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	<title>New Sea Of Thieves Trailer Highlights The Visuals - Versionsgeschichte</title>
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		<title>KristinaNeubauer am 12. Mai 2026 um 10:47 Uhr</title>
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		<updated>2026-05-12T10:47:15Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Nächstältere Version&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Version vom 12. Mai 2026, 12:47 Uhr&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Zeile 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Zeile 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This is certainly going &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strike a lot &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hardcore Mega Man fans &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wrong way, but &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;past fourteen &lt;/del&gt;or &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so months have been pretty &lt;/del&gt;bad &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for Keiji Inafune&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;From the change in Mighty No. 9&#039;s art-style to the failed Red Ash Kickstarter&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which took place in the middle &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the development &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;another partially crowd funded title, to the countless delays for the Mega Man spiritual successor, we&#039;ve seen &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;member &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;video game royalty sully his good name &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;little bit&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ReCore&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Armature Studios Xbox One exclusive that we actually know next &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nothing about, is yet another Inafune project, &lt;/del&gt;and the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hope here is that it fits in with Microsoft&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new consumer-first messaging. If ReCore turns out to be another slightly shady situation&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it could be the beginning of the end &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this once-powerful developer&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The real hope here &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that ReCore winds up being an incredible new IP &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Microsoft &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;focus &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;going forward&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xbox platform won&#039;t be able to rake in that Halo cash forever&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;This isn&#039;t the first time that Rare has talked about cross-play for Sea of Thieves &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;however. Earlier &lt;/del&gt;this &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;year, when Rare first activated &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;closed alpha on PC&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;team decided to try out cross-play just to see how it felt. Executive Producer Joe Neate called the experience &quot;magical,&quot; explaining that it led him to question why any game would split player bases. But questions about balance &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fairness prevented Rare from making it official straight away, however &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;studio considered cross-play, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more it realized there was no good reason not to include&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As expected, &lt;/del&gt;Sea of Thieves &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is an online multiplayer game in which players will cooperatively and competitively partake in traditional pirate activities. Those &lt;/del&gt;include &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;running a ship by weighing anchor, unfurling sails, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;laying down &lt;/del&gt;cannon &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fire on other ships&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and island life -- though that was left merely teased. Oh, and don&#039;t forget drinking ale. There&#039;s plenty &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ale to be drunk &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;well. Mostly though, there was &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot of sea battles with other pirate sh&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Andreas goes on to describe how visual effects are all about bringing &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entire experience together, a key facet of what will make &lt;/del&gt;[https://&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;seaofthievesfans&lt;/del&gt;.com/ &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sea &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thieves Cheats&lt;/del&gt;|https://seaofthievesfans.com/] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of Thieves more than a typical pirate game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As an online multiplayer game with &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heavy reliance on character customization &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;progression, player investment in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character and world is an obvious priori&lt;/del&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;relative lack &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gameplay shown compared &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ways players can interact in basic ways was intentional, however. Rare would later state &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is still mid-development on many gameplay systems&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that the team is so excited to show the &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that everyone wants &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;show what&#039;s reasonable. For example the island adventuring&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;customization features&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and most important perhaps -- &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;loot, are still in-development systems. Those features will be shown as soon as they&#039;re ready, as Rare intends to be as transparent as &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be going forw&amp;lt;br&amp;gt;&lt;/del&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Microsoft has officially announced &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rare&#039;s multiplayer pirate action game Sea &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thieves will feature cross-play between Xbox One &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PC. The announcement came during today&#039;s Xbox Gamescom livestream, which included some new trailers, a few announcements&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;concluded