The mobile MMORPG spin-off based on the original MapleStory, MapleStory M, is getting a July update that includes new story content, a new endgame boss, and a new fifth job skill. The update is now live after July 6’s maintenance period.

The new story update is titled Black Heaven and is split into six acts, 45 episodes. Players over character level 140 can enter Black Heaven through the Dungeons menu. Black Heaven’s story revolves around evil villain Gelimar and undertaking various missions to stop him. Clearing episodes will reward players with EXP, and for initial clears, special rewards.

Character level 200 is required for the new endgame boss, Lotus, who will become available once one of the players’ characters clears all of the Black Heaven episodes.

The new fifth job skill can also only be unlocked by players with character level 200 and who have completed the V Matrix. Each job will get a unique skill and so will each class group. To check out what these are, head on over to Nexon’s Maple M patch notes.

Later in the summer, MapleStory M will get another set of updates. A new playable job and fourth anniversary celebrations are right around the corner.

MapleStory M was launched in 2018 by Nexus, the same company that made the original side-scrolling MapleStory.

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The Nintendo Switch Online + Expansion Pass service is getting another N64 Pokemon game very soon. The early puzzle spin-off Pokemon Puzzle League will come to the service on July 15.

Nintendo made the announcement with a brief trailer showing an animated cutscene followed by moments of the match-3 gameplay. You can see how matching the Pokemon elemental types can create cascades for big moves, and near the end we even get a snippet of two-player versus mode as Ash beats Team Rocket. (Because of course he does.)

Pokemon Puzzle League originally released on the N64 in 2000, just as the Pokemon craze in North America was hitting a fever pitch. That was partly inspired by the hit anime tie-in show, and Puzzle League borrowed that depiction of the characters. This is the second Pokemon release for the Switch Online N64 emulator in a short time, as Nintendo also recently released the classic Pokemon Snap.

Nintendo Switch Online is a subscription service that offers online play for some games, a catalog of NES and Super NES games, and other perks, for $20 per year. The Switch Online Expansion Pack brings the cost up to $50 per year, and adds N64 and Genesis game libraries along with access to select game expansions like the Animal Crossing Happy Home Paradise and Mario Kart 8 Booster Pack.

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Several videos of Skate 4 have leaked online, showing off more of the game in action. The leaks come from a recent closed playtest of the game and provide a glimpse at Skate 4’s map, customization features, and some of the in-game microtransactions being tested.

While some videos were briefly on YouTube, these were taken down and players began hosting them on Reddit instead (via Eurogamer). The footage shows off a massive multiplayer space that can be explored, while other footage shows off a skate park that has been modified with elements from a build pack. Customization also appears to be a big part of the game, as players can deck their skater out in a range of gear, take photos, and share them with the Skate community.

This ties into an earlier report of a collaborative “free skate” mode where players can make skate parks out of thin air and in real time, with the mode placing a greater emphasis on user-generated content when it releases, according to Giant Bomb’s Jeff Grubb back in April.

Skate 4 is currently being developed by Full Circle, an EA studio that includes veterans from the original Skate trilogy and is led by former Xbox Live general manager Daniel McCulloch. For a more official look at the game, you can check out the pre-pre-pre-alpha Skate 4 gameplay footage that was released last month.

If you’d like to play the game–and stick to a non-disclosure agreement–while giving Full Circle some feedback, you can sign up at the Skate Insider site. Currently, testing is only available on PC, but it will be expanded to other platforms in the future.

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Hitman 3 developer IO Interactive has revealed a first look at the game’s latest map, Ambrose Island. A free download for Hitman 3 owners and the first new level since Hitman 3 launched, Ambrose Island will be available from July 26 and takes place on a remote tropical island that is swarming with pirates and opportunities to pull off some grimly ironic assassination. The map looks like a typical Hitman level, open-ended and full of possibility, something that was lacking from the game’s final level and became a point of criticism from some of the Hitman fanbase.

Before the new location is made available, there’ll be a range of other activities to take part in as part of Hitman 3’s July roadmap. The Himmapan Hotel from 2016’s Hitman is already available for a few days, Elusive Target sees the return of Vicente Murillo in The Revolutionary campaign from today, and a new round of new Elusive Target Arcade will begin on July 14. Complete that set of contracts and you’ll unlock the Iridescent Katana for Agent 47’s arsenal.

