For example, the canon’s fuse shortens with time and can be cut before the shot. Plunder Panic is also very generous, with tons of small details that reveal layers upon layers of possibilities within the game, providing a pleasant learning curve. In any case, once the player grasps a new concept, its execution is fairly simple. Even though it took me a few moments to get my bearings and realize that while the captain always spawns with a sword, other sailors need to purchase their own swords with gold, everything is fairly intuitive and easy to learn with visual cues, although some finer points might be difficult to catch while in the thick of the action. You can check out my baby steps and more game mechanics explained by Will Jeffery himself in the above video (cut from 1h to ~30min). Plunder Panic seems to work both for parties and esports, as its elements tailored for fun cohabit seamlessly with deeper strategic layers.ĭuring our session, Will Jeffery from Will Winn Games commented that, in contrast to Killer Queen, the pirate setting is easier to understand for newcomers, and I cannot agree more. Grab an idol meteors will fall in the general direction of the idol! Grab a squid and spray ink on enemies to mark them for the Kraken! Pick up wings and fly above the terrain! All sorts of items add variety and randomness to the proceedings, and they can be deactivated for competitive play or increased in a customization menu. Most importantly, items give more options than just killing with the sword. While the overall structure stays the same (two ships and a canon somewhere in the middle), there are several maps with each slightly different positions for their platforms, and a different theme. While a lone warrior can make the difference, it is all about contributing to the overall goals of the team, and most actions require to sheath the sword and become temporarily vulnerable. The game is intense enough depth comes from mastering the items and map control. Less buttons means that the game is easier to pick up for newcomers, and there aren’t complicated attacks to learn. The controls are fairly simply: 1) a button to jump, 2) a button to pull or sheath the sword or drop items, and finally 3) a button for actions such as attacking with the sword or interacting with the environment and picking up items.
![pirate plunder panic part 3 pirate plunder panic part 3](https://vignette.wikia.nocookie.net/sonic/images/0/0c/Vol-9-Mighty-and-Espio.png)
![pirate plunder panic part 3 pirate plunder panic part 3](https://cdn11.bigcommerce.com/s-0kvv9/images/stencil/500x659/products/204477/288701/sonicarchives12__97285.1519949239.jpg)
Furthermore, it’s only a single screen, but brimming so much with various possibilities and different events that I never saw the game as repetitive. But the more I played, the more I realized how much potential this provides: on a micro level each player can focus on an activity that they feel more comfortable with, whereas on a macro level team coordination can make the difference between order and chaos, between having no visibility to coordinating effectively attack and defense. The game can be played with up to 12 players or AI (6 vs 6), so good luck tracking everything that is going on!Īt first, I was overwhelmed by everything moving in all directions at the same time. Completing any one of these tasks wins the round, and this is where things get complicated and interesting.
#PIRATE PLUNDER PANIC PART 3 FULL#
Plunder Panic’s action is contained within a single screen, in between the ships belonging to two teams, each with four objectives: 1) Bring back enough gold 2) Sink the enemy ship with a canon in the center of the map 3) Kill the enemy captain a fixed number of times 4) Ram a rowboat full of dynamite into the enemy ship.