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  • This Week in Assassin's Creed Virtual Photography: March 5th - 11th 2022 | TheOnesWhoCameBefore

    This Week in Assassin's Creed Virtual Photography: March 5th - 11th 2022 Community Share 23 Mar 2022 Written By: Edited By: Aaron Young Ashlea Blackett Back To Database Welcome to the new weekly virtual photography roundup hosted by Aaron Young from The AC Partnership Program. Every week, we will be picking our top 5 favourite Assassin’s Creed shots and showcasing them on The Ones Who Came Before website, in order to promote virtual photography and talented content creators within the community. Aaron is a keen virtual photographer and loves to post his journeys through Assassin’s Creed on Twitter. Keep an eye on the site as more weekly shots are added, we are looking for capture across all Assassin’s Creed games. Tag your photos to the #TOWCBWeeklyCapture for a chance to be featured. 1) Excalibur Game: Assassin’s Creed Valhalla This week’s first capture comes from @ drm1969 over on Twitter. A great capture of an iconic moment in Valhalla. I like how the light is reflecting off the sword all over the room. Excalibur is not the easiest to obtain in the game and I think Eivor’s face shows it. The Legendary sword of King Arthur is a nice addition to your armoury and can lend itself to some great shots. 2) Boston Harbour Game: Assassin’s Creed III Photo number two comes from @ _Virtualtourism over on Twitter. I like to mix it up with locational VP over character shots every now and again. This one of Boston is stunning. The amount of detail captured here is really impressive. It is not easy to achieve decent photos in older games, but this busy dockyard has it all. 3) Arno Game: Assassin’s Creed Unity This week’s third shot comes from @ G_Assassin90 over on Twitter. A black background portrait of Arno, what more could you want. I certainly like how this shot only has a few colours. A classic Assassin pose, this capture would make a great canvas print. If a photo mode was added to the console version of this game, I would 100% return. 4) Paris Protector Game: Assassin’s Creed Unity VP number four comes from @ VideogameVisual over on Twitter. This capture for me is Assassin’s Creed Unity in a nutshell. Beautiful buildings, with Arno hanging off a wooden structure. Paris’s silent guardian is so detailed, but what I can never get over is how great crowds look in this game. For me, this picture really benefits from being in a portrait. 5) Moonlight Game: Assassin’s Creed Odyssey The final capture of the week comes from @ ZivLisker over on Twitter. A striking final capture from Odyssey. The use of lighting in the shot is captivating. Although the statue is the centre piece, the moon and its vivid glow steals the show. I also like the mountainside with the building just poking out. The vegetation mixed with the red banners really is the perfect finishing touch. And that sums it up for this week’s Assassin’s Creed virtual photography recap list! Thank you for checking out this week’s photo collection. This would not be possible without the virtual photographers out there so a huge thanks to them. Until next week keep those shots coming in! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Aaron is a passionate Assassin's Creed fan who joined our AC Partnership Program as an Online Article Writer back in 2021 after the release of Assassin's Creed Valhalla. After building momentum and interest on TOWCB website for Virtual Photography, Aaron established TOWCB Virtual Photography Team, of which he is now Team Leader. Throughout 2024, TOWCB VP Team will be sharing community captures in dedicated articles, and providing a positive environment on Twitter for gamers to share their shots. Aaron Young

  • Assassin's Creed Shadows World Premiere Cinematic Trailer Breakdown | TheOnesWhoCameBefore

    Assassin's Creed Shadows World Premiere Cinematic Trailer Breakdown Breakdown Share 17 May 2024 Written By: Edited By: UbiCypher (Joe) Colum Blackett Back To Database We are pleased to release our analysis of the recently released World Premiere Trailer for Assassin's Creed Shadows, highlighting some of the things you might have missed! Written by UbiCypher (@ Kenway_Joe ) from Isu_Network . From the Shadows The trailer begins with a target fleeing for his life through a forest. He knows that he is being pursued, but cannot see the identity of those hunting. We see the target remove a throwing star from his armour (Shuriken) . Next we get our first glance at Shinobi Warrior Naoe, who emerges from the shadows. She looks like she is wearing light armour, so should be able to move quickly in comparison to her counterpart, Yasuke. Iga: The land of Ninjas The Ubisoft logo appears over a cinematic representation of Iga, the land of Ninjas. Scattered across the countryside were remote villages training the next generation of Shinobi warriors. After coming into dispute with Military leader Oda Nobunaga over unification , Iga was attacked on two occasions, one of which occurred in 1579, the year in which the game takes place. It is said that the attacked came from three directions, giving the villagers little chance to respond. In Assassin's Creed Shadows, Naoe is the daughter of r eal-life shinobi Warrior Fujibayashi Nagato. Naoe's life is turned upside down when enemy forces bring the blade to her village, burning everything in their wake. Dual Protagonists The Fiery Shinobi and the Giant Samurai. It seems that the long rumored dual protagonism is due to make a comeback in this new iteration of the franchise. Missed by many and despised by others, it will most certainly blend well with the story Ubisoft seems eager to tell us in this game which revolves around unity. This concept is on the nose brought back from Assassin's Creed Unity, in this case being an alliance that will, by the looks of it, make you go to war against the ruthless opression spawned by Greed, Power and Vengeance all of them very familiar motives to this franchise. Naoe and Yasuke our protagonists are -according to the Game Director Charles Benoit- designed in a way that focus on their abilites is evident; Stealth for Naoe and Combat for Yasuke although "They can do a bit of both" confirming that you can even the gameplay between the two. Naoe Fujibayashi With a stealth & infiltration-oriented gameplay, you take on a quest of vengeance and honor that will show her cunning and skill in the Iga arts of the Ninja with a set of classic Japanese tools according to the trailer: Shuriken and a Kusarigama. Unexpectedly, she wields a dual-action Hidden Blade similar to the blade worn by Connor Kenway in Assassin's Creed III -which could make one wonder if the hunt mechanic is back- but I digress. Described as fiery she will probably leave her mark on the community. Yasuke the Samuari If you followed my thread on Yasuke a month ago and the countless videos out there that emerged ever since the first rumor leaked, then you should know who he is by now. If not, well, let's do a quick recap! Either from Ethiopia or South Africa, Yasuke was a slave or mercenary -depending on the sources- that was brought on board a ship with Alessandro Valignano a Jesuit that sought to extend the will of Catholicism across Japan in 1579. Due to his appearance and uncommon stature, he impressed the Shogun Oda Nobunaga who made him his vassal. With this in mind, we can understand his status as Samurai in this story and the possible motives behind his actions due to his turbulent past. He's evidently the action/combat oriented character with the ability to crush his enemies with ease, break doors and armor from tougher enemies and such, while the trailer did not show much of his weaponry we can but assume that he will carry what you would expect of a Samurai. Assassination Contracts or Theft missions Oldschool contracts might be back... At some point in the trailer, you can see Naoe passing on a piece of paper to Yasuke, if you translate the note it says "There is Tono Hakeda Catle" which can possibly be read as "It is at the Tono Hakeda Castle" possibly referring to a target or an object to steal. Since the Brotherhood has been established for 14 years by 1579 and many prominent members have been recruited into the Assassins as well, it would be safe to assume that a network of Assassins is already deeply rooted across the Islands, which would explain this informant here. Absence of Templars Nothing in my cross hairs for now... There is no trace of Templar activity in the trailer whatsoever, even though we know that the Tokugawa Clan and Nobunaga Clan have been fighting with Templar-backed clans in the past such as the Takeda Clan. I should add that according to the lore, the Templars were all but exterminated in Japan by 1615, having struggled against the Assassins during all their continued activity in the country ever since the Assassins arrived in between 1565 and 1571, maybe not entirely being present. Personal Commentary As far as I'm concerned, I found this trailer intense and different from other AC trailers, there is something I quite can't get a hold on but I like where this is going, at least according to the official Ubisoft website the game won't be RPG stating "Action/Adventure". Here are a number of other breakdowns of the trailer! Let us know your thoughts down below! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author UbiCypher (Joe) is an Assassin's Creed Transmedia expert who worked as the Lead Admin for the Isu_Network social media team, providing consistent social media content in the form of Assassin's Creed lore trivia, puzzles and news coverage, spending countless hours researching the series and real history. In 2025, he stepped back from his social media duties to pursue other opportunities. UbiCypher (Joe)

