Sea of Thieves Read Last in Game Message

2018 video game

2018 video game

Bounding main of Thieves
Sea of thieves cover art.jpg

Cover art

Developer(due south) Rare
Publisher(due south) Microsoft Studios
Director(s) Gregg Mayles
Producer(southward) Joe Neate
Designer(s) Mike Chapman
Programmer(s) Peter Campbell
Artist(s) Ryan Stevenson
Author(s)
  • Chris Allcock
  • Mike Chapman
Composer(s) Robin Beanland
Engine Unreal Engine four
Platform(s)
  • Microsoft Windows
  • Xbox One
  • Xbox Series Ten/S
Release
  • Windows, Xbox 1
  • 20 March 2018
  • Xbox Series X/S
  • x November 2020
Genre(s) Activeness-risk
Fashion(southward) Multiplayer

Sea of Thieves is a first-person activity-adventure game developed by Rare and published by Microsoft Studios. In the game, players explore an open up world via a pirate ship. The game is described as a "shared world take a chance game", which means groups of players will encounter each other regularly during their adventures, sometimes forming alliances, sometimes going head-to-caput. The player assumes the role of a pirate who completes voyages from different trading companies in order to become the ultimate pirate legend. Players need to become at to the lowest degree level 50 with 3 of the trading companies to go a Pirate Legend.

The game was start conceptualized in 2014. Rare was inspired past players of PC titles such as Eve Online, DayZ and Rust, who used the tools provided by these games to create their own personal stories. The company explored dissimilar settings for the game, such as vampires and dinosaurs, though it eventually settled on the pirate theme, drawing inspirations from films including Pirates of the Caribbean and The Goonies. The game features a progression arrangement that just unlocks cosmetic items every bit the development squad wanted to encourage both coincidental and experienced players to play together. Compared to Rare'south other games, Body of water of Thieves 's development process was more transparent, with Rare inviting fans to test the game's early builds.

Microsoft Studios released the game in March 2018 for Windows and Xbox I; it was also one of the earliest first-party games released for Xbox Game Laissez passer subscribers. The game received generally mixed reviews upon release, with critics praising the game'southward transport combat, multiplayer gameplay, visuals, and game physics. Criticisms were directed at the game's lack of content, progression, and shallow gameplay. Rare envisioned the title as a "game every bit a service" and released numerous content updates after the game's release, many of which were positively received. The game was also a commercial success and has attracted more than 25 1000000 players every bit of October 2021. An enhanced version of the game was released for the Xbox Serial Ten/S in November 2020.

Gameplay [edit]

In this gameplay screenshot, the histrion is firing cannonballs at a hostile pirate send, which is controlled past another group of players.

Bounding main of Thieves is a first-person perspective action-adventure. At the beginning of the game, the player selects their procedurally generated player avatar.[1] The game is set in a shared world, which means groups of players will meet each other throughout their adventures.[2] Solo and duo players sheet around in a nimble sloop while players playing in a group control a larger 3-person brigantine or a four-person galleon cooperatively past assuming dissimilar roles such equally steering the ship, manning the cannons, navigating, boarding enemy ships, and scouting from the crow's nest.[3] [four] Occasionally players may run across hostile players who may assault them with cannonballs or board their transport.[5] If areas under the deck take damage, h2o will menses in and cause the ship to gradually sink. Players demand to patch up the holes with planks of wood and bail out water using buckets.[3] Alliances tin be established with other parties of players. They will receive golden bonuses when a group in the aforementioned alliance completes a voyage. Forming an alliance does not prevent players from attacking each other.[six] If the player dies, they are sent to a ghost ship known equally the Ferry of the Damned where they expect until they can respawn.[7] A competitive multiplayer mode named "Arena" was introduced in the Anniversary update; information technology allows up to vi teams of players to compete against each other by gathering argent in smaller maps.[8]

