Pirates of the Caribbean: Tides of War (2017) – Game Review
Quippy Title: A Pirate’s Life for Me… Assuming I Can Afford the Damn Ships!
Let’s Start by Showing Y’all the Trailers Shall We?
Today we’re reviewing Pirates of the Caribbean: Tides of War, a mobile strategy game originally released in 2017.
And before we begin, let me establish something.
I LOVE PIRATES!
I love Pirates of the Caribbean. I love One Piece. I love pirate ships, sword fights, buried treasure, cursed skeletons, supernatural sea monsters, and pretty much everything associated with pirate adventures.
So naturally, when I discovered that there was a mobile Pirates of the Caribbean game where I could construct my own pirate fortress, command a fleet of ships, recruit familiar characters, and build my own pirate empire, I was interested.
And here’s the funny thing.
THIS GAME IS ADDICTIVE AS HELL!
Seriously, this is one of those mobile games where you tell yourself you’re only going to check something for five minutes, and suddenly you’ve spent half an hour collecting resources, upgrading buildings, organizing your fleet, and preparing for your next battle.
But here’s the catch.
As much as I enjoy this game, it also suffers from some of the most frustrating aspects of modern mobile gaming.
Long upgrade timers, endless resource requirements, aggressive monetization, and perhaps most frustratingly, making some of the most recognizable ships from the movies ridiculously difficult to obtain.
Because apparently, in a game called Pirates of the Caribbean, getting your hands on the Black Pearl is treated like you’re applying for a mortgage.
WHAT?!
Non-Spoiler Plot Overview
Pirates of the Caribbean: Tides of War takes place within the world of Disney’s Pirates of the Caribbean franchise, incorporating familiar characters, legendary ships, supernatural threats, and locations inspired by the films.
Rather than playing directly as Captain Jack Sparrow, you establish your own pirate stronghold and gradually transform it into a powerful maritime empire.
You’ll construct buildings, recruit pirates, develop fleets, research upgrades, gather resources, complete missions, and engage in battles against computer-controlled enemies and other players.
And honestly?
I really like this concept.
There’s something satisfying about starting with a relatively small pirate operation and gradually developing it into something much more impressive.
You begin with limited resources, modest ships, and buildings that aren’t particularly remarkable.
But as you progress, your fortress expands, your fleet becomes stronger, and your influence grows.
And that’s where the addiction starts.
Because the game constantly gives you something to work toward.
There’s always another building to upgrade, another ship to strengthen, another mission to complete, or another resource you desperately need.
And I swear, every time I finish something, the game immediately presents me with five more things to do.
OH, WONDERFUL!
I WAS WORRIED I MIGHT ACTUALLY FINISH SOMETHING TODAY!
However, it’s important to understand that Tides of War is not a traditional open-world pirate adventure.
You’re not physically controlling a pirate captain, running around islands, swinging swords, and boarding enemy ships.
This is a strategy game built around base management, fleet development, and long-term progression.
And while that isn’t necessarily a bad thing, it’s important to establish what kind of experience you’re getting.
Character Rundown
Naturally, one of the game’s biggest attractions is the Pirates of the Caribbean license.
And when you think of Pirates of the Caribbean, who immediately comes to mind?
Captain Jack Sparrow!
Of course!
The franchise has an enormous collection of memorable characters, including Hector Barbossa, Davy Jones, Will Turner, Elizabeth Swann, and many others.
And the game draws from that recognizable universe to give its strategy systems some personality.
The problem is that these characters aren’t developed in the same way they would be in a traditional narrative adventure.
You’re not getting a lengthy, character-driven storyline where Jack Sparrow goes through some elaborate emotional journey.
Instead, familiar faces are incorporated into the game’s broader collection, combat, and progression systems.
And that’s fine for what the game is trying to accomplish.
But I do wish there were more substantial character interactions and story missions.
Because the Pirates of the Caribbean universe has so much material to work with.
