Skulls and Bones’ development hell has been well documented, undergoing multiple changes to the game’s plot, mechanics and even key development staff.
The fact that the finished product wasn’t able to meet expectations is not surprising. The game’s world, despite its grand scale, appears hollow, ensnaring players in a cycle of repetitive tasks under the guise of freedom. The emphasis on digital currencies over genuinely engaging content also left me pondering if this was the fabled adventure we were originally promised.
Comparisons with another of Ubisoft’s pirate-ish game – the excellent Assassin’s Creed VI: Black Flag – are inevitable, given its inspirational role in Skull and Bones. Similarly, when placed beside Microsoft’s Sea of Thieves, another excellent pirate-themed game, Skull and Bones falters.
What’s disappointing is that some of the game’s designs just simply defy common sense and logic – even gaming logic. For instance, there’s a stamina bar for sailing at full speed in Skull and Bones. Why? I don’t know. But I do know that micromanaging a resource that feels somewhat out of place in the open sea detracts from the strategic depth of naval engagements, which should ideally revolve around environmental navigation and tactical positioning instead.
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