with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;launch of Xbox One X pre-orders&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;But cross-play for Sea of Thieves could &lt;/del&gt;be the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;biggest surprise, &lt;/del&gt;with the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&#039;s closed technical alpha implementing &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;feature, effective immediat&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&quot;One of the things we’re very aware &lt;/del&gt;of is the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;need for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;balancing to be right&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;After running some recent tests&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we found that PC players were 4.5% more efficient at killing skeletons than Xbox players, and this feels close enough that it’s something we’ll continue to monitor. However, PvP between platforms&lt;/del&gt;, or &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more importantly device input&lt;/del&gt;, is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the big focus point for us &lt;/del&gt;as a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Design team, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;already we’ve been working closely &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Game Experience team &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;change the way the guns work &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be better balanced for cross play. We’ve put in &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bunch of telemetry around this, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with the change to guns it’s made them feel tonally so much more fitting, as previously they felt more like laser weapons than ancient plundered-and-pillaged gunpowder-driven blunderbuss&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Previous episodes in Sea &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thieves &#039; Short Haul trailer series include &quot; Creating Clouds &lt;/del&gt;,&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot; &quot; Aboard &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ship &lt;/del&gt;,&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot; &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot; Instruments &lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot; Each explores an example of how &lt;/del&gt;Sea of Thieves &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tries to bring the player closer to the world in &lt;/del&gt;which &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they&#039;re playing&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Instruments talks about how players can add their own soundtrack within &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game through gameplay&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;how &lt;/del&gt;it&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;s also influenced by social aspects &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game &lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Creating Clouds shows how Sea &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thieves is using an ever-present object &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;virtually every game -- clouds -- in a new way &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;add depth to the experience&lt;/del&gt;. It&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unexplored territory&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which pirates would appreci&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There are definitely some major questions about &lt;/del&gt;Sea of Thieves, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;especially when you consider &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rare &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;studio that has ever put together an online &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that feels truly cutting edge&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but if everything hits&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Microsoft&#039;s investment in this legendary studio could be totally worth it&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The real &lt;/del&gt;goal &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;here should be &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;find &lt;/del&gt;a way to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;charming, deep online version of Assassin&#039;s Creed IV: Black Flag , considering that may be the best &lt;/del&gt;pirate &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game we&#039;ve ever received&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Of course, the abundance of open water does inevitably lend itself to islands &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stop by and pillage -- hearkening, &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;course, to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more casual affairs of Wind Waker and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game does indeed share many similarities — obvious &lt;/ins&gt;or &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;otherwise, good and &lt;/ins&gt;bad. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;But if anything&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sea &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thieves reminds me more so &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Jalopy — &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rather unexciting-yet-ironically-stimulating simulation &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;driving one’s car down &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;highway&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;And just like that game&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there’s an uncanny loft of satisfaction to be had in the mundane and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;repetitive. Particularly when you’re lucky enough &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;land yourself with a crew equally as focused as yourself...&lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not just there to troll or ruin &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fun for everyone&lt;/ins&gt;&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sake&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which sadly me and a friend got paired up with on our venturing &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;treasure&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Disappointing as it &lt;/ins&gt;is for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play mutiny (albeit unintentionally) and ride your ship away from the island you’re stuck &lt;/ins&gt;on, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;perhaps that’s just part of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;general risk&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;After all&lt;/ins&gt;, this &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is a game about pirates; just like &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Souls games&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;anarchy &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unruliness of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;real world bleed fittingly into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;context of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;premise.