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Sid Meier's Pirates! (2004 video game)

Sid Meier's Pirates! (also known as Sid Meier's Pirates!: Live the Life) is a 2004 strategy, action and adventure video game developed by Firaxis Games. A remake of Sid Meier's earlier 1987 game of the same name, it was originally published by Atari Interactive but in May 2005 2K acquired the rights to the title from Atari's parent company Infogrames and later went on to publish console and handheld ports of the game.

Sid Meier's Pirates!
Developer(s)Firaxis Games[b]
Publisher(s)
Producer(s)Barry Caudill
Designer(s)Sid Meier
Programmer(s)Don Wuenschell
Artist(s)Jerome J. Atherholt
Marc Hudgins
Dennis Moellers
Composer(s)Mark Cromer
Michael Curran
EngineGamebryo
Platform(s)
Release
November 22, 2004
  • Windows
  • Xbox
  • PlayStation Portable
    • NA: January 23, 2007[5]
    • EU: March 9, 2007[1]
    • AU: March 16, 2007
  • Mac OS X
  • August 29, 2008[6]
  • Wii
  • iPad
  • July 21, 2011[10][a]
  • Windows Phone
  • April 11, 2012[12]
Genre(s)Action-adventure, strategy
Mode(s)Single-player

Overall, the gameplay remains similar to the original game, though it features a 3D game engine (NDL's Gamebryo). Some elements such as sun sighting have been removed but other features have been added, such as a ballroom dancing mini-game and an improved turn-based land combat system.

The Microsoft Windows version of Pirates! was released on November 22, 2004, and was also available through the online GameTap video game service before it was shut down. The Xbox version was released on July 11, 2005, and includes some multiplayer capabilities. The Xbox version was re-released on the Xbox Live Marketplace for the Xbox 360 as an Xbox Original on February 11, 2008, as the Xbox version is on the Xbox 360 backward compatibility list in North America and Europe. A version for the PlayStation Portable was released on January 23, 2007; this new version features some modified gameplay mechanisms, and was developed by Full Fat in collaboration with Firaxis Games. The Mac OS X version of the game was released in August 2008 by Feral Interactive.[14] The Wii version was released on September 28, 2010.

A mobile version has been released by Oasys Mobile. The iPad version of the game was released on July 21, 2011. A version for the Apple iPhone and iPod Touch was released in April 2012, published by 2K Games. In addition, the game was ported over to the Windows Phone platform in early April 2012.

Gameplay edit

Pirates is separated into several mini-games requiring different skills, as well as an overall "sailing map" mode where the player navigates around the Caribbean, looking for things to do. Sailing technique, evasion (running from guards), naval gunnery, turn-based strategy, dancing with the daughter of a city governor,[15] fencing, and strategic planning are all skills needed to succeed in Pirates. During the game, players can acquire items and special crew members who make some mini-games less skill-dependent, but must also choose one of five different skills at the start, which the game will give them an advantage in.

In the PC version, most controls are relegated to the nine keys of the number pad, and the game is completely playable using only the keyboard (numpad keys and enter), excluding the start menu and control screen. This is assisted by a visual representation of the keypad in the lower right corner of the screen, which also shows the function of each key at any given time. For example, during ship-to-ship combat, the "3", "7", and "1" keys on the numpad representation are shown with images of different cannonball types - these buttons are used to select different types of cannonballs to fire. The on-screen keypad can also be clicked with a mouse, performing the same function as the keyboard key would have performed. Though the mouse can be used for various commands, the keypad is the preferred input mechanism due to the game's mechanics.

Story edit

Each new game comes with a short backstory, which starts at the time the player character is still a young boy. The player character's family receives a visit from an evil Spanish nobleman, the Marquis de la Montalbán, who proceeds to enslave them all for failing to pay their debt to him. The player character manages to evade capture, vowing to avenge whatever Montalbán has done to his family. Ten years later, the player character, now a young adult, enters a tavern to start his journey to the Caribbean. At this point, the player has to name the character, choose the difficulty level, special trait and starting era, in addition to which nation to sail with at the beginning.

Once the player completes the registration, the scene proceeds to the player character aboard a ship as he takes a voyage to the Caribbean. The voyage is harsh, and the ship captain frequently abuses his ship crew, causing the player character to incite a mutiny out of ill treatment. The mutiny is successful, with the captain set adrift and the player character named the new captain, making the ship his own. This marks the start of the game, with the ship immediately boarding at the port of a major city of the ship's chosen nationality.

Sailing edit

 
Sailing scene (Windows version)

The majority of the game is spent sailing from destination to destination around the Caribbean islands. To control the ship(s), the player must use the number pad (or the directional arrows) on the keyboard. Mouse navigation is also possible, where clicking anywhere on the screen will send the ship sailing in that direction. During the sailing segment, the player navigates between areas of interest in the Caribbean, including colonies, cities, missions, pirate havens, and others. Wind conditions have an important effect on sailing, as winds tend to blow westwards (especially on lower difficulty levels) and as such speed up travels to the west while slowing down travel to the east. Clouds passing overhead indicate barometric depressions, and at the centers of these depressions are storms which cause powerful winds, usually assisting sailing in any direction but also posing a threat to any ship passing underneath the storm. Unlike previous versions of the game, the Caribbean is teeming with ships represented visually by their three-dimensional models. The player can spot these ships from a distance and even collect information about their mission, port of departure, destination, and nationality. This allows the player to hand-pick their targets, as well as actively pursue most ships if an attack is to be attempted. Unlike previous Pirates! games, however, enemy ships cannot force the player to fight, although they can bombard the player's ships en route to a destination and even sink some (but not all) of the player's ships if they bombard them long enough. Fortified cities which hold a particular grudge against the player (or whose controlling nation holds a substantial bounty over the player's head) may also open fire upon the player's fleet as it passes by. The player must also navigate around reefs and shoals, which cause hull damage to any ship which passes over them (but rarely sink ships, unlike in previous versions). Finally, if the player wishes, they may sail the ship onto the shoreline, allowing the crew to disembark and begin to march. This can be used when the player wishes to approach a hostile city without being fired upon, to attack a friendly city, or to travel on land seeking buried treasure, lost cities, or Montalban's hideout.

Trade and economy edit

During the course of the game, the player can acquire large amounts of resources from ships captured, including cannons, food, supplies, and trade goods. These goods have varying values around the Caribbean, and will shift in value over time, though most do not change much at any given time. Areas with many nearby pirate havens will pay more for cannons, isolated settlements will pay more for supplies, and may have very cheap local goods, such as spices, and so forth. This is offset by smaller villages having fewer tradeable goods and less gold than larger cities, which also will trade less under poor economic conditions and small population size (which the player can also help or hinder). Also, the player can repair or upgrade ships at particular ports. These repairs depend on the player's rank and standing in the cities' controlling government. As the player rises in rank, the repairs become cheaper, and eventually are done for free.