Players tin complete voyages offered by the game's iii main trading companies: Gilt Hoarders, Order of Souls, and the Merchant Alliance. In the quests offered by Gilt Hoarders, players are given a treasure map or a riddle to locate a treasure. The voyages offered by the Order of Souls are only combat challenges. Merchant Alliance's missions demand players to evangelize goods to vendors inside a limited fourth dimension.[9] There exist iii smaller factions. Two of them, the Hunter'due south Call and the Reaper's Basic, do not offering quests. The Hunter's Call will advantage players who bring them cooked fish and meat, particularly from rarer types of fish. The Reaper'south Bones will pay for all kinds of treasures, but to ascent within their ranks players accept to requite them special cursed treasures or flags stolen from other ships. When players collect a treasure chest, they need to evangelize them to the representatives of the quest-giving faction, though the one holding the chest are defenseless and may take it be taken by other players.[10] Completing voyages earns players aureate,[eleven] which tin be spent on ownership cosmetic items.[12] Pets, emotes and farther cosmetic items can likewise exist purchased using real-globe currency past accessing the Pirate Emporium store.[13] Doubloons, earned through completing commendations from the Bilge Rats, the quaternary trading company that distributes quests, challenges, and cosmetics added to the game via post-launch updates, can be traded for gilt or reputation.[14] The Anniversary update adds Tall Tales, which are a series of structured narrative missions.[xv] Completing quests also earns the player reputation points, which unlock more complicated quests from each faction and additional purchasable cosmetics.[9] [12] When players reach rank 50 with whatever three of the 6 trading companies, they will earn the title of "pirate legend", which grants players new cosmetic items and admission to a pirate hideout, the Tavern of Legends, as well every bit a special trading company called Athena'due south Fortune.[16]

Players tin freely explore the game'south open up globe on their own or with other players.[17] [18] When exploring a new location players tin can find diverse resources: nutrient like bananas, coconuts, and mangos, which restore their health, as well as wood planks and cannonballs. Weapons including cutlasses, pistols, blunderbusses, and sniper rifles can exist used to defeat hostile enemies: skeletons as well equally sharks.[vii] [5] When players are sailing on the ocean, they may sometimes face adverse conditions atmospheric condition such as thunderstorms[3] or run across shipwrecks, messages in bottles, skeleton ships, ghost fleets, or ii monsters: the megalodon and the kraken.[xix] [17] Skull-shaped clouds indicate the locations of Skeleton Forts, which are raids that tin can exist completed by players in the same server.[20] Players can interact with each other using emotes and by speaking via an in game text and vocalisation system.[21] They can also play musical instruments together and drinkable at taverns.[22] [23] The Anniversary update allows players to engage in leisure activities like angling, hunting, and cooking.[24]

Development [edit]

Sea of Thieves was developed by the UK-based developer Rare. Almost all of Rare'due south 200 staff members worked on the game.[25] The team began conceptualizing the game in 2014 and wanted to create a title where players can create stories together. The team took five months to create the game'south playable paradigm named Athena using the Unity game engine.[26] After playing the prototype, Microsoft'south executives including Phil Spencer and Kudo Tsunoda agreed to green-light the game's development.[27] [28] Rare employees as well provided the voice for all of the non-playable characters.[29] Ocean of Thieves marked Rare's shift from using its own proprietary engine to using Unreal Engine iv.[30]

Rare was frequently considered to be a secretive studio. Since Sea of Thieves is a multiplayer-focused game, the studio adopted a more transparent approach to the game'southward development to ensure that the game'due south content would resonate with players.[31] [26] The squad allowed fans to take part in the game'south development by joining the Insider'south Program, which granted players admission to an early build of the game. The program allowed Rare to experiment with unlike features while collecting players' feedback. The participants could also hash out with the developers in a private forum.[32] More than thirty,000 players joined the program.[33] Through the program, Rare learnt more about how players collaborate with each other and used the data to help the team brand gameplay decisions;[34] for instance, the squad decided to include solo play after many players from the Insider's Program requested it.[35]

Influences and setting [edit]

"I love the idea of things happening in the world that literally tin shape the ongoing fabric and lore of Bounding main of Thieves. The Black Bristles of Ocean of Thieves existence a real histrion in a existent coiffure with a real name - that's really hard to do if you've already painted everyone downwardly a path yous want them to go through"

— Joe Neate, executive producer of Rare[36]