On July 15, players can attempt another Elusive Target when Wen Ts’ai arrives at the Himmapan Hotel and from Jul 21 there’ll be a new selection of community contracts that’ll have a pirate theme to them. The release of the Ambrose Island at the end of the month will also bring with it several quality-of-life improvements in a new patch.

Hitman fans can also look forward to Freelancer mode in the future, which adds a roguelike touch to the game as Agent 47 must balance his budget for assassination with his ability to get the job done when he takes on new contracts across the destinations introduced in the recent games.

Hitman 3’s July roadmap

In case you missed out on the new Hitman games and you’re on Xbox, you can grab the entire trilogy through Game Pass right now. Beyond its work on Hitman, IO Interactive is also busy developing a James Bond game that is codenamed Project 007.

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Intel’s Jasper Lake series of products based on the Tremont microarchitecture was launched in early 2021. Since then, we have seen a steady stream of notebooks and motherboards / mini-PCs based on those processors getting introduced in the market.

Ultra-compact form-factor (UCFF) machines based on the Atom series offer attractive entry-level options in the NUC domain. Their low-power nature also lends itself to passively cooled designs. Today, we are looking at two different fanless Jasper Lake UCFF PCs – the ECS LIVA Z3 and the ZOTAC ZBOX CI331 nano.

Our investigation into the performance and behavior of the two PCs revealed some interesting insights into fanless system designs. Read on for a detailed look at what 6W Jasper Lake SKUs can deliver for traditional PC workloads, along with some guidelines on what to look for in passively cooled systems.

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The story of Destiny 2‘s Season of the Haunted appears to be at an end, but there’s still lots to do in the game, and plenty of reason to grab new Exotic weapons and armor from Xur. He’s back in the Solar System for the weekend, offering new gear that can help you take on the Trials of Osiris and Grandmaster Nightfalls, while also getting ready for the summertime Solstice event later this month.

Xur arrives with the daily reset on Friday, so we’ll update this article when he lands.

Xur is present every weekend in Destiny 2, starting with the daily reset at 10 AM PT / 1 PM ET each Friday. His exact location is always a mystery when he first arrives, as he is not listed on the map, and for novice players, he can be easy to miss. However, there are a set number of locations where he takes up residence, including the Tower Hangar area, on Nessus in Watcher’s Grave, and in the Winding Cove area of the EDZ.

Alongside changes in his location, Xur’s inventory also rotates weekly. That means it’s worth visiting him each time to check out his new weapons and rolls on Exotic and Legendary armor. You can visit him any time between his arrival Friday and the weekly reset at 10 AM PT / 1 PM ET the following Tuesday when Xur departs the Solar System.

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Characters in DNF Duel have very high power compared to most other fighting games, and many are able to bypass neutral with their long-range moves, advancing special moves, and more, enabling them to quickly create powerfully oppressive scenarios. Once you are blocking, your defensive options are limited, and they can vary depending on which character you play. Ghost Blade may have an invincible teleport move he can use to escape predictable strings, but he doesn’t have an invincible reversal like Berserker (and most other characters), and even then, you need to look for gaps in your opponent’s pressure to be able to use it. Luckily, there is a defensive mechanic that every character can use while blocking: Guard Cancel.

What Is Guard Cancel?

Guard Cancel is a special move that can only be used while you are blocking. After you begin blocking a string of attacks from your opponent, press Forward + Y + B (Forward + Triangle + Circle on PlayStation). This technique can only be used while you are in blockstun, and it will initiate an invincible counter-attack, blasting your opponent away from you, resetting the situation to ‘neutral’ and giving you some breathing room.

To use this technique, you’ll need 100 Mana, which is the amount every character starts a round with. Unlike other special moves, you must have the entire 100 Mana to use it. Other special moves can be used with less than their required amount at the cost of a longer Mana recharge time.

This means if you go wild with your other special moves and then you begin blocking, you may not have enough Mana for a Guard Cancel. Keep this in mind while you are planning your offense. It should also be noted that, while in certain circumstances Guard Cancel is similar to an invincible reversal, Guard Cancel cannot kill your opponent.

If your character also has an invincible reversal, be sure to incorporate that and Guard Cancels regularly to keep your opponent guessing. Remember, the less predictable your defense is, the less your opponent will be able to exploit it.