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Specific examples of visual effects cited within &lt;/ins&gt;Sea of Thieves &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039; trailer &lt;/ins&gt;include &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cannon explosions &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;how &lt;/ins&gt;cannon &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;balls crash into ship hulls&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as well as the spray &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;water &lt;/ins&gt;as a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ship parts &lt;/ins&gt;the [https://&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Seaofthievesfans&lt;/ins&gt;.com/ &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sea &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thieves treasure guide&lt;/ins&gt;|https://seaofthievesfans.com/]. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Andreas Oberg, the VFX Lead at Rare, describes these effects in detail regarding how they&#039;re used to create &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more visceral &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;engaging experience for players. Andreas describes it thusly within &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trai&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most important element to call out in terms &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;our general approach &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;combat is &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sea of Thieves is a &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with guns and swords in it&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s not a &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all about guns and swords. We want Sea of Thieves &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;support different motivations and playstyles, but when combat does occur&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it should feel right for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pirate experience we’re creating&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while fully supporting &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;kinds of emergent encounters that &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;occur while out on a voy&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;On &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;note &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creating a unique &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;personal experience&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there will be plenty of customization options both as for the pirate character &lt;/ins&gt;and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ship&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These customization items will &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;both cosmetic and functional to help ensure that &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pirate I design &lt;/ins&gt;with the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attributes and look I want will not be &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same pirate you create. The cartoonish art style hints that this will be a more lighthearted and fun version of pirates as opposed to a more historically accurate bloodthirsty crew infected with scurvy.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sea &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thieves &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;primarily about social interaction between &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shared world experience&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Whether playing with real life friends&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;regular online gaming partners&lt;/ins&gt;, or &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;complete strangers&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the goal &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to interact and work together &lt;/ins&gt;as a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;crew. In game ice breakers will be included to help strangers loosen up &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bond &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;each other, an analogy that was given was it is like going &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a pub &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;drink &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meet new friends.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Imagine taking the spirit &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;adventure from The Goonies&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;combining it with the immersive shared world experience found in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game Journey&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;transplant it to a pirate ship&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The result is what Rare is attempting to create with their next major game &lt;/ins&gt;Sea of Thieves&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;which &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is a massive multiplayer pirate game &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;MMPG is not a recognized term in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gaming world&lt;/ins&gt;, but it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is basically what it sounds like. A group &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;friends get together on a pirate ship and do pirate things together. This can include exploring the seven seas, going on hunts for buried treasure, going to battle with other pirate ships, or just enjoying a rowdy booze cruise on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ship drinking and making music&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Now the current occupation &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creative team members &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the company rely on one thing and one thing alone &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sell their games: nostalgia. The current Rare as we know it relies heavily on gamer&#039;s nostalgia of IPs of gaming’s past&lt;/ins&gt;. It&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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 &quot;Traditional&quot; games again. Don’t be confused; even though Rare Replay was released on Xbox and marketed as Rare titles&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Sea of Thieves &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is meant to capture the spirit of adventure children have when they play. There is no convoluted tutorial that spans many hours&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;being &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the theme of the game is pirates it &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;assumed most people have &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;general idea of what it is pirates do so you can hop into the &lt;/ins&gt;game, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;raise the anchor, lower the sails&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and set off looking for booty to plunder&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Whether the quest involves fighting, treasure hunting, exploration, or just drunken hedonism, the &lt;/ins&gt;goal &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hang out with people and have a good time. This looks like &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;great &lt;/ins&gt;way &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for you and some friends &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get together and live out the fantasy of going on &lt;/ins&gt;a pirate &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;adventure without getting seasick or losing a hand to a crocodile&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>KristinaNeubauer</name></author>
