Skull & Bones

REVIEW

Drez

2/8/2026

A World That Exists Mostly to Be Used

The first thing Skull and Bones teaches you is how to read a balance sheet. Not an emotional one. A literal one. Wood types. Cannon tiers. Repair kits. Ammunition grades. Half a dozen currencies blinking at you like a slot machine that refuses to pay out but also refuses to kick you out of the casino. You are a pirate, technically. You are also a logistics manager with a spyglass. That tone settles in early. The ocean looks inviting. The ships creak with promise. A shanty rolls in just strong enough to make you sit up straighter. And then the game hands you another menu and another crafting tree and another reminder that this is not about the fantasy of piracy so much as the maintenance of it. If you came here expecting swashbuckling chaos, you might bounce off hard. If you came here because you liked steering a ship in Black Flag more than stabbing guards, or because Sea of Thieves scratches a specific social itch, you might settle in and quietly lose a weekend. Skull and Bones has taken a beating since launch. Some of it deserved. Some of it felt performative, like people were mad at the idea of it more than the thing itself. I did not play it at launch, and that matters. What’s here now is a game that works, mostly. It just never quite sings.

The Indian Ocean setting should feel rich. Trade routes, colonial powers, outlaw ports, smugglers running rum under moonlight. All the ingredients are laid out on the table. The problem is how rarely the game does anything with them beyond labeling the plate. The story never demands attention. Characters talk at you with the confidence of people who assume you are checking your phone. The writing is functional & occasionally competent, but allergic to risk. Nobody is truly memorable. Nobody says anything that sticks. You move from contract to contract not because you are invested, but only because the next one unlocks better sails. Atmosphere does a lot of the heavy lifting. Ports feel busy enough. The ocean has moods. Storms roll in with a sense of threat that is more mechanical than emotional, but at least effective. You can believe this world exists, you just never feel like it cares whether you exist in it. The game flirts with being about smuggling, piracy, and power without committing to any of them as themes. You are a smuggler. Check. A pirate. Check. A rum runner. Check. A monster hunter, also check. These roles stack like hats, but none of them settle on your head long enough to reshape the experience. It is cosplay without subtext.

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The Grind Is the Point, for Better and Worse

Here is where Skull and Bones either clicks or dies for you. The core loop is grinding. Not in a shameful way. In a deliberate, almost proud way. This is closer to Warframe or Destiny than an action adventure. You take contracts. You gather materials. You craft upgrades. You chase the next incremental improvement. The game is honest about that, and for a certain kind of player, that honesty is a relief. Ship combat feels good, weighty. Turning radius matters. Wind matters. Broadside timing matters. If you liked the naval combat in Black Flag and wished someone would strip out the assassinations and just let you live on the water, this scratches that itch cleanly. There is a Monster Hunter style satisfaction in prepping the right loadout, hunting specific targets, and refining your build until it hums. Customization is deep enough to become a problem. Ships can be tuned obsessively. Armor, weapons, perks, resistances. I lost more time than I expected chasing the perfect setup, not because the game demanded it, but because it invited it. Leveling is forgiving. Progress comes steadily. The grind is eased just enough to feel indulgent rather than punitive. At the same time, the sheer number of systems can overwhelm anyone not already fluent in live service logic. Currencies pile up. Mechanics overlap. Tutorials gesture vaguely and move on. Casual players may feel like they missed a class. The game assumes you will either figure it out or leave. Pros and cons collide hard here. The grind is satisfying if you like that flavor of repetition. The combat is solid. The customization is generous. But the pacing can flatten out, and without narrative propulsion, the loop risks feeling like busywork with nicer waves.

Pretty Water, Forgettable Soundtrack

Skull and Bones is competent. The ocean looks good most of the time. Ships are detailed. Explosions land with appropriate heft. Nothing screams next generation, but nothing embarrasses itself either. It looks like a Ubisoft game from the last few years, which is both praise and indictment. Character models are serviceable. Animations do their job. Facial expressions exist in the same polite middle ground as the writing. You will not stop to admire them, and you will not recoil. Audio is where the disappointment sets in. For a pirate game, the music is shockingly mid. Functional background noise that rarely elevates a moment. Except for the shanties. Those still work. They cut through the blandness and remind you of what this fantasy could feel like. When the crew starts singing, the game briefly finds a pulse. Then the song ends, and you are back to menu clicks and cannon reloads. Sound effects are solid. Cannons thunder. Wood splinters. The sea crashes convincingly. Voice acting does the bare minimum. Nobody ruins a scene. Nobody saves one either.

Drez

Identity Crisis, but a Stable One

Skull and Bones does not know how bold it wants to be. It borrows heavily. Black Flag’s naval combat. Sea of Thieves’ pirate fantasy, minus the improvisational chaos. Live service progression models from everywhere else. What it adds is structure. This is a pirate game for people who like systems more than stories. It also deserves credit where Ubisoft usually stumbles. Microtransactions exist, but they are not shoved down your throat. Cosmetics are plentiful, and surprisingly good. Ship customization looks sharp. Character customization offers enough variety to matter. The game does not constantly nag you to open your wallet, which in 2026 feels almost rebellious. Innovation is limited. This is a remix, not a reinvention. It does not redefine the genre. It does not push boundaries. It just executes a specific vision competently enough to justify its existence. That vision happens to be narrow.

The Aftertaste of Saltwater

Skull and Bones is the kind of game you can have fun with and then forget about. You will remember the systems more than the moments. The builds more than the battles. The shanties more than the story. Nothing here is going to stick with you in a meaningful way, and that is the most honest thing to say about it. If you love naval combat, grinding for optimization, and tinkering with loadouts, there is real enjoyment to be found. If you wanted a pirate fantasy that lingers, that surprises, that takes narrative risks, you will leave unsatisfied. It did not deserve all the hate it got. It also does not deserve a defense tour. It exists in that uncomfortable middle space where competence is not enough to be memorable. I enjoyed my time. I also know I will not think about it six months from now unless a shanty drifts through my headphones and reminds me I once cared about the perfect set of cannons. Skull and Bones is seaworthy. It just never leaves the harbor long enough to feel like an adventure.