Remaining Seaview Preview: Rogue Pirates Meet Character 5 Fashion, but is it more than just the depths of the skin?
Blog Andrew Joseph 27 Jun , 2025 0

Six hours after the earliest moments of the upcoming Pirate RPG ruins, I left a lot of questions about how it will eventually emerge, whether it is the current quasi-business system, puzzling suppliers and upgrade paths that sometimes bother me a little, or make me feel a little less difficult, or a little bit of speech, or a certain effect. subtitle. But, in all of this, one thing never doubts, is a colorful adventure that has absolutely incredibly inclined to the style that makes me yearn to see more rough. Seriously, cartoon characters, exaggerated (usually funny) animations and gorgeous menus are the coolest menus I've ever seen since Character 5, and I often can't help but smile even if I don't understand what's going on. The version I played was so early and unfinished that it was hard to tell if this would be available in many other areas (from gameplay to technical stability), but there was still a lot of time to iron out everything before the 2026 2026 launch window in 2026, and it already had such a unique charm that I officially added this to my list of games that it rarely appears.
Before I learned about what I like, I didn't like the residual ocean. It is also worth mentioning that what I played seemed to be a very early construction, very unfinished, and prone to the technical performance of various insects and rocks. I'm used to playing for months, sometimes even years to see their days, but even through this measure, this measure is especially in construction. Menu and dialogue are full of placeholder text, crashes and bugs, and the whole thing is not optimized for non-Mandanlin speakers like me, which usually makes things lost in translation. For all these reasons, it’s hard to tell how things will go away from a technical point of view and where the gameplay is, because many of the ideas are obviously very unbaked. Keep this in mind when watching this video.
What I know about the remnant ocean is that it plays in the same space as the thief’s sea, the open world’s high ocean explores as pirate crew and islands, spreading over the islands, filled with loot waiting to be plundered. But it also distinguishes itself by unexpected elements (such as the turn-based battles that take place on the shore) or the way the RPG/MMO mechanics that accompany it happens – I'm not even sure I'm not even sure about the series of weird fusions that the final product shoots, and which weird fusions are shot every 30 minutes, while another surprise brings another mess of how these chaos match the chaos of Demo, and I can team up with hundreds of recruiters in the demo, and I can build my company in the recruiters. And none of this will see any planned multiplayer component, as this will obviously all interact with other Pirate Captains in the online world.
Unfortunately, a lot of thoughts thrown at me and it’s hard to get a feeling in this kind of building, such as round-based battles, my pirate crew and I spanned the sword and the big chaos with rival skallywags and local fauna. While the animation is beautiful, the drill bit I play is also very simplified, either due to the part I played very early in the adventure or because it is obviously still an ongoing work. As a big fan of the turn battle, I hope they can flesh out some mechanics to reach some of my recent favorites like Clair Migs: Adventure 33 or Like Dragon: Infinite Fortune, but now mostly reminds me of a very stripped-down character 5 person 5 person.
The good news is that no matter how unfinished any aspect of the Remnant Ocean is, this has been one of the most fun games I've ever played in a long time. Despite the wooden faces, the humanoid characters (all of them puppets for some reason) have a lot of personalities, and their exaggerated animations really shock me. Despite the atmosphere of thieves and pirates, I rarely feel like I know what will happen next, for example, after defeating a giant ape owner on the island and returning home on the boat, I suddenly found myself attacked by that monkey, and now, he now defeated his ship, they now captured their own ship and blew me up with Cannon Fire. Then, even if I sent him to David Jones’ locker, my boat was radiating in the stupidest cutscenes. I still feel like I don't quite understand the feeling of playing the final product, as it chooses between a messy loot, a bombing cannon on board, and a very chaotic dialogue choice with various party members, but even through this confusion I certainly wouldn't say it's not fun – instead.
It's also really nice to see such a unique environment, because while you might expect a lot of typical pirated pranks, there are indeed strange concepts throughout the process that keep me on my toes, such as how my journey started initially, how I discovered the moon buried under the sea (!?), or when Marionette's character is lost again, they always lose their lives on themselves, but they always destroy their islands inside, and they always get stuck looking for their islands inside, or they're on islands inside, or encountering them inside. There is also a very unique punk atmosphere around the world, as everything is covered by graffiti, and many characters act like reckless teenagers who play class roles as naughty pirates.
One big question for the Remnant Sea is that it undoubtedly performs well and interesting ideas about whether the debris can really blend together, and I really don't get close to answering it in over six hours later. For now, it's definitely fun and unique, and I can anxiously wait for more to watch more, but we may have to wait longer before we can get a better feel for it, especially when it comes to technical performance and online aspects of this build at all.
I can definitely see the start of the vision here, where the punk aesthetic and killer art styles work well in footwork and slower, slower tactical-based turn-on battles to create something really special. Plus, we can always use more pirate fantasies in our lives, and I can already say that this stupid genre will bring a very fresh perspective. Admittedly, I don't know how they're going to make online multiplayer games, and friends are probably here to work with turn-on battles and NPC party members. But hey – if they manage to remove it, it sounds great if they don't have at least that's something unique.