	</entry>
	<entry>
		<id>https://redrum-wiki.de/index.php?title=New_Sea_Of_Thieves_Trailer_Highlights_The_Visuals&amp;diff=2228&amp;oldid=prev</id>
		<title>ChloePgl762787 am 8. Mai 2026 um 08:25 Uhr</title>
		<link rel="alternate" type="text/html" href="https://redrum-wiki.de/index.php?title=New_Sea_Of_Thieves_Trailer_Highlights_The_Visuals&amp;diff=2228&amp;oldid=prev"/>
		<updated>2026-05-08T08:25:18Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Nächstältere Version&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Version vom 8. Mai 2026, 10:25 Uhr&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Zeile 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Zeile 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rare&#039;s Short Haul trailers are just one way the developer &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;continuing &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;communicate with its audience, whether they&#039;re excited for Sea &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thieves or not. There are several other short video series that are ongoing&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Inn-side Stories series &lt;/del&gt;or &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one-offs created &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;special events, like Talk Like a Pirate Day&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Perhaps this extensive amount of developer&lt;/del&gt;-to&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-player communication is another strategy to help bring players closer to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experience that [https://seaofthievesfans.com/ sea &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thieves story guide|https://Seaofthievesfans.com/] &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thieves will provide . Perhaps in knowing Rare&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players will better know their ga&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The reveal of Rare Replay and &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;teaser &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sea &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thieves was &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;marketing poly to get gamers excited to play Rare games again&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even though &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game will not be anywhere near the same quality &lt;/del&gt;we &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have come &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;expect from &quot;old&quot; Rare titles during their run &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nintendo&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This isn’t &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;say &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game has no chance, but &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;point &lt;/del&gt;is that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;old&quot; Rare is officially dead and this &lt;/del&gt;new &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;incarnation is building up hype off of titles they had no affiliation with&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Previous episodes in &lt;/del&gt;Sea of Thieves &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039; Short Haul trailer series include &quot; Creating Clouds &lt;/del&gt;,&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot; &quot; Aboard &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ship &lt;/del&gt;,&quot; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/del&gt;&quot; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Instruments .&quot; Each explores an example of how Sea of Thieves tries &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bring the &lt;/del&gt;player &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;closer to the world in which they&#039;re playing&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Instruments talks &lt;/del&gt;about &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;how players can add their own soundtrack within &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game through gameplay&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but how &lt;/del&gt;it&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;s also influenced by social aspects of the game . Creating Clouds shows how Sea of Thieves is using an ever-present object in virtually every game -- clouds -- in a new way &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;add depth to the experience. It&#039;s unexplored territory, which pirates would appreci&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;After years &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remastering their classic games, working on Kinect-only titles, and making Avatars, Rare &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;finally back with their biggest game since 2008. The &lt;/del&gt;game in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;question, Sea of Thieves , &lt;/del&gt;will &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allow players to carve out their own unique tales on the high seas with friends &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a &lt;/del&gt;pirate&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-themed multiplayer adventure&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fans responded well to the E3 2015 Sea of Thieves trailer &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so hopefully we see more of Rare&#039;s next game sooner rather than la&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rare was a legendary developer back in the golden age of gaming. When the beloved company was perfectly partnered with Nintendo&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the partnership went as well together as peanut butter &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;jelly &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;through 1994&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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 &lt;/del&gt;that was &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;leftover&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;forcing the company &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;search for a potential buyer to stay in the game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In the end we all know that Microsoft purchased the company for $375 million and from that day on Rare &lt;/del&gt;was a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first-party developer for Microsoft.