Naval battles edit

The player will encounter numerous ships while sailing, all of which can be attacked. The player must decide to start a battle, although enemy ships may open fire and begin a chase on the sailing map. The player also gets the option to switch flagships, controlling which ships will actually engage the enemy. Sailing ships in combat is handled much the same as sailing them on the main map. The player controls a single ship and must navigate it according to the prevailing winds, the ship's specific sailing strengths, and the player's goals during the battle. Several differences do apply, mostly the inability to sail directly into the wind with most ships (which is possible, albeit slowly, on the sailing map), as well as the lack of dynamic weather (no storms, although engaging while in a storm will provide storm conditions during the entire battle). Depending on the player's ship, the enemy's ship, and various other factors, a battle may have one or more desirable outcomes in addition to the sinking of the player's ship. The most common goal in ship-to-ship combat would be the capture of the enemy vessel, either by directly boarding it and carrying the deck, or by subduing the ship by cannon fire. An enemy ship will always surrender if it is dismasted (except escort ships, which never surrender) although it may also choose to surrender if faced with a powerful boarding party compared to its own crew or if very seriously damaged. Smaller ships are suited to the former strategy (quick boarding, with little cannon fire exchanged), though some are nimble enough to evade enemy fire and win by wearing down even the most powerful warships, whose large crew makes early boarding impractical. Larger ships, especially frigates, often are more suited to subduing the enemy ship through cannon fire, due to their powerful broadsides.

Another possible outcome may be the sinking of the enemy ship. After the enemy's hull has been hit enough, a shot will end up in the powder magazine, destroying the ship.

Much of the naval combat mini-game consists of attempting to outmaneuver the enemy, bringing the enemy vessel into cannon range while trying to stay out of the enemy's line of fire. The player may also attempt to board the enemy as quickly as possible to avoid harm to either ship. Wind direction and specific ship capabilities feature heavily into this. Some ships are adept at sailing at sharp angles to the wind direction, while others can only gain reasonable speed while sailing across or with the wind. Turning speed is also different between ship types, and so some ships can actually weave between cannonballs, while others turn very slowly and cannot make fancy maneuvers. There is great emphasis on knowing the particular strengths and weaknesses of one's ship, and the ability to gauge wind direction continuously and act accordingly.

Automatic aiming is also applied to the shot, which may (especially in lower difficulties) cause the cannonballs to be fired at a narrower angle to the ship's heading. This automatic aiming attempts to take into account the heading and speed of the enemy ship, and often will cause a more accurate hit, although it can also be detrimental, especially against quick enemies. Cannon facing the enemy are fired in volleys. After firing, the crew begins to reload, a task which takes a certain amount of time depending on the number of cannon, the number of crew, and several other factors. Volleys can be fired even when not all cannon have been loaded, as opposed to a broadside. The largest broadside possible (24 guns) is fired by a fully armed Ship of the Line, which mounts 48 guns in total. Such a volley is often wide enough to hit the enemy regardless of his attempts to maneuver out of the way. The player needs to take into account the enemy's heading and speed when firing, as cannonballs take some time to travel the distance between the two ships and therefore cannot be fired directly at the enemy's position unless the enemy is motionless or at extremely close range.

Another important tactical decision is the choice of shot types. Round shot is the default shot type, with upgrades providing grape shot and chain shot. Each type causes a different type of damage, and also has different ballistic capabilities. Round shot has the longest range of the three, and greatest speed. Upon impact, it has a great chance of damaging a ship's hull (potentially sinking the ship), and a smaller chance of destroying cannon, killing crew, or damaging the sails. Chain shot has a shorter range and flies at a slower speed in a high trajectory. Its impact is most likely to cause sail damage to the enemy ship, slowing it down or potentially dismasting it. Chain shot also has a small chance of killing enemy crew. Grape shot is very slow and has a short range, but upon impact it can kill large portions of the enemy crew, weakening the ship and slowing its reloading. Grape shot also has the potential of damaging enemy sails.

Ship capture and prizes edit

If a ship has surrendered, or its captain is defeated in combat, it is considered "captured". The player may now unload any gold and cargo from the ship, and may also add it to the player's fleet if there is room. If the ship's crew had a specialist, like a sailmaker or a cooper, these will be added automatically to the player's crew. Some of the captured ship's crew may also be inclined to join the player's ranks, especially if the player's crew morale is high. Captured enemy crews also may have news on various events of interest to the player.

It is also possible to sink (scuttle or burn) the captured ship, desirable if it has been damaged too severely to be towed quickly to port, if no friendly ports are near, or if the player has no interest in selling the ship. Also, if the player's crew is very small or is already maintaining a large fleet, adding an extra ship may cause the whole fleet to become inefficient, slowing it down considerably on the sailing map.

Sword fighting edit

Several events in the game will trigger a sword fighting mini-game in which the player fences the opponent in a one-on-one combat. These segments may or may not include crews fighting in the background, being affected by the progress of the battle as well.

Most often, sword fighting duels occur when two ships collide during naval combat. Sword fights can also break out during attacks on cities, particularly if the city has too few defenders to mount a battle outside the city gates, but also if the player manages to reach the town gates during such land battles without first having defeated the enemy force. During these two kinds of fights, the player's crew and the enemy crew will have an important influence on combat. Crew sizes and morale dictate which side is more likely to lose men during the conflict: as a leader loses men, the effectiveness of his combat moves is reduced.

Dueling also occurs when the player challenges an enemy. This often takes place in taverns, when the player challenges the captain of the guard, or when confronting a known criminal and attempting to bring him to justice. When the player woos a governor's daughter, she will eventually request him to defeat a jealous suitor in one-on-one combat. These duels occur without crew presence and as such are not subject to the effects of crew morale.

A duel is carried out with swords, although pistols can be acquired by the player to gain a starting advantage. During the duel, each combatant attempts to strike at his enemy without being struck. Each combatant can use one of three attacks: a low slash, a high chop, and a middle thrust. Each combatant can also defend against incoming blows with a dodge (against high chops), a jump (against low slashes), or a parry (against middle thrusts). When a blow "connects"—that is, the opponent fails to block with the right move—the struck duelist moves backwards. When one duelist reaches the "limit" of the fighting area, he loses the duel and either surrenders or is knocked out of the battle.