Where to find the Guard Cancel tutorial

There are lots of tutorials in DNF Duel. The Guard Cancel one is hidden within the ‘Defensive Techniques’ module.

You can practice Guard Cancel in the Tutorial by selecting Practice Mode -> Tutorial -> select your character, then selecting Defensive Techniques. It is the third section of that Tutorial, so proceed through the Block and Guard Break sections to reach it.

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2K and Supermassive Games have announced a new update for The Quarry. The new update adds a new online multiplayer player mode called Wolf Pack, outfits, and more.

Wolf Pack is an invite-only mode that’ll host up to seven players and allow them to participate in-game. The host of the lobby and all participants are able to vote on crucial decisions, with the majority vote determining the outcome. Wolf Pack aims to offer a “whole new take” on the choices you and your friends will be forced to make throughout the game.

Also as part of the update, players can now listen to all six episodes of the Bizarre Yet Bonafide podcast in-game. Before the update, the only way to listen to the podcast was through streaming services. The six-part podcast tells a story for Grace and Anton, two paranormal investigators, as they look into the events surrounding The Quarry.

In addition, players can dress up their favorite camp counselors with 80s-inspired cosmetic character outfits in-game. This downloadable content can also be purchased separately for $15.

Be sure to check out our review on The Quarry, where Richard Wakeling states, “The basic system of choice and consequence is still highly effective at building suspense and lending a massive amount of weight to each decision you make.” The Quarry is available now on Playstation 4, Playstation 5, PC, Xbox One, and Xbox Series X|S.

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An official date hasn’t been confirmed for Season 4 Reloaded, but the mid-season updates for Call of Duty: Vanguard and Warzone should arrive before the end of July. Here’s what we know so far about the big updates.

Season 4 Reloaded start time

Call of Duty Season 4: Mercenaries of Fortune arrived on June 22, and given the number of days left in the battle pass, the mid-season point should occur around July 26. And if this mid-season update follows the past update times, Season 4 Reloaded could go live around 9 AM PT / 12 PM ET on July 26.

What to expect from Season 4

Call of Duty’s “Reloaded” updates generally bring more maps, modes, and additional weapon balancing and bug fixes to the game, and Season 4’s mid-point should include much of the same.

New weapons and operator

So far, two new weapons are confirmed for this later portion of Season 4 with the Vargo-S assault rifle and the Push Dagger melee weapon. The Push Dagger is described as a blade with a T-shaped grip to allow for increased push power, while the Vargo-S is described an assault rifle with a high fire rate.

Season 4 is themed around Vanguard’s new operator trio known as Special Operations Task Force 009: Immortal. Captain Butcher’s operator skin is part of the seasonal battle pass, and Callum Hendry is available to purchase as an operator bundle in the in-game shop. This still leaves Ikenna Olowe as the final member of the task force to be introduced with a shop bundle for the mid-season update.

A Terminator crossover

Season 4 Reloaded will include two limited-time Terminator cosmetic bundles that will be available to purchase and use in both Vanguard and Warzone. One bundle will include the iconic T-800 Terminator skin from the original movie, while the other will have the T-1000 model introduced in the 1991 sequel Terminator 2: Judgment Day.

It’s uncertain if this Terminator crossover will just be pricey bundles, or if there will be some sort of in-game challenges like Operation Monarch for the Godzilla and King Kong crossover event.

Season 4: Mercenaries of Fortune roadmap

Warzone

Activision’s initial blog post for Season 4: Mercenaries of Fortune announced a new mode would be introduced sometime during the mid-season point. Titanium Trials: Endurance is vaguely described as an updated version of Warzone’s popular Iron Trials mode.

Another blog mention for Warzone’s mid-season includes an ominous tease, saying “There are strange rumors concerning an undead surge and the ultimate test for operators coming online…” This sounds like some sort of Warzone event or limited-time mode themed around Zombies, and it is most likely what is teased on the Season 4 roadmap as “Rebirth of the Dead” on the Rebirth Island map.

Vanguard MP

In addition to the new weapons and operators, Vanguard players can also expect the new Desolation map to arrive in multiplayer. Desolation is described as a small-to-medium-sized map set in a dense village littered with destruction. Players will be able to fight around the map’s central building and along some creekside fortifications.