Studio director Craig Duncan described Ocean of Thieves as the "friendliest" multiplayer game.[36] While Rare is traditionally a console game programmer, it realized how players from PC survival games like DayZ and Rust, and simulation games such as Eve Online, crafted their own stories by using the tools provided in the game. Nevertheless, Rare remarked that these games are often very punishing in nature, and the squad aspired to create a more calorie-free-hearted and attainable version of these games.[37] Body of water of Thieves was designed to be a "light canvass of a world" where players create their own stories.[36] The game did non characteristic whatsoever narrative component at launch considering the team felt that by offering players a structured narrative, they would only be playing an handcrafted feel. Joe Neate, the game's executive director, described the game as an "improv" comedy, and added that the game is about going "off-script".[36] Rare shaped the world and the game's lore to reflect players' actions, including various easter eggs to celebrate their actions or achievements. The squad believed that if a narrative campaign is included, incorporating players' actions into the game'due south lore would become difficult.[36] [37]

The company explored different settings for the game, such as vampires and dinosaurs, though it eventually settled on the pirate theme considering it matched the game's core concept which encourages cooperation. Rare also saw less competition in the marketplace.[38] The pirate theme allows players to have the freedom to do what they want in the game's world and determine freely how they desire to play and comport. The team looked at various sources for inspiration, including Pirates of the Caribbean area and Blackness Sails. Designer Mike Chapman believed a lot of parallels can be drawn between Sea of Thieves and The Goonies, in which a grouping of friends bond together while they search for treasure, creating a journey that all of them would fondly remember.[37] Neate added that the game'south goal was to evoke "[a] sense of travel and exploration and discovery",[29] and the team was inspired past The Legend of Zelda: Wind Waker.[39] The team implemented the "infinite pirate generator" instead of assuasive players to customize their avatar as they feared that some players would create "abominations" that would non have fit the game's visual style.[xl] The game features a stylized visual style with hand-painted textures.[41] Duncan added that the team chose this painted art way because they wanted it to be "timeless" and reverberate the "joyful" and "delightful" game globe.[33]

Gameplay design [edit]

Rare noticed that in many multiplayer games, experienced players would focus on grinding for endgame content instead of playing with other players, while novice players would worry about their progression lagging significantly behind more experienced players. Therefore, the squad introduced "horizontal progression", in which players would but earn cosmetic items every bit they accomplish a higher rank; all items have the same attributes, so endgame content would not confer gameplay bonuses to experienced players. This progression system encourages more experienced players to assist novice players when they are completing voyages, and reduce the gap between the two experience levels.[37] [42] As a "shared world" hazard game, Rare opted to maintain the distance betwixt each player group in a server rather than limiting the number of players a server can accommodate, so that players become to encounter other players regularly but not too frequently. Chapman estimated that a actor will run across another role player-controlled ship every 15 minutes to one-half an hour.[43]

The gameplay was designed to encourage player interactions and to exam the actor'southward soft skills. Players need to practice their mutual sense in order to solve the challenges: for instance, players demand to learn to read maps. To encourage players to develop these skills, the game does non feature a beginner'south tutorial every bit the squad wanted players to find the game'south mechanics by themselves.[37] The squad also intentionally avoided setting gameplay rules to encourage players to utilize their creativity.[35] Despite this, Rare also included emergent gameplay in a more systemic manner by introducing shipwrecks and forts that players can find. Chapman described these locations of interest every bit the "catalyst for stories" which describe different players together, fostering cooperation or competition. Beingness attacked by sea monsters also add a layer of unpredictability to the game every bit these encounters are random.[37] Due to the emergent gameplay, Sea of Thieves was also considered as a "watchable and sharable game", and the team hoped that this will lure players who watched the game on video game live streaming platforms such as Twitch or Mixer to purchase it.[25]

While the game allows solo play, the game is designed to be a multiplayer game in which players cooperate with each other. Chapman added that cooperative gameplay enhances the experience because "it makes sense in the world".[44] The game does not characteristic whatever character course or specialization to encourage players to prefer different roles.[45] The maximum crew size is four equally Rare felt that if the group is too large, it does not reflect a sense of "intimate friendship" and players may splinter off and hinder inter-player advice.[46] Neate described the game as a "friendship creation tool" and hoped that the game could become a platform where players tin can befriend strangers.[26] Rare further added that they felt they accept the responsibleness to create a "positive online social space".[47] Blueprint changes were made to champion the concept of cooperation and friendship. For instance, players cannot injure others in the same crew,[47] and all rewards are shared equally amidst crew members.[26] In one of the game's early prototypes, players in the same crew can beguile each other, though the characteristic was scrapped because the team felt that the experience was "horrible".[48] Neate added that the game provided "literally no reason or motivation to practise annihilation other than cooperate".[47] Rare incorporated several anti-toxicity measures. For instance, players can vote to lock a disruptive actor into the brig.[49]