&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Andreas goes on to describe how visual effects are all about bringing the entire experience together, a key facet of what will make Sea of Thieves more than a typical pirate game. As an online multiplayer game with a heavy reliance on character customization and progression, player investment in the character and world is an obvious priori&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Which Xbox One exclusives are you looking forward &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;next year? Are you interested &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other games not listed here&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;such as Keiji Inafune&#039;s ReCore ? Are you looking forward to some of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;console exclusive indie titles hitting Xbox One next year&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like Below and Cuphead ? Sound off in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;comments below and talk with us about all &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exciting games coming &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xbox One in 2&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While the Sea of Thieves gameplay shown yet is not necessarily &lt;/del&gt;what the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entirety of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game will deliver&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rare didn&#039;t want to just leave fans with an idea of what &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game &lt;/del&gt;will be&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. As such&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rare put together a cinematic trailer to go along with the gameplay. This cinematic trailer captures what &lt;/del&gt;Rare intends &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sea of Thieves &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;grow into between now and its launch, whenever that may &lt;/del&gt;be&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Rare didn&#039;t give any promises on that front, merely stating that the team is working very hard and Sea of Thieves is growing closer to its vision every &lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For now, though, &lt;/del&gt;Rare &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will continue with the development of &lt;/del&gt;Sea of Thieves &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in preparation for its forthcoming launch&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;plenty to do&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Rare seems like they&#039;re adding &lt;/del&gt;new &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ideas as fast as they can come up with them. The studio just revealed how players can now get sick and vomit into &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bucket&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then use &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bucket as a weapon against friends (or alli&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Specific examples &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;visual effects cited within &lt;/del&gt;Sea of Thieves &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039; trailer include cannon explosions and how cannon balls crash into ship hulls, as well as &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spray of water as a ship parts the sea. Andreas Oberg&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;VFX Lead at Rare, describes these effects in detail regarding how they&lt;/del&gt;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;re used to create a more visceral and engaging experience for players. Andreas describes it thusly within &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trai&lt;/del&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&quot;One of the things we’re very aware of is the need for the balancing to be right. After running some recent tests, we found that PC players were 4.5% more efficient at killing skeletons than Xbox players, and this feels close enough that it’s something we’ll continue to monitor. However, PvP between platforms, or more importantly device input, is the big focus point for us as a Design team, and already we’ve been working closely with the Game Experience team to change the way the guns work to be better balanced for cross play. We’ve put in a bunch of telemetry around this, and with the change to guns it’s made them feel tonally so much more fitting, as previously they felt more like laser weapons than ancient plundered-and-pillaged gunpowder-driven blunderbuss&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;certainly going &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strike a lot &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hardcore Mega Man fans the wrong way&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;past fourteen &lt;/ins&gt;or &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so months have been pretty bad &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Keiji Inafune. From the change in Mighty No&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;9&#039;s art&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;style &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;failed Red Ash Kickstarter, which took place in the middle &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the development &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;another partially crowd funded title&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;countless delays &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Mega Man spiritual successor, we&#039;ve seen a member &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;video game royalty sully his good name &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;little bit. ReCore&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Armature Studios Xbox One exclusive that &lt;/ins&gt;we &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;actually know next &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nothing about, is yet another Inafune project, and the hope here is that it fits in &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Microsoft&#039;s new consumer-first messaging&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If ReCore turns out &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be another slightly shady situation, it could be &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beginning of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;end for this once-powerful developer. The real hope here &lt;/ins&gt;is that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ReCore winds up being an incredible &lt;/ins&gt;new &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;IP for Microsoft to focus on going forward, as the Xbox platform won&#039;t be able to rake in that Halo cash forever&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This isn&#039;t the first time that Rare has talked about cross-play for &lt;/ins&gt;Sea of Thieves , &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;however. Earlier this year, when Rare first activated &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;closed alpha on PC&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the team decided to try out cross-play just to see how it