Really disappointed on skull and bones and how the game is coming out. Imagine AC: black flag, 1. with the assassin portion of the game cut out,2. and the pirate theme/portion trimmed. What are you left with? Skull and bones version of black flag, a skeleton of a another game sold at $70, stamped with the "new" label, slightly better graphics, and using the excuse "But it has multiplayer".
The gameplay mechanics are similar to black flag, like exact copy and paste. They've added more of the same with customization, more cannon types, more options, hull plates, etc..., Which is appreciated but doesn't really make it stand out as a stand alone unique game, can't even be seen as a dlc to black flag, so that leaves it looking like a demo of it that has more or expanded options for already in game content.
No assassin portion which is good, it's not supposed to be themed like that, and the pirate gameplay is what is desired here. But the issue here is that even though the assassin theme was cut from the game, nothing was substituted in to replace it. It has no actual land gameplay, save the limited and restricted treasure hunting Easter egg hunts and the outposts buying/ selling? waiting rooms. They haven't shown the ability to walk on the ship as of yet, so it may or may not be a thing. This means that there's no sword or gun play of any type.
Due to no sword/ gun play and overall land game play, the game ends up chunking off or trimming some of what's left from the pirate theme. Some things that get cut off from the pirate theme are actual boarding mechanics (which are replaced by/ or limited to a cutscene) and offensive town plundering and pillaging. furthermore, you have limitations set on other things such as resource collecting and possibly treasure hunting.
To summarize, my disappointment stemmed from the way the game is being marketed, and from the lack of met expectations.
I expected that after the game was first criticized, and after it went through different iterations over the course of roughly 12 years, that the devs would settle the boarding mechanic on something that wasn't a cutscene. To me, deciding to settle any game mechanic as a cutscene is a result of lack of vision, lazy development, or some form misdirection. The cutscene shown, isn't even that unique, epic, cinematic, nor graphically pleasing, which leaves me doubting if the devs decided on the implementation to cut costs.
As for the town' city pillaging' plundering mechanic, it plays a lot like a GTA bank heist mission but one in which you are always the driver. A small cutscene plays out where your crew enters a tunnel, and then you play as the driver waiting outside the bank and defending your crew... but all while your crew has an epic bank heist adventure, blowing up walls, hacking and shutting down security cameras and doors, getting to the bank, gun fire breaks out, safe breaking, etc..., but you can't see nor play through any of that, ever. That's how it goes down in skull and bones, basically GTA bank heist: The driver edition...
and then there's the horrid resource collection which feels like an incomplete mechanic. If a tree is nearby, you collect wood by being in proximity, press a button (Or enter into a button-mash mini game of a kind), the tree shakes a bit, and the wood is collected...what? What just happened? Do I need to use my imagination as to what just transpired here without the captain or the crew getting off the ship? This is the only portion of the game that could have actually taken advantage of a cutscene (With he mini-game)... and it doesn't have it.
To me, these 3 things, boarding, pillaging, and resource collecting are the bare minimum that needs to be reworked in order for the game even starting to be acceptable to invest in (Either through purchasing or playing).
On a side note: I'd leave cutscenes to story mechanics and not gameplay mechanics. From experience, any time the gameplay or combat throws the player into a cutscene for a specific move, the overall flow and control of the combat for the player is reduced, and ultimately ends up reducing overall personal satisfaction and immersion.