Rage of the Seven Seas: Review

Coming up with something original in the niche of mobile PvP projects is now about as difficult as discovering a new chemical element or animal. Therefore, any attempt to make something other than just another clone of a popular hit can already be considered as a lunge at the embrasure. In the case of "By the Fury of the Seven Seas" developers are rushing, however, to the cannon port, because this mixture of strategy and role-playing game is made in a pirate theme.

You can’t figure it out without a bottle of rum

The basic idea is simple. We have a ship, the ship has a crew and compartments, the combinations of which affect the characteristics of the ship. And depending on the available parameters, super techniques and accumulated experience, our schooner in battle drowns the enemy or quickly goes to the bottom. There are three modes for battles. Story campaign, as long as a circumnavigation of the world Magellan, allows for a series of ten battles on each level. Raids on computer enemies give things for “leveling up” and hiring cool sailors, but they are limited to a dozen per day. Finally, reputation is also earned in declared PvP battles.

There is so much built on this basis that quick learning is completely lacking. For example, a ship diagram. There are three decks, each of them has cabins where sailors can be distributed. The lower deck is the cockpit where we manage the crew. Pirates can be trained, improve their skills, change their professions and send them to work in a certain cabin on the middle or lower deck. At the same time, the recruitment of filibusters is carried out on the middle deck – through the tavern (I wonder how new corsairs get into it?) or prison (here new prisoners appear after successful battles).

Also on the middle deck there are cabins responsible for all kinds of changes and improvements. The forge bay allows you to enhance your equipment using things found among enemy debris, and the store allows you to buy useful items, and so on.

The upper deck contains https://todoslotscasino.co.uk/ military cabins, which are responsible for the main parameters of the ship in battle. The headquarters directly affects the strength of the attack, the cartographic office will increase armor and speed. A sailor working in a cabin improves the ship’s statistics, especially if his profession matches his cabin. And of course, any of the rooms on the top couple of “floors” can be “upgraded” for money – but not higher than your own level… And when you reach at least the fifteenth level, the rooms are allowed to be decorated with stones, which gives a serious additional boost.

As you can see, even the basic mechanics are quite complex by the standards of a game for tablets and smartphones. It seems gentlemen from Unialis Tech they simply hate the primitive development of “villages” in such products and decided to make micromanagement systemic and requiring attention. However, there is no need to talk about a high entry threshold, because "Rage" mercifully holds back a significant part of its features until a certain level is reached, allowing you to understand it gradually. And there’s also a “guide” hidden somewhere in the menu. In the same arena, there is nothing to do at all until level twenty – you will be taken out instantly.

The general level of the sailor determines the number of stars: real Personalities, historical and not so, begin with four.

Dolphin and harpoons are not a pair, not a pair, not a pair

Having studied the basics, you understand that you should pay attention primarily to the level of experience and existing skills. With the first, everything is clear: as in most “free-to-play” games, it is either purchased (here this is called VIP status and does not give direct experience, but all sorts of “goodies” that make it easier to accumulate), or it is long and persistently “pumped up” in the plot part (here you can repeat already completed battles).

Skills are much more interesting. In fact, these are special techniques on which the behavior of the brigantine in a fight depends. Five slots can accommodate both defensive and offensive abilities. The choice affects a lot – without strong additional attacks, you risk losing even to an opponent with a lower level. On the other hand, you can set up defense or life restoration so that a powerful enemy goes to feed the sharks. Yes, and the enemies are all different: a defensive set of skills is well suited against one, while a “blitzkrieg” is more likely to take on another.

Skills are improved for a reason, but due to the sailors, each of whom owns some of them. That is, if you have two pirates with the ability to call dolphins to help, this ability will be at the second level. Naturally, you simply can’t get enough of all the sailors’ skills—that’s what balance is built on.

The only thing that really saddens me is the sound and visual design of the game. The graphics are quite simple (obviously designed for weak devices) and are reminiscent of early experiments with 3D – funny angular models, simple effects and textures. Coupled with the cartoon style, this creates a nostalgic effect, but it is not a fact that the younger part of the audience will be imbued with it. The music is also unimpressive: at best it is unmemorable, at worst it is annoying; This is especially true for the melody in the ship, where, in theory, you need to spend the most time.

The battles are completely automatic: you can waste them, but you don’t want to do this, since they are quite varied.

"Wrath of the Seven Seas" in fact, a little deeper and noticeably more interesting than it might seem at first acquaintance. Yes, not every lover of easy victories and mindless “tapping” will be able to break through the bastions of local bells and whistles, but the balance between ease and hardcore is maintained here – and for a mobile game designed to last many hours, this is a very important plus.

Pros: not quite a standard concept; abundance of content; optional in-game purchases.
Cons: there are a lot of components, the development of which will take time; monotonous music.

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