Aye! “The Golden Age of Piracy” where maritime rovers ruled the seas. Influencing the ebbs and flows of the historic North Atlantic and Indian Oceans…Skull and Bones, a Ubisoft original, took a stab at representing the glory days – specifically the heyday of the Buccaneer (Period, y. 1650-1690). Today, the word describes a person or thing that is fearless and adventurous. Skull and Bones makes a daring attempt to recreate the magnificence of the pirate’s emporium.
A rags-to-riches reverie encompass the story. Crafting, customization, and challenges constitute the gameplay. Battleships on the water for combat and moreover withal. The following acts as a game review of the long-awaited Skull and Bones. We dive into the overall narrative, mechanics, playability, graphics and sound.
Skull and Bones is available starting at $69.99 for PlayStation 5, Windows, and Xbox Series X|S. See also Ubisoft+ for subscription-based price offerings.
Main Story | Dead Men Tell No Tales
Last December, there was an impressions article assessing the Skull and Bones 6-hour closed beta test. This review is in part a comparative review in junction with an overall one. The main story appears to be the quest-line with the first Kingpin in Sainte-Anne. The player is instructed on various basic hitman and go-fetch type quests. The quests and rewards usually revolved around customizing your pirate, ship, weapons and armor set. Depending on playstyle, some may find that to be lackluster. I found it to be a practical, laid-out introduction on how to get hep to all of the customization options and a guided, paced out way to learn menu navigation (there is a lot to learn). Skull and Bones is players’ choice but to “go on account” with Scurlock is the most pragmatic way to get the most out of the game.
Gameplay | Hoist Up the Mizzen
In the matter of playability in general; it is compelling. The core gameplay loop of gathering materials, blueprints, hoarding treasures and heading back to a den just to beef up your wardrobe and ship seems overly simple but I found it easy to stay motivated.
During early February’s open beta, I dealt with mildly unstable server issues that continued into early-access play. This was not such an issue during December’s closed beta. As a fairly understanding and forgiving game reviewer, I found this to happen so often that it was disruptive to the gaming experience.
Combat
I struggled to understand the modesty of the combat system. Yes, a pirate game is an ambitious overall undertaking, even for Ubisoft. There are too few pirate games for Skull and Bones to not be perceived in comparison. Fan-bases of previous pirate IPs may be automatically estranged and overly contemptuous. Players who want to stay partisan towards S&B might have a hard time unless they stay in their bubbles. Maybe Ubisoft was hyper-focused on creating a pirate game that was completely it’s own. Yet, if there is one thing Ubisoft historically knows how to do, it is build a great combat system. Why Ubisoft didn’t do that here, left me asking that very question. An opportunity was missed at launch by having no real sword-fighting in a pirate game. I think the game will stay in debt so-to-speak, even with the fan-base, until that is put in place.
Cutlass or No Cutlass; If players are okay with just point-and-click, fleet-to-fleet naval combat for now, Skull and Bones does do it well here. The combat system on balance may improve as the game scales post-release.
Graphics & Sound | O’ Shenandoah
Playing with no looming time limits allowed for me to properly observe the music during this gaming experience. I was glad to hear bona fide pirate music that felt like it was it’s own to Skull and Bones. “Pirate music” can often just feel like knock-offs from each of the other and it’s been that way since old Hollywood. Grammy-nominated Tom Holkenborg composed the original game soundtrack for this game. His portfolio holds other notable titles such as Rebel Moon, Sonic Hedgehog 2, and Justice League. Well-done.
On top of that, the pirate chanteys are extremely charming and a nice touch as many are historical in nature.
Ubisoft’s proprietary game engine AnvilNext powers Skull and Bones. Created from the ground-up in the late-early 2000’s, it’s been scaled generously since it’s inception. However, the graphics are give or take depending on player preference. I rarely found the graphics to be janky or disruptive to the gaming experience.
Skull and Bones was reviewed thanks to a key provided by Ubisoft.