  • Art Reveal: Brotherhood Ezio by SophiaEA16 | TheOnesWhoCameBefore

    Art Reveal: Brotherhood Ezio by SophiaEA16 Art Share 26 Jun 2022 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database We're pleased to reveal a new piece of art created by our very own Sophia from the AC Partnership Program! The Brotherhood Ezio sketch was created to mark Ezio's 562nd Birthday, and captures the Mentor during his time liberating the beautiful city of Rome. The shading in particular is impressive, and really brings the character to life! You can find more of Sophia's work here on the site! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)

  • Assassin's Creed Nexus VR Non-Spoiler Review | TheOnesWhoCameBefore

    Assassin's Creed Nexus VR Non-Spoiler Review Reviews Share 21 Nov 2023 Written By: Edited By: UbiCypher (Joe) Colum Blackett Back To Database I have always loved when a videogame that I like becomes much more than a simple matter of sitting in front of a TV and playing it. The universe in which the game itself is rooted in, that’s what appeals to me. I love exploring the deepest corners of such worlds and all their possible adaptations and literary works that would help me expand on those very worlds. This is exactly what Assassin’s Creed Nexus does, being a VR title and also a lover of virtual reality ever since it was a thing, having the opportunity to be in the world of my favourite video game franchise ever makes me feel so satisfied and it will most likely be a point of no return in terms of experience, as after several hours of gameplay this is without a doubt, the true Assassin’s Creed experience, in which YOU are the Assassin, and it all depends on you. First and foremost I should say for the record that this is truly an amazing experience. The fact that you can climb and assassinate in first person is simply a dream come true. I know that this is nothing new and there are certainly mods that some adventurous souls dared to make for games like Boneworks or Blade and Sorcery, however this is of course executed much better, on top of the fact that it comes from Ubisoft’s hand itself. Assassin’s Creed Nexus behaves itself mostly as any other VR action/adventure title available on the market, with the ability to choose between smooth movement or teleportation, which comes in handy to reduce motion sickness. When it comes down to movement and traversal, this is where the game really shines and allows you to freely interact with the world around you however you like. You need to grab ledges and climbable surfaces with your controllers without losing grip, otherwise your character falsl flat on their face, which is pretty cool, adding an extra feel of immersion/stress, constantly reminding you that you are about to take a long fall if you somehow think it is ok to release the grab button for some reason. Of course, this comes with some cons that I find are a bit draining at times while playing the game for a long session. However I would say this is somewhat compensated by the feel of actually being able to scour through the streets of Monteriggioni and revisit the iconic church of the village or the Auditore Crypt with a now 1:1 scale of how the statues really look, it is simply a constant rush of those sweet 2009 memories when you first ventured into the villa’s main hall, and where I felt at home, just as if I picked up right where I left it back in the day with a complete knowledge of the villa’s room distribution. But I digress. Don't be afraid! In the game menu you can swap to the option of one press of the grab button to make the climbing easier, allowing you to forget the danger of falling down and focus on the next anchor point for your hands but honestly, I recommend for you to try and train yourself into actually manually climbing walls for extra immersion. Even though you can customize your climbing experience, since the climbing system is a constant movement of your arms in real life, you will most likely end up tired the longer and more aggressively you play the game as there is no speed limit to how you can actually climb surfaces, which is a nice feature on its own but it may encourage players to take a more proactive approach while starting your game and ending up tired and walking in the streets rather than rooftops the longer you play. While the grab and climb system is mostly accurate and effective, due to the clunky nature of the yet underdeveloped VR technology, you may have a hard time actually climbing on surfaces. As for the pull-up you need to pull yourself up as if you were climbing an imaginary ledge and the subsequent jump performed by the character in-game can sometimes eject you or simply not mantle over the spot you would like to land on, leading to a very frustrating experience and sometimes even more tiring for your arms. (It's as if this bug follows Assassin's Creed everywhere it gets ported to!). You can manually jump but only in the vicinity of actual surfaces that require mantling or vaulting over them to perform the jump itself, which at times can be inconsistent and you might find yourself not reaching some specific ledges or roofs and having to start over and climb your way up again which is rather annoying. The fact that they made jumping only available when near objects that trigger the action often causes the game not to register the input properly and it can lead to the alternative of taking a ladder instead, which you can find conveniently placed around the map as if developers knew of this problem. Movement aside, the combat however is really something that needs to be reworked completely. The game encourages you to act as a real swordsman but the hits and parries don’t register that well either. You will often find yourself leaving your hand held up with your sword to automatically block the enemy’s attacks. The game allows you to use multiple weapons from ranged weapons like Bows and Throwing Knives to close-quarter combat ones like Swords, a Tomahawk and the iconic Hidden Blade. Even though the combat might feel inconsistent at times, the blade feels very satisfying to use when you engage in combat and land successful finishers. This can be an instakill if the enemy is weakened before performing a Hidden Blade attack depending on the enemy type which range to basic, medium and professional (elite) NPC’s carrying a wide variety of weapons in the likes of ranged and close quarter weapons. (Bows, Spears, Heavy Swords etc..). In some sections you are given the option to use Throwing Knives but there is no HUD or indicator as to where your knife will end up, resulting in a random throw with the hopes of actually hitting the target, which I missed on multiple occasions hitting the wall next to the enemies and of course since the game has a noise detection system if you miss you will attract uninvited NPCs. For my first walkthrough I immediately decided to set the difficulty option to hard to see what the game has to offer and to add another level to that feel of immersion. To my surprise, the game is relatively easy. As for my first few hours of gameplay, the game doesn’t throw too many NPCs at you and their AI is somewhat dull, similar to that of the franchise’s main games showing once again Ubisoft’s lack of dedication to their NPC’s AI. Most of the levels can be passed easily using stealth which is highly encouraged, distracting enemies by throwing objects or whistling behind cover, putting your fingers in a circle position at the height of your mouth which the game automatically recognizes as a whistle, which in itself is amazing, but again as many of the other features that are on-point and add an extreme level of immersion to the game, you will sometimes find yourself attempting to perform the whistle, and in the heat of the moment, were it adrenaline or simply excitement of getting past guards undetected while crouching, you will most likely hit your headset with your controller’s detection ring once or twice. Be careful with that. Also I should add that while in combat with your Hidden Blade deployed, if you get your hand close to your headset while in a defensive stance you might get distracted by a whistle sound that the headset mistakenly recognizes for some reason. Don’t do that either. The levels are fairly open and nicely merged with linear sections for what the VR has to offer in terms of power and rendering capability, obviously not as good as the main open world titles but still visually impressive for the regular VR titles available out there. In the levels, you can take the time to perform various activities like free running challenges or looking for hidden objects scattered across the small open world as well as during the linear-levels pretty much like in Assassin’s Creed Brotherhood’s Romulus Lair missions where you had to look for hidden chests. It isn’t something too rewarding as there isn’t anything substantial rewarded to you for obtaining them, but you still can access special historical database entries that you can find across the levels sharing some juicy historical facts supplied by Shaun Hastings, and let’s be honest, we all love Shaun. They also included some puzzles in a good old fashioned AC II style, with parkour puzzles and secret rooms pretty much like what you would find in the original Resident Evil games. But I won't spoil them. Overall Assassin’s Creed Nexus is a dream come true for long-time fans who craved to be in the shoes of their favourite Assassins. The Hidden Blade actually retracting and extending at will with a flick of the wrist is one of the most satisfying feels the game has to offer. From the soundtrack to the level of details on the maps I would say Assassin’s Creed Nexus surely deserves some praise, especially for the amazing soundtrack composed by Christ Tilton, who managed to capture the Modern Day-esque feel of the Animus in the VR headset, as well as the nostalgia of our most beloved adventures of Ezio back in the day blended with well known tracks refreshed with a modern touch. This wraps it up for the spoiler-free review covering the core mechanics of Assassin’s Creed Nexus, stay tuned for the upcoming spoiler review that will be available soon in which I will cover the story and the memories of each Assassin, as well as the ties to the actual lore of the franchise. Assassin’s Creed Nexus is now available for Meta Quest 2 and Quest 3 on the Meta store for $39.99 comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author UbiCypher (Joe) is an Assassin's Creed Transmedia expert who worked as the Lead Admin for the Isu_Network social media team, providing consistent social media content in the form of Assassin's Creed lore trivia, puzzles and news coverage, spending countless hours researching the series and real history. In 2025, he stepped back from his social media duties to pursue other opportunities. UbiCypher (Joe)

  • 15 Years of Assassin's Creed II: A Developer Retrospective & In-Depth Analysis | TheOnesWhoCameBefore

