Pirates of the Caribbean: At World's End

Pirates director wants creative madness

Or games become as stagnant as films.

Pirates of the Caribbean director Gore Verbinksi has urged game developers to "go down dark alleys" and not stick to set formulae, stating that "this is the time for madness".

Pirates of the Caribbean: At World's End

Pirates of the Caribbean: At World's End

Kristan of North London: At Wit's End.

Almost a year ago I remarked that Pirates of the Caribbean: Dead Man's Chest was "a bit like an entirely brainless Prince of Persia without the subtlety or design genius".

Worse was to follow, in the assessment of it being "one of the most crushingly generic gaming experiences ever designed. As in, in the history of gaming." And, predictably, the public lapped it up despite the dire 2/10 warning.

Buoyed by last year's Top 5 success, Disney has gone all Activision-EA-THQ on us and released this year's PotC title on a gazillion formats to ensure that every living soul (and probably a few undead ones, too) gets the chance to play the game of the summer blockbuster movie, At World's End. Eternally optimistic, we plumped for the 360 version on the off chance that it wouldn't make us want to rake the eyeballs out of our own face in despair. But, as usual, such misplaced positivity only made the process of playing through this rancid mug of grog all the more intensely torturous.

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More Pirates of the Caribbean

New film, new games.

Shiver me timbers, it's more Pirates of the Caribbean from Disney - lining up on every conceivable platform to go hand-in-hand with the new film in May.