So I think I’ve grasped the core strategy behind winning naval battles, if strategy’s not too grandiose a word for “having some bombs.” And now that I’ve got a ship that wasn’t designed for running mail, I’m happy to get past all this fussy tutorial-area low-grade busywork and just get to the horse racing already. I mean, what gives? I’m hours into this 17th century pirate sandbox and I haven’t seen one goddamn racetrack yet.
But oh boy, I sure have been hearing about “the races” from every single Suspicious Man I’ve been to thus far. It is literally the first dialogue I encountered in the game. Like, here’s a small sample of things I learned after I found out that the Caribbean(!)’s secret underground racing circuit was being held in Fort Jacob:
- Where to hire a crew
- Where to find jobs
- How most of my skills work
- How to sail a ship
- How to fire a cannon
- That I have made a terrible mistake
- What a “hanger” is
So you know what? Let’s see what the fuss is all about. Get ready to watch some nameless awkwardly-costumed NPCs trot around a track and bet imaginary money on the arbitrary outcome, because that is almost certainly what we’re in for. I mean, did they just have a track they used for testing horses and they figured they might as well—

Weevil my biscuits, they actually made a racing minigame. They took a clunky knight simulator and made a clunkier pirate simulator and then threw in a racing minigame. Obviously, we are going to drop everything we’re doing and play the racing minigame.
Continue reading 〉〉 “Nan o’ War CH13: Debrisbiscuit”
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