A red and white bar across the bottom of the screen indicates battle advantage. Where the red and white portions of the bar meet indicates which duelist has the advantage. The closer the meeting point is to a duelist, the worse he is faring. When the player properly performs a blocking move or strikes the enemy, the bar shifts towards the opponent, indicating that he has lost advantage. The duelist with more advantage can attack faster, while the duelist with less advantage attacks slower. Also, a failed attack has the chance of disorienting the attacker, causing him to become even slower for a short time, in addition to opening him up for an attack.

Another important combat move is the taunt. If this move is executed in full without the opponent striking, the opponent loses advantage.

When fighting on ships, several events can provide opportunity for an unconventional attack. These include buckets and gaffs lying around on the ship's deck, as well as ropes swinging overhead. When the player or the enemy is situated adjacent to such an item, executing the correct attack will use the item (kicking the bucket, swinging from the ropes, etc.). If such an attack is successful, it knocks the enemy back and causes more disadvantage to him than a normal strike.

Lastly, almost every fighting scene has a middle point that has a strong effect on combat. On a ship, this is the flight of stairs leading from the poop deck or forecastle onto the main deck. In a tavern, this is the balcony and the stairs leading up to it. If a combatant has been pushed all the way to the middle point, a cut scene will show the two combatants moving past the obstacle. On a ship, they run down or up the stairs. In a tavern, the enemy will be knocked down the gallery, and the player will jump down as well. This has the effect of giving time for the advantage bar to swing back to the neutral position, equalizing the fight somewhat during this cut scene.

Most importantly, each fighter in a duel will select his dueling sword out of three possible selections: the rapier, the cutlass and the longsword. The rapier has the fastest attack, but also an inefficient defense. The cutlass is strong on defense, capable of quickly blocking or dodging out of harm's way, but is slow on attack. The longsword lies in the middle, with average attack and defense. When playing on the lowest difficulty setting, the player cannot choose a sword, but is automatically given a longsword. Several items can be acquired that enhance the player's fighting capabilities. In addition, selecting the "fencing" skill at the beginning of the game will give the player character a faster performance during a sword fighting duel.

As the player character ages, his sword fighting capabilities will gradually decrease, causing him to become slower (less so if the user selected the fencing skill at the beginning of the game). This is one of the game's methods for ensuring that older characters are pressed into retirement. On higher difficulty levels, duels become impossibly fast after the character has reached a certain age.

Land warfare edit

Pirates! also has land battles in which the player fights battles in a turn-based system on a grid map, much like in Civilization. This occurs whenever the player assaults a well-defended city (80 or more soldiers in the city's garrison) or Montalban's hideout.

When beginning a land assault, the player is given several units. The exact number of units is determined by the proportion of the player's crew versus the size of the city's garrison. An overwhelming superiority for either side will give that side up to 10 units to command, while equally balanced fights will generally produce four or five units for each side.

Land combat is asymmetrical; the player possesses strong units that specialize in either close or ranged combat, while the enemy's units are equally capable in both but excelling in neither. The enemy also has exclusive access to cavalry, which is a specialized close combat unit that is extremely powerful when attacking open, flat terrain, but poor on the defense and on hills and in woods. Native Americans may join a city's defense, augmenting the local garrison. Natives deploy two types of units—one for close combat and one for ranged attacks. Neither are particularly powerful, but both can move quickly through woods.

Battle takes place outside the city, on a map with hills, forests, and plains. The player's force starts out in one of three selectable positions nearer the bottom of the map, while the enemy force begins closer to the top of the map, near the city gates. The goal of this minigame is either to defeat the enemy force altogether or to have one unit reach the city gates, after which a sword duel commences against the city's captain of the guard and all remaining defenders (or, in later versions, the city is captured immediately). If the garrison initially has fewer than 80 soldiers, the battle immediately segues to the duel with the captain of the guard.

Combat is turn-based. During a side's turn, each of its units can move, attack, or fire ranged weapons. Most units can move up to two squares a turn or one through forests. Native Americans can move two squares through any terrain. Cavalry move three, giving them much higher mobility. Ranged units can move one square and then shoot or shoot first and end their turn. Units can also turn about using one movement point. Many factors determine the strength of a unit when attacking or defending, such as damage received from other units, flank attacks, combat in forests, and terrain height.

Units that are damaged in combat will lose morale, lowering their combat strength. When a unit drops below "panicked" morale, it is routed, fleeing from the field of battle. Some units will rout without reaching their lowest morale—this occurs when a unit is being attacked by a much stronger opponent, especially when flanked. If the number of enemy soldiers left to defend the city drops to 80 or lower during combat, it becomes possible for the city to be conquered for a different nationality.

Capturing cities edit

Successful land combat on the part of the player will yield a one-time ransom. The exact amount is determined by the city's wealth and population parameters. If the city's garrison drops below 100 during or before combat, successful land battles allow the player to change the city's government to that of a different nationality. This not only changes the political situation in the Caribbean, but also makes the new owning nation greatly pleased with the player, as well as any other countries who disliked the original owner, with whom the player's standing drops. The attack also has the effect of lowering the city's wealth rating.

Romance edit

Upon performing tasks favorable to one of the four nations in the game and thus being promoted enough, the player may be given the chance to romance a governor's daughter, starting with a dance at a ball. The more attractive she is (plain, attractive, beautiful), the more difficult she is to romance, and the more fame points she is worth upon marriage. Dancing is done by following the daughter's hand signals (left, right, back, forward, spin left, spin right) and moving appropriately, with higher difficulty including more complex steps and more demanding scores. Successful dancing is rewarded with 'amour' from the governor's daughter, as well as gifts or valuable information. The player becomes more nimble with the purchase of dancing shoes from the tavern merchant. When the daughter's 'amour' is high enough, she will request items such as a diamond necklace or ruby ring (purchased from the mysterious stranger at the tavern) or notify the hero that someone seeks to fight a duel over her. In the final step, the daughter is abducted, and the hero must track down the abductor aboard his ship and defeat him. Upon returning the daughter to her home city and the hero subsequently agreeing to marry her, the game will show a cutscene of the marriage, and the hero will gain bonus fame points.

Sneaking edit

The player may be refused docking privileges at an enemy town. In these cases, the player is given the option to sneak into town. This is done by avoiding the town's guards who patrol the city and moving towards the tavern, or governor's mansion, which are pointed to by signs throughout the city. The player may run, walk, or climb over fences, and has hay bales to hide behind to avoid detection. The player may also sneak up behind guards and knock them unconscious, which risks discovery if they are discovered or they come to. If caught, the player character is thrown into jail, where he must remain to serve a sentence of several months, bribe a guard, or attempt an escape. Certain items can increase the chance of a player's escape.