felt. Executive Producer Joe Neate called the experience &lt;/ins&gt;&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;magical,&lt;/ins&gt;&quot; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;explaining that it led him &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;question why any game would split &lt;/ins&gt;player &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bases&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;But questions &lt;/ins&gt;about &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;balance and fairness prevented Rare from making it official straight away, however the more &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;studio considered cross-play&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the more &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;realized there was no good reason not &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;include&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As expected, Sea &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thieves &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an online multiplayer &lt;/ins&gt;game in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which players &lt;/ins&gt;will &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cooperatively and competitively partake &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;traditional &lt;/ins&gt;pirate &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;activities&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Those include running a ship by weighing anchor&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unfurling sails&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;laying down cannon fire on other ships, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;island life -&lt;/ins&gt;- &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though &lt;/ins&gt;that was &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;left merely teased. Oh&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and don&#039;t forget drinking ale. There&#039;s plenty of ale &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be drunk as well&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mostly though, there &lt;/ins&gt;was a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot of sea battles with other pirate sh&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Andreas goes on to describe how visual effects are all about bringing the entire experience together, a key facet of what will make &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[https://seaofthievesfans.com/ &lt;/ins&gt;Sea &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of Thieves Cheats|https://seaofthievesfans.com/] &lt;/ins&gt;of Thieves more than a typical pirate game. As an online multiplayer game with a heavy reliance on character customization and progression, player investment in the character and world is an obvious priori&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The relative lack of gameplay shown compared &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ways players can interact &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;basic ways was intentional&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;however. Rare would later state that &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game is still mid-development on many gameplay systems&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but that &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;team is so excited to show &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game that everyone wants &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;show &lt;/ins&gt;what&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;s reasonable. For example &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;island adventuring, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;customization features&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and most important perhaps -- &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;loot, are still in-development systems. Those features &lt;/ins&gt;will be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shown as soon as they&#039;re ready&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as &lt;/ins&gt;Rare intends to be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as transparent as can be going forw&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Microsoft has officially announced that &lt;/ins&gt;Rare&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;s multiplayer pirate action game &lt;/ins&gt;Sea of Thieves &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will feature cross-play between Xbox One and PC&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The announcement came during today&lt;/ins&gt;&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xbox Gamescom livestream&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which included some &lt;/ins&gt;new &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trailers, &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;few announcements&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and concluded with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;launch &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xbox One X pre-orders. But cross-play for &lt;/ins&gt;Sea of Thieves &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;could be &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;biggest surprise&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/ins&gt;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s closed technical alpha implementing &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;feature, effective immediat&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&quot;One of the things we’re very aware of is the need for the balancing to be right. After running some recent tests, we found that PC players were 4.5% more efficient at killing skeletons than Xbox players, and this feels close enough that it’s something we’ll continue to monitor. However, PvP between platforms, or more importantly device input, is the big focus point for us as a Design team, and already we’ve been working closely with the Game Experience team to change the way the guns work to be better balanced for cross play. We’ve put in a bunch of telemetry around this, and with the change to guns it’s made them feel tonally so much more fitting, as previously they felt more like laser weapons than ancient plundered-and-pillaged gunpowder-driven blunderbuss&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Previous episodes in Sea of Thieves &#039; Short Haul trailer series include &quot; Creating Clouds ,&quot; &quot; Aboard the Ship ,&quot; and &quot; Instruments .&quot; Each explores an example of how Sea of Thieves tries to bring the player closer to the world in which they&#039;re playing. Instruments talks about how players can add their own soundtrack within the game through gameplay, but how it&#039;s also influenced by social aspects of the game . Creating Clouds shows how Sea of Thieves is using an ever-present object in virtually every game -- clouds -- in a new way to add depth to the experience. It&#039;s unexplored territory, which pirates would appreci&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are definitely some major questions about Sea of Thieves, especially when you consider that Rare is not a studio that has ever put together an online game that feels truly cutting edge, but if everything hits, Microsoft&#039;s investment in this legendary studio could be totally worth it. The real goal here should be to find a way to make a charming, deep online version of Assassin&#039;s Creed IV: Black Flag , considering that may be the best pirate game we&#039;ve ever received.&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>ChloePgl762787</name></author>
