Rare Games’ upcoming pirate-themed online title, Sea of Thieves, experienced major success during its closed beta phase, with over 2 million hours played cumulatively by all the players.
Rare’s Joe Neate was recently featured in an interview in Xbox: The Official Magazine’s March 2018 issue, via WCCFTech, where he expressed his confidence and reiterated that the studio “feels good” about the game’s launch offering. He continued to praise how quickly and cooperative Sea of Thieves’ community is, sending feedback to improve the game’s experience and helping the studio shape the game’s experience to satisfy its fans.
Some of our toughest conversations are about what should make it for launch. We feel good about our launch offering, and that Sea of Thieves offers an experience like no other. We also feel great about how we plan to grow and evolve the game. Launch is just the start, and I’m so excited to begin this journey for real. For now, we remain focused on the launch experience, and we’re committed to ensuring players have a great initial experience, and then we’ll transition into our post-launch roadmap of features.
They [the community] have been a huge part. We knew from the start that we needed to build a community around the game, and to do that we needed to be as open as possible with our development and decision-making.
We’ll do the same way beyond launch, and continue to take feedback from our community on how we are doing in this area. They’re typically the first to tell us if we’re not sharing enough information or rationale behind our decisions, and we love that they keep us honest.
Not only that, Neate mentioned the amount of work done on Sea of Thieves to bring it in its best form to the Xbox One X. According to him, the studio managed to push the Xbox One X’s abilities “pretty far” with what they have achieved, including “native 4K, supporting HDR, with high-resolution textures and shadows and support for Dolby Atmos.”
We were always well-prepared for the Xbox One X version. We had already done a lot of work in terms of 4K assets and HDR lighting because of our work on the PC version, so it was pretty smooth to just get it up and running. Now we’ve pushed it pretty far, with the game running in native 4K, supporting HDR, with high-resolution textures and shadows and support for Dolby Atmos.
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