Historical pirates edit

In the game, there are nine computer-controlled historical pirates, though many of them could not have existed at the same time, because they are based on pirates who are born variously in the 16th and 17th centuries. Each bears his own unique flag and is present on the "top ten pirates" list with the player ranked tenth. Each is also based in a particular Pirate Haven. Each time one is defeated, his plunder and ship are acquired. Part of the player's overall score is determined by how many of these pirates have been vanquished. The nine historical pirates in the game are Henry Morgan, Blackbeard, Stede Bonnet, Captain Kidd, Jean Lafitte, François l'Olonnais, Roc Brasiliano, Black Bart Roberts, and Jack Rackham (also known as "Calico Jack").

Each pirate has a buried treasure, and portions of the treasure maps sometimes may be purchased in taverns. If a pirate's treasure is dug up before defeating him, that pirate will act like a "Pirate Hunter" when the player comes into his view. However, the ships they possess are not historically correct, as Blackbeard's ship "Queen Anne's Revenge" is controlled by Henry Morgan and other pirates in the game. This issue can be corrected for the computer version with the v1.01 patch.[16]

Reception edit

The critical reception for Sid Meier's Pirates! was generally positive. The PC release has an aggregate review score of 88 out of 100 on Metacritic.[17] Steve Butts of IGN highly praised the solid gameplay design that combines a large variety of activities and allows the player to choose one's own style of play. The reviewer also noted the attention to detail in both visuals and sound, and described the stylized look as adding life to the experience. However, he pointed out the repetitive nature of the gameplay over time, and some mechanics that feel inconsequential.[30] The Xbox port also was received favorably, with an aggregate review score of 80 out of 100 on Metacritic.[18] The PlayStation Portable release scored 82/100 on Metacritic.[43]

Computer Games Magazine named Pirates! the second-best computer game of 2004, behind World of Warcraft. The editors wrote: "It's like nothing else out there, and is as good today as it was in 1987".[44] The staff of X-Play nominated Pirates! for their 2004 "Best Strategy Game" award,[45] which ultimately went to Rome: Total War.[46] The editors of Computer Gaming World named Pirates! their 2004 "Arcade Classic of the Year", and nominated it for their overall "Game of the Year" award, which ultimately went to World of Warcraft. They hailed Pirates! as "the year's most purely entertaining single-player game".[47] It received a runner-up position in GameSpot's 2004 "Best Strategy Game" award category across all platforms, losing to Rome: Total War.[48] During the 8th Annual Interactive Achievement Awards, Pirates! received a nomination for "Computer Game of the Year", which was ultimately awarded to Half-Life 2.[49]

The game sold more than 1.5 million units.[5]

Notes edit

  1. ^ Released for iPhone and iPod Touch on April 20, 2012.[11]
  2. ^ Full Fat ported the game to the PlayStation Portable, Robosoft Technologies ported it to the Mac OS X, while Virtuos ported the game to the Wii.

References edit

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  46. ^ X-Play Staff (January 27, 2005). . X-Play. Archived from the original on March 15, 2005.
  47. ^ Editors of CGW (March 2005). "2004 Games of the Year". Computer Gaming World. No. 249. pp. 56–67.
  48. ^ . GameSpot. January 5, 2005. Archived from the original on March 7, 2005.
  49. ^ "2005 Awards Category Details Computer Game of the Year". interactive.org. Academy of Interactive Arts & Sciences. Retrieved 28 September 2023.

External links edit

  • Official website
  • (archived)