Zombies

Nothing has really been confirmed or teased for Zombies mode. Season 4 launched the Shi-No-Numa round-based map, which was packed with side Easter eggs and a satisfying main storyline quest, so it’s uncertain how much more content might be added for the mid-season update.

More Season 4 Reloaded details should be revealed closer to the end of the month, so we’ll keep this updated as new information is provided.

In other Call of Duty news, more leaks surface around Modern Warfare 2’s rumored Escape from Tarkov-style mode. While facts remain scarce for this additional mode, Activision has officially revealed Modern Warfare 2 with a trailer themed around Task Force 141, and the publisher showcased a campaign preview of the Dark Water mission. Also, make sure to check out what we learned about Modern Warfare 2 and the future of Call of Duty via an early preview from Infinity Ward.

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Skull and Bones is quite the enigma for me. The ideas behind it intrigue me–I like what developer Ubisoft Singapore is trying to sell me with Skull and Bones’ rags-to-respect (and maybe some riches) open-world adventure about forging a name for yourself as a pirate kingpin. But I didn’t see much of that narrative present in the slice of gameplay showcased at a Skull and Bones preview. It’s left me wanting to try Skull and Bones to see if those narrative threads are there, but wary that this game may be selling a fantasy that it ultimately doesn’t fulfill.

In Skull and Bones, you start off as the survivor of a shipwreck, having washed up on the shore of an unknown location. You gather enough resources to build yourself a small dhow, armed with just a simple spear to fend off any threats. Confronted with the notion that you’ve hit rock bottom, you aspire to become a respected pirate captain and set out to fulfill contracts and loot treasure in order to earn enough money to buy new ships, upgrade your gear and weapons, and hire your own crew.

Skull and Bones is set in the Indian Ocean (the very large body of water between Asia, Africa, and Australia) during the Golden Age of Piracy. This separates it a bit from Ubisoft’s other big pirate game, 2013’s Assassin’s Creed IV: Black Flag, which is set roughly during the same time period but largely takes place in the Caribbean, the much smaller body of water near North, Central, and South America.

In Skull and Bones, you must earn Infamy in order to make a name for yourself and become a better pirate captain.

Despite the narrative differences, there are some clear gameplay similarities between Black Flag and Skull and Bones. Naval combat still entails the pattern of spotting a ship on the horizon and attempting to get a better look at it in order to gauge its strength, giving you a chance to decide whether to run or fight–the latter of which sees you relying on an assortment of different weapons to whittle away at your opponent’s health. Outright destroying a ship only nets you a fraction of its keep, while simply weakening and boarding a vessel allows you to claim all of its riches.

“Skull and Bones was never meant to be a spin-off of Black Flag,” creative director Elisabeth Pellen clarified when I asked about the similarities in the gameplay between the two games. “From the start, the mandate that the studio had received was to create their own IP and their own game. But we thought that it would be a good idea to capitalize on the expertise of our tenant who created specifically the naval combat for [Black Flag]. And then they wanted to bring [the naval combat] to a new environment.”

Pellen is Skull and Bones’ third creative director, having joined the team in the midst of what a Kotaku report describes as an especially rocky development cycle. She told me that, when she arrived on the project, she pushed for the game to further embrace the gameplay loop of an open-world action-adventure game in order to build on Ubisoft Singapore’s history in the genre–the studio has worked in some part on every mainline Assassin’s Creed game since Assassin’s Creed II.

Prior to this shift, Skull and Bones more closely resembled a five-vs-five team deathmatch-like game (as seen in the Skull and Bones E3 2017 gameplay trailer) where teams faced off in ocean arenas, working together to claim the most loot before successfully escaping the battlefield. “Because of the navigation and the inertia of the five-vs-five, sometimes, it was a bit difficult to maneuver for the players, especially with naval ships,” Pellen said. “But in an open world, it felt suddenly way more comfortable. So, we went toward that direction.”

In Skull and Bones, you’ll be able to play alone in PvP servers or with friends in PvE servers.

The new direction gave way to what surprised me most of what I saw of Skull and Bones during the preview: on-land gameplay. As the game was no longer strictly about naval combat and more a pirate fantasy, Ubisoft Singapore was able to create space for players to further explore the world of Skull and Bones beyond the deck of their ship–a fairly large departure from what we’ve seen of the game up to this point. There are now sections of the world where your character can disembark your ship and walk around, having a chance to talk to merchants and other characters. This seems to be where most of the game’s narrative occurs, though it won’t play out in a traditional single-player campaign.

