When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

User Image

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

You are now subscribed

Your newsletter sign-up was successful

Want to add more newsletters?

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.

Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.

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.

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.

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.

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.

User Image

Get sneak previews, exclusive competitions and details of special events each month!

Of all Ubisoft's follies, Skull and Bones feels like one of the most significant—a game that took the best parts of Assassin's Creed 3 and Assassin's Creed 4: Black Flag, and just stuck them in a dodgy live service treadmill.

It took a decade to make, seemed to be perpetually delayed, and just kept changing. It started out as a Black Flag expansion, then a Black Flag MMO spin-off, then something entirely unrelated to Assassin's Creed. It was a huge mess, had no vision, and Ubisoft still charged $70 for it.

Ubisoft CEO Yves Guillemot defended the steep price by calling it a "quadruple-A game". Nobody believed him.

The whole saga seemed ridiculous. At no point were we shown anything to justify Guillemot's confidence, and sure enough, the game failed to make a splash. Now imagine how weird it would have been to watch this all unfold if you'd designed the bones it was built on.

Before leaving Ubisoft to co-found the studios behind Journey to the Savage Planet (Typhoon) and Revenge of the Savage Planet (Raccoon Logic), Alex Hutchinson was the creative director on Far Cry 4 and Assassin's Creed 3, the first Assassin's Creed to give us the naval battles, which would eventually lead to the brilliant Black Flag.

It was "bizarre", he tells us, "to see essentially the same stuff re-shipping 14 years after we made it". Assassin's Creed 3's sailing was an experiment that Ubisoft didn't have a lot of faith in, but it proved to be the game's greatest feature, resulting in it being given top billing in both Black Flag and Rogue. But it was old news by the time Skull and Bones finally launched.

"Ideas have a window, and that's another reason we're trying to do things faster this time," he says. "They age out and become stale. I think the team was junior. They were trying to essentially make Black Flag crossed with World of Tanks or World of Warships. But I don't think they had experience in that. And then they didn't really have experience in making even an Assassin's Creed game down there, because they really did co-development. And then I think it just got away from them."

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Ubisoft Singapore was established in 2008 and, by the time it was working on Skull and Bones, had ballooned to more than 300 employees. Prior to that, it mostly served as a support studio, and assisted in the development of every Assassin's Creed from AC2 onward.

User Image

While Ubisoft would sometimes send devs from the Canadian and French studios to help Ubisoft Singapore, Hutchinson des...Read more: Full article on www.pcgamer.com

What do you think about this?