Release [edit]

Sea of Thieves was appear during Microsoft's press conference at E3 2015, with Duncan describing the game as the "almost ambitious project" from Rare.[50] [51] Initially ready to exist released in 2017, the game was delayed to early 2018 to allow boosted development time.[52] Microsoft marketed the game extensively. Players who pre-ordered the game received the Black Dog Pack, which included exclusive cosmetic content and access to a airtight beta. Players could besides buy a separate Sea of Thieves-themed Xbox wireless controller, and anyone who purchased the Xbox Ane X panel from 18 to 24 March would receive a free digital copy of the game.[53] [54] Microsoft's Australian branch partnered with music band Captain Hellfire & The Wretched Brethren for a two-twenty-four hour period event in which the pirate ring sang dissimilar sea shanties requested by players. The program was broadcast via Facebook, Mixer, and Twitch from 24 to 25 March 2018.[55] Microsoft as well launched "The Quest", an alternating reality game where players needed to solve dissimilar riddles. The winners would receive one of 4 golden bananas (each valued at £20,000) as rewards.[56] Rare also hosted a contest which tasked fans to create achievements for the game.[57] Several stress tests and betas were released alee of the game's official launch on 17 March.[58] [59] At launch, many players reported that they could not log into the game.[60] Duncan said that Rare underestimated the server chapters as the number of people logging in to play the game during the launch period was unexpectedly high. Diverse fixes accept been released to meliorate the game'south online infrastructure.[61] Sea of Thieves was released on Steam on June 3, 2020. The game reached the "global height sellers" list in the same week.[62]

In add-on to existence a retail release, Bounding main of Thieves is an Xbox Play Anywhere title and the game was made available for Xbox Game Pass subscribers at launch.[63] [64] However, crossplay between PC and Xbox One players was fabricated optional in February 2019 to ensure that all players feel that "they take a level playing field".[65] On PC, the game was initially simply available through Xbox Game Laissez passer and Microsoft Store before Microsoft appear a release for Steam in Apr 2020.[66] Players began to gear up rules, develop their own sets of challenges, and host their own events.[67] [68] To further encourage these players, Rare appear plans to contain private servers into the game.[69]

Downloadable content [edit]

Rare envisioned Ocean of Thieves to be a "game equally a service" and expected it to proceed receiving updates for 10 years.[70] [71] Afterwards the team had fixed about of the technical issues, they began looking at players' feedback and identified that players were complaining that there were non enough activities for them to participate in. Chapman stated that the team'south strategy was to requite players what they desire, ensure that they fit within the Ocean of Thieves universe, and "surprise" players.[72] Rare has 4 teams of employees working in parallel to create the game'south diverse expansions and so that large content update can be released frequently while ensuring that sufficient evolution time can be given to each team.[73] [74] The team hoped to release a large content update every 6 weeks to 2 months, and used "Bilge Rat Adventures", which are time-express challenges, to fill the gap between each expansion.[75] The ultimate goal was to make the game "equally big and successful as it can exist".[76] The first major expansion, The Hungering Deep, was adult within 2 months. The second expansion, Cursed Sails, introduced skeleton ships controlled by bogus intelligence (AI). Despite being determined about not doing so prior to the game'due south launch, the team decided to implement the feature as information technology was one of the biggest fan requests.[73] The Ceremony update that added both Alpine Tales and Arena mode was so massive that it was described as a "relaunch" for the game.[77] All the expansions are gratuitous of charge equally they did not want to divide the player base.[73] Smuggler's Fortune, which was released in September 2019, added the Pirate Emporium, a new store that supports microtransactions. A new blazon of currency named "Ancient Coins" tin be purchased from both the Xbox shop and in-game.[78] Rare released monthly updates and introduced new Tall Tales, new modes, new quests, and new features till December 2020.

