Though it might be tempting to compare this online ocean to Sea of Thieves, Skull and Bones actually has more in common with the Forza Horizon series. Alone or alongside the ships of up to two friends as a fleet, you’ll gather resources and complete action-packed heists to feed your greed and climb Jacob’s progression ladder as you power up your vessel, which is usually a blast. Skull and Bones is fairly unique in the grand scheme of open-world RPGs in that it gives you direct control of a ship and lets you sail the ocean as you pillage ports and send enemy vessels to Davy Jones’ locker in search of loot and infamy. Skull and Bones might not be the AAAA Man-of-War Ubisoft was hoping for just yet, but with a strong start to a live-service that’s got a year of upcoming content mapped out, it’s already quite seaworthy. Predictably, there are still some major concerns common with always-online games nowadays, including performance issues and bugs aplenty, as well as a very small list of endgame activities that become monotonous and grindy in short oar-der. The 17th-century Indian Ocean works well as avast open world to be explored and plundered, the RPG mechanics are (briny) deep with opportunities for buildcrafting alongside your fellow scurvy dogs, and the naval combat you’ll spend bucca-nearly all your time on the high seas engaging with is tactical and consistently entertaining. ![]() ![]() ![]() Six separate delays and several different concepts that were forced to walk the plank might make you understandably apprehensive about Ubisoft’s long-brewing pirate game, but after spending over 60 hours hoisting sails and swabbing decks, I’ve had a yo-ho-whole lot of co-op fun with friends and strangers alike. Like spotting the first sign of shore after years adrift, Skull and Bones has finally, actually found its way to launch.
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