meier, pirates, 2004, video, game, this, article, about, 2004, remake, original, 1987, video, game, meier, pirates, this, article, needs, additional, citations, verification, please, help, improve, this, article, adding, citations, reliable, sources, unsourced. This article is about the 2004 remake For the original 1987 video game see Sid Meier s Pirates This article needs additional citations for verification Please help improve this article by adding citations to reliable sources Unsourced material may be challenged and removed Find sources Sid Meier s Pirates 2004 video game news newspapers books scholar JSTOR December 2016 Learn how and when to remove this message Sid Meier s Pirates also known as Sid Meier s Pirates Live the Life is a 2004 strategy action and adventure video game developed by Firaxis Games A remake of Sid Meier s earlier 1987 game of the same name it was originally published by Atari Interactive but in May 2005 2K acquired the rights to the title from Atari s parent company Infogrames and later went on to publish console and handheld ports of the game Sid Meier s Pirates Developer s Firaxis Games b Publisher s Atari Interactive2K after 2005 13 Feral Interactive Mac OS X Producer s Barry CaudillDesigner s Sid MeierProgrammer s Don WuenschellArtist s Jerome J AtherholtMarc HudginsDennis MoellersComposer s Mark CromerMichael CurranEngineGamebryoPlatform s Windows XboxPlayStation PortableMac OS XWiiiOSWindows PhoneReleaseNovember 22 2004 WindowsNA November 22 2004 2 PAL December 3 2004 1 XboxNA July 11 2005 3 EU July 22 2005 1 AU July 29 2005 4 PlayStation PortableNA January 23 2007 5 EU March 9 2007 1 AU March 16 2007Mac OS XAugust 29 2008 6 WiiNA September 28 2010 9 PAL October 8 2010 7 8 iPadJuly 21 2011 10 a Windows PhoneApril 11 2012 12 Genre s Action adventure strategyMode s Single player Overall the gameplay remains similar to the original game though it features a 3D game engine NDL s Gamebryo Some elements such as sun sighting have been removed but other features have been added such as a ballroom dancing mini game and an improved turn based land combat system The Microsoft Windows version of Pirates was released on November 22 2004 and was also available through the online GameTap video game service before it was shut down The Xbox version was released on July 11 2005 and includes some multiplayer capabilities The Xbox version was re released on the Xbox Live Marketplace for the Xbox 360 as an Xbox Original on February 11 2008 as the Xbox version is on the Xbox 360 backward compatibility list in North America and Europe A version for the PlayStation Portable was released on January 23 2007 this new version features some modified gameplay mechanisms and was developed by Full Fat in collaboration with Firaxis Games The Mac OS X version of the game was released in August 2008 by Feral Interactive 14 The Wii version was released on September 28 2010 A mobile version has been released by Oasys Mobile The iPad version of the game was released on July 21 2011 A version for the Apple iPhone and iPod Touch was released in April 2012 published by 2K Games In addition the game was ported over to the Windows Phone platform in early April 2012 Contents 1 Gameplay 1 1 Story 1 2 Sailing 1 3 Trade and economy 1 4 Naval battles 1 4 1 Ship capture and prizes 1 5 Sword fighting 1 6 Land warfare 1 6 1 Capturing cities 1 7 Romance 1 8 Sneaking 1 9 Historical pirates 2 Reception 3 Notes 4 References 5 External linksGameplay editPirates is separated into several mini games requiring different skills as well as an overall sailing map mode where the player navigates around the Caribbean looking for things to do Sailing technique evasion running from guards naval gunnery turn based strategy dancing with the daughter of a city governor 15 fencing and strategic planning are all skills needed to succeed in Pirates During the game players can acquire items and special crew members who make some mini games less skill dependent but must also choose one of five different skills at the start which the game will give them an advantage in In the PC version most controls are relegated to the nine keys of the number pad and the game is completely playable using only the keyboard numpad keys and enter excluding the start menu and control screen This is assisted by a visual representation of the keypad in the lower right corner of the screen which also shows the function of each key at any given time For example during ship to ship combat the 3 7 and 1 keys on the numpad representation are shown with images of different cannonball types these buttons are used to select different types of cannonballs to fire The on screen keypad can also be clicked with a mouse performing the same function as the keyboard key would have performed Though the mouse can be used for various commands the keypad is the preferred input mechanism due to the game s mechanics Story edit Each new game comes with a short backstory which starts at the time the player character is still a young boy The player character s family receives a visit from an evil Spanish nobleman the Marquis de la Montalban who proceeds to enslave them all for failing to pay their debt to him The player character manages to evade capture vowing to avenge whatever Montalban has done to his family Ten years later the player character now a young adult enters a tavern to start his journey to the Caribbean At this point the player has to name the character choose the difficulty level special trait and starting era in addition to which nation to sail with at the beginning Once the player completes the registration the scene proceeds to the player character aboard a ship as he takes a voyage to the Caribbean The voyage is harsh and the ship captain frequently abuses his ship crew causing the player character to incite a mutiny out of ill treatment The mutiny is successful with the captain set adrift and the player character named the new captain making the ship his own This marks the start of the game with the ship immediately boarding at the port of a major city of the ship s chosen nationality Sailing edit nbsp Sailing scene Windows version The majority of the game is spent sailing from destination to destination around the Caribbean islands To control the ship s the player must use the number pad or the directional arrows on the keyboard Mouse navigation is also possible where clicking anywhere on the screen will send the ship sailing in that direction During the sailing segment the player navigates between areas of interest in the Caribbean including colonies cities missions pirate havens and others Wind conditions have an important effect on sailing as winds tend to blow westwards especially on lower difficulty levels and as such speed up travels to the west while slowing down travel to the east Clouds passing overhead indicate barometric depressions and at the centers of these depressions are storms which cause powerful winds usually assisting sailing in any direction but also posing a threat to any ship passing underneath the storm Unlike previous versions of the game the Caribbean is teeming with ships represented visually by their three dimensional models The player can spot these ships from a distance and even collect information about their mission port of departure destination and nationality This allows the player to hand pick their targets as well as actively pursue most ships if an attack is to be attempted Unlike previous Pirates games however enemy ships cannot force the player to fight although they can bombard the player s ships en route to a destination and even sink some but not all of the player s ships if they bombard them long enough Fortified cities which hold a particular grudge against the player or whose controlling nation holds a substantial bounty over the player s head may also open fire upon the player s fleet as it passes by The player must also navigate around reefs and shoals which cause hull damage to any ship which passes over them but rarely sink ships unlike in previous versions Finally if the player wishes they may sail the ship onto the shoreline allowing the crew to disembark and begin to march This can be used when the player wishes to approach a hostile city without being fired upon to attack a friendly city or to travel on land seeking buried treasure lost cities or Montalban s hideout Trade and economy edit During the course of the game the player can acquire large amounts of resources from ships captured including cannons food supplies and trade goods These goods have varying values around the Caribbean and will shift in value over time though most do not change much at any given time Areas with many nearby pirate havens will pay more for cannons isolated settlements will pay more for supplies and may have very cheap local goods such as spices and so forth This is offset by smaller villages having fewer