    15 Years of Assassin's Creed II: A Developer Retrospective & In-Depth Analysis Breakdown Share 22 Dec 2024 Written By: Edited By: Zephryss Colum Blackett Back To Database Fifteen years ago, Assassin's Creed II revolutionized the gaming world, laying the groundwork for one of the most celebrated franchises in history. As the sequel to the already successful Assassin's Creed, this instalment refined gameplay mechanics, introduced an engaging narrative, and set the standard for historical action-adventure games. Let’s explore the fascinating journey behind its creation, based on insights shared by Jean Guédon, a former game designer on AC II. Building on the Foundations of the First Game The development of Assassin's Creed II commenced with a careful evaluation of its predecessor. While the original game received acclaim for its groundbreaking visuals, innovative parkour system, and immersive narrative, the development team identified key areas for enhancement. These included refining crowd AI and behavior, diversifying gameplay through a wider range of mission objectives, and streamlining the overall game structure for a more engaging player experience. With the foundation of a robust and stable game engine in place, the development team sought to build upon the strengths of the first game and deliver an elevated and enriched Assassin's Creed experience. Image: Early development footage via Ubisoft Core Gameplay Pillars The team identified three pillars that defined the essence of the franchise: free running, combat, and social stealth. These gameplay elements became the foundation for the sequel. Innovations included faster climbing mechanics for taller structures in Florence and Venice, the addition of corner swings for smoother navigation, and expanded combat options, such as disarming enemies and using their weapons. Image: Three pillars that defined the essence of the franchise - social stealth, free running and combat The Rise of a New Assassin Image: Early concept art of Ezio via Ubisoft Image: Early concept art of Italian Renaissance via Ubisoft The choice to move beyond Altaïr and the Crusades-era setting was not without debate. However, the Italian Renaissance offered a rich tapestry of conspiracies, historical intrigue, and cultural advancements. Enter Ezio Auditore da Firenze, a relatable and dynamic protagonist. Unlike Altaïr, Ezio’s journey begins as a carefree young noble and evolves into a deeply personal quest for revenge after the betrayal and execution of his family. Image: Ezio before becoming an Assassin via Ubisoft Ezio’s character development, from a mischievous teenager to a master assassin, made him a fan favorite. Players followed his life stages, starting with his birth—a tutorial sequence introducing the game’s unique puppeteer control scheme. Integrating History and Fiction The Italian Renaissance setting was a treasure trove of inspiration. Historical figures like Leonardo da Vinci played pivotal roles, providing players with iconic tools such as the hidden blade and a flying machine. The developers seamlessly wove history into the narrative, blending fact and fiction to create a universe where players could explore and interact with the past. Image: Leonardo da Vinci in Assassin's Creed II via Ubisoft Strengthening the Narrative To create a truly immersive experience, the team prioritized a narrative that both guided and empowered players. Ezio's journey of revenge was expertly woven into the gameplay, with each mission highlighting the game's core mechanics. Social stealth played a crucial role in missions Image: Ezio in Assassin's Creed II via Ubisoft Innovations and Additions To create a truly immersive experience, the team prioritized a narrative that both guided and empowered players. Ezio's journey of revenge was expertly woven into the gameplay, with each mission highlighting the game's core mechanics. Social stealth played a crucial role in missions involving courtesans, while Leonardo's inventions provided thrilling opportunities to master the game's unique movement and combat systems. Image: Secret tomb, subject 16 glyphs, caravan chase and flying machine via Ubisoft Several new features debuted in Assassin's Creed II. Monteriggioni served as Ezio’s hideout, where players could invest in renovations, manage their wealth, and display their collections. Secret tombs, puzzles like the Subject 16 glyphs, and iconic sequences, such as the flying machine mission, added layers of variety and intrigue. The Legacy of Assassin's Creed II Assassin's Creed II not only solidified Ezio’s place as one of gaming’s most beloved characters but also set the tone for the franchise’s future. By introducing deeper gameplay mechanics, interconnected systems, and a global narrative structure (nicknamed "The Onion"), the game created a universe teeming with possibilities. Its influence can be seen in later titles like Assassin's Creed: Brotherhood and beyond. Image: The Sanctuary was a secret chamber located beneath the Villa Auditore in Monteriggioni via Ubisoft Conclusion Fifteen years later, Assassin's Creed II remains a masterpiece celebrated for its compelling storytelling, innovative gameplay, and vibrant historical setting. Jean Guédon and the development team’s dedication brought this world to life, crafting an experience that continues to inspire players and developers alike. As Ezio would say, Insieme per la vittoria—Together for victory. Image: Happy 15th anniversary to Assassin’s Creed 2 via Ubisoft comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Zephryss is a passionate social media manager based in India who joined TOWCB's Social Media Team in Summer 2024 to help the team prepare for coverage of Assassin's Creed Shadows news and updates. Recently, he completed his Masters degree in Electrical Engineering and is now preparing to take on a PhD. He loves video games very much, and since childhood has enjoyed playing various types of games in different genres He also has 3 gaming channels (Zephryss, Assassin Zephryss & Spider Zephryss) where he uploads gameplay videos regularly. Zephryss

