
Certainly there are always setbacks and direction changes in the natural course of development. It feels as though we’ve known about Skull and Bones for quite some time. It was a huge feat for the Singapore studio to create one of the biggest open worlds at Ubisoft so they are really proud of that achievement. Thank you for taking the time to answer some questions and congratulations on the recent gameplay reveal showcase! What was that moment like for you and the team?ĮP: It was really exciting for everyone who contributed to the project to finally reveal our game.

Now that the excitement of the re-reveal has subsided a bit, and the team at Ubisoft Singapore have been able to catch their breath, Creative Director Elisabeth Pellen sat down to answer some questions for Seasoned Gaming. However, Ubisoft put those concerns to rest in a gameplay overview showcase on July 7th while simultaneously announcing a November 8th release date. Some speculated that the game had been scrapped after several reworkings and missing its original release window of 2018. They also specifically mentioned PVP servers for multiplayer battles, giving the impression that there will be PVE servers as well, so you won't be bothered by other players if you don't want to.After originally being announced in 2017, the much anticipated pirating title Skull and Bones went quiet. The developers did, however, make the point to say that you can play this game by yourself if such is your preference. To the disappointment of some, the game is totally online with no single-player-only mode. There are different in-world factions that if you attack, you won't be able to trade with, and there's a dynamic weather system that may have you facing stormy seas. They can mutiny, though the gameplay effect of this wasn't really explained. Once you're big enough you'll have a crew, but they won't always do as you tell them. Resources even include ammo for your cannons. Resource gathering, which you can do by cruising through small islands or killing sea creatures, is a necessity for crafting your upgrades. Speaking of crafting, the presentation showed off how the game has a lot of different systems that work off of each other, seemingly to better fulfil this pirate lifestyle fantasy. Higher Infamy gives you access to new items, blueprints for crafting, better ships and other upgrades. Infamy is built up by taking up contracts (quests), which can be transporting illegal cargo through dangerous waters, raiding settlements, or sinking enemy ships. The game's central form of progression was referred to as Infamy a fun little immersive nod to how famous pirates gained notoriety with their not-so-kind acts. They showed a large variety of ships and weapons, each with their own pros and cons. Even raiding an opposing ship just shows the one quick cutscene of your crew jumping over and slashing some folks.

Many fans expressed disappointment to learn that hand-to-hand combat is not present in any form. The weapons showcased were controlled with standard third-person aiming, as well as area-of-effect selection. The way you move between different points of view and control various weapons on all sides of your ship, all while trying to steer it, seems like an engagingly hectic vehicle-management experience. The live gameplay showcase did show some fun and dynamic parts.