“Skull and Bones is supported by a deep lore where the player should be able to write their own story,” Pellen said. “So we won’t follow a solo campaign.”

Instead, players will be able to find pieces of lore about Skull and Bones’ world and the history of the NPCs that inhabit it. “You will be exposed to multiple stories,” Pellen said. “So if we play together, you might tell me a part of the world that I was not aware of.”

Pellen describes it as a narrative puzzle that will likely take the work of multiple players to piece together. The NPCs in Skull and Bones have their own lives to live and certain ones will travel the Indian Ocean, creating their own stories separate from yours. This does mean that if a friend of yours meets an especially notable pirate in one location, it doesn’t necessarily mean that you will also meet them once you reach that location. They could have moved on, further developing their tale. According to Pellen, this is to help the game “feel alive and unique for each player,” while also allowing the Skull and Bones team to focus on building a world that players want to explore, one that will evolve narratively within the format of a live-service game.

It’s important to share your wealth with your crew and keep them happy.

You’ll engage with your crew, too, recruiting members to help you sail larger and more powerful ships. Your crew will react to your decisions as captain, supporting you if you’re fair and plotting against you if you’re a tyrant. Get on their bad side and you may have to face a mutiny–I saw one occur during the gameplay preview after the player repeatedly didn’t keep the ship stocked up on food.

“We wanted the deck of your ship to feel like a live-seat theater because your crew members are reacting to your provisions and to your actions,” Pellen said. “And if you don’t manage them wisely, yes, they can end up into a mutiny.” For now, the feature looks relatively simplistic–like a meter to keep track of in a survival game–but Pellen hopes the team can further develop how the crew reacts to you in post-launch updates. It’s just one of several ways Ubisoft Singapore wants to create a world that’s interesting enough to get lost in.

And to that point of building an intriguing world, Pellen reiterated to me that Skull and Bones only takes inspiration from a real time and place–that doesn’t mean its world is only going to follow beat-for-beat the same timeline of events that happened in real-world history. Much like Assassin’s Creed, it will inject fictional elements into reality.

“We use all the resources we made to create an authentic experience to both make the best naval combat game, but to also create a relatable fantasy,” Pellen said. “And we work also on the diversity, so we created characters who didn’t exist–the historians didn’t talk that much about female pirates or local pirates, for example. So for those reasons, we fictionalized our world, and we will continue to fictionalize it. But we will keep just the foundation that gives us this gritty layer that feels like what the player is living is authentic and real.”

All of this–lore that is discovered instead of told, and a narrative-driven pirate game that focuses on lesser-known Asian, African, and Australian scoundrels–sounds great. And it’s for those reasons that I want to try Skull and Bones. I wish I could offer a stronger opinion about this part of the game, but Ubisoft showed off next to nothing when it came to Skull and Bones’ narrative in the gameplay preview, cutting past these sections to focus on what naval combat looks like. So as intrigued as I am about this aspect, I’m still not sure how well it’s been implemented. Is it unfortunately too little and far between, or a key part of the experience that complements the naval combat and ultimately makes for an altogether stronger game?

There’s much to discover out in the Indian Ocean.

“Naval combat is at the core of Skull and Bones’ pirate experience,” senior game director Ryan Bernard said during the preview. “We aim to have the best-in-class naval combat. So we want it to be visceral, fast-paced, rewarding–and part of how we do that is to offer the player a wide variety of different weapon choices, which you unlock with Infamy.”

Infamy is Skull and Bones’ progression system, which is increased by performing notable deeds like looting forts and completing quests. Earning Infamy gets you access to new blueprints or designs that allow you to craft new ships, different weapons and armors, and build your own pirate fleet. Without a single-player campaign to follow, however, how you earn Infamy is up to you. “The cadence of the game is not dictated by a story-driven quest–it’s up to you to progress at your own rhythm,” Pellen told me.

According to Pellen, there are many different ways to progress: You can become an adventurer that explores and maps the world, a scavenger that finds abandoned wrecks and recycles the components of lost ships, a raider that attacks forts, or a hunter that jumps into PvP and takes from other players. But regardless of how you wish to engage in Skull and Bones’ world, you will have to participate in naval combat at some point.