  • AC Valhalla Starter Guide: Norway | TheOnesWhoCameBefore

    Starter Guide focussing on Norway for new players looking to begin their Assassin's Creed Valhalla adventure. Community Guides Assassin's Creed Origins: Starter Guide By Aaron Young 15/2/21 Share Top Stories The Assassin's Creed Community are raising money for Ocean Conservancy. Donate today Bayek is the protagonist of this story, an Egyptian Medjay, and the first location for you to explore is Siwa. This city is the home of Bayek and his wife Aya, and acts as the introduction to the game. There is much to do in this part of the map and I would recommend exploring it all. The main quests will act as the foundations of what is to come, however the side quests and extra locations will teach you the basics of what to expect throughout the game. Edited by Ashlea Buckley Bayek of Siwa Interview with Magnus Bruun - Eivor Assassins' Creed Valhalla Merchandise Guide Q&A with Abubakar Salim - Bayek of Siwa TOWCB Plans for 2021 Netflix announce upcoming live-action Assassin's Creed series Female Vikings: The Real History Building an Assassin's Creed Community: Getting Started Mentors Guild Announcement Interview with Benoit Richer: Valhalla Co-Dev Game Director Interview with Eric Baptizat: AC Valhalla Game Director Interview with Jordan Van Andel (JorRaptor) Colours in Assassin's Creed: A Short Review 6 ways to stay entertained in the Assassin's Creed Community during isolation Interview with Carlos Ferro - Da Vinci 5 ways you can support TOWCB Interview with Jesper Kyd Top Stories Origins introduces a levelling system that will define what you can do in the game. You will earn XP for completing activities within the world. By earning XP you will be able to level up and slowly become more powerful. Even in Siwa there will be areas that are initially too dangerous for you, which indicated by red skull icons above enemies. In some cases, it is possible to defeat them or just sneak past, but I highly recommend either matching their level or going just above. To do so you will want to find a balance between story, side quests and undiscovered locations. The main story will provide you with the most XP, however this will not be enough on its own. The game can restrict your progression if you do not deviate from the main story. This isn’t a bad thing as the map is full of interesting things to discover. If you open the map and check each area of Egypt, you will notice that it has been assigned a power level, and visiting there early can be a frustrating task. My advice would be to follow the organic path set out by the game. Ability Points and Playstyles Every time you level up you will be rewarded with an ability point. This can be added to your ability tree in order to gain new skills. It is a relatively common practice in games now, but at the time it took a bit of getting used to. Your ability tree is split into three playstyles. You can choose to master one, or split your abilities to allow for a more balanced experience. Either way, by the time you reach the conclusion of the game, the chances are that you will have all the skills. The three styles are: Hunter: Focuses on ranged abilities Warrior: The emphasis here is on melee Seer: This is for gadgets/perks that lend themselves to an Assassin’s playstyle Senu and Loot Combat is a lot more difficult in comparison to the blocking and countering of the old games. Now you can go all-out attack if you wish. Be warned though, that you cannot just button bash, and there is still the need to defend and this is where the shields comes in. Bayek’s shield will be your saviour when surrounded. Use it to parry incoming attacks, but also utilise it as cover from enemy archers. Senu is your eagle and companion as you travel across Egypt. You will not start with Senu but if you follow the main quest you will soon be reunited with your companion. Senu is easily accessible by pressing up on the D-Pad (console). From here you will be able to fly Senu around the map, with the option to scout areas in advance. Use Senu to discover and tag enemies, loot, resources and objectives, however if you over use this function the game can become less challenging. Sync points will give you a stunning view of the surrounding area, but most importantly increase Senu’s perception. In turn, this links to the loot hidden around the map. You will find a lot of chests hidden underwater and the better Senu’s perception, the more likely you are to find them. Just be aware of crocodiles and hippos, as fighting them off in the water can be challenging. The loot in Origins is critical to so many aspects of the game. Just grab as much as you can, and sell or dismantle it to fill your pockets with Drachma or crafting materials. Save 10% on officially licensed Assassin's Creed Origins merchandise with the code "TOWCB" Assassin’s Creed Origins is the first entry in the series to fully embrace RPG elements. Origins lays the foundations for both Odyssey and Valhalla, whilst acting as a prequel to Altair’s crusade. Origins alters the formula for the series as it ushers in a new player base, whilst trying to retain the magic of the original games. Origins is a visually magnificent game that will leave you in awe of both its beauty and size. Spanning across the whole of Egypt, you will embark on a journey of revenge to right the wrongs inflicted upon your family. You begin with one of my favourite cinematics in the series. The game will then throw you straight into the action. Origins is not a slow burner, and you will be fully involved from the start. This can lead to a steep learning curve, but one you will soon master. In this guide I will try to give you the best possible start to your Egyptian adventure. Levelling System Weapons and Combat AC Origins has a lot to offer in this department. There is a real magnitude of weapons available to choose from, and each weapon has a rarity ranking. Blue: Regular Purple: Rare Yellow: Legendary The rarer the item, the more you get from it. You can choose to sell these items for Drachma (money) or dismantle them for resources. I would recommend keeping your favourites from each category, and then dismantling any unwanted regular weapons and selling the rare ones. It is good to know that the rarity often links to stats such as critical hit bonuses. Always compare your gear to see which one offers you the best stats for your playstyle. Keep an eye out for attributes assigned to your weapons. Blacks are standard attributes, but gold will provide you with a nice little boost. The red ones (cursed) are the most interesting as they provide you with high damage but at the cost of reducing your health. Don’t worry if you find a weapon that you like but feel that it is too low a level. A trip to one of the many blacksmiths will provide you with the opportunity to boost it up to your current level in exchange for some Drachma. Crafting Crafting in Origins is all about 6 pieces of gear that you secure very early in the game. From this point on you will need to collect resources to upgrade them. When highlighting the gear you will be shown which resources you need to collect. Hidden Blade: Who does not like this, the staple for any assassin? You will get this once you arrive in Alexandria. You have 10 upgrade levels, each adding to the damage the blade can do. Essential for anyone wishing to play the way of the assassin. Quiver: You will only need to upgrade this 5 times, allowing you to carry additional arrows. A big favourite of mine as the introduction of the bow really mixes up the gameplay. Stabilizer Glove: This compliments the quiver, providing you with increased damage with the bow. Just like the Hidden Blade you will need to level the glove 10 times. Bracer: These can be upgraded 10 times for additional melee damage. Breastplate: Upgrade this to further increase your maximum health, there are 10 levels. Tool Pouch: Only 5 upgrades for this one, and one I did not bother with in the early game. If you follow the Seer abilities focus on this gear piece. If you are playing Origins after Valhalla or Odyssey then you may slightly be disappointed with the customisation options. There are many outfits in the game but they do not have interchangeable parts. Bayek’s clothing does come with the same rarity as his weapons but unfortunately they are purely for cosmetic purposes. The same can be said for the mounts, although you can switch out your horse for a camel if you wish. Do not be put off by this though as there are some very nice outfits in the game. Outfits and Mounts Thanks for reading our Assassin's Creed Origins Starter Guide. We hope that you found it useful! About the Author Aaron is a passionate Assassin's Creed fan who recently joined TOWCB AC Partnership Program as an Online Article Writer. Throughout 2021, Aaron and other writers will be joining the admin team in a collaborative effort to create an Assassin's Creed Valhalla Guide Database, which you can find here . Twitter Aaron Young

  • test | TheOnesWhoCameBefore

    test Share 26 Jan 2018 Written By: Edited By: Louise // TheNerdyArcher Back To Database test comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Louise (TheNerdyArcher) is a UK Assassin's Creed community ambassador and former member of The Mentor's Guild and 'Scholars of the Creed' community. She is an Archaeology graduate and passionate historian. By joining TOWCB Writing Team, we aimed to provide her with structured guidance, early access to transmedia, and a platform for her written works. Louise left the program in 2025 to focus on her studies. Louise // TheNerdyArcher

  • Assassin's Creed Shadows Spoiler-Free review & personal impressions. | TheOnesWhoCameBefore

