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Ubisoft Finally Remembered Pirates Commit Crimes In Skull and Bones Year 3

  • Writer: Niels Gys
    Niels Gys
  • May 12
  • 9 min read
“Skull and Bones is the only pirate game where you can spend thirty minutes optimizing a smuggling network and still somehow feel less dangerous than a divorced accountant buying patio furniture.”

TL;DR

  • You play as a pirate criminal running smuggling routes, attacking convoys, raiding settlements and building a floating illegal business empire.

  • Year 3: Sails of Power is the BEST version of Skull and Bones so far.

  • The new Galleon is an absolute monster with 40 gunports and the subtlety of a cocaine-fueled rhinoceros driving a tank through a fish market.

  • New World Tiers, Seasonal Mastery and Mythic gear finally give the endgame proper progression instead of “repeat this until your beard turns white.”

  • Naval combat is genuinely fun when fleets start exploding like a Michael Bay fever dream in the middle of the Indian Ocean.

  • The empire-building systems are surprisingly addictive if you enjoy criminal logistics and maritime capitalism with cannons.

  • The game STILL refuses to let you fully roleplay as a proper pirate bastard outside your ship.

  • You barely interact with the world on foot, which remains one of the most baffling design decisions since somebody looked at a pineapple and thought: “Yes. Put that on pizza.”

  • Ubisoft deserves credit for not abandoning the game. Against all odds, the corpse sat upright, coughed seawater onto the carpet and demanded another season pass.

  • Final verdict: flawed, repetitive, occasionally ridiculous… but surprisingly entertaining if you accept that you are basically managing a heavily armed oceanic black-market corporation.


If Skull and Bones has taught us anything, it’s that running a criminal shipping empire is apparently 40% piracy and 60% paperwork with cannons. Which makes our GTA Online business guides feel alarmingly realistic. Go read the CRIMENET breakdown of the best criminal empires in GTA Online before Rockstar also decides your cocaine lockup needs quarterly performance reviews.



Ubisoft Finally Remembered Pirates Are Supposed To Commit Crimes

There are two kinds of pirate fantasies.


The first is the romantic version. Swaggering into a tavern with a pistol, a bottle of rum, and several unresolved childhood issues. Sword fights. Betrayals. Treasure maps. Seducing someone’s wife while their plantation burns in the background like an insurance scam with coconuts.


And then there’s Skull and Bones.

A game where you spend twenty minutes comparing cannon perks like a divorced accountant shopping for lawn fertilizer while your crew stands behind you pretending this is normal.


Now, before the internet starts foaming at the mouth like a microwave full of Yorkshire Terriers, Year 3: Sails of Power is actually the best Skull and Bones has ever been.


Which is a bit like saying:

“This kebab gave me food poisoning slower than the last one.”

Progress is progress.


Because underneath twelve years of corporate confusion, executive meetings, delays, reboots, spreadsheets, and whatever cursed voodoo turned Black Flag into “Naval ERP Management Simulator 2026”… there is finally a decent criminal empire game in here.


Not a legendary pirate RPG.

Not Black Flag 2.

Not Sea of Thieves for adults.


But a genuinely entertaining game about becoming an ocean-based criminal logistics warlord.

And honestly?

That’s very CRIMENET.



The Plot Exists Mostly To Justify Cannon Fire

You are a pirate captain climbing the ranks of the Indian Ocean underworld through smuggling, plundering, raiding, murder, black market trading, and enough property damage to make the Dutch East India Company develop stress eczema.


Which is excellent.


Unfortunately, Ubisoft still treats piracy with the emotional intensity of an airport HR seminar.

Everyone talks like they’re afraid Legal is standing behind them holding a taser.


There are criminal factions, smugglers, rogue traders, warlords and violent maniacs everywhere, but half the conversations still sound like:

“Hello respected pirate associate. Please complete this maritime acquisition opportunity.”

Maritime acquisition opportunity?

Mate, I just blew up six ships and stole 400 barrels of opium. This is not LinkedIn.

This is organized ocean crime.



The Actual CRIMENET Stuff

Now here’s where things get interesting.


Because if you strip away the “please enjoy our seasonal roadmap” corporate perfume, Skull and Bones is basically a giant floating criminal enterprise simulator.


You raid trade routes.

You attack convoys.

You plunder settlements.

You build smuggling networks.

You control manufactories.

You run illegal supply chains.

You intercept valuable cargo.

You terrorize shipping lanes.

You become the maritime equivalent of Amazon if Jeff Bezos had scurvy and a cannon addiction.


That part genuinely works.

Especially in Year 3.



The Galleon Is Completely Ridiculous

Which Means It’s Brilliant

The big new addition is the Galleon.

And good lord.

This thing has forty gunports.


Forty.

That’s not a ship anymore.

That’s a floating divorce settlement.


When this thing fires a broadside, nearby fish immediately begin reconsidering religion.

It feels magnificent because most ships in Skull and Bones previously felt like damp IKEA cupboards with sails attached. Functional, sure. Dangerous? About as threatening as a tax return printed on recycled paper.


The Galleon changes that.

Now you feel like a genuine naval psychopath.

You don’t enter combat anymore.

You arrive like an angry thunderstorm with financial problems.


And finally, FINALLY, the game understands what pirate power fantasy is supposed to feel like.


Not elegance.

Not balance.

Not esports precision.

Absolute overwhelming criminal nonsense.



World Tiers And Endgame

Welcome To Spreadsheet Hell, Captain

Year 3 also adds new World Tiers, Seasonal Mastery, Mythic gear upgrades, faction warfare improvements and all sorts of loot systems designed to keep you playing until your skeleton is found fused to your gaming chair in 2084.


And honestly?

Some of it is actually pretty good.

The progression finally feels more meaningful. Stronger enemies. Better rewards. Tougher world events. More build depth. Bigger encounters.


The game finally has a proper criminal empire treadmill.


But there’s still one gigantic problem hanging over Skull and Bones like a drunk uncle at a wedding.

The pirate himself barely exists.

You are the ship.

Not the captain.

The captain is basically decorative parsley.


You can’t properly board ships in satisfying cinematic combat. You can’t swagger through taverns causing chaos. You can’t threaten people properly. You can’t rob someone face to face. You can’t become a legendary bastard feared across the seas.


You stand on your boat while menus happen to you.


And this is where Skull and Bones becomes one of the strangest games ever made.

Because it gets SO close.


It’s like watching someone spend 700 million dollars building the world’s greatest steakhouse… and then serving only croutons.


CRIMENET survives on caffeine, criminal intent and readers who enjoy watching giant corporations accidentally build chaos simulators. If this review saved you from spending €70 on “Maritime Spreadsheet Captain 2026,” throw a coffee into the smuggling fund through Ko-fi. The cannons don’t polish themselves.


https://ko-fi.com/crimenetgazette

The Combat Is Still The Best Part

When everything clicks, Skull and Bones becomes hilariously entertaining.

Especially during convoy raids or faction wars.


Cannons firing everywhere.

Ships exploding.

Mortars raining down.

Crew screaming.

Entire fleets collapsing into flaming driftwood.


The ocean looking like Michael Bay directed Master and Commander after six Red Bulls and a custody hearing.


Those moments are genuinely fantastic.


And because Year 3 pushes bigger fights and better scaling, they happen more often now.


The game shines brightest when it stops pretending to be a prestige live-service product and fully embraces being “Crime Boat Chaos Simulator.”

That’s when it comes alive.



The Grind

Dear God, The Grind

Now unfortunately, Ubisoft has once again mistaken “content” for “administrative duties.”

There are moments where Skull and Bones feels less like piracy and more like managing a regional warehouse franchise during tax season.


Collect materials.

Upgrade systems.

Optimize production.

Micromanage routes.

Track resources.

Collect currencies.

Upgrade percentages.

Increase efficiencies.


At one point I genuinely felt like I was doing accounting for Pablo Escobar’s maritime department.

And listen.


CRIMENET readers love criminal empires.

But there’s a limit.


If I wanted this much logistical administration, I’d become middle management at DHL and start screaming at printers.



Is It A Proper Villain Game?

Sort of.

You are objectively a criminal.

You plunder, smuggle, extort and destroy for profit.


But the game still lacks proper villain roleplay.

You can’t really become cruel.

Or manipulative.

Or terrifying.

Or politically dangerous.


You are less “legendary pirate king” and more “aggressive shipping contractor.”

Still criminal.

Still fun.

But missing that delicious evil charisma.


This isn’t GTA Vice City.

This isn’t Overlord.

This isn’t Tyranny.

This is piracy through a Ubisoft filter.


Which means somebody always arrives with a mop and cleans the personality off the floor.



The Community Situation

The Seas Are Less Dead Than People Think

Now here’s the surprising part.

The game didn’t die.

Against all odds, it survived.


Like a raccoon surviving nuclear war inside a Colruyt freezer.


The playerbase is niche, but active. Ubisoft is still supporting the game heavily. Patches are frequent. Bugs are getting fixed. Systems are improving. The Year 3 roadmap is actually ambitious.

Which honestly deserves some respect.


Because most live-service games collapse faster than a garden chair under an angry uncle holding a Stella.


Skull and Bones instead staggered upright, coughed seawater onto the carpet, and said:

“Right. Again.”



The Real Problem

The real tragedy of Skull and Bones is that every single ingredient for greatness is already here.


The ocean is gorgeous.

The ships feel weighty.

The combat is fun.

The criminal economy works.

The empire systems are compelling.

The atmosphere is strong.

The chaos is entertaining.


But Ubisoft still seems terrified of letting players become proper pirates.


It’s like they built a criminal underworld simulator while being emotionally supervised by a substitute teacher named Graham.



CRIMENET Verdict

For CRIMENET, Skull and Bones absolutely qualifies.

This is a crime game.

A piracy game.

A smuggling empire game.

A naval underworld game.

A criminal logistics simulator with cannons.


And Year 3 finally gives the whole thing more teeth.


The Galleon alone is worth the price of admission if your idea of happiness involves turning entire fleets into floating barbecue debris.