You have cursed pirates, the East India Trading Company, Davy Jones, legendary treasure, supernatural mythology, and some of the most recognizable ships in modern cinema.
There’s enough material here for an enormous adventure.
But the game is ultimately more interested in having you develop your own pirate empire than telling a particularly memorable story.
Which brings us to the real protagonist.
Your fortress.
Your ships.
Your resources.
And your increasingly unhealthy relationship with upgrade timers.
Gameplay and Fortress Building
Now THIS is where Tides of War becomes genuinely enjoyable.
The game revolves around constructing and improving your pirate fortress.
You begin with relatively basic facilities, but gradually expand your operation by upgrading buildings, developing new technologies, recruiting forces, and strengthening your defenses.
And I love games that provide a visible sense of progression.
There’s something satisfying about looking at your fortress and seeing how much it has changed since you first started playing.
Buildings become more elaborate.
Your fleet grows.
Your resources increase.
Your military capabilities improve.
And eventually, your little pirate settlement starts resembling a serious maritime operation.
I also appreciate the sheer number of things you can work toward.
You’re rarely sitting there wondering what to do next.
There’s almost always another objective available.
And that’s part of what makes the game so addictive.
However, the progression system eventually becomes a double-edged sword.
Because early on, everything moves relatively quickly.
You upgrade a building, wait a short period, and immediately begin another project.
It’s exciting!
You’re constantly unlocking new features and watching your fortress develop.
But the further you progress, the longer everything takes.
And eventually, you’re looking at upgrade requirements that demand enormous quantities of resources and increasingly lengthy construction times.
And that’s when I start questioning whether I’m actually playing a pirate game or managing a construction company.
Seriously!
I’m supposed to be commanding a pirate empire!
Why am I spending half my time worrying about building materials?!
I feel less like Captain Jack Sparrow and more like the manager of a maritime Home Depot.
Still, there’s no denying that the progression loop works.
Because even when I’m complaining about it, I still want to see what my fortress looks like after the next upgrade.
Naval Combat and Fleet Management
Of course, one of the most important elements of any pirate game is its ships.
And thankfully, Tides of War offers plenty of opportunities to develop your own fleet.
You can obtain vessels, improve their capabilities, organize your naval forces, and send them into battles against various enemies.
And I genuinely enjoy that.
There’s something satisfying about gradually assembling a collection of powerful pirate ships.
Especially when you’re a fan of the movies and recognize the designs associated with the franchise.
However, I do have to make one thing clear.
This isn’t Assassin’s Creed IV: Black Flag.
You’re not personally standing behind the wheel of your ship, maneuvering through cannon fire, or physically boarding enemy vessels.
Combat is handled primarily through the game’s strategy mechanics.
And while that makes sense for the genre, it does mean battles can occasionally feel detached.
Rather than relying on your own reflexes or swordsmanship, success depends heavily on preparation, ship strength, upgrades, and other strategic factors.
Sometimes that can be rewarding.
Other times?
It feels like I’m watching two sets of numbers argue with each other.
COME ON!
I WANT TO SEE PIRATES FIGHTING!
But the fleet management is still enjoyable, especially when you’re gradually developing stronger vessels and preparing for increasingly difficult encounters.
And this brings me to one of my biggest complaints about the entire game.
Unlocking the Movie Ships – ARE YOU KIDDING ME?!
OH BOY.
HERE WE GO.
Because this is something that genuinely frustrates me about Pirates of the Caribbean: Tides of War.
One of the biggest reasons to play a Pirates of the Caribbean game is the opportunity to obtain the legendary ships from the movies.
Think about it.
The Black Pearl.
The Flying Dutchman.
The Queen Anne’s Revenge.
The Silent Mary.
These aren’t just random pirate ships.
They’re some of the most recognizable vessels in the entire franchise!
The Black Pearl is practically a character in its own right.
The Flying Dutchman is one of the coolest supernatural ships ever put on film.
