

This level of detail permeates every level of Skull & Bones, from equipment to boarding to even the weather.

You navigate the Indian Ocean, occasionally taking part in sneaky measures like disguising yourself as part of the Portuguese fleet as you come up on a particularly tempting kind of loot: a shipment of African diamonds. It’s a game far more tied to real, historical places. Skull & Bones, on the other hand, seems to be loaded with features to enable pirates. The intrigue comes from whether you can outwit your opponent, navigating through waters with an explosive barrel in your arms, or whether you can hail down a sloop from afar and convince them to down a fort with you. The end result is an organic game that has you relying on your friends to fill the role of crewmates. There’s far less content in Sea of Thieves - fewer bars to fill, fewer numbers to manage, less to do. Sea of Thieves is notoriously simple, putting a selection of tools into players’ hands and then stepping back to see how they interact with each other. In fact, I welcome a new pirate game to feed the demand captains everywhere. Skull & Bones doesn’t worry me at all, even though I’m a massive Sea of Thieves fan.

While each title will likely push (and inspire) its competitor throughout their life cycles, there’s also a lot to define each game as a very distinct entity. Rare’s Sea of Thieves launched in March, and Ubisoft’s Skull & Bones is expected in the next two years. It’s hard to say what, exactly, started this trend - perhaps it was 2013’s Assassin’s Creed: Black Flag - but now we have not one, but two serious pirate-y games with both PVE and PVP elements.