	</entry>
	<entry>
		<id>https://redrum-wiki.de/index.php?title=New_Sea_Of_Thieves_Trailer_Highlights_The_Visuals&amp;diff=2183&amp;oldid=prev</id>
		<title>KathiDexter6097: Die Seite wurde neu angelegt: „&lt;br&gt;Rare&#039;s Short Haul trailers are just one way the developer is continuing to communicate with its audience, whether they&#039;re excited for Sea of Thieves or not. There are several other short video series that are ongoing, like the Inn-side Stories series or one-offs created for special events, like Talk Like a Pirate Day. Perhaps this extensive amount of developer-to-player communication is another strategy to help bring players closer to the experience t…“</title>
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		<updated>2026-05-08T04:44:29Z</updated>

		<summary type="html">&lt;p&gt;Die Seite wurde neu angelegt: „&amp;lt;br&amp;gt;Rare&amp;#039;s Short Haul trailers are just one way the developer is continuing to communicate with its audience, whether they&amp;#039;re excited for Sea of Thieves or not. There are several other short video series that are ongoing, like the Inn-side Stories series or one-offs created for special events, like Talk Like a Pirate Day. Perhaps this extensive amount of developer-to-player communication is another strategy to help bring players closer to the experience t…“&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Neue Seite&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br&amp;gt;Rare&amp;#039;s Short Haul trailers are just one way the developer is continuing to communicate with its audience, whether they&amp;#039;re excited for Sea of Thieves or not. There are several other short video series that are ongoing, like the Inn-side Stories series or one-offs created for special events, like Talk Like a Pirate Day. Perhaps this extensive amount of developer-to-player communication is another strategy to help bring players closer to the experience that [https://seaofthievesfans.com/ sea of thieves story guide|https://Seaofthievesfans.com/] of Thieves will provide . Perhaps in knowing Rare, players will better know their ga&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The reveal of Rare Replay and the teaser for Sea of Thieves was a marketing poly to get gamers excited to play Rare games again, even though the game will not be anywhere near the same quality we have come to expect from &amp;quot;old&amp;quot; Rare titles during their run with Nintendo. This isn’t to say the game has no chance, but the point is that &amp;quot;old&amp;quot; Rare is officially dead and this new incarnation is building up hype off of titles they had no affiliation with.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Previous episodes in Sea of Thieves &amp;#039; Short Haul trailer series include &amp;quot; Creating Clouds ,&amp;quot; &amp;quot; Aboard the Ship ,&amp;quot; and &amp;quot; Instruments .&amp;quot; Each explores an example of how Sea of Thieves tries to bring the player closer to the world in which they&amp;#039;re playing. Instruments talks about how players can add their own soundtrack within the game through gameplay, but how it&amp;#039;s also influenced by social aspects of the game . Creating Clouds shows how Sea of Thieves is using an ever-present object in virtually every game -- clouds -- in a new way to add depth to the experience. It&amp;#039;s unexplored territory, which pirates would appreci&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;After years of remastering their classic games, working on Kinect-only titles, and making Avatars, Rare is finally back with their biggest game since 2008. The game in question, Sea of Thieves , will allow players to carve out their own unique tales on the high seas with friends in a pirate-themed multiplayer adventure. Fans responded well to the E3 2015 Sea of Thieves trailer , so hopefully we see more of Rare&amp;#039;s next game sooner rather than la&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;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.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Andreas goes on to describe how visual effects are all about bringing the entire experience together, a key facet of what will make Sea of Thieves more than a typical pirate game. As an online multiplayer game with a heavy reliance on character customization and progression, player investment in the character and world is an obvious priori&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Which Xbox One exclusives are you looking forward to next year? Are you interested in other games not listed here, such as Keiji Inafune&amp;#039;s ReCore ? Are you looking forward to some of the console exclusive indie titles hitting Xbox One next year, like Below and Cuphead ? Sound off in the comments below and talk with us about all the exciting games coming to Xbox One in 2&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While the Sea of Thieves gameplay shown yet is not necessarily what the entirety of the game will deliver, Rare didn&amp;#039;t want to just leave fans with an idea of what the game will be. As such, Rare put together a cinematic trailer to go along with the gameplay. This cinematic trailer captures what Rare intends Sea of Thieves to grow into between now and its launch, whenever that may be. Rare didn&amp;#039;t give any promises on that front, merely stating that the team is working very hard and Sea of Thieves is growing closer to its vision every &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;For now, though, Rare will continue with the development of Sea of Thieves in preparation for its forthcoming launch. There&amp;#039;s plenty to do, and Rare seems like they&amp;#039;re adding new ideas as fast as they can come up with them. The studio just revealed how players can now get sick and vomit into a bucket, then use the bucket as a weapon against friends (or alli&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Specific examples of visual effects cited within Sea of Thieves &amp;#039; trailer include cannon explosions and how cannon balls crash into ship hulls, as well as the spray of water as a ship parts the sea. Andreas Oberg, the VFX Lead at Rare, describes these effects in detail regarding how they&amp;#039;re used to create a more visceral and engaging experience for players. Andreas describes it thusly within the trai&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;One of the things we’re very aware of is the need for the balancing to be right. After running some recent tests, we found that PC players were 4.5% more efficient at killing skeletons than Xbox players, and this feels close enough that it’s something we’ll continue to monitor. However, PvP between platforms, or more importantly device input, is the big focus point for us as a Design team, and already we’ve been working closely with the Game Experience team to change the way the guns work to be better balanced for cross play. We’ve put in a bunch of telemetry around this, and with the change to guns it’s made them feel tonally so much more fitting, as previously they felt more like laser weapons than ancient plundered-and-pillaged gunpowder-driven blunderbuss&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>KathiDexter6097</name></author>
	</entry>
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