tradeable goods and less gold than larger cities which also will trade less under poor economic conditions and small population size which the player can also help or hinder Also the player can repair or upgrade ships at particular ports These repairs depend on the player s rank and standing in the cities controlling government As the player rises in rank the repairs become cheaper and eventually are done for free Naval battles edit The player will encounter numerous ships while sailing all of which can be attacked The player must decide to start a battle although enemy ships may open fire and begin a chase on the sailing map The player also gets the option to switch flagships controlling which ships will actually engage the enemy Sailing ships in combat is handled much the same as sailing them on the main map The player controls a single ship and must navigate it according to the prevailing winds the ship s specific sailing strengths and the player s goals during the battle Several differences do apply mostly the inability to sail directly into the wind with most ships which is possible albeit slowly on the sailing map as well as the lack of dynamic weather no storms although engaging while in a storm will provide storm conditions during the entire battle Depending on the player s ship the enemy s ship and various other factors a battle may have one or more desirable outcomes in addition to the sinking of the player s ship The most common goal in ship to ship combat would be the capture of the enemy vessel either by directly boarding it and carrying the deck or by subduing the ship by cannon fire An enemy ship will always surrender if it is dismasted except escort ships which never surrender although it may also choose to surrender if faced with a powerful boarding party compared to its own crew or if very seriously damaged Smaller ships are suited to the former strategy quick boarding with little cannon fire exchanged though some are nimble enough to evade enemy fire and win by wearing down even the most powerful warships whose large crew makes early boarding impractical Larger ships especially frigates often are more suited to subduing the enemy ship through cannon fire due to their powerful broadsides Another possible outcome may be the sinking of the enemy ship After the enemy s hull has been hit enough a shot will end up in the powder magazine destroying the ship Much of the naval combat mini game consists of attempting to outmaneuver the enemy bringing the enemy vessel into cannon range while trying to stay out of the enemy s line of fire The player may also attempt to board the enemy as quickly as possible to avoid harm to either ship Wind direction and specific ship capabilities feature heavily into this Some ships are adept at sailing at sharp angles to the wind direction while others can only gain reasonable speed while sailing across or with the wind Turning speed is also different between ship types and so some ships can actually weave between cannonballs while others turn very slowly and cannot make fancy maneuvers There is great emphasis on knowing the particular strengths and weaknesses of one s ship and the ability to gauge wind direction continuously and act accordingly Automatic aiming is also applied to the shot which may especially in lower difficulties cause the cannonballs to be fired at a narrower angle to the ship s heading This automatic aiming attempts to take into account the heading and speed of the enemy ship and often will cause a more accurate hit although it can also be detrimental especially against quick enemies Cannon facing the enemy are fired in volleys After firing the crew begins to reload a task which takes a certain amount of time depending on the number of cannon the number of crew and several other factors Volleys can be fired even when not all cannon have been loaded as opposed to a broadside The largest broadside possible 24 guns is fired by a fully armed Ship of the Line which mounts 48 guns in total Such a volley is often wide enough to hit the enemy regardless of his attempts to maneuver out of the way The player needs to take into account the enemy s heading and speed when firing as cannonballs take some time to travel the distance between the two ships and therefore cannot be fired directly at the enemy s position unless the enemy is motionless or at extremely close range Another important tactical decision is the choice of shot types Round shot is the default shot type with upgrades providing grape shot and chain shot Each type causes a different type of damage and also has different ballistic capabilities Round shot has the longest range of the three and greatest speed Upon impact it has a great chance of damaging a ship s hull potentially sinking the ship and a smaller chance of destroying cannon killing crew or damaging the sails Chain shot has a shorter range and flies at a slower speed in a high trajectory Its impact is most likely to cause sail damage to the enemy ship slowing it down or potentially dismasting it Chain shot also has a small chance of killing enemy crew Grape shot is very slow and has a short range but upon impact it can kill large portions of the enemy crew weakening the ship and slowing its reloading Grape shot also has the potential of damaging enemy sails Ship capture and prizes edit If a ship has surrendered or its captain is defeated in combat it is considered captured The player may now unload any gold and cargo from the ship and may also add it to the player s fleet if there is room If the ship s crew had a specialist like a sailmaker or a cooper these will be added automatically to the player s crew Some of the captured ship s crew may also be inclined to join the player s ranks especially if the player s crew morale is high Captured enemy crews also may have news on various events of interest to the player It is also possible to sink scuttle or burn the captured ship desirable if it has been damaged too severely to be towed quickly to port if no friendly ports are near or if the player has no interest in selling the ship Also if the player s crew is very small or is already maintaining a large fleet adding an extra ship may cause the whole fleet to become inefficient slowing it down considerably on the sailing map Sword fighting edit Several events in the game will trigger a sword fighting mini game in which the player fences the opponent in a one on one combat These segments may or may not include crews fighting in the background being affected by the progress of the battle as well Most often sword fighting duels occur when two ships collide during naval combat Sword fights can also break out during attacks on cities particularly if the city has too few defenders to mount a battle outside the city gates but also if the player manages to reach the town gates during such land battles without first having defeated the enemy force During these two kinds of fights the player s crew and the enemy crew will have an important influence on combat Crew sizes and morale dictate which side is more likely to lose men during the conflict as a leader loses men the effectiveness of his combat moves is reduced Dueling also occurs when the player challenges an enemy This often takes place in taverns when the player challenges the captain of the guard or when confronting a known criminal and attempting to bring him to justice When the player woos a governor s daughter she will eventually request him to defeat a jealous suitor in one on one combat These duels occur without crew presence and as such are not subject to the effects of crew morale A duel is carried out with swords although pistols can be acquired by the player to gain a starting advantage During the duel each combatant attempts to strike at his enemy without being struck Each combatant can use one of three attacks a low slash a high chop and a middle thrust Each combatant can also defend against incoming blows with a dodge against high chops a jump against low slashes or a parry against middle thrusts When a blow connects that is the opponent fails to block with the right move the struck duelist moves backwards When one duelist reaches the limit of the fighting area he loses the duel and either surrenders or is knocked out of the battle A red and white bar across the bottom of the screen indicates battle advantage Where the red and white portions of the bar meet indicates which duelist has the advantage The closer the meeting point is to a duelist the worse he is faring When the player properly performs a blocking move or strikes the enemy the bar shifts towards the opponent indicating that he has lost advantage The duelist with more advantage can attack faster while the duelist with less advantage attacks slower Also a failed attack has the chance of disorienting the attacker causing him to become even slower for a short time in addition to opening him up for