The idea seems to be to encourage the player to keep switching between ships rather than sticking to and levelling up just one. Some ships might have more room for loot but are weaker in combat, for instance, and Ubisoft says that a ship’s size, category, and perks are key - and that’s before fitting it out with weapons and attachments. The only thing that really isn't on land is combat.”Ĭhoosing between and customising our ships will be of paramount importance. “Aside from that, there is a lot of gameplay on land - it’s where you craft, gear up, socialise, manage your warehouse and customise your ship and your captain. This was part of how we wanted to ensure that the world changes and feel alive… treasure hunts are one of the things that will only occur at an outpost when you have finally discovered the location of that hidden treasure,” he continues. So, for instance, there might be a certain faction one day and the next day be, you know, rogue pirates instead. “They all have encampments, sometimes multiple encampments even, which rotate through a system we have. “There are many different outposts to discover as a player,” Barnard says. In the trailers and glimpses we’ve been shown, we’ve seen the player disembarking at dens and outposts, and also hunting hidden treasure. Yet there has been a lot of discussion about how much on-foot gameplay will feature in the game. Barnard explains that “Skull and Bones is mainly a naval game,” adding, “I think we’ve been really clear about that." We know that naval combat and exploration will be key. Naval combat will be key, and we’ll be attacking everything from other ships, to settlements, to forts, which Barnard tells us are “the toughest challenges we have in-game.” We can choose between a PvE experience and a PvEvP experience either setting out alone or in groups of “up to three.” We had a lot of questions about the specifics of Skull and Bones’ gameplay. We’ll need to craft ships - there are up to 12 available - outfit them with weapons and attachments, lead a crew, roam the seas looking for treasure and opportunity, and battle our way up the ranks past our enemies. So, our main goal is to grow our Infamy, which judging from the Skull and Bones site, we do by taking on contracts “from vendors, local factions, and kingpins in the world,” which will then open up more resources and opportunities for us. What’s the gameplay like?There’s a lot to cover here. That being said,” Barnard continues, “what drives you through the progression system which we call Infamy, is the fact that you will gain access to blueprints in the game which will give you different types of ships, weapons, and armours, and you'll need those as you move and explore around the world to be effective against new foes.” We want players to create their own stories and be able to choose the type of pirate they want to be. There is an underlying story to the game with which we build the entire world lore, but that's not the main focus. “We have narrative pieces - in the game, you'll meet important NPCs called Kingpins which have their own stories that you'll learn as you develop rapport with them by taking on contracts with them. “Skull and Bones is not a narrative-driven game,” Barnard explains. Ubisoft’s aim with Skull and Bones seems to be to focus on the player’s own individual story. To begin with, we’ll be in the pirate den of Sainte-Anne, with only a small boat, but we’ll soon move up the ranks to become a pirate legend. What’s it about?In Skull and Bones, we start off with nothing, as a destitute survivor of a shipwreck, and must build our way up from there to become the most infamous pirate on the seas.
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