It's not just that storms and sea monsters became overfamiliar and rote though; worse is that the spirited, ad hoc camaraderie present between pirates in test sessions prior to launch - one of the game's greatest strengths - all but disappeared. When the floodgates opened on release day, most players immediately set upon Sea of Thieves through the limited lens of a PvP murderfest, rather than a oceanic sandbox inviting all manner of interactions - and things rapidly devolved into an tediously predictable game of aggression. Paranoia mounted and, where once a distant boat could be a potential new alliance, soon a shadow on the horizon all but guaranteed an inevitable, drawn-out fight to the death.
This, then, is why The Hungering Deep is so significant. Sure, if you scrutinise its additions purely as a feature list (it introduces a new instrument, new flag and speaking trumpet tools, new tattoo and scar cosmetics, new ship and outfit options, a brisk campaign quest, and a new AI threat), it's perhaps a little underwhelming. Its true strength comes in how these new features work together to course correct and reinvigorate the game.....
...For the first time in what seems like ages, random crews across the ocean are communicating and interacting positively, and Sea of Thieves seems to have rediscovered its soul. Remarkably too, that community spirit hasn't yet abated; I've been waved at from afar, had impromptu mid-water musical shindigs, shared an outpost with a stranger, and even followed up a boss fight with collaborative skeleton fort. High seas murder is still rife, of course - as it should be a game that lets you live the life of a bloodthirsty pirate if you want to - but, crucially, the possibilities have broadened, and once again, Sea of Thieves has interesting stories to tell.
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