From what I’ve seen, the naval combat looks good. When all is said and done, Ubisoft Singapore is the studio that first introduced naval combat into Assassin’s Creed, a combat system that evolved into a compelling interlude that broke up all the sneaking and stabbing in Assassin’s Creed IV: Black Flag and Assassin’s Creed Rogue (and far less successfully in III, Origins, and Odyssey). Other studios have attempted their own take on naval combat, but Assassin’s Creed does it the best and Skull and Bones seems to be adding onto that already mechanically-sound combat system by implementing interesting customization options, allowing you to adjust the type of pirate you want to be and specialize in offense, defense, speed, or some hybrid of strengths.

Forts are heavily defended areas–you may have to enlist the aid of other players in order to take them down.

“So you’ll see cannons, for instance, but we also have Greek Fire, we have explosive mortars, we have bombards that you can lob onto the decks of enemy players and sink their ships,” Bernard said. “And that will allow our players the creativity to combine different weapon types, different armor types, and different ship types to give them the best chance at success while they’re out at sea pirating.”

Multiplayer is the other big difference between Skull and Bones and Assassin’s Creed. You can play Skull and Bones entirely solo in the PvP server where every other player can be a potential ally or threat, or jump into PvE where you and up to two friends can team up in three-person co-op and don’t have to worry about running into any enemy players. Your progress translates between servers so you can easily jump back and forth.

It’s hard to tell how well the multiplayer works without actually playing the game, but it looks like it could be an interesting twist. During the preview, I saw how a player reached out to other players in the PvP server for aid on a mission, only for all parties to turn on each other right at the end to squabble over who would actually walk away with most of the loot. Since players lose most of their loot upon death where they died, there’s a great deal of incentive to sink other players and steal from them. It seems to add a terrifying implication to every approaching vessel, while also adding a riveting consideration to the end of every mission: Do you sail home and deposit your spoils or take the risk and try to complete one more mission before calling it a day?

And, to be fair, this consideration exists regardless if you’re playing in PvP or PvE as there are dangers to consider beyond other players. Wherever you play, you’ll also have to contend with randomized environmental hazards like massive storms or NPC threats like pirate hunters. “On your way to your objectives, many things can happen,” Pellen warned.

But as much as customization options and multiplayer seemingly add to naval combat, Skull and Bones does have some puzzling devolutions on what was done in Assassin’s Creed–mainly, the human element of sacking fortresses and boarding enemy ships has been reduced to flashy cinematics. You’re basically just playing as a ship while at sea, not a pirate sailing a ship. That lack of a human element puts all of the pressure on naval combat to carry the game, and I’m not convinced it can without trying Skull and Bones for myself. The cat-and-mouse aspect of Assassin’s Creed’s naval combat was only half of why the system works so well in Black Flag and Rogue–leaving the ship to fight enemies with a sword and a couple of pistols as Edward or Shay completed that loop and removing that aspect leaves me worried about how compelling Skull and Bones’ gameplay can be in the long-term.

Humans aren’t the only thing you need to worry about–you’ll face environmental threats like sharks, hippos, and massive storms.

Granted, as a live-service game, Skull and Bones could always get an update down the line that allows you to fight as your custom pirate. It very well could be the new activity that Pellen teased is coming.

“We have a post-launch roadmap with some content coming–some features such as a new activity that should be a game-changer for the players,” Pellen said. “And, as I mentioned, we will add a new part of the world, a new character–we started to work on it already so we’re ready to inject new content.”

Skull and Bones’ post-launch roadmap also includes plans to further develop the unique nature of each player’s crew and further iterate on the recruitment mechanic. After that, Ubisoft Singapore says that Skull and Bones’ direction will largely depend on what the community wants.

“The priorities will depend on the feedback we receive from the community,” Pellen said. “So we might release one feature before the one that was initially planned because it corresponds to the expectation of the community. So we will find the right balance between the roadmap and the players.”

We’ll undoubtedly learn more about Skull and Bones as it approaches release. The game is scheduled to launch for Xbox Series X|S, PS5, PC, Stadia, and Amazon Luna on November 8, and will support cross-play and cross-progression.

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