    Assassin's Creed Shadows Spoiler-Free review & personal impressions. Review Share 18 Mar 2025 Written By: Edited By: UbiCypher (Joe) Colum Blackett Back To Database Assassin's Creed Shadows might be the last minute effort to save Ubisoft or a suicide note. Alright, I'll try to be as grounded as possible but its not going to be easy. It took me around 35-40 hours to beat the game on Expert difficulty and sticking as much as I could to the main quest, barely doing anything secondary except at times that I saw myself forced to do so because of the level gating. I finished the game at level 34 (max is 60) with my gear upgraded on par and level 3 knowledge rank that gave me enough options to properly build my arsenal to overcome almost every challenge presented to both Naoe and Yasuke even though I struggled at times but emerged victorious nonetheless, having to abuse of passives that granted health on hit or on critical hit in order to survive without rations at times, specially because of how spongy bosses are for no reason. (*coughs* Odyssey). Japanese World & Parkour. Shot taken by Ubicypher on Xbox Series X|S. First things first, two days from now, you will be roaming the lands of the Kansai region at your pace with the beautiful score composed by The Flight (If you spent 100H+ on Odyssey you'd know) and honestly, that alone is pretty awesome. But, with every new innovation there is always something that is downgraded along the way. “Place history back at the center of the player’s experience” That is what Marc-Alexis Côté said back in December at the BAFTA awards in regards to how the narrative in upcoming games will be handled from Shadows onward, and back at the cent er it is, no doubt. Assassin's Creed Shadows is what I believe to be the most "virtual tourism-oriented" game in the series given the amount of details and non-stop cultural homages scattered under the form of side activities in the likes of meditating atop a mountain with a gorgeous vista on valleys or practicing Kendo katas with your katana in the middle of a pond with ducks struggling to comprehend what you are doing and why. Shot taken by Ubicypher on Xbox Series X|S. It is all there for the average Japanese enthusiast to experience and enjoy. Truly, if I were to compare the level of beauty this game has (not personally being a fan of Japanese culture myself) to other games in the franchise like Origin's recreation of Egypt or Odyssey's Greece which I'm more fond of, I believe this one wins the round. The graphics are just good and the textures very well detailed. This new entry I believe is what Unity was to the franchise back in 2014 and we can really see the engine upgrade Anvil Pipeline is. Granted, movement is similar to other games in this new trilogy, assets were obviously going to be reused, same as sounds like that darn screeching rabbit sound that was introduced in AC III back in 2012 but that's not the point. The gameplay is good, it has been polished and it shows, parkour feels fluid and it is actually cool to have its practicality and fluidity adapted to environments in the wild and around the world (Cliffs, Caves, Narrow Mountain Trails, Dense Forests, among many other environments in which parkour is actually fun to use) something that was totally forgotten and simply compacted into one full sandbox where everything was climbable because the protagonists were able to glue themselves on flat walls for some reason. No, not at all. That kind of immersion-breaking-albeit-fun climbing system has been overhauled. It is now more grounded and realistic clearly marking a difference between what is "realistically" climbable and what isn't for someone with the sufficient training. I actually was one of those rancid fellas that disliked the constant vaulting and acrobatics used just to descend from a 1-meter wall, but damn it if its not actually addictive. A few minutes in the game and I just couldn't stop using it. Actually, it is a step up from previous games, it gives you a reason to engage with parkour and actually pull off cool traversal sequences in order to avoid enemies or to reach the higher end of a Tenshu tower in contrast to the three previous games were you literally climbed everything in a straight line when you didn't feel like taking your horse to take a detour or simply did not wanted to play how it was indented, reaching your objective in an almost cheat-like way, but then you remember that it simply is the trade-off enticed with the RPG transition of the franchise, having the character built around the world and not the other way around. Well, forget all that. Now , everything is designed in a way that you have to plan where and how you're going to go, not everything is climbable and the hook is only really useful to climb towers that are otherwise not climbable without it or if you want to quickly acscend a wall instead of manually climbing it yourself (which comes in handy when you want to quickly pass by a guard's patrol detection view) and it is in these little moments of gameplay, specially at night, that you feel like a true Shinobi with Naoe. However, since the focus of it all was to actually and almost forcefully make you stick to preset parkour-made routes out in the wild, the traversal of certain regions of the map -specially the ones that are mainly populated with dense forests and steep hills- is hellish in almost every way, you will be forced to follow dwindling paths and small trails that realistically circle mountains and hills as an human being would do, but we are in a videogame after all, so the fact that the map is heavily dense with vegetation that you literally can't see in front of yourself when you "try" to take a shortcut is criminal. Also, the geography is mainly hills and steep mountains in almost every province in Kansai (the region in which the game takes place), so you will find yourself sliding downhill most of the time if you choose not to follow the path you were on just because you wanted to take a shortcut through the forest. It's irritating. Other than that, the recreation of Japan and its biome diversity is incredible, I didn't have the time to fully appreciate everything but from what I could gather during my rushed playtime was enough to know that I'll fall in love again when taking in the game's atmosphere in the following days where I'll be completing everything. You are going to love it if you're into Japanese culture, that's for sure. Shot taken by Ubicypher on Xbox Series X|S. Combat & Loot. Assassin's Creed Shadows Promotional Photo. If there is one thing I hated in this new trilogy, that would be the combat. Except for maybe Valhalla. You see, people have an insane obsession with Dark Souls and The Witcher and in truth, I couldn't care less about any of the two, I was actually happy with older AC's combat and recently I replayed AC1 for the sake of getting all those flags so I had time to appreciate the combat once again and it was actually pretty good. What do you expect from a medieval game, actually? It is well balanced between waiting for your opponent to strike and you observing when it was ok for you to land your hits without being hit by another NPC from the back, which, they loved to do when you decided to finally engage after a 2-minute staring contest with the AI. When you compare AC1's "tactical" approach on combat to the rest of the games in the franchise you can see how it has progressively deteriorated until it eventually became a simple-button-press scheme where you could be playing the game and tearing through armies with one single hand, specially more so when they added the "chain-kill" mechanic that completely cancelled the point of even attempting to use the appropriate combos that were "required" to take down bigger enemies as all enemy archetypes could be taken down with a simple chain kill. However, The RPG Trilogy attempted to change this for good by taking inspiration from the aforementioned games (The Witcher 3, Dark Souls, etc) by focusing on response time; Blocks, parry, dodge and so on. This not only changed how you play but also how everything is tailored around the character (Space, Locations, Arenas) etc, trading off enclosed or even, claustrophobic environments more akin to an Assassin for plain out "arenas" that once you see them you know a boss fight is incoming. Shadows does not fall short on this either, however, the combat is polished indeed. Naoe's combat is "doable" but clearly not your main focus and you will find yourself abusing of the classic "smoke drop-hide-stabby stab-" moves when tougher enemies spot you which can be fun but tiresome, specially in higher difficulties. You could argue that that's why there's the "One-shot" assassination but let's be real, turning it on after three games of full on RPG is a low blow and actually a hit to your Ego. At least for me. Plus, the game is intended to be played in Expert if you ask me. You basically become more careful and attentive to your surroundings which in the long run reward you with better executed approaches to your targets. Yasuke's combat on the other hand is highly addictive. There's nothing else to say. I got into the game thinking I would only play with Naoe (specially after three games playing as a mercenary-like figure) but God only knows how brutal the slap in the face was when I actually played with him and realized how good it is to play with him. The only thing I will say is this; you will instinctively know when and how to use either Naoe or Yasuke in the story. Assassin's Creed Shadows Promotional Photo. However, one thing you do not know when you will be able to use, is Naoe's legacy outfit. Shot taken by Ubicypher on Xbox Series X|S. There is ONE thing that Assassin's Creed has always been known for and that is the cool-looking attires each Assassin has worn in each game. It is basically a staple in the series. Each Assassin has one. Even Naoe right? Well, no. It is random and I actually got it in the early hours in a random chest without any explanation or plot-related reason as to why Naoe chooses that specific gear with, mind you, an actual Assassin crest holding together the many belts and ropes across her back. This genuinely pissed me off. And the worse part? It was in a completely different color too. I actually spent the game without actually acquiring the full set. Well, yes, technically I had it. But in another color and look I know it isn't a big deal but it is actually for me. Other than that, the loot system is Odyssey 2.0 with no major overhauls. Essence & plot. Shot taken by Ubicypher on Xbox Series X|S. Honestly, the story is weak. Don't get it wrong, it starts on a good pace, there's a lot of intrigue, the characters are mysterious and actually introduced in a badass allure. The Onryo (Main antagonists) are cool successors to the Cult Of Kosmos and Order Of The Ancients but as you progress in the game and begin tracking them down, the story quickly becomes yet another story of revenge. The Assassin presence is almost non-existent and the Templars are a joke, it was basically a hook to lure us in, sadly. At least for me. The Templar presence didn't really seem threatening nor important, not quite memorable to be honest. And their endgame is not really that well explained, there is of course your typical "control everything" theme but if just feels generic and frankly, one would ask himself why even put them in the story at all other than to make the audience remember that the franchise was once about these two factions clashing throughout history. Now, this is the most "sensitive" part of this review as I'm not allowed to disclose anything about more than the first 20 hours of the game, so, I'll just say it like this; If you complained about too much Isu presence in previous games, well, we went from 100 to 0 without cashing in the 50. Make of this what you will. Modern day wise, it is a miracle that I managed to pull off something from my contacts that got the game before the press review teams and myself, (yes those who were lucky enough on Facebook's marketplace) otherwise, you wouldn't have what I managed to prepare for you guys on the 20th. I'll keep digging on my end to bring the MD out and have it freshly dissected, but for now, it is basically about whoever is able to spend the most hours playing and completing the weekly missions to progress through the free battle pass in order to get more files and it is only a handful of rewards that you can get because then you have to wait for a weekly reset. This is for now all I can say on the game. Here's how I would rate it; Combat: 8 (Grounded but spongy). Exploration: 8 (Immersive but clunky). Progression: 8 (Skills are useful and some of them are OP). Control: 7 (I don't like the new layout and crouching with X|◾️ after three games being with B|⚫️ is not a smart decision). Loot System/Reward: 7 (Nothing out of the ordinary). Hideout Building: 9 (Probably the coolest feature but I can't give it a ten because of how janky it is, needs an update + frame drop on Series X|S and PS5 in the Hideout's area). Side activities: 5 (I see why Japan fans would get a boner but paiting animals, meditating and practicing katas is not for me). Side Quests: 9 (Extremely varied and in quantity, numerous characters and different sub-plots + your league's allies have personal missions like in Far Cry 5 to 6). Database: 5 (Descriptions are mainly historical but there is a lack of in-game character descriptions + nothing on the antagonists or detailed entries on individual characters like the ones that are part of the Templars or historical figures). Quest System: 3 (Structure of the narrative is horrible, abuse of flashbacks that are important, yes, but the game should have followed a traditional "memory block" flow to properly and chronologically understand the whole thing). Personally, I wiped out pretty much all of the Order of The Onryo and then I realized that I needed to complete a certain side activity in order to unlock a flashback for Naoe that allowed me to continue the main story when I thought it was only to kill the baddies, plus, those flashbacks lead to a revelation that is narratively important and by the time I did it, the shock of such a revelation and impact weight to the natural character development of Naoe was not the same. Ubisoft Québec thought that bringing back Assassin's Creed Mirage's Objective Board was good because it worked. Yes, but in that game because it was short and smaller, specifically designed as an homage to AC1 using the same style of "investigation missions". This doesn't work here and the game is so vast that you can easily loose track of what you were doing and what you have already done. Assassin's Creed Origins and Odyssey's quest logs would have been, in this case, more appropriate. In short, I'd give this game a 7.5 to 8. We'll see what the DLC's have to offer as the ending is left open. Shot taken by Ubicypher on Xbox Series X|S. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author UbiCypher (Joe) is an Assassin's Creed Transmedia expert who worked as the Lead Admin for the Isu_Network social media team, providing consistent social media content in the form of Assassin's Creed lore trivia, puzzles and news coverage, spending countless hours researching the series and real history. In 2025, he stepped back from his social media duties to pursue other opportunities. UbiCypher (Joe)

  • Assassin's Creed Community Survey Results: Characters That Deserve a Game | TheOnesWhoCameBefore

    Assassin's Creed Community Survey Results: Characters That Deserve a Game Community Share 31 Mar 2021 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Here are the results of our recent Assassin's Creed community survey, outlining the characters that you, our fans, believe deserve a game of their own! We would like to say a huge thank you to all of our fans who provided feedback! Keep an eye on our Twitter account for more surveys and opportunities. Results comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)

