Assassin's Creed 3 director says Ubisoft's Skull and Bones dev team was "junior" and "trying to essentially make Black Flag crossed with World of Tanks or World of Warships," but without the "experience"

Skull and Bones screenshot
(Image credit: Ubisoft)

Assassin's Creed 3 director Alex Hutchinson was as surprised as anyone to see the development of Ubisoft's infamous AAAA pirate game Skull and Bones drag on for so long, especially since, in his view, he and his team already laid the foundation for what they were making.

There was a time when many doubted whether Skull and Bones would ever release. Development began way back in 2013 when it was intended as a multiplayer expansion for Assassin's Creed 4: Black Flag, and without going into its incredibly tumultuous history, there were several major development reboots and delays before it eventually, triumphantly some would say, released in 2024.

Skull and Bones art of kraken attacking ships

(Image credit: Ubisoft)

Skull and Bones was the first original game whose development was led by Ubisoft Singapore, although the studio worked in a support capacity on every Assassin's Creed game from Assassin's Creed 2 on, notably as a significant contributor to Assassin's Creed 3's ship battling.

I'm a diehard Sea of Thieves fan, noted pirate media obsessive, and longtime Assassin's Creed player, so you'd think Skull and Bones would be right up my alley. Sadly, having played for a few hours at launch and then never again, I have to agree with GR's 2.5/5-star review that on top of many disparate issues, it's just too much of a live-service grind for my money.

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Jordan Gerblick
Staff Writer

After earning an English degree from ASU, I worked as a corporate copy editor while freelancing for places like SFX Magazine, Screen Rant, Game Revolution, and MMORPG on the side. I got my big break here in 2019 with a freelance news gig, and I was hired on as GamesRadar's west coast Staff Writer in 2021. That means I'm responsible for managing the site's western regional executive branch, AKA my home office, and writing about whatever horror game I'm too afraid to finish.

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