Skull and Bones’ naval multiplayer slugfest is great if you like big boats and you cannot lie
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
It shouldn’t work: swinging big, heavy boats in slow wide arcs to bring cannons to bear, so you can fire the ballistic equivalent of highly polished rocks at your enemy. But Skull and Bones manages it, lifting the naval battles from Assassin’s Creed: Black Flag lock stock and all the barrels to create a stand alone multiplayer game.
It’s not just a big boaty deathmatch either. The mode I played pitted two teams against each other to loot AI ships, fight each other and then get away - the amount stolen only counting towards your score if you manage to escape at the end. It creates a pleasing three way pull between you and the other two factions as you try to navigate combat and looting.
There’s a nice twist to all this as well where you can defeat human enemies and steal their collective winnings. As a matches progress that becomes a more interesting tactic, with successful players becoming bigger and bigger targets. It gives the game an almost two stage feel: fight to grab all the loot, then protect your richest player while trying to take down the opposition’s biggest fish in return. Plus, you have to make a successful get away (sailing to a safe area of the map as pirate hunting ships close in) potentially trading shots and skirmishes along the way
Doing that requires team work, as the different ship classes (revealed so far) have strengths and weaknesses that can make unsupported one-on-one combat tricky. There’s the Bruiser for example: a middleweight ship that’s relatively fast, with good armaments and a battering ram but not a great range. The Marksman has range, but an eggshell-like fragility that means it has to use it. And, finally, there’s the Enforcer - a battle tub of a boat with high firepower and armour but all the maritime grace of a waterlogged pillow. It all adds another tactical layer, as you need a team mix to be effective, and have to play to each ships’ strength. It’s not quite Overwatch with boats but a clever class change mid-match can make a difference if your strategy isn't working.
Mechanically, it’s otherwise identical to Black Flag’s combat - dropping speed for tight turns (great for catching enemies off guard) and using the camera to select which bank of cannons you’re going to let rip. It’s a slower paced shooter as a result, but much more thoughtful as you try to guess enemy intentions while trying to surprise them with a sudden course change of your own. Bringing your guns to bear and being rewarded with the crashing, splintering impact of a successful volley is all the more satisfying for it - you’re not just pointing and shooting, you’re anticipating, planning and executing.
As fun as all this is, it does still feel like a proof of concept currently with much to prove. How Ubi can expand on it, with classes, modes and more, will make all the difference. It’s entirely vehicle based now with boarding reduced to a button triggered cutscene. The shouts of your captain and crew add loads of character but remain steadfastly anchored to deck, meaning this will sink or swim purely on the strength of its boating action.
Weekly digests, tales from the communities you love, and more

I'm GamesRadar's Managing Editor for guides. I also write reviews, previews and features, largely about horror, action adventure, FPS and open world games. I previously worked on Kotaku, and the Official PlayStation Magazine and website.