And the Queen Anne’s Revenge, with its sinister design and Blackbeard’s supernatural influence, is another fantastic addition to the franchise.
So naturally, when I play a Pirates of the Caribbean game, I WANT THESE SHIPS!
And what does the game do?
It makes obtaining iconic vessels a major long-term pursuit, with access and requirements depending on the ship and the game’s available systems or events.
And that’s where things become frustrating.
Because acquiring the movie ships can involve significant progression, collecting the necessary materials or pieces, meeting requirements, or engaging with limited opportunities.
And even after you’ve obtained a desired vessel, developing it into something genuinely powerful can demand further investment.
Which means the excitement of finally acquiring a recognizable ship can quickly be replaced by another enormous list of upgrades.
OH, COME ON!
I JUST GOT THE DAMN THING!
CAN I ENJOY IT FOR FIVE MINUTES BEFORE YOU START ASKING ME FOR MORE RESOURCES?!
Now, I understand why the developers don’t simply hand everybody the strongest ships immediately.
These are prestigious rewards.
They’re supposed to feel special.
And I actually agree with that philosophy to an extent.
If I obtained the Black Pearl within my first ten minutes, it probably wouldn’t feel particularly rewarding.
But there’s a difference between making something challenging to obtain and making the process unnecessarily tedious.
And Tides of War occasionally struggles with that distinction.
Because these aren’t obscure vessels that only hardcore players recognize.
They’re the ships people associate with the movies!
Imagine downloading a Star Wars game and discovering that obtaining the Millennium Falcon requires an absurd amount of grinding.
Or playing a Batman game where the Batmobile is locked behind an exhausting collection of progression systems.
YES, I UNDERSTAND THAT IT’S SUPPOSED TO BE SPECIAL!
BUT IT’S ALSO ONE OF THE MAIN REASONS I’M PLAYING!
And that’s exactly how I feel about the movie ships in Tides of War.
The recognizable vessels should absolutely require effort.
But that effort should feel like a grand pirate adventure.
Imagine unlocking the Black Pearl by completing an elaborate quest involving cursed treasure, dangerous enemies, and a battle against a legendary pirate captain.
Or obtaining the Flying Dutchman through a supernatural storyline involving Davy Jones.
THAT WOULD BE AWESOME!
Instead, too much of the experience can revolve around the familiar mobile-game routine of collecting resources, progressing through systems, and waiting for the next opportunity.
And that’s a shame.
Because I don’t want unlocking the Black Pearl to feel like completing paperwork.
I WANT TO EARN THE BLACK PEARL THROUGH AN ADVENTURE!
And there’s another issue.
The game’s monetization can make these kinds of long-term collection goals even more frustrating.
When desirable rewards require significant time and effort, paid shortcuts can become increasingly tempting.
And that’s precisely where free-to-play games need to be careful.
Because I shouldn’t feel pressured to spend money simply because I want to command one of the most famous ships in the franchise.
The Black Pearl is supposed to represent freedom on the open sea.
NOT FINANCIAL OBLIGATION!
Ultimately, I appreciate that the movie ships are treated as prestigious rewards.
But I wish obtaining them felt more adventurous and less exhausting.
Because this is one area where the game could’ve done something truly special with the Pirates of the Caribbean license.
Pacing and Progression
One of the biggest problems with Tides of War is how dramatically the pacing changes as you advance.
Early progression is genuinely satisfying.
You’re constantly completing tasks, unlocking improvements, and watching your fortress grow.
But eventually, everything starts taking longer.
Construction times increase.
Research becomes more demanding.
Upgrades require additional resources.
And obtaining certain rewards becomes an increasingly lengthy process.
And look, I understand that this is a mobile strategy game.
I don’t expect to complete everything in one afternoon.
But sometimes the progression feels artificially stretched.
There’s a difference between making me work toward something and making me wait simply because the game wants me to come back tomorrow.
And that’s especially noticeable when you’re working toward one of the legendary movie ships.
Because the anticipation is exciting at first.
You imagine finally adding that vessel to your fleet.
But after enough grinding, the excitement can turn into frustration.
And the worst part?
The game knows exactly how to keep you invested.
You’ve already spent so much time upgrading your fortress and developing your fleet that you don’t want to abandon your progress.
So you keep playing.
And playing.
AND PLAYING!
Eventually, you realize that the game has become part of your daily routine.
And while that demonstrates how addictive it can be, it also highlights how carefully its progression systems are designed to retain players.
Microtransactions
And now we arrive at everybody’s favorite subject.
MICROTRANSACTIONS!
Because apparently, modern mobile games cannot resist the temptation to turn every inconvenience into a potential business opportunity.
Tides of War is free-to-play, and I understand that the developers need to generate revenue.
Servers aren’t free.
Development isn’t free.
Maintaining an online game costs money.
I get it.
But there’s a difference between offering optional purchases and creating progression systems that make spending money feel increasingly attractive.
And Tides of War definitely has moments where the latter becomes noticeable.
Long construction timers, resource requirements, competitive progression, and desirable rewards all create opportunities for players to spend money.
And that’s frustrating.
Especially when you’re trying to obtain iconic ships from the movies.
Because those are exactly the kinds of rewards fans are going to become emotionally invested in.
I don’t want to spend money just because I love the Black Pearl.
I want to feel like I earned it.
And while purchases don’t automatically guarantee victory in every encounter, they can influence the speed at which players progress.
Which becomes especially relevant in competitive multiplayer.
Imagine spending weeks building your fleet.
You’ve collected resources.
You’ve upgraded ships.
You’ve researched improvements.
You’ve carefully developed your fortress.
And then somebody with significantly more powerful forces comes along and demolishes you.
And you’re sitting there thinking:
WELL, EXCUSE ME FOR NOT HAVING THE FINANCIAL RESOURCES OF THE EAST INDIA TRADING COMPANY!
I understand that these systems are part of the genre.
But that doesn’t mean I have to like them.
And I certainly don’t think they should escape criticism simply because the game is free to download.
Alliances and Multiplayer
Another major component of Tides of War is its multiplayer environment.
You’re not building your pirate empire in isolation.
You’re sharing the world with other players who are also developing their own fortresses and fleets.
And that creates opportunities for alliances, cooperation, competition, and large-scale conflicts.
And honestly, I think that’s a pretty good fit for the pirate theme.
Pirate crews didn’t accomplish everything alone.
They relied on cooperation, shared resources, and occasionally questionable partnerships.
And the alliance system captures some of that spirit.
Working with other players can be rewarding, particularly when you’re participating in larger conflicts or helping one another progress.
However, it also introduces another problem.
EXPECTATIONS!
Because once you’re part of an active alliance, there can be pressure to contribute regularly.
Participate in events.
Help other players.
Stay active.
Prepare for battles.
And suddenly, the mobile game you downloaded to relax starts feeling like another job.
OH, WONDERFUL!
I ALREADY HAVE RESPONSIBILITIES IN REAL LIFE!
NOW MY PIRATE FORTRESS NEEDS ME TO CLOCK IN?!
Still, when you find a good group of players, the multiplayer systems can be one of the game’s greatest strengths.
Graphics and Presentation
Visually, Tides of War is an attractive mobile game.
The pirate environments, fortress designs, and naval imagery do a good job capturing the atmosphere of Pirates of the Caribbean.
And I particularly enjoy the ships.
The movie-inspired vessels are easily among the game’s biggest visual attractions.
There’s something satisfying about seeing those recognizable designs represented in a mobile strategy game.
The supernatural elements also help establish the franchise’s identity.
Because Pirates of the Caribbean isn’t simply about ordinary pirates sailing around collecting treasure.
It’s about cursed crews, ghost ships, sea monsters, and supernatural mythology.
And I appreciate that the game embraces those elements.
However, the interface can become cluttered.
As you progress, you’re introduced to more systems, events, notifications, and offers.
And eventually, it can feel like every available corner of the screen is trying to get your attention.
CLAIM THIS!
UPGRADE THAT!
CHECK YOUR REWARDS!
SPECIAL EVENT!
LIMITED-TIME OFFER!
GOOD LORD!
CAN I JUST LOOK AT MY SHIPS FOR FIVE SECONDS?!
But overall, the presentation is one of the game’s stronger qualities.
Pros
The biggest strength of Tides of War is its addictive progression system.
There’s something genuinely satisfying about building your fortress, improving your ships, and gradually expanding your pirate empire.
The game constantly provides new goals, which makes it easy to keep returning.
The Pirates of the Caribbean license is another major advantage.
The recognizable characters, legendary ships, and supernatural atmosphere give the game a personality that generic mobile strategy games often lack.
The fleet management is enjoyable, and the opportunity to obtain famous vessels from the movies provides some compelling long-term goals.
I also appreciate the multiplayer systems.
Alliances and large-scale conflicts add another layer of strategy and encourage cooperation.
And visually, the game looks good for a mobile title.
The ship designs are particularly impressive.
Finally, I appreciate that it’s accessible.
You don’t need an expensive console or powerful computer to enjoy building a pirate empire.
You can simply pull out your phone and start playing.
Although that convenience is also how the game manages to consume so much of your time.
Cons
Unfortunately, Tides of War suffers from several major problems.
The biggest is its monetization.
The free-to-play systems can create frustrating progression barriers, particularly as upgrades become increasingly demanding.
The construction and research timers can also become excessive.
And while I understand that waiting is part of the genre, that doesn’t automatically make it enjoyable.
Then there’s the difficulty of obtaining the iconic movie ships.
I understand that legendary vessels should feel special.
But making them such demanding long-term goals can become frustrating, especially when acquiring and upgrading them relies so heavily on progression systems rather than memorable pirate adventures.
The gameplay also becomes repetitive.
Collect resources.
Upgrade buildings.
Research improvements.
Strengthen ships.
Complete missions.
Repeat.
And although that loop is addictive, it doesn’t always offer enough variety.
Combat can also feel detached because so much of it revolves around statistics, upgrades, and preparation rather than direct player control.
And finally, the multiplayer environment can become frustrating for casual players who don’t have the time or resources to compete with more dedicated opponents.
Final Thoughts
Pirates of the Caribbean: Tides of War is a game I genuinely enjoy.
And I think that’s what makes its problems so frustrating.
Because underneath all the timers, monetization, and endless resource requirements is a genuinely addictive pirate strategy game.
I love building my fortress.
I love developing my fleet.
I love watching my pirate empire become increasingly powerful.
And I especially love the opportunity to collect ships associated with one of my favorite movie franchises.
But that’s also where the game occasionally drives me insane.
Because why does obtaining some of the most recognizable ships from the movies have to be such an exhausting process?!
I WANT THE BLACK PEARL!
I WANT THE FLYING DUTCHMAN!
I WANT TO COMMAND THESE LEGENDARY VESSELS!
AND I DON’T WANT TO FEEL LIKE I’M APPLYING FOR A BANK LOAN TO DO IT!
Seriously, the game has all the ingredients necessary to create some fantastic pirate adventures.
Legendary ships.
Recognizable characters.
Supernatural enemies.
A massive pirate world.
And yet, so much of the experience revolves around waiting for timers and gathering resources.
And that’s a shame.
Because I think the game could’ve been considerably better if it placed more emphasis on adventure-driven progression rather than relying so heavily on traditional mobile strategy mechanics.
Still, I can’t deny how much fun the game can be.
There’s a reason it’s addictive.
There’s a reason I keep wanting to upgrade my fortress.
And there’s a reason those legendary ships remain so appealing despite the frustrating effort required to obtain them.