an attack Another important combat move is the taunt If this move is executed in full without the opponent striking the opponent loses advantage When fighting on ships several events can provide opportunity for an unconventional attack These include buckets and gaffs lying around on the ship s deck as well as ropes swinging overhead When the player or the enemy is situated adjacent to such an item executing the correct attack will use the item kicking the bucket swinging from the ropes etc If such an attack is successful it knocks the enemy back and causes more disadvantage to him than a normal strike Lastly almost every fighting scene has a middle point that has a strong effect on combat On a ship this is the flight of stairs leading from the poop deck or forecastle onto the main deck In a tavern this is the balcony and the stairs leading up to it If a combatant has been pushed all the way to the middle point a cut scene will show the two combatants moving past the obstacle On a ship they run down or up the stairs In a tavern the enemy will be knocked down the gallery and the player will jump down as well This has the effect of giving time for the advantage bar to swing back to the neutral position equalizing the fight somewhat during this cut scene Most importantly each fighter in a duel will select his dueling sword out of three possible selections the rapier the cutlass and the longsword The rapier has the fastest attack but also an inefficient defense The cutlass is strong on defense capable of quickly blocking or dodging out of harm s way but is slow on attack The longsword lies in the middle with average attack and defense When playing on the lowest difficulty setting the player cannot choose a sword but is automatically given a longsword Several items can be acquired that enhance the player s fighting capabilities In addition selecting the fencing skill at the beginning of the game will give the player character a faster performance during a sword fighting duel As the player character ages his sword fighting capabilities will gradually decrease causing him to become slower less so if the user selected the fencing skill at the beginning of the game This is one of the game s methods for ensuring that older characters are pressed into retirement On higher difficulty levels duels become impossibly fast after the character has reached a certain age Land warfare edit Pirates also has land battles in which the player fights battles in a turn based system on a grid map much like in Civilization This occurs whenever the player assaults a well defended city 80 or more soldiers in the city s garrison or Montalban s hideout When beginning a land assault the player is given several units The exact number of units is determined by the proportion of the player s crew versus the size of the city s garrison An overwhelming superiority for either side will give that side up to 10 units to command while equally balanced fights will generally produce four or five units for each side Land combat is asymmetrical the player possesses strong units that specialize in either close or ranged combat while the enemy s units are equally capable in both but excelling in neither The enemy also has exclusive access to cavalry which is a specialized close combat unit that is extremely powerful when attacking open flat terrain but poor on the defense and on hills and in woods Native Americans may join a city s defense augmenting the local garrison Natives deploy two types of units one for close combat and one for ranged attacks Neither are particularly powerful but both can move quickly through woods Battle takes place outside the city on a map with hills forests and plains The player s force starts out in one of three selectable positions nearer the bottom of the map while the enemy force begins closer to the top of the map near the city gates The goal of this minigame is either to defeat the enemy force altogether or to have one unit reach the city gates after which a sword duel commences against the city s captain of the guard and all remaining defenders or in later versions the city is captured immediately If the garrison initially has fewer than 80 soldiers the battle immediately segues to the duel with the captain of the guard Combat is turn based During a side s turn each of its units can move attack or fire ranged weapons Most units can move up to two squares a turn or one through forests Native Americans can move two squares through any terrain Cavalry move three giving them much higher mobility Ranged units can move one square and then shoot or shoot first and end their turn Units can also turn about using one movement point Many factors determine the strength of a unit when attacking or defending such as damage received from other units flank attacks combat in forests and terrain height Units that are damaged in combat will lose morale lowering their combat strength When a unit drops below panicked morale it is routed fleeing from the field of battle Some units will rout without reaching their lowest morale this occurs when a unit is being attacked by a much stronger opponent especially when flanked If the number of enemy soldiers left to defend the city drops to 80 or lower during combat it becomes possible for the city to be conquered for a different nationality Capturing cities edit Successful land combat on the part of the player will yield a one time ransom The exact amount is determined by the city s wealth and population parameters If the city s garrison drops below 100 during or before combat successful land battles allow the player to change the city s government to that of a different nationality This not only changes the political situation in the Caribbean but also makes the new owning nation greatly pleased with the player as well as any other countries who disliked the original owner with whom the player s standing drops The attack also has the effect of lowering the city s wealth rating Romance edit Upon performing tasks favorable to one of the four nations in the game and thus being promoted enough the player may be given the chance to romance a governor s daughter starting with a dance at a ball The more attractive she is plain attractive beautiful the more difficult she is to romance and the more fame points she is worth upon marriage Dancing is done by following the daughter s hand signals left right back forward spin left spin right and moving appropriately with higher difficulty including more complex steps and more demanding scores Successful dancing is rewarded with amour from the governor s daughter as well as gifts or valuable information The player becomes more nimble with the purchase of dancing shoes from the tavern merchant When the daughter s amour is high enough she will request items such as a diamond necklace or ruby ring purchased from the mysterious stranger at the tavern or notify the hero that someone seeks to fight a duel over her In the final step the daughter is abducted and the hero must track down the abductor aboard his ship and defeat him Upon returning the daughter to her home city and the hero subsequently agreeing to marry her the game will show a cutscene of the marriage and the hero will gain bonus fame points Sneaking edit The player may be refused docking privileges at an enemy town In these cases the player is given the option to sneak into town This is done by avoiding the town s guards who patrol the city and moving towards the tavern or governor s mansion which are pointed to by signs throughout the city The player may run walk or climb over fences and has hay bales to hide behind to avoid detection The player may also sneak up behind guards and knock them unconscious which risks discovery if they are discovered or they come to If caught the player character is thrown into jail where he must remain to serve a sentence of several months bribe a guard or attempt an escape Certain items can increase the chance of a player s escape Historical pirates edit In the game there are nine computer controlled historical pirates though many of them could not have existed at the same time because they are based on pirates who are born variously in the 16th and 17th centuries Each bears his own unique flag and is present on the top ten pirates list with the player ranked tenth Each is also based in a particular Pirate Haven Each time one is defeated his plunder and ship are acquired Part of the player s overall score is determined by how many of these pirates have been vanquished The nine historical pirates in the game are Henry Morgan Blackbeard Stede Bonnet Captain Kidd Jean Lafitte Francois l Olonnais Roc Brasiliano Black Bart Roberts and Jack Rackham also known as Calico Jack Each pirate has a buried treasure and portions of the treasure maps sometimes may be purchased in taverns If a pirate s treasure is dug up before defeating him that pirate will act