Tortuga - Two Treasures

Review

posted 4/13/2007 by Randy Kalista
other articles by Randy Kalista
One Page Platforms: PC
Ascaron Entertainment is never one to pass up on a good ole Caribbean tale of adventure. The Port Royal, Tortuga, and Patrician series established Ascaron as the gaming equivalent to Age of Discovery-themed B-movie studio execs. They don't churn out products at grindhouse levels, but they never shy away from squeezing a sequel or two out of their circa 17th century "World of Tortuga" properties.
 
The previous Tortugatitles (more specifically the Pirates of the New World and Pirate Hunter iterations) employed trading, fleet maintenance, and international standing as gameplay staples, operating as a more or less faithful hymn to Sid Meier's 1987 Pirates release. Politics aimed the tip of your sword -- and the business end of your cannons -- just as much as targets of opportunity and pirate booty did. The open-ended Grand Theft Galleon gameplay expectedly earned them some extended playtime. But judging from Two Treasures' pulpy movie-poster veneer and its attractive cast of romance novel cover models, it's become obvious that Ascaron has set their sights on a slightly distant shore.
 
Distant, but familiar, nonetheless. Ascaron broke out the telescope and focused on a more personable story this time around. You fill the cuffed boots of Thomas "Hawk" Blythe, a young swashbuckler with a Johnny Depp frame, but with none of the Keith Richards swagger. The dodge-parry-thrust dialogue between Hawk and his long-lost sister (or is she?) evokes more of a Princess Bride sense of timing and humor that keeps the cut scenes a welcome pleasure rather than an arresting bore. On the other side of the doubloon, however, I suspect that the actress playing Hawk's voodoo-worshipping lady love, Sangua, is earning less work nowadays, since the actress may have been striving for a sultry smoker's voice, but could only rehearse her lines like an enamored soccer mom. And Hawk's mentor, the nefarious Edward Teach (that's Blackbeard to you, deck swabbie), portrays a better Old Saint Nick than he does portray the premier visage of villainy for the Golden Age of Piracy.
 
This hyper-dissection of the voice acting is only relevant due to Two Treasures' single-handed reliance on cut scenes to propel the storyboard. A few lines of narrative prelude each stage before Hawk is thrust into one of three scenarios: Blow up ships, evade ships, or hack your way through town -- and its sea-legs are notably sturdier than its landlubbin' counterparts.
 
In the 'blow up ships' scenarios, Hawk captains an increasingly impressive line of ships from chapter to chapter, though fleet commanders will be sorely disappointed: Hawk pilots only one ship at a time, and only in a couple instances will a second ship's AI take the helm to aid in Hawk's quest. With the inclusion of at-sea sail, hull, and cannon repair kits, Hawk's enemies don't stand much of a chance (since you can fix damaged areas on the fly), despite the intimidating odds. The battles escalate from tutorial-sized one on one matches, all the way up to half-a-dozen or more assailants swarming after Hawk's ship. The sailing vessels range in size from the lowly swoop all the way up to the triple-gun-decked Ship of the Line. Even with the latter's ghastly size, it still maneuvers like a Honda Civic, pulling a tight turn radius when need be. Ship to ship combat as a whole is a fast-paced, maneuverable affair; an excellent game design choice since realistic ship movement makes for a long day at sea, indeed. Let's leave Ship Simulator 2007 thrill-seekers to their own devices.
 
Along with at-sea repair kits, a treasure chest of other goodies standby to equip you with some raucous times during Two Treasures' short stint in the Caribbean. Kraken Bait, for one, summons forth a malevolent giant octopus to put the hurt on the next enemy that makes an aggressive move against you. It's a beautiful thing. And another, explosive barrels, create floating minefields that indulge a satisfying explosion if it's either run over by the hull of a ship -- including yours -- or its ten-second timer expires. Chain reaction explosions from the barrels are a blast to execute, and it'll become a favorite tactic to cutoff an opponent with a line of barrels (permanently hotkeyed to the number 5) with the agility of a Tron light-cycle. The enemy AI is often baffled in how to avoid these contraptions, provided they're well-placed -- but it'd be no fun if you couldn't slam bad guys with these heavy hitters. Your regular, run-of-the-mill cannonball is in infinite supply, so should you expend all other munitions, your guns stay loaded.
 
Damage modeling is very specific, with your ship drawn into evenly-spaced quarters. Chain-shot, a specific type of cannonball, tears sails to shreds and can quickly put a ship dead-in-the-water, while grapeshot racks up a nasty body count for depleting an opposing ship's human resources. These specialized cannonballs cost a pretty penny (and you never acquire much gold to speak of in Two Treasures) and tend to run themselves out within a few solid, broadside volleys. Again, not to harp on the story's linearity, but there's really no need to preserve an enemy ship unless the storyline deems it necessary, since you cannot amass a fleet of ships, and the only way to acquire an enemy's goods is by sending the ship down into Davy Jones' Locker. The goods float indefinitely in treasure chests that you can pick up by running over, while surviving enemy crew begin treading water. That is, until the sharks start circling. And at that moment, your recruiting-at-sea program has only a few seconds to run over those grateful new crewmembers before the Great White Shark population starts turning the cerulean seas into a bitter shade of bloody.
 
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