Tides of War succeeds at making me want to become a powerful pirate captain.
I just wish it didn’t occasionally feel like I needed to become a wealthy businessman first.
And after seeing what Ubisoft did with Skull and Bones, I can at least appreciate that this game knows what its audience wants.
Ships.
Pirates.
Treasure.
And the opportunity to build a powerful fleet.
It just needs to remember that there’s a difference between rewarding dedication and exhausting the player.
Rating: 7.5/10
Pirates of the Caribbean: Tides of War is a genuinely addictive mobile strategy game with enjoyable fortress building, satisfying fleet progression, attractive visuals, and plenty of recognizable franchise content. Unfortunately, excessive timers, repetitive mechanics, frustrating monetization, and the demanding process of unlocking legendary movie ships prevent it from becoming something truly exceptional.
It’s a good game.
Sometimes a very good game.
But it’s also a game that seems determined to test just how badly you want to command the Black Pearl.
⚠️ SPOILER WARNING ⚠️
The following section discusses the game’s long-term progression and legendary ship collection systems. Since Tides of War is primarily an ongoing strategy game rather than a traditional story-driven adventure, there isn’t one definitive ending to spoil.
Spoilers
One of the most interesting things about Tides of War is how dramatically your experience changes as you progress.
At first, everything feels relatively straightforward.
You’re developing your fortress, recruiting pirates, collecting resources, and building a small fleet.
But eventually, your ambitions become much larger.
You want stronger ships.
You want better defenses.
You want more powerful fleets.
And, naturally, you want those legendary movie vessels.
Because let’s be serious.
Who downloads a Pirates of the Caribbean game and DOESN’T eventually want to command the Black Pearl?
Or the Flying Dutchman?
These ships are a huge part of the franchise’s identity.
And the idea of adding them to your fleet is incredibly exciting.
But actually obtaining them can be a completely different story.
Depending on the vessel and the current progression systems, you can find yourself working toward requirements, collecting materials, and waiting for opportunities rather than participating in the kind of cinematic adventure you’d expect from the movies.
And I think that’s a missed opportunity.
Imagine a major quest where you have to track down the Black Pearl, confront a cursed pirate crew, and defeat a legendary captain before claiming the ship.
Or an elaborate supernatural adventure involving Davy Jones and the Flying Dutchman.
THAT WOULD BE AWESOME!
Those kinds of missions could make obtaining the legendary vessels feel like genuine accomplishments.
Instead, too much of the process can feel like another extension of the game’s resource-management systems.
And even after you finally obtain a ship you’ve been pursuing, there’s still the question of upgrading it.
Because apparently, becoming the proud owner of a legendary pirate vessel isn’t enough.
NOW YOU HAVE TO MAKE IT STRONGER!
MORE RESOURCES!
MORE UPGRADES!
MORE WAITING!
OH, COME ON!
But here’s the frustrating part.
Even with all these complaints, the game remains addictive.
Because once you’ve invested enough time into your pirate empire, you become attached to what you’ve created.
You’ve developed your fortress.
You’ve assembled your fleet.
You’ve completed missions.
You’ve worked toward valuable rewards.
And suddenly, walking away becomes surprisingly difficult.
The game understands that attachment.
And it uses that attachment to encourage continued progression.
Sometimes that’s rewarding.
Other times, it’s exhausting.
Ultimately, Tides of War is a game that knows how to keep pirate fans invested, even when its design decisions become frustrating.
And that’s why I find it so difficult to dismiss.
Because despite everything I’ve criticized, there’s still a part of me that wants to check whether my next upgrade has finished.
Or whether I’m any closer to unlocking another legendary ship.
And THAT is the real danger of this game.
Not Davy Jones.
Not Blackbeard.
Not the Kraken.
THE DAMN UPGRADE TIMER!
AND WHATEVER RIDICULOUS REQUIREMENT IS KEEPING ME FROM GETTING MY NEXT MOVIE SHIP!