In December 2020, Rare announced that they would move abroad from producing monthly updates for the game and instead, adopt the "battle laissez passer" model popularised by games such every bit Fortnite and Fall Guys. Each season, which would last for most three months, would introduce new content or new ways of playing the game, with live events existence hosted regularly. Rare likewise introduced the "Plunder Pass", an optional premium tier that grants players boosted rewards which does have complimentary options. The first season began in January 2021[79] and Season 2 began on April 2021.[80] Rare also announced that they would finish updating the Loonshit mode as the vast majority of the players spent their fourth dimension playing the cooperative adventure mode.[81] Arena mode is set to be close downwards in March 2022.[82] Rare described 2022 as the "biggest yr yet" for Sea of Thieves, and the studio planned to add more features, including Adventure, which are story-driven live events that last for around 2 weeks, and Mysteries, which would unfold over the course of several months. Each adventure was designed every bit a chapter in a long story, as the team hoped that these alive events can "bring a sense of continual danger to the globe". Mysteries were inspired by alternate reality games, in which hints would be given to the player both in and out of the game.[83] [84]

Ocean of Thieves saw frequent collaborations with other Microsoft franchises. The Bird and Bear Figurehead, based on Rare's ain Banjo-Kazooie series, was released in July 2018.[85] Ships based on the Halo series and the Gears of War franchise were released in June and November 2019 respectively, as well as a ship set based on Ori and the Volition of the Wisps released in March 2020.[86] [87] Rare also expanded Bounding main of Thieves to other media. It had partnered with Mongoose Publishing to release a tabletop game titled Ocean of Thieves Roleplaying Game in Oct 2019.[88] Titan Comics debuted a comic series written past Jeremy Whitley in March 2018.[89] Titan Books besides worked with Rare to publish an art book named Tales from the Bounding main of Thieves.[90] A free expansion titled A Pirate's Life, which is based on Disney's Pirates of the Caribbean franchise, was released on June 22, 2021.[91] The expansion was in evolution for about ii years.[92]

Reception [edit]

Critical reception [edit]

Sea of Thieves received "mixed or average" reviews from critics according to review aggregator Metacritic.[93] [94] Near critics agreed that the game had potential to be successful but lamented that the game suffered from a lack of content and questioned Rare'due south decision to release it as a total-priced product.[98] [95] [100] [101] [102] The game's graphics and the game physics likewise received praise.[96] [99] [103]

The multiplayer portion of the game was well-received. Jordan Devore from Destructoid noted that with a full crew, the game could become cluttered and situations could turn volatile very quickly. He added that cooperation with strangers could create unforgettable experiences for players which could be securely satisfying.[95] Peter Chocolate-brown from GameSpot likewise enjoyed analogous with other players and goofing effectually, though he remarked that some players were trolling others which caused the experience to be frustrating.[99] Jeff Grubb from VentureBeat also enjoyed the game, saying that playing with strangers oftentimes created numerous hilarious moments.[104] Kyle Hilliard from Game Informer stated that each session "results in a story" due to the emergent gameplay, and praised Rare for successfully creating an excellent "pirate simulator" and "manufacturing a digital playground that is fun to explore".[97] Sam Loveridge from GamesRadar likewise commented that the game is "an anecdote generator at its very all-time" due to its emergent storytelling.[100] Brandin Tyrrel from IGN stated that "Bounding main of Thieves works well when treated like a chat room or a party game, where it serves as catalyst for having a expert time with the people you're with".[105]

The gameplay received by and large negative reviews. Devore felt that the quests were repetitive and that the world did non have a lot of interesting things to exercise.[95] Paul Tamburro from Game Revolution agreed, remarking that the quests had little variety and did not allow room for creativity. While he praised the sandbox format, he felt that at that place were non enough secrets or stories players could discover in the world.[98] Loveridge chosen the voyages "elaborated fetch quests". He lamented that there was no option to turn off PvP and players could not customize their own characters.[100] Russ Frushtick from Polygon remarked that misbehaving players may make the experience frustrating considering PvP could never exist disabled. Still, he remarked that the game offered no incentive for players who wanted to engage in PvP combat.[102] Hilliard felt that the game did non accept plenty content to keep players engaged, and remarked that the combat felt bland. Many critics commented that players would not be motivated to complete quests considering only cosmetic items are unlocked.[97] [98] [99] [101] Tyrrel praised the ship combat, though he felt that the respawn system was too forgiving.[101] Christian Donlan from Eurogamer too called the ship gainsay "thrilling" and the general gainsay "crunchy, pleasantly bones".[96] Tyler Wilde from PC Gamer liked exploring the shipwrecks, believing that exploration evokes a sense of discovery, though he commented that he wished more emergent events would happen in the ocean.[103] Solo play received mixed opinions. Some critics thought that information technology was more difficult,[106] boring,[107] and maddening,[108] while some remarked that information technology was entertaining,[96] satisfying,[108] and relaxing.[109] [106]

After a year of updates, the game received more positive reviews from critics. Post-obit the Anniversary update, IGN stated that players should give the game a second adventure and that it was the "perfect time" to render to the game.[110] One of its writers, David Jagneaux, praised the Alpine Tales and its riddles in his second review, which he described as "brain teasers that really challenge [histrion's] detective skills".[101] In his summary, he wrote that the game is a "pirate fantasy sandbox with an enormous amount of things to practice, made unpredictable and exciting past the add-on of other players".[101] Nicole Carpenter from Polygon praised the mail-launch updates for making the title more "curated" with more structure and direction.[111] The game also received PC Gamer 's Best Ongoing Game 2019 accolade,[112] and was listed by Gameindustry.biz as one of their Games of the Year in 2019.[113]

Commercial functioning [edit]

Sea of Thieves is a commercial success. The title attracted more than 1 million players 2 days after it released.[114] During its week of release, information technology was the best-selling retail game in the U.k.,[115] sixth acknowledged in Switzerland,[116] and it became the second acknowledged game in the U.s. in March 2018 behind Far Weep 5.[117] On 28 March 2018, Microsoft alleged the game equally the fastest-selling new IP released for the Xbox One.[118] [119] Rare attributed the game's success to the title releasing for Xbox Game Laissez passer subscribers at launch, which enabled the game to achieved Rare's sales target for three months in a unmarried day.[120] Game Pass contributed to half of the game'due south sales,[77] though Microsoft added that the game also sold well in both retail and digital formats.[121] The game passed five million players in August 2018.[122] In January 2020, Rare declared the game was "the most successful IP [Microsoft has] released in the generation", with it amassing more than 10 million players.[123] In addition to good sales, Sea of Thieves was also popular with viewers, with the title existence ranked every bit one of the near watched titles on Twitch in Jan 2019 following the Shrouded Spoils update.[124] [125]

The game would launch on Steam on June 3, 2020. By July 2020, Sea of Thieves would height 15 million players, including 1 million units sold on Steam and over 3.three million players logging in during June 2020.[126] The total number of players would go along to rise, reaching 20 million players by March 2021.[127] During the month of June 2021, following the release of the Pirates of the Caribbean crossover A Pirate's Life content update, 4.8 million players logged in, setting a new record.[128] In October 2021, Body of water of Thieves had reached 25 million players.[129] On Steam, 5 million copies have been sold equally of December 21, 2021.[130]

Awards [edit]

Twelvemonth Award Category Consequence Ref
2016 Game Critics Awards Best of Show Nominated [131]
All-time Original Game Nominated
Best Online Multiplayer Nominated
Gamescom 2016 Best Xbox I Game Won [132]
Best Social/Online Game Nominated
Best Multiplayer Game Won
Golden Joystick Awards Most Wanted Game Nominated [133]
2017 Game Critics Awards Best Original Game Nominated [134]
Best Online Multiplayer Nominated
Gold Joystick Awards Nearly Wanted Game Nominated [135]
2018 Develop Awards Animation Nominated [136]
Visual Design Nominated
Music Blueprint Nominated
Sound Design Nominated
Gameplay Innovation Nominated
The Independent Game Developers' Association Awards All-time Action and Adventure Game Nominated [137] [138]
Creativity Award Nominated
Best Sound Design Nominated
Visual Design Won
Aureate Joystick Awards Best Audio Design Nominated [139] [140]
Best Co-operative Game Nominated
Xbox Game of the Year Nominated
The Game Awards 2018 Best Multiplayer Game Nominated [141]
2019 D.I.C.E. Awards Online Game of the Yr Nominated [142]
15th British Academy Games Awards Evolving Game Nominated [143]
Multiplayer Nominated
Ivor Novello Awards Best Original Video Game Score Won [144]
The Independent Game Developers' Association Awards Best Social Game Nominated [145]
Golden Joystick Awards All-time Game Expansion (Ceremony Update) Nominated [146]
2021 17th British Academy Games Awards Evolving Game Won [147]

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External links [edit]

  • Official website

longoriaciss1997.blogspot.com

Source: https://en.wikipedia.org/wiki/Sea_of_Thieves

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