There is always a buzz around a game that’s been trapped in development hell, those titles that have been on the books for years and never quite seen to make it across the line. Games like Duke Nukem Forever and Dead Island 2 were shown off at an expo, only to take years, if not decades, to ever see the light of day. Skull and Bones is another one of these games that was in the works for years and has had more knockbacks than your average Sunday League footballer.
But after eleven years, the game has finally been released, but is it all shipshape? Has that decade-long voyage worth the wait? Or, is it just a ghost ship holding on for dear life?
Ashen Adventure
Developed mainly by Ubisoft Singapore with the help of a lot of the other Ubisoft studios along the way. Skull and Bones is a pirate affair that takes the sailing and sea combat systems of Assassin’s Creed IV: Black Flag and grows it into its own seafaring title.
An interesting footnote to the review is that I personally got to see the game in action at Gamescom 2018. At this point, Skull and Bones was was shaping up well, but had already become a bit of a myth/meme in the gaming sphere.
After all, the game was already five years in the making back then. Little did we know that it would take another half-decade for the game to leave port.
Treasure Map
When you think of the pirate life, you think of sailing the high seas, finding booty, swashbuckling sword fights, playing an old sea shanty or two, and always watching your back.
Well, Skull and Bones delivers some of these elements but it’s all very watered down. Most of the fun or intrigue to be had is diluted in a repetitive gameplay structure. Skull and Bones undermines any of its strengths and attraction for the sake of its live service ambitions.
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The game tends to make the best bits of its take on the piracy, somehow, boring. The grind is immense. And with so little engaging and interesting gameplay on offer in exchange for your time, it’s baffling that someone didn’t shout ‘stop’ as they spread the good stuff so thin, it’s almost invisible.
That’s not to say there isn’t elements of interest in Skull and Bones. There are just so few and so far between, that those glimmers of light (and hope) often fade quickly.
Location Unknown
Skull and Bones is a sandbox affair, where its tale is used to create the world. You, however, shape your story as you play. This emergent story is actually a great idea given how other pirate titles throw you in the deep end and tell you to ‘have at it’.
The tale sees you begin penniless after the English sink the ship you were crewed on. Skull and Bones sees you start at the bottom and work your way to the top. You’ll need a new crew, ship and ultimately plenty of riches if you are to make a name for yourself on the high seas.
Skill and Homes
Much like The Division, there is a hub island where you’ll find all the shops and quest givers you could ever hope for. You can also see other players running around the area. Or not, depending on how many months after release you are talking about.
Skull and Bones sees you take a few quests to get your feet wet and earn some coin. This, in turn, lets you build stronger and better ships, allowing you to hunt down bigger and richer targets when not on the so-so quests.
When not blasting cannons, you’ll be able to mine and harvest resources from passing islands, as well as find some floating goodies from those whose adventures were less fortunate.
Barque Orders
Where Skull and Bones flat is in the quests and missions. They all boil down to sink X, hunt down Y, find Z or bombard. Skull and Bones absolutely lacks the variety for something aiming to bleed dozens, if not hundreds, of hours (and some cash) from its players.
This isn’t helped by the live service side, bringing in a grind element where you’ll need to find way too many resources to craft cool kit, which you’ll quickly get stuck on – having to complete the dailies loop to get the most bang for your time.
Although World Events try to spice things up, these end up being sea battles against gangs of tougher ships. Or worse, the bounty targets, which are just damage sponges that reinforce the feeling of boredom.
The first few encounters can be fun and sometimes present a decent challenge. However, after a few of them, your tried-and-tested tactics will see them become another waste of time.
There is also Helm missions which see you becoming a smuggler with a number of dens. Here, you can earn the in-game currency – pieces of eight. Once you have enough, which, of course takes ages, there is a special mission that opens up.
And this is basically a bank run in all but name. You need to transport pieces of eight to a pirate den, while fighting off NPCs and other players. This is the worst parts of the game in one joyless, tedious package. And I would be surprised if anyone found it something to look forward to.
Ground Overboard
You’ll need a LOT of pieces of eight if you wish to unlock most of the gear and kit on the black market. So, be ready for a real grind and borderline micro-manager sim.
Gameplay is 95% ship-based, and if you have played Assassin’s Creed IV: Black Flag, you’ll feel very much at home. Skull and Bones‘ controls and mechanics are extremely similar; you drop sails for speed or raise them to turn quicker.
Combat focuses on different armaments you have on your ship. Ships can be armed with cannons, mortars and flamethrowers and each have different ranges and effects.
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Beware the ships are based on a rank system for power. The higher the number your gear is, the stronger you are. Even if the gear isn’t what you want to use. This kills the room for personal choice as you end up number chasing to be the best you can be.
Brewing Up a Storm
When you are in the heat of a battle with a few ships, and the sea is churning up because of a storm, it all comes together for a few moments. There is fun to be had in these moments. Ramming enemies while tracking other ships about to blast you to bits as the seas heave can be intoxicating.
When not on your ship you’ll be a glorified delivery ma. 99% of the time you’ll drop off an item to a quest giver, or go talk to an NPC. The other 1% you’ll get to actually explore, battle and dig up treasure.
Visually, Skull and Bones is detailed and has a strong art style. However, a lot of the assets and style have an Assassin’s Creed look, especially when you’re on foot. And though the long periods of sailing in the early game are dull, they are a pretty sort of dull. When the sun sets, casting its ombré skies, or lightning flashes lighting up the storm-cast horizon, Skull and Bones is gorgeous.
The audio is also strong. From the creaking of the ship’s timbers, to the cries of your crew as you’re bobbing along the vast blue, the din is immersive. The soundscape also complements the visual prowess and art style perfectly.
Sunken Gold
Skull and Bones throws a lot of mediocre ideas at the wall that are pinged way too heavily on its unending focus on being a live service. There are good, even great, moments in there, but they are dragged down by just an ocean of busy work. Skull and Bones sinks under its repetitive gameplay and misguided live service dreams.
Despite being eleven years in the making, Skull and Bones feels like it’s been rushed to market, aiming to hit a shipping date. Ultimately, Skull and Bones is a platform that developers will undoubtedly go back to, refine and polish over time, but it’s just not a booty worth waiting for.
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