like a Pirate Hunter when the player comes into his view However the ships they possess are not historically correct as Blackbeard s ship Queen Anne s Revenge is controlled by Henry Morgan and other pirates in the game This issue can be corrected for the computer version with the v1 01 patch 16 Reception editReceptionAggregate scoresAggregatorScoreiOSPCPSPWiiXboxGameRankings85 26 88 22 82 24 62 25 81 23 Metacritic87 100 21 88 100 17 82 100 19 64 100 20 80 100 18 Review scoresPublicationScoreiOSPCPSPWiiXbox1Up comN AA 27 B 28 N AA 29 EurogamerN A7 10 40 9 10 42 N A7 10 41 GameSpotN A9 2 10 34 8 6 10 36 6 10 37 8 6 10 35 GameSpyN A nbsp nbsp nbsp nbsp nbsp 38 N AN A nbsp nbsp nbsp nbsp nbsp 39 IGN9 10 33 9 2 10 30 9 10 32 N A9 2 10 31 The critical reception for Sid Meier s Pirates was generally positive The PC release has an aggregate review score of 88 out of 100 on Metacritic 17 Steve Butts of IGN highly praised the solid gameplay design that combines a large variety of activities and allows the player to choose one s own style of play The reviewer also noted the attention to detail in both visuals and sound and described the stylized look as adding life to the experience However he pointed out the repetitive nature of the gameplay over time and some mechanics that feel inconsequential 30 The Xbox port also was received favorably with an aggregate review score of 80 out of 100 on Metacritic 18 The PlayStation Portable release scored 82 100 on Metacritic 43 Computer Games Magazine named Pirates the second best computer game of 2004 behind World of Warcraft The editors wrote It s like nothing else out there and is as good today as it was in 1987 44 The staff of X Play nominated Pirates for their 2004 Best Strategy Game award 45 which ultimately went to Rome Total War 46 The editors of Computer Gaming World named Pirates their 2004 Arcade Classic of the Year and nominated it for their overall Game of the Year award which ultimately went to World of Warcraft They hailed Pirates as the year s most purely entertaining single player game 47 It received a runner up position in GameSpot s 2004 Best Strategy Game award category across all platforms losing to Rome Total War 48 During the 8th Annual Interactive Achievement Awards Pirates received a nomination for Computer Game of the Year which was ultimately awarded to Half Life 2 49 The game sold more than 1 5 million units 5 Notes edit Released for iPhone and iPod Touch on April 20 2012 11 Full Fat ported the game to the PlayStation Portable Robosoft Technologies ported it to the Mac OS X while Virtuos ported the game to the Wii References edit a b c Sid Meier s Pirates Eurogamer Archived from the original on May 31 2014 Retrieved April 4 2024 Adams David November 16 2004 Grab Some Golden Booty IGN Retrieved April 4 2024 Perry Douglass C June 23 2005 Sid Meier s Pirates Hands on IGN Retrieved April 4 2024 Sid Meier s Pirates Xbox Archived from the original on May 17 2023 Retrieved April 4 2024 a b 2K Announces Sid Meier s Pirates Now Available for the PSP Business Wire January 23 2007 Archived from the original on September 19 2011 Retrieved November 11 2022 via The Free Library Cohen Peter August 1 2008 Sid Meier s Pirates set to plunder the Mac Macworld Retrieved April 4 2024 Dutton Fred September 30 2010 Golden Sun Dark Dawn gets UK date Eurogamer Retrieved April 4 2024 Kozanecki James October 5 2010 AU Shippin Out October 5 8 Enslaved GameSpot Retrieved April 4 2024 Sinhaseni Charlie September 28 2010 Set Sail for Adventure With 2K Games Sid Meier s Pirates for Wii Pure Nintendo Retrieved April 4 2024 Davison Pete July 20 2011 Sid Meier s Pirates returns on iPad Thursday Macworld Retrieved April 4 2024 Calimlim Aldrin April 20 2012 Sid Meier s Pirates Finally Sails To The iPhone AppAdvice Archived from the original on 21 April 2012 Retrieved 21 April 2012 Suyomizzle April 11 2012 Windows Phone 7 Release April 11th 2012 TrueAchievements Retrieved April 4 2024 Surette Tim May 2 2005 2K Games claims Pirates GameSpot Archived from the original on April 7 2022 Retrieved April 7 2022 Sid Meier s Pirates for Mac Feral Interactive Archived from the original on 2012 03 06 Retrieved 2011 08 18 Sid Meier s Pirates Eurogamer 8 March 2007 Archived from the original on 3 August 2020 Retrieved 28 March 2020 2K Archived from the original on 2007 04 03 Retrieved 2008 11 03 a b Sid Meier s Pirates for PC Metacritic Archived from the original on 2011 09 04 Retrieved 2011 07 12 a b Sid Meier s Pirates for Xbox Reviews Metacritic Metacritic Archived from the original on October 1 2015 Retrieved August 30 2015 Sid Meier s Pirates for PlayStation Portable Reviews Metacritic Metacritic Archived from the original on November 15 2015 Retrieved August 30 2015 Sid Meier s Pirates for Wii Reviews Metacritic Metacritic Archived from the original on December 3 2015 Retrieved August 30 2015 Sid Meier s Pirates for iOS Reviews Metacritic Metacritic Archived from the original on October 25 2015 Retrieved August 30 2015 Sid Meier s Pirates for PC GameRankings GameRankings Archived from the original on September 6 2015 Retrieved August 30 2015 Sid Meier s Pirates for Xbox GameRankings GameRankings Archived from the original on September 8 2015 Retrieved August 30 2015 Sid Meier s Pirates for PSP GameRankings GameRankings Archived from the original on September 7 2015 Retrieved August 30 2015 Sid Meier s Pirates for Wii GameRankings GameRankings Archived from the original on September 9 2015 Retrieved August 30 2015 Sid Meier s Pirates for iOS GameRankings GameRankings Archived from the original on September 7 2015 Retrieved August 30 2015 Pirates Review for PC 1UP com Archived from the original on 2012 10 19 Retrieved 2011 07 12 Matt Peckham January 31 2007 Sid Meier s Pirates for PSP Review 1UP com 1UP Archived from the original on March 5 2016 Retrieved August 30 2015 Greg Ford July 11 2005 Sid Meier s Pirates for Xbox Review 1UP com 1UP Archived from the original on March 5 2016 Retrieved August 30 2015 a b Steve Butts November 19 2004 Sid Meier s Pirates PC Review at IGN IGN Archived from the original on November 20 2004 Retrieved 2011 07 12 Douglass C Perry July 8 2005 Sid Meier s Pirates IGN IGN Archived from the original on September 24 2015 Retrieved August 30 2015 Chris Roper January 22 2007 Sid Meier s Pirates Live the Life IGN IGN Archived from the original on September 24 2015 Retrieved August 30 2015 Anthony Gallegos July 29 2011 Sid Meier s Pirates IGN IGN Archived from the original on September 24 2015 Retrieved August 30 2015 Sid Meier s Pirates Review GameSpot Archived from the original on 2011 10 13 Retrieved 2011 07 12 Jason Ocampo July 11 2005 Sid Meier s Pirates for Xbox Review on GameSpot GameSpot Archived from the original on August 28 2005 Retrieved August 30 2015 Jason Ocampo January 22 2007 Sid Meier s Pirates for PSP Review on GameSpot GameSpot Archived from the original on October 20 2007 Retrieved August 30 2015 Carolyn Petit October 12 2010 Sid Meier s Pirates for Wii Review on GameSpot GameSpot Archived from the original on October 23 2010 Retrieved August 30 2015 Dave Kosak December 1 2004 GameSpy Sid Meier s Pirates Live the Life Page 1 GameSpy Archived from the original on July 29 2015 Retrieved August 30 2015 Eduardo Vasconcellos July 13 2005 GameSpy Sid Meier s Pirates Live the Life Page 1 GameSpy Archived from the original on October 6 2015 Retrieved August 30 2015 Kieron Gillen June 12 2004 Sid Meier s Pirates PC Review Eurogamer net1 Eurogamer Archived from the original on September 24 2015 Retrieved August 30 2015 Tom Bramwell August 2 2005 Sid Meier s Pirates Xbox Review Page 2 Eurogamer net1 Eurogamer Archived from the original on September 24 2015 Retrieved August 30 2015 Simon Parkin January 8 2007 Sid Meier s Pirates PSP Review Eurogamer net1 Eurogamer Archived from the original on September 7 2015 Retrieved August 30 2015 Sid Meier s Pirates Metacritic Archived from the original on 2020 08 31 Retrieved 2020 03 28 Staff March 2005 The Best of 2004 The 14th Annual Computer Games Awards Computer Games Magazine 172 48 56 X Play Staff January 18 2005 X Play s Best of 2004 Nominees X Play Archived from the original on November 7 2005 X Play Staff January 27 2005 X Play s Best of 2004 Winners Announced X Play Archived from the original on March 15 2005 Editors of CGW March 2005 2004 Games of the Year Computer Gaming World No 249 pp 56 67 Best and Worst of 2004 GameSpot January 5 2005 Archived from the original on March 7 2005 2005 Awards Category Details Computer Game of the Year interactive org Academy of Interactive Arts amp Sciences Retrieved 28 September 2023 External links editOfficial website Official Firaxis website archived Retrieved from https en wikipedia org w index php title Sid Meier 27s Pirates 2004 video game amp oldid 1224136885, wikipedia, wiki, book, books, library,

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