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Skull And Bones prepares to set sail

The game’s creative director Elisabeth Pellen looks back on the journey so far

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Once you’ve sunk the opposition, you’ve got to find a way to extract your booty.

Pirates are about to have a big moment. This year has seen the success of TV series Our Flag Means Death, and the long-running manga One Piece is staring down its final story arc. On top of all that, people are still yelling from the crow’s nest about how fantastic Black Sails was. As such, it’s no surprise to see Ubisoft riding that wave, with Skull And Bones coming to PS5 on 8 November.

As hot as pirates are right now, the fires of this project’s story were first lit all the way back in 2013. Assassin’s Creed IV: Black Flag had been released to widespread acclaim, and Ubisoft sought to capitalise on that success. Beginning developmen­t as an Assassin’s Creed expansion before becoming an online multiplaye­r experience, Skull And Bones is now very much its own thing.

Creative director Elisabeth Pellen talks us through part of that journey, explaining, “After E3 2018, [...] we saw an opportunit­y to give more space to the player for more interestin­g combat manoeuvres with these gigantic ships, so we pivoted towards creating a multiplaye­r naval combat game in an immersive open world.”

Rather than banding together with other players on deck, you captain your own vessel and crew from the jump. From there you can team up with other player captains, go your own way in seeking out booty, or snatch up someone else’s treasure in PvP combat. Pellen adds, “Players can easily switch to a PvE-only [server], with no loss in progressio­n depending on the session they would want to have on that day.”

Whether you’re taking on convoys, rich NPC merchants, or other players, naval combat is all about getting your ship into position and making the most of your onboard weapons. Once you’ve sunk the opposition, you’ve then got to find a way to extract your booty, and haul it back to port – hopefully without scattering it along the ocean floor. There are specialise­d cargo ships for this, and that’s one reason banding together with other players and making the most of each vessel type’s unique abilities is worth considerin­g.

LAND AHOY!

Besides shifting gameplay gears, the project also swapped scenery more than once before setting sail on the Indian Ocean. Pellen explains that, after no small amount of historical research, this was the obvious choice: “The Indian Ocean during the Second Golden Age Of Piracy was considered the most dangerous sea. It was like an Eldorado for young pirates to become billionair­es in one day with the right knowledge and attitude. Instead of

spending their spoils, some invested their gold in outposts and smuggling routes to build their own secret trading networks.

“The pirates of the Indian Ocean were also more diverse – some became experts in scavenging wrecks, while others became hunters and buccaneers selling illegal goods, or even logwood cutters when they were not out at sea. They were some of the deadliest [in] pirate history, because they would organise gangs to raid fortresses [...] The Indian Ocean was an endless source of inspiratio­n.”

The team did take some liberties with history. “We took inspiratio­n from what was real for the grittiness and flavour […] but we did not [restrict] ourselves to the historical events,” Pellen shares. “For instance, we have torpedoes in the game to provide more depth to our naval combat.”

Speaking of tall tales, there’s no standard story campaign to follow, with the narrative focus instead on giving you the space to soak in the world’s details and write your own legend in its waves.

“You might get a different experience depending on when you visit [a particular outpost],” Pellen elaborates, “and this encourages players to interact with one another, and share informatio­n […] We don’t have one story but multiple stories that will evolve over time.”

MOST WANTED

‘Opportunis­tic rover to kingpin’ (pirate royalty) is the journey central to Skull And Bones. Notoriety fuelled much of the real-world pirates’ power, and you’ll find a mechanical expression of that here.

Pellen explains, “Game director Ryan Barnard [was inspired to] create a system of progressio­n based on the ability to score the biggest heist, and gain more resources to build your reputation. The Infamy system is elastic. Players gain [and] lose some points based on the risk and reward. At a higher level, you become a middleman and eventually [...] an entreprene­ur where you can craft your own contraband for the most influentia­l brokers in the world.”

But not everyone loves a girlboss pirate, least of all your crew if you don’t keep them happy. “We wanted the deck of our own ship to behave like a living theatre which changes depending on your actions,” Pellen says. “We also wanted it to have an impact on your gameplay, so we developed a morale gauge that will go down if [for instance] you don’t feed your crew. At the other extreme, if you manage to galvanise your crew, the more enthusiast­ic your crew will be.”

If you neglect your crew they could even force you off your ship. Pellen says, “If your crew does mutiny against you, you will be marooned on an island with a basic ship. When you manage to head back to [dry land], the pirates waiting on the dock are aware of the mutiny, and will jeer at you.”

But this isn’t the end – it’s a new beginning as you start climbing the rigging towards kingpin status once more. Pass the grog, we’re diving back in!

The champagne will smash on Skull And Bones’ hull on 8 November.

The Indian Ocean during the Second Golden Age Of Piracy was considered the most dangerous sea.

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 ?? ?? Take to the high seas and write your own pirate legend on the Indian Ocean – though not as you know it.
Take to the high seas and write your own pirate legend on the Indian Ocean – though not as you know it.
 ?? ?? Everyone’s gotta start somewhere. There’s a wealth of ships to upgrade and customise, from the humble sailing sloop to specialise­d warships.
Everyone’s gotta start somewhere. There’s a wealth of ships to upgrade and customise, from the humble sailing sloop to specialise­d warships.
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1 Get chummy or become chum: if you don’t treat your crew right, they’ll mutiny and you’ll be on your own. 2 There’s no linear story campaign but there’s still plenty to discover across the ocean. 3 It’s important to look the part with snazzy figurehead­s but don’t skimp on your hull-side defences! Hopefully, an opposing vessel will get the point with this armour. 4 What’s a legend without a lead? You can adjust the look of both your pirate captain and their crew. 5 This heist would be a challenge solo but not impossible! Even so, teaming up with buddies makes things easier, especially when each captain’s ship brings its own specialise­d abilities to the table.
4 5 1 Get chummy or become chum: if you don’t treat your crew right, they’ll mutiny and you’ll be on your own. 2 There’s no linear story campaign but there’s still plenty to discover across the ocean. 3 It’s important to look the part with snazzy figurehead­s but don’t skimp on your hull-side defences! Hopefully, an opposing vessel will get the point with this armour. 4 What’s a legend without a lead? You can adjust the look of both your pirate captain and their crew. 5 This heist would be a challenge solo but not impossible! Even so, teaming up with buddies makes things easier, especially when each captain’s ship brings its own specialise­d abilities to the table.
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1 2 3
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