  • Christmas Giveaway: Lisa Zaman Art | TheOnesWhoCameBefore

    Christmas Giveaway: Lisa Zaman Art Community Share 24 Dec 2019 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database We're proud to announce that we have collaborated with graphite portrait artist Lisa Zaman to produce a special Christmas themed Assassin's Creed art piece for our festive giveaway. Although this is new territory for Lisa, she has exceeded our expectations in producing a unique and interesting design capturing the essence of Christmas in the world of Assassins Creed. As a member of the AC Partnership Program, Lisa will be producing a variety of content for TOWCB. Back in May, she turned her attentions to the world of Assassin's Creed art, and began creating lifelike portraits of key characters. By joining the program, Lisa's work will be viewed by a larger number of community members, allowing her to build a captive audience. The partnership also means that we will be working closely with Lisa for more future art giveaways and competitions for the community. Stay tuned for more projects! 1x A5 art print for one lucky member of our community! To Enter: Follow @ACFirstCiv Follow @LisaZamanArt RT Ends 30/12/19. Open Worldwide. Good luck Assassins! Merry Christmas from TOWCB Admin Team and all our Partners! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)

  • Interview with Jesper Kyd | TheOnesWhoCameBefore

    Interview with Jesper Kyd Interview Share 22 Aug 2024 Written By: Edited By: Gustav Poulsen (Gargudon) TOWCB Team Back To Database Gargudon from our team recently had the opportunity to sit down with Jesper Kyd ( AC1, Ezio Trilogy & Valhalla composer), talking his Assassin's Creed scores, writing process, advice for composers and more. Check it out now! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Gustav / Gargudon is an active community member, who started out in podcast hosting in 2016, but today mostly specialises in video creation, interviews & composing. By joining The Ones Who Came Before in 2019, originally reviving 'The Memory Corridor' podcast, which had been offline for nearly a year, he has had the opportunity to expand his audience and further develop his skills. 

His unique skill set made him the perfect candidate for our team. Among other things, he is known in the community for the Sounds Of History project - an original Assassin’s Creed inspired instrumental music project, featuring five tracks inspired by as many different games - other original fan themes plus covers of iconic AC tracks, as well as video interviews with a number of high profile names in the world of AC, from Roger Craig Smith, Jesper Kyd and more. Fun fact, among his growing colourful tattoo collection, Gustav is the only member of our team to have the TOWCB logo inked. Gustav Poulsen (Gargudon)

  • Assassin's Creed Unity - A Great Game With A Bad Reputation | TheOnesWhoCameBefore

    Assassin's Creed Unity - A Great Game With A Bad Reputation Share 15 Feb 2025 Written By: Edited By: Gustav Poulsen (Gargudon) Gargudon Back To Database 2014’s Assassin’s Creed Unity, marked the beginning of a new era. It was the first game exclusive to a new generation of video game consoles, built solely with that powerful technology, meaning less restrictions and new possibilities. This made for an ambitious, graphically stunning and chaotic yet lively portrayal of 1790’s Revolutionary Paris, offering a wide array of activities making for dozens of hours of gameplay, one of the best storylines to date with remarkable characters, what might be the smoothest parkour to date, the widest selection of character customisation options yet, and of course, fun action packed Co-op missions to be played with friends and much more. Underneath all of this though, is a game infamous for being rushed in development, that was simply put out too soon, many players finding it unplayable at launch, having purchased an ultimately unfinished product. Numerous patches and a while later though, the game was finally able to be played as it was always meant to, with the years it having become a fan favourite among a number of fans, many even calling it their favourite instalment overall. However, none of this changes the rushed and disastrous launch, forever impacting and plaguing the reputation and legacy of an otherwise great and fun game, maybe even the franchise as a whole. Join us for a deep dive into all of this and more, in our new in-depth retrospective look at the game. Full video available now on our YouTube channel! Video written and narrated by SisterlyThrower, co-written and edited by Gargudon. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Gustav / Gargudon is an active community member, who started out in podcast hosting in 2016, but today mostly specialises in video creation, interviews & composing. By joining The Ones Who Came Before in 2019, originally reviving 'The Memory Corridor' podcast, which had been offline for nearly a year, he has had the opportunity to expand his audience and further develop his skills. 

His unique skill set made him the perfect candidate for our team. Among other things, he is known in the community for the Sounds Of History project - an original Assassin’s Creed inspired instrumental music project, featuring five tracks inspired by as many different games - other original fan themes plus covers of iconic AC tracks, as well as video interviews with a number of high profile names in the world of AC, from Roger Craig Smith, Jesper Kyd and more. Fun fact, among his growing colourful tattoo collection, Gustav is the only member of our team to have the TOWCB logo inked. Gustav Poulsen (Gargudon)

  • Assassin's Creed Shadows Phone and Desktop Wallpapers released by FrameHoldPhotography | TheOnesWhoCameBefore

    Assassin's Creed Shadows Phone and Desktop Wallpapers released by FrameHoldPhotography Community Share 18 May 2024 Written By: Edited By: Frame Hold Photography Colum Blackett Back To Database Check out the first wave of Desktop and Mobile Wallpapers for Assassin's Creed Shadows, created by Frame Hold Photography from TOWCB Core Team using recently released key art. Enjoy! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Frame Hold Photography is a passionate Virtual Photographer who joined our Video Content Creation Team in Summer 2022, as we began our efforts to break away from solely written content. During a period of uncertainty for TOWCB website, FHP stepped up and took on the role of Site Manager, overseeing our restoration efforts. Our website today now sits at the top of many Google searches📈 Outside of AC, she is also a full time editor and visual effects artist on TV commercials, and has been putting her skills to use in the community by creating epic Assassin's Creed tribute videos, miniature figure painting videos and editing episodes of our Rally the Creed podcast! Frame Hold Photography

  • Assassin's Creed Shadows: Reddit AMA session highlights | TheOnesWhoCameBefore

    Assassin's Creed Shadows: Reddit AMA session highlights Breakdown Share 14 Dec 2024 Written By: Edited By: UbiCypher (Joe) Zephryss Back To Database Refined Mechanics, New Modern Day plot, Retconned Lore and No Basim -"The delay has helped focus and allowed to be able to tweak the game". - Ubisoft Quebec's developer Jonathan Dumont states. Reddit's Official r/Assassin's Creed logo. This week's Reddit AMA session was a delight for the Assassin's Creed community. The developers Charles Benoit , Thierry Dansereau , Jonathan Dumont and Brooke Davies did a good job at answering the majority of the questions providing insightful information ahead of time albeit many spoilery questions that the community attempted to see through -myself included- clearly showing the love and dedication poured into the game, the delay having helped to "Focus on polish, debug and balancing" according to Jonathan, adding that they also had the time to address "stickyness in the parkour, accelerating responsiveness of inputs and fix rooftop behaviours" , which, is one of the main pillars of the upcoming Ubisoft game and seemingly pretending to be a strong rival to the community-praised parkour of Assassin's Creed: Unity. One of the most common complaints in the first two games of the latest RPG trilogy was the loot, which was random, Valhalla addressed this swapping the randomness by progession /exploration-based unlocks which is also returning in Shadows, the loot being more unique rather than acquiring the same bow infinite times since they are now tied to specific locations, special enemies and targets -which will drop the best loot- we'll have to eliminate through the story. The historical aspects of the game as well as its characters will be displayed in a "Codex-like Database" similarly to Assassin's Creed Mirage's fashion, somewhat bringing back that old feel of in-game historical information provided by Shaun Hastings in the earlier games. This is not the only feature borrowed from Bordeaux's game though as the "Target Board" is also returning. Talking about borrowing, Shadows takes from Valhalla's Settlement system as well -as seen in previous blogposts- however the devs mentioned that this time it will have a direct impact on gameplay and highly customizable features basically being its own sim-city like minigame allowing us to build rooms and specific buildings to further boost our stats or NPC relationships. The Photo Mode is also getting a long-craved revamp, so all the VP's out there will have a blast with photo-making throughout 2025 as it won't only be rebuilt entirely and available at launch, but it'll also be updated regularly adding more features as Shadow's life-cycle progressess or so it seems according to the devs, which is cool and also stunning that given games like Far Cry 6 as the latest example with a rich Photo Mode, it wasn't available in such a way in earlier games. Assassin's Creed Shadows' settlement Sim-like building system. Modern Day & The Animus Hub Alas, some information on Modern Day! It was expected that Basim's storyline wouldn't continue in Shadows, or at least, not at launch since the developer Jonathan openly stated that he won't "currently" be part of Shadow's story, meaning that it will possibly make an appearance later and I'd say not to think negatively as this statement aroused suspicious throughout the community, many thinking that he will get the "Juno treatment" which of course, I hope it won't be the case. Basim Ibn Ishaq as depicted in Assassin's Creed Valhalla. Assassin's Creed Shadows "Will have a limited Modern Day story introducing a broader narrative in the Animus Hub" clearly setting the grounds for our expectations on that part of the narrative for the future to come, confirming many rumors and fears of many and also the statements of Assassin's Creed's Executive Producer Marc-Alexis Côté at the BAFTA a few weeks ago regarding their shift of focus setting aside the Modern Day plot favoring the History Plot at the front of the experience. However, Jonathan, the Developer in question that revealed all this information to us also expressed that extra information on Modern Day and the Animus Hub for that matter will be shared soon. Another set of sad news but also to be expected -except for a stubborn egghead like me- Assassin's Creed Memories, a role-playing trading card game exclusive to iOS released back in 2014 that already established the lore concerning Japan and its role in the Assassin's Creed Universe back in the day prior to Shadows, is going to be retconned or at least, some elements, according to the devs who answered my questions, revealing that Hattori Hanzō will be in the game, however, the fate of characters like The Four Guardians of Tokugawa Ieyasu and Mochizuki Chiyome is unknown at this point. Ubisoft Quebec's Developer: Jonathan answering my question regarding AC: Memories retcon. For those invested in the canonicity of the story, fear not as this time Ubisoft is not scared to say what is what instead of discretely set the canon in a novel in oder to avoid backlash due to poor decision making; "Canon Mode" now being a thing. This mode will make several choices for you that you would otherwise make yourself in what is assumed to be the "Standard Mode" , making your playthrough canon from A to Z without any hiccups or inconsistencies due to your decisions. Which is great as this kind of integrations in the game again shows confidence in their project which others previously lacked. Project Infinity - Now Rebranded as Animus Hub. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author UbiCypher (Joe) is an Assassin's Creed Transmedia expert who worked as the Lead Admin for the Isu_Network social media team, providing consistent social media content in the form of Assassin's Creed lore trivia, puzzles and news coverage, spending countless hours researching the series and real history. In 2025, he stepped back from his social media duties to pursue other opportunities. UbiCypher (Joe)

