind, you will not have time to swim to Antigua in time. No way.

What to do? Go out to the battle map, and sail along it, periodically going out to the global map to check the direction.

How do you like this game design?

There are still many complications in the "Pirate Saga", but I will turn to the next extravaganza of absurdity:

Two naval battles in a row. First, you have to cope with a corvette and a frigate on a polacre (a ship of the 3rd class). And then, on the same polacre, board a heavy frigate. And it's just hard, even on the second difficulty.

Then you can still break the scripts to hell in many places, if you go through the quests in the wrong order, and much more fun.

Impressions

Because of the really interesting storyline, I can't dare to call the game bad. I got a huge amount of pleasure from her. Yes, it was a somewhat perverse pleasure, especially until I thought of digging into the manual, but still.

Large, variable and interesting storyline. This is great, and for that the developers have a lot of respect.

A good partner is Mary Casper. But if you do not play according to the manual, in life you will not guess what to do to make her join your team. You may not even meet her. Despite the fact that the location of the Isle of Justice is not that big. But confusing ...

Reworked the characteristics of ships. Now corvettes are useless troughs. Otherwise, the rebalance is good.

Outcome

If you are well versed in the game series, then you should arm yourself with a manual and a detailed walkthrough, and play "Corsairs: To Each His Own".

If you are more or less fumbling in the Corsairs, then you can try your luck on minimal difficulty. Again with a manual and walkthrough. But be prepared to suffer.

If you have not played Corsairs before, then starting to "Each his own" - the idea is worse than you can imagine. “City of Lost Ships” was once called the most difficult game in the series, and “To Each His Own” - it is 5 times more difficult ...

It’s always like that: a good storyline doesn’t want to get along with a good game design. Almost always you have to choose one thing, especially in more or less independent projects like this one.

Play is at your own peril and risk. I will go through the game to the end. Now I brought 3 church relics to the inquisitor, and took a long pause to calm my nerves.

Walkthrough I used: Start Walkthrough. on the same site there are detailed manuals for later quests.

See you soon!

By the way, "The Witcher: Blood and Wine" was announced better than RPG 2016 🙂 Yeah, addon. I have on the site who have not played or not seen all the endings - I recommend that you familiarize yourself. There are also links to 2 other articles on the world of The Witcher.

Recently, Mikhail Naritsa and Maxim Kulakov held two streams on the game "Corsairs: City of Lost Ships", the penultimate part of the cult pirate series of games. In this blog I will tell you about the last installation of the saga - "Corsairs: To each his own!".

For the sake of atmosphere

To begin with, we will conduct a short historical excursion, for those who are unfamiliar with the series. Corsairs is an open-world Action / RPG with strategy elements. The series has five official games, as well as a number of add-ons.

The first game in the franchise, developed by Akella, was released in 2000 and became a commercially successful project for a Russian company. Moreover, in North America the game was published by Bethesda, and in Europe by UbiSoft, which is very, very commendable. The second game was tied to the first Pirates of the Caribbean movie, and was released in 2003 to moderate reviews and comments. The third part was released in 2005 and was almost universally dazzled by both critics and gamers for its buggy and weak storyline.

Further, the series passed under the development of the Seaward company, which was previously engaged in fan mods for the second and third games. And oddly enough, but from the hands of amateurs came out two worthy games - "Return of the Legend" and "City of Lost Ships" (both 2007). The latter became a global revision of the previous part and brought the game mechanics to mind. The fourth "Corsairs" on the promises of the developers were supposed to be a revolution, but the financial crisis and lack of budget buried the project, and it never came out.

In 2012, "Corsairs: To Each His Own!" (KKS for short), developed by BlackMark Studio, former fan addons. And, in fact, this is the patient of our review-analysis. KKS is an easy attempt at rethinking the "City of Lost Ships" (GPC for short), introducing a number of new features to the basic game mechanics, which will be discussed now.

Gameplay "Corsairs"



The gameplay consists of three modes. The first is overland. In it, the hero, under the control of the player, runs through cities, jungles and caves, fights while boarding and robbing colonies. In this mode, the hero explores the land, communicates and fights with the inscriptions.

The combat system is interesting and challenging. The player can inflict different types of blows with melee weapons, depending on the situation. Opponents surrounded - a circular blow, the enemy sat down in a block - piercing. In addition, the hero can equip a firearm - both muskets and pistols. The former are more powerful, but recharge longer and are useless in melee, the latter recharge faster, but weaker. Automatic recharge. In addition, the hero can equip amulets that will give increases to skills.

The second stage is tactical. In this mode, the hero controls the ship, participating in sea battles with other ships and forts.

Ships are divided into 7 classes: from tiny tartans to giant manowar. Ships have three health scales: hull, sails, crew. Damage to the hull will sink faster, slow down on sails, and on command will force you to reload your guns more slowly, control the sails, and also reduce the number of fighters during boarding.


The third allied ship is not visible, because the devil knows where due to a bug

Even ships of the same type are not of the same type and may have different characteristics. Among them are cannons, which differ in appearance and caliber. The larger the caliber, the greater the damage and weight of the guns, the type affects the range and reloading.

The movement of the vessel is influenced by the wind, some vessels sail better with the wind, others perpendicular to it. In the calm, of course, everyone swims slowly.

The third mode is strategic, in which the hero travels on a global map, which is the Caribbean archipelago with a part of mainland America. The player meets with encounters who are pirates or ships of one of the four nations; in addition, the player can get caught in a storm. If the player enters into confrontation (both with inscriptions and with the elements), he is transferred to tactical mode, which, in turn, in case of boarding, goes into land mode.

Character leveling



Characteristics are presented PIRATES system: Strength, Perception, Reaction, Leadership, Learning, Endurance, Luck. They affect the skills of the character, giving an increase to certain points. A strong hero hits harder and carries more things, the leader's team and officers behave better.

In this part, the characteristics affect exclusively the initial stages of the game, since it has an extensive plot and is not focused on freeplay. This means that the developers are forcing you to be a terminator, both land and sea. This, in turn, gives little room for roleplaying, since the plot is set on rails, which, however, sometimes offer the player a very serious choice.

Abilities are subdivided into land and sea. The former are responsible for all sorts of increases in stamina and health, are responsible for the ability to handle pistols, and so on. Pumping ship abilities allows you to open up new opportunities in sea ​​battle... Boarding will allow you to capture ships from a long distance, inflict preliminary damage to the team with a musket salvo, the skills of a carpenter will allow you to effectively repair a ship in battle, and so on along the list.

However, before using the ship skills, you need to hire an appropriate officer with the same skill level. Have you pumped up your cannon damage bonuses? Be so kind as to appoint a gunner with the appropriate ability. In addition to the gunner, the following officers are on the ship: navigator (speed, maneuvering), boatswain (boarding), doctor (protects the team in battle), treasurer (trade), carpenter (repair) and three boardmen who accompany the hero at sea and land. With the appropriate skill, officers can combine up to three positions on the ship. In addition, the ship can carry passengers and prisoners.

And finally, the skills of the hero. They are also classified as personal and ship. Individuals are responsible for handling different kinds melee weapons and firearms, as well as stealth (responsible for successful forays to the enemy fort under a false flag), charisma (reputation and leadership) and luck.


Even with luck at 100, the game trolls you like the first "The Witcher"

The ships are responsible for: navigation (control of ships of different ranks and the ship as a whole), accuracy and guns, boarding, repair, trade and defense. Skills are pumped as in the TES series - with practice.

Hard? Enough. But like contour maps not as incomprehensible as it seems at first glance.

The player can complete quests, most of which are repetitive tasks. They can be issued by prominent figures of the colony: merchant, usurer, shipbuilder, port steward, priest, governor. In the city of Nepisi, they may ask you to: transport or escort somewhere, find someone. As a reward, the player receives pesos or doubloons, an increase in skills during the task. Quests also affect the character's reputation: failed tasks will lower it, which in turn will prevent you from doing some things in the game (playing cards with governors, for example), and can also incline officers to mutiny if they have the opposite reputation to the player.

So, with a very large introductory part, finally, it is over and you can go directly to "To each his own!" with which this blog began.

I must say that I played the game back in the year it was released, in 2012, and then it was, to put it mildly, a disaster. The developers were clearly too smart with hardcore, and as usual for the KKS series, they had a bunch of bugs at the start. Now 2018 is in the yard, and it would be nice to check not only the presence of qualitative changes in the game (fortunately, it is still supported), its durability, but also the compliance of the series with the realities of current game design standards.

KKS almost does not differ from the GPC in terms of the basic part of the gameplay. All the same three modes, the engine is the same Storm Engine, which overclocked the very first part. However, there are still changes.

Crafting appeared. The player can make potions and other useful items like amulets, paper cartridges, and latitude and longitude devices. Crafting is simple and quite useless, it does not affect the balance in any way and is used, often just because of the periodic need to determine the location.


And there are grenades, probably

By the way, about this - the new mechanics after all. On quests, sometimes, it is necessary to find an island hidden on the global map, or some specific meeting place, in which the astrolabe, compass and chronometer help. Such an innovation fit well, it does not cause much rage because of the crookedness and looks, most importantly, appropriate and authentic.

Shoveled the concept of amulets. In their current form, they do not act together from the hero's inventory, but only when they are directly equipped on the character. Moreover, their action is limited in time. Again, this is not a serious innovation and does not have a significant effect on the gameplay, because you can do without them. They are rather a small bonus, which is insignificant for a pumped hero.

But a more or less significant innovation is a new currency in the game - doubloons. They are more expensive than pesos and, unlike them, have weight, so it will not work to carry them in thousands. A new currency is used, mainly in quests and there is not much sense in freeplay from it, since the peso is poured generously both for quests and for boarding. Doubloons, it seems to me, were introduced only for the sake of extra sticks in the player's wheels. Like a lot in this game.

Compared to the GPC, KKS has slightly expanded its ship fleet. New items were added, some colonies passed into the possession of another power, a little more random events and quests appeared. Modified the F2 window a bit. In short, the developers touched a little of everything, without touching any vital organs. Almost.

KKS after the second "Corsairs" (those that "Pirates of the Caribbean") made a big storyline campaign. And she is the main innovation of this part. The main advantage and the main disadvantage at the same time.

Main quest and game problems



Passage of the plot "To each his own!" takes 70 hours including add-ons. Not counting save / lodes.

The second half of the 17th century, the heyday of piracy in the Caribbean, the era of collision with the unknown and not yet known, the struggle of the powers of the Old World for the redistribution of the New. A young nobleman Charles de Maure, a typical rake who senselessly spent his life in high society until the age of 25, comes to the French colony of Martinique from Paris. He was called to America by his family duty - it is necessary to free his half-brother Michel de Monpe from the French prison, where he was imprisoned for a debt of a million pesos by Governor General Philippe de Poissy.

Naturally, everything will not be so simple, even after the protagonist's brother is free. But before that, you still have to go. The game starts with a fairly detailed introduction, in which you complete simple quests and get acquainted with the game mechanics. As a result of the starting missions, you will have a ship, a team, perhaps the first officers and, most importantly, experience in doing business in the Caribbean.

Next, a macroquest begins, during which the hero actually earns in one way or another the coveted million pesos. This is one of the few tasks in the game that offers to choose a side of the conflict. In this case, it is: Holland, as well as two different options for England. And here both the advantages and disadvantages of the fact that the plot is at the forefront begin to emerge.

As already mentioned, the plot is very large, sometimes it even seems that it is endless. The plot itself does not shine with some kind of genius, it is more interesting for the player to participate in local notches, to get from one adventure to another, which is why a crowd of characters flashes in the narrative, whose names (if not existence), you will forget when passing the next quest. The tasks, although well-developed, are quite the same type. But, as it seems to me, this will not stop the "Corsairs" lover, since the gameplay itself is all the same beloved and unique "Corsairs".


Sometimes the game wants to fuck you

But what is a problem is the save / lodes mentioned above. I can't even imagine how many times I rebooted in this game, if you believe the statistics for the end of the game - 419, and this is not counting the fact that I had to replay some moments.

If earlier in the game there were troll encounters and troll storms, then troll wind and troll time were added to them. No, and they were also present in the CPC, but here they bring to utter exhaustion.

The game has become indecent big number quests that require passing in the allotted time. And all would be fine, but the troll-wind puts sticks in the sails every time, so failures of quests as a result of being late due to an unsupported wind is a common thing. There are often times when you seemingly go through a quest and find out that it has failed for as long as a month (in my case it was the "Pirate Saga"), because you were late. And no one tells you that there was any time limit - load an early save, start a few hours of play again.

And after all, no one bothers the developers to increase the time for completing the quest or one of its stages by several days. Nobody bothers to add more notes in the spirit of "must hurry" to the logbook. And in the end, instead of hardcore, thanks to this, it turns out to be nothing more than a crooked game design. Something like a lightweight version of troll games.

This we are not talking about directly passing the quests. In the game, there is simply an indecently vulgar number of situations of the type: the hero is left alone with a crowd of enemies - fight with them. And in the end it is not interesting, but again it is crooked and even occasionally funny, especially if you play the tactics of shoot and run. The only thing missing is the music from "Benny Hill" or I Got You Babe in case of repeated replay of this episode. Or something more authentic, like a cut of Chuvash anger.

And you think that's all? Hell was there, the game can bring surprises, for example, make you collect some amulets or dueling pistols throughout the archipelago. And if the latter is even more or less forgivable (no), then the first is facepalm. And then they will force you to look for all sorts of plates, large pearls and candles. And yes, all this is not something impossible and hardcore, it rather enrages with its absolutely dull and unoriginal routine.


No, i'm serious, these sweeping locations alone are full of game

Let's return to the plot, which I will mercilessly spoil now. The fact is that it was interesting for me to go through the main quest as a lover of this series, but as a person interested in all sorts of cinematographs and other stories, the game began to disappoint me from the second half.

Why? Because there is no problem or idea in history. In fact, this is just another game on the theme of "the boy went to success", and that's it. Is that the change in the protagonist and the disclosure of his inner qualities are well shown. And that's all. And history does not have a core around which the game is built. The hero spends more than half of the plot in subplots, solving other people's problems over and over again. Therefore, it turns out that the story is not about two brothers, but about how one of them wandered around the Caribbean for months, so that then with the second one, in one dialogue, he sent him on another voyage.

And besides, after crossing the equator of the story, paranormalism actively begins to invade the plot. First, we have a terrible curse that keeps the pirate on the ground. The woman herself, naturally, died long ago, and now she exists in the form of an almost unkillable corpse, which revives other skeletons. Is this not enough for you?

And how do you like a whole Indian island of ghouls. Cool? How do you like the fact that the plot rolls into the Indian game associated with the rebirth of the gods and time travel? Amazing? Of course, because this is so consistent with the spirit of pirate adventures, which are made quite realistically, and most importantly are served with a serious tone.

And as a result, after the passage of the plot, I have a double feeling. It seemed that it was not bad, and it was quite exciting to go through all this, I was pleased with the rare opportunity of a different option for passing the quest. But the crookedness of the game design and the occasional game in the plot make the gameplay sometimes almost unbearable. The main distinguishing feature of the game turns out to be its weakest feature.

What besides the plot? Yes, all the same endless "corsair" freeplay, in which the player entertains himself, and about which I have already written in sufficient detail above. By the way, the developers decided to get rid of the national quest lines due to the vastness of the plot.

DLCs ​​for the game cannot offer anything essentially new - they are macroquests for several hours of passage both with all the disadvantages and with all the advantages of the main game. It is pointless to talk about them in more detail, and it seems to me unnecessary.

Outcomes



These are the elaborate, contradictory, complex, crooked and unique "Corsairs". And what about “To each his own”? We can say that the mechanics of the game in 2018, although they still look fresh and interesting, smell like a budget game dev of the beginning of the 2000s. By the standards of the series, the gameplay was, on the whole, the same as in 2003 and 2007, and it has remained the same. And for the modern gamer, this is by and large a verdict, because KKS does not forgive the player from the word at all. And some old people, or even those who have played before, may just get tired of playing the same game.

The immortal Storm Engine renders graphics by and large ten years ago (at the time of the game's release), periodically bugs so that it can spoil the save or crash, and is also not friendly with folding; And I'm not even talking about the periodic appearance of crooked scripts, when something did not happen as it should, and as a result, you cannot leave the location, because everything is locked. And, of course, one should not forget that the dialogues are not voiced, and the gameplay, at times, comes to a ten-minute reading of the text at the bottom of the screen, and even if there is no voice acting, then what can we say about the setting.

The plot, which began for health with realism, slipped into a paranormal bodyguard, which, to be honest, was not too fun to go through in the final because of the hackneyed techniques in the spirit of the same crowd of enemies per player. However, this is still a good adventure that will entice a fan of such games for more than a dozen hours.

"To each his own!" can offer the same unique pirate experience that no other game has been able to provide so far. Sid Meier's "Pirates" and AC IV: Black Flag are light arcade runaways, in comparison with which any part of "Corsairs" seems to be a real simulator of the life of a sea wolf.

Therefore, I would advise you to do so. For beginners and those unfamiliar with the series, I advise you to generally score on the plot in the first playthrough and engage exclusively in freeplay. And only then, having gained experience, start the plot. For old people, I would not advise to hope for some kind of revelation, but I would recommend to pass in view of the fact that there is nothing banal on the market - and this game, with all its ambiguity, can satisfy the feeling of nostalgia and give at least something new.

And the best "Corsairs" are still the "City of Lost Ships".