We can all agree there are reasonable criticisms to be levied at Sea of Thieves; its launch state was slender, even for a “service” game (and its long-promised, much-needed programme of regular weekly events is well overdue), its regular patches are desperately in want of better quality control, and its misuse of the term ‘sloop’ is deeply suspicious. Yet I still love it, all the same.

It’s the the pirate game I always dreamed of, and I still haven’t tired of its swashbuckling charms; I love the pure tactile pleasures of traversing that glorious heave and heft of ocean, the hypnotic delights of carefree meandering, of ferrying livestock, and digging for gold; I love the ever-present threat of looming disaster from all sides, and the slapstick chaos when it all comes together – when storms and sea monsters and player encounters collide in unscripted, unbridled mayhem.

There’s a problem though. When I enthusiastically wrote about Sea of Thieves at launch, I hoped that Rare would be able to maintain a steady flow of new ingredients to ensure that the kinds of unpredictable stories and meaningful players interactions so crucial to its success kept coming. But with the developer’s attention focussed on fixes and feature improvements (such as much-needed private crew options), that simply didn’t happen.

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Source: Eurogamer Sea of Thieves' Hungering Deep update is a significant step in the right direction