  • Assassin's Creed Mirage Art Dump: ItsACreed | TheOnesWhoCameBefore

    Assassin's Creed Mirage Art Dump: ItsACreed Other Share 17 Mar 2024 Written By: Edited By: Al Boncompagni (It’s A Creed) Colum Blackett Back To Database We are pleased to present the works of TOWCB Artist ItsACreed (Alice) who has created a series of sketches and digital creations inspired by the world of Assassin's Creed Mirage. Enjoy! We here at TOWCB were all heavily inspired by Assassin's Creed Mirage, as it gave players a more detailed look at The Hidden Ones before their transformation into the Assassin Brotherhood. Although the game was short, it was well received by the overall gaming community and critics alike, as it returned the series to its roots, and took care in re-establishing cut features, creating a truly special game that acted as the ultimate tribute to the core identity of Assassin's Creed and it's fans. Look out for more art pieces by ItsACreed on our platforms. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Al is a French artist specialised in portraits who discovered Assassin’s Creed with Black Flag, and their initial passion for the golden age of piracy. They later discovered the previous and newer games to be able to grasp the depth of the lore this saga has to offer. They started regularly posting Assassin’s Creed fanarts in 2020 with the release of Assassin’s Creed Valhalla and met at that moment many other very talented artists with whom they love sharing their work. They were delighted to join the partnership as it means to them sharing their work with many people that are as passionate as them about the Assassin’s Creed saga. Al Boncompagni (It’s A Creed)

  • Assassin's Creed Shadows World Trailer Released | TheOnesWhoCameBefore

    Assassin's Creed Shadows World Trailer Released News Share 13 Sept 2024 Written By: Edited By: Colum Blackett (Col_96) TOWCB Team Back To Database Ubisoft has released the World Trailer for Assassin's Creed Shadows, showcasing the new dynamic weather system and stunning landscapes. We are now just three months away from launch, and we here at The Ones Who Came Before can't wait to play the latest instalment. Here is our Trailer Analysis video by SisterlyThrower from TOWCB Video Content Creation Team exploring likes and dislikes from the new footage. Stay tuned for all things Assassin's Creed Shadows here at The Ones Who Came Before comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)

  • Assassin's Creed Community Showcase: April 2023 | TheOnesWhoCameBefore

    Assassin's Creed Community Showcase: April 2023 Community Share 5 May 2023 Written By: Edited By: TOWCB Team Colum Blackett Back To Database Welcome to the first article in a new series dedicated to showcasing Assassin's Creed community artwork! Each month, we will be highlighting community creations and sharing them here on TOWCB website! Kicking off the series, we have an incredible piece of art work inspired by Assassin's Creed Origins, reminiscent of the wall art from the Prince of Egypt movie. Aya by Ru Solis (@ solisdaemon ) Written by Yasmin Page from TOWCB Art Team. ''This artwork was created for the April codexmonthly art prompt: shadows, and encapsulates the theme beautifully. All the details in the background — from the hieroglyphs painted on the wall, to the columns framing the image and the plants surrounding Aya — give the artwork a very strong grounding. A single glance places the scene in Ancient Egypt, and yet the softness of the firelight gives subtlety to what, in daylight, would be bright with colour. And then we have Aya herself, or rather, Amunet, as fierce and mysterious as her namesake. The composition and framing draws your eye to her, and her pose emphasises her power as a warrior. Looking at this artwork, we are reminded that this is the woman who founded the Hidden Ones. A force to be reckoned with.'' Next up, we have a digital painting of Odin, pondering his fate in a recreation that captures the mood of the Valhalla expansion brilliantly. Art by @ linaykaa Written by Aaron Young from TOWCB Writing Team ''I love this piece of art as it fits the themes of the Dawn of Ragnarok expansion. The firey red background with the sparks are so reminiscent of the Svartalfheim enviroment. The trinity knot on Havi's hood beautifully symbolisies that there is no begining or end just eternal life. Makes me think of Loki's quote "All your efforts to evade destiny will only fling you further along its course. If you're not careful, you may be the author of your own destruction" His face and demenour in this piece show the weight he is carrying, can he advert Ragnarok and change his fate?'' Another digital painting, this time imaging Bayek syncronising the Assassin's Creed Origins insignia. Art by s_snowyhooves_s Written by Aaron Young from TOWCB Writing Team ''Assassin's Creed Origins artwork always has a touch of class to it. This piece is no different, with the golden tones representing Egypt magnificently. I adore the Assassin symbol with the eye of horus in the middle and with Bayek sat atop the meaning of protection is amplified. I really like the use of the Isu armour as it's a great contrast to the time period, showing that connection to the ones who came before. With that sun shining so brightly behind Bayek all I can hear is Khemu calling "Papa jump". Assassin Beads by MoonMilk Beads. Written by Colum Blackett from TOWCB Core Team ''I love the colours in this project. To me, it almost resembles an American Eagle from above, with the beading below the insignia acting as tale feathers. I would say that this project has its roots in decorative Native American beading patterns, and it certainly is beautiful. Had Assassin's Creed III followed Connor's story further, I could totally have seen patterns like this appearing in-game.'' Basim by Redreyenotarget Written by Colum Blackett from TOWCB Core Team ''This digital painting shows Basim in his younger days. He appears to hold a rank higher than a novice, due to the throwing knives, but the blue head scarf suggests that he still has numerous stages to overcome before he reaches the rank of Master Assassin. The artist notes the Assassin's Creed Mirage Reveal trailer as the key inspiration for this piece. Perhaps his visible happiness is because Loki is yet to corrupt his perspective through twisted nightmare visions.'' Arno by Madam Estrella ( @ madamestrellascurio ) Written by Yasmin Page from TOWCB Art Team. “We work in the dark to serve the light. A quote at the very heart of the Assassin’s Creed games, and this artwork, to me, is a perfect example. While we as players know Arno and his story, to those inside his world, he moves through the shadows and is unseen. In this image, the shadows hide Arno’s eyes and shroud him in darkness, hiding his identity from the viewer and emphasising the stealth element that’s central to the Assassin’s Creed series. Additionally, the limited colour palette is really striking: the red, white and blue of the French Tricolour, the black of the harsh shadows, and the colour of the light on Arno’s face. A simple portrait composition beautifully executed (pun intended). This artwork was also created for April’s codexmonthly theme.'' Art Reveal We are pleased to reveal a brand new piece of Assassin's Creed Mirage fanart by TOWCB Art Team member Yasmin Page ! ''I painted this portrait of Basim in Photoshop using my Wacom drawing tablet. Surprisingly, I had quite a hard time with it, which I didn’t expect as I’ve drawn Basim a few times before. Nevertheless, I’m proud of how it came together in the end! I’m really looking forward to the release of Mirage and creating more artworks inspired by the game — the world and characters of Assassin’s Creed are an endless source of inspiration!'' Here is another brand new piece of Assassin's Creed artwork, this time by TOWCB Art Team Member, Thea M. Rivedal! “Let them fall” Feathers have been a representative element within the AC community since day one, and given the opportunity, I decided to create a more minimalistic image. As the feathers hold a heavy symbolism, letting them fall slowly from above gives a sense of serenity on the violence the Creed tends to find itself in. Blood on the feather at the bottom is in honor of Altaïr. The image was created in my most used medium the past months, Procreate. https://www.instagram.com/moonchildgecko/ Also produced this week were two pieces of artwork by ShayaFury from TOWCB Art Team. ''I had so much fun making both artworks (The digital one and the traditional one) . Both are made with love. Especially the Victoria and Jacob sketch since it was a small gift for a friend of mine drawing her OC based on Assassin`s Creed Syndicate. It did not take me much time to make it since I had so much fun and specially made it look like that. Used Photoshop and my Wacom Cintiq 27QHD touch and pen tablet. For the Basim sketch it took me a bit more since I did draw him for the very first time and was wondering if I will do him justice! Glad I managed to make it right. I will for sure draw him again. I did draw him in my illo sketchbook using pencil and for the yellow used Ecoline Watercolour brush pen from Royal Talens.'' We would like to say a big thank you to all the community members who contributed towards this article. We will be using our new Community Spotlight series to shine a light on various art projects, alongside sharing our own courtesy of TOWCB Art Team. Look out for the next entry in the series at the end of May. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author A collection of articles from The Ones Who Came Before team. TOWCB Team

  • This Week in Assassin’s Creed Virtual Photography: 20th to 26th November | TheOnesWhoCameBefore

    This Week in Assassin’s Creed Virtual Photography: 20th to 26th November Community Share 30 Nov 2023 Written By: Edited By: Aaron Young Colum Blackett Back To Database Welcome to the weekly virtual photography roundup hosted by Aaron Young from The AC Partnership Program. Every week we will be picking our top 5 favourite Assassin’s Creed shots and showcasing them on The Ones Who Came Before website, in order to promote virtual photography and talented content creators within the community. This week’s guest judge is Ultra Violetra a real talent within the virtual photography community and known for some beautiful Assassin’s Creed captures. Ultra is also a Mod @ VGPNetwork and @ ThePhotoMode . Keep an eye on the site as more weekly shots are added, we are looking for captures across all Assassin’s Creed games. Tag your photos to the #TOWCBWeeklyCapture for a chance to be featured. This week’s theme: NPC All Father Game: Assassin’s Creed Valhalla VP Artist: @ _Virtualtourism “Rise, Eivor….and awaken” I love Norse Mythology so having it feature so prominently in Assassin’s Creed Valhalla was excellent. The whole Loki and Odin face off was interesting to watch, especially with how the two are so pivotal to the events of Ragnarok. I did love the assassination scenes too as Eivor fought between two personalities. I felt Jack captured the essence of Odin so well with this shot. Surrounded by darkness and riddled with pain, Odin appears from the shadow of his own hood. I really like how the lighting gives us a glimpse of his grey beard and showcase the runes on the tip of the hood. Such a brilliant capture of the All-Father. The Details Game: Assassin’s Creed Mirage VP Artist: @ Dario_OtherEyes The Ones Who Came Before Photo of the Week Judge: @ UVioletra Dario has captured a beautiful NPC that appears curious yet weary. The character’s skin texture and the lighting is perfectly matched, creating a gorgeous shot of the week. Aaron “Stay your blade from the flesh of the innocent” Something Assassin’s Creed Mirage has perfected is the variety of NPC’s. The amount of different cultures walking the streets of Baghdad is quite special. It adds so much variety and makes for some really interesting NPC shots. This beautiful capture shows exactly what I mean. I adore the lighting of this shot, with the shadow covering half of her body. The warmth of the photo really does give you the feel of the desert whilst also highlighting the details of this amazingly crafted NPC. She definitely looks like she is being tailed by the order, let’s just hope Basim gets to her first. Valka Game: Assassin’s Creed Valhalla VP Artist: @ NIKOOO_WOLF “I am better than well. I am present.” Valka is the Raven Clans Seer and the women responsible for guiding Eivor in her visions. Her stunning character design and warming personality have led to her being one of the stronger NPC in Assassin’s Creed Valhalla. This side shot of her is extremely beautiful. I love the white mist in front of her and the clouds in the background. It reminds me of when we first meet her upon the snowy mountain. The level of detail on her clothing and face have been emphasised, and together with the saturation makes this shot look like a piece of art. Randvi Game: Assassin’s Creed Valhalla VP Artist: @ Kristina_m0509 “Married off in service of peace between two clans.” For me Randvi is one of the best but most underused NPC’s in Assassin’s Creed Valhalla. She serves as a strategist and potential love interest. However I was always disappointed that she didn’t accompany you more often. This capture of Randvi is exceptionally beautiful, the colours on show match the feel of the game. That stunning blue sky behind her not only looks great but elevates Randvi’s presence. I think the little details of her character design are wonderfully shown through that luscious golden sunlight. Excellent virtual photography of an NPC. Stowe Game: Assassin’s Creed Valhalla VP Artist: @ Kristina_m0509 “Eivor, I beg you, Alfred’s men or not, they are Saxons and Christians.” Stowe is The Reeve of Lunden and close friend of Eivor. It was nice to see our Viking hero team up with an Anglo Saxon. Stowe is a man of pride and honour who plays a critical part within the Assassin’s Creed Valhalla story. The Lunden arc is probably the most 'Assassin' section of the game and I really enjoyed it. Here we have a strong portrait of Stowe surrounded by a striking wintery background. I quite like how he is framed in this shot, and the details are impressive. The shadow across his face adds mystery and I am getting super hero vibes from his stance. Once again an excellent NPC capture to round off the showcase. And that sums it up for this week’s Assassin’s Creed virtual photography recap list! Thank you for checking out this week’s photo collection. This would not be possible without the virtual photographers out there so a huge thanks to them. Until next week keep those shots coming in! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Aaron is a passionate Assassin's Creed fan who joined our AC Partnership Program as an Online Article Writer back in 2021 after the release of Assassin's Creed Valhalla. After building momentum and interest on TOWCB website for Virtual Photography, Aaron established TOWCB Virtual Photography Team, of which he is now Team Leader. Throughout 2024, TOWCB VP Team will be sharing community captures in dedicated articles, and providing a positive environment on Twitter for gamers to share their shots. Aaron Young

  • AC Community Questions: TheAssassinLord (Charlie Cooper) | TheOnesWhoCameBefore

    AC Community Questions: TheAssassinLord (Charlie Cooper) Interview Share 9 Aug 2025 Written By: Edited By: Charlie Cooper Colum Blackett Back To Database Welcome back to another article in our Assassin's Creed Community Questions series, made up of interviews with Assassins based around the world. This week, we are joined by Charlie Cooper ( TheAssassinLord ), who recently joined our Assassin's Creed Partnership program as a Social Media Manager! Col: Hi Charlie. In July 2025, you joined The Ones Who Came Before's Assassin's Creed Partnership Program, known as the Isu_Network. Are you looking forward to working alongside the team as we look to take our social media content to the next level? Charlie: Definitely! Working alongside and building communities, as well as Assassin’s Creed as a franchise have been a big part of my life and youth up until now so it’s always a pleasure to be a part of a community with a healthy amount of influence and activity! Profile Picture used by TheAssassinLord Col: How excited are you for the future of Assassin's Creed? Charlie: I’m very excited, maybe more excited than I have been in the past several years of releases. In my opinion the RPG route the franchise has taken has brought some positive and negative changes to the franchise as it looks to balance what fans loved before and evolving with the industry but it looks like Assassin’s Creed is looking to widen its appeal in a fresh way to not only include options for old fans but please current ones as well as new ones so that’s always excited to see. Col: Which Assassin's Creed game have you been playing recently, and which game are you playing next? Charlie: I’ve been playing Assassin’s Creed Shadows and I’m about to start a play through of the Ