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One Piece: Unlimited Cruise SP2 review: A rum deal for pirates?

The SP still stands for shonky port

This article originally appeared in Nintendo Gamer magazine.

One Piece fans are not an impatient sort. They can't be, not when they've been searching the Grand Line for the One Piece over 550 anime episodes and 60 volumes of manga for the past decade.


But as the second part of the Unlimited Cruise saga finally makes its way into port, even the most die-hard of rum-swigging pirates would be up in arms about this 3DS monstrosity (itself a rehash of 2009's pirate punch-up for Wii), calling for it to be thrown back into Davy Jones' locker never to be seen again.

If you were unfortunate enough to suffer through the first one, very little has changed. After a few fishy plot-twists about as rubbery as Luffy's right arm, it turns out your magical reindeer chum Gabri needs feeding again and the only way to sate the little blighter is by redoing all the trials you've just endured in part one.

The five trial islands themselves have all had a rather miraculous makeover, however, showing that Ganbarion has at least made some effort in redressing such carbon copy objectives, but don't let your eyes deceive you. Any change to these bland and linear environments is very much skin-deep only, and when you're working with a textured complexion even more encrusted than Moby Dick's backside, you certainly won't find any sirens hanging out in these waters.

The trials themselves are pretty tedious work too. Just like the previous game, these involve collecting a handful of materials scattered round the various islands, crafting them into bigger and better items, and then using said items to unlock new pathways to scout out yet more useless clobber.


You're not even searching for treasure half the time either. Instead, you're scavenging for bits of rock, weeds and various types of shellfish that bear no relation to any of your poorly explained objectives, making this the very worst kind of foraging sim on the seven seas. With no clear instructions about what you're meant to be doing or where you're meant to be going either, you're often just left wandering round the same ten square feet of map waiting for items to respawn.

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