But it still falls short of true pirate greatness because the game refuses to let the PLAYER become as interesting as the ship.

And that’s maddening.


Because underneath all the menus, progression systems and live-service barnacles…

there’s a genuinely fantastic villain fantasy trying to claw its way out of the hull.



Criminal Mastermind Score

Crime Mechanics: 8/10

Heist Mechanics: 5/10

Play As Villain: 6.5/10

Empire Building: 8/10

Naval Chaos: 8.5/10

Pirate Fantasy: 5.5/10



Final Sentence

Skull and Bones: Year 3 is sentenced to 400 hours of hard labor in the CRIMENET shipyard.

Not because it became the pirate masterpiece people wanted.


But because it finally became something arguably more interesting:

A massive online criminal empire simulator where you can roleplay as an ocean-going war criminal with a supply chain department.


And frankly, that’s close enough for us.


You know what’s more dangerous than a pirate galleon with forty cannons?

Ubisoft balancing patches. “This Week in Crime” tracks the best money methods, disastrous updates, villain-friendly games and industry nonsense before the corpos repaint it as “player engagement.” Join the underworld briefing through the form below before another live-service game arrives dressed like a content roadmap and smelling faintly of burnt ambition.



FAQ

Is Skull and Bones finally worth playing in Year 3? Honestly… yes. Which feels bizarre to say after launch felt like a pirate ship assembled by accountants during a hostage situation. Year 3 finally gives the game proper progression, better endgame systems, stronger ships, larger battles and a much better criminal empire loop. It still isn’t Black Flag 2, but if you want naval combat, piracy, smuggling and giant floating war crimes, there’s finally a solid game here.
Can you actually play as a villain in Skull and Bones? Yes, but in a very Ubisoft way. You are absolutely a pirate criminal attacking convoys, smuggling illegal goods, raiding settlements and running black market operations. The problem is the game rarely lets you become a truly charismatic or terrifying bastard. You feel more like the CEO of “Ocean Crime Incorporated” than a legendary pirate monster feared by sailors and tax inspectors alike.
Does Skull and Bones have boarding combat or on-foot gameplay? Barely. And this remains one of the game’s biggest problems. Most gameplay happens entirely on your ship. You don’t properly storm enemy vessels in cinematic sword fights, wander pirate towns causing chaos or live out the full pirate fantasy people expected after Black Flag. Ubisoft built a giant criminal ocean sandbox and then somehow forgot humans have legs.
What is the best new feature in Skull and Bones Year 3? The Galleon. Easily. This thing is an absolute floating psychopath with forty gunports and the energy of a medieval tank fueled entirely by rage and unpaid debts. It finally delivers the overwhelming naval power fantasy the game desperately needed. When the broadside fires, nearby ships don’t sink so much as reconsider their entire career path.
Is Skull and Bones a heist game? Not really. It’s more of a piracy and criminal empire game. You raid convoys, plunder forts, intercept trade routes and manage smuggling operations, but there’s very little stealth, planning or multi-stage robbery structure like Payday or GTA Online heists. Think “organized maritime theft simulator” instead of “precision criminal operation.”
Why do people still compare Skull and Bones to Black Flag? Because Ubisoft accidentally created one of the greatest pirate fantasies ever made in Assassin’s Creed IV: Black Flag, then spent years making a pirate game that somehow feels less piratey than a seafood restaurant menu. Skull and Bones has better long-term progression and stronger multiplayer systems now, but Black Flag still has more personality, freedom and swagger packed into one drunken tavern scene than Skull and Bones sometimes manages in twenty hours.

 
 
 

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About Me
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I’m Niels Gys. Writer, gamer, and professional defender of fictional criminals. On screen only. Relax. I front JETBLACK SMILE, a rock ’n’ roll band from Belgium that sounds like bad decisions set to loud guitars. Turns out the mindset for writing about crime, chaos, and villain energy translates surprisingly well to music.

Here I run CRIMENET GAZETTE, a site dedicated to crime, heist, and villain-protagonist games, movies, and series. Not the wholesome kind. Not the heroic kind. The kind where you rob banks, make bad decisions, and enjoy every second of it.

CRIMENET exists because too much coverage is polite, bloodless, and terrified of having an opinion. Here, villains matter. Criminal fantasies are taken seriously. And mediocrity gets mocked without mercy.

I don’t do safe scores or corporate enthusiasm. I do sharp analysis, savage humor, and verdicts that feel like charge sheets. If something nails the fantasy of being dangerous, clever, or morally questionable, I’ll praise it. If it wastes your time, I’ll bury it.

CRIMENET isn’t neutral. It sides with chaos, competence, and fun.
Think less “trusted reviewer,” more “your inside man in the digital underworld.”

I’m not here to save the world.


I’m here to tell you which crimes are worth committing. 🤘

THIS WEEK
IN CRIME.

Weekly briefings on crime games, villains, heists, industry disasters, and digital chaos.

No corporate fluff. No fake hype. Just the underworld report.

THIS WEEK
IN CRIME.

Weekly briefings on crime games, villains, heists, industry disasters, and digital chaos.

No corporate fluff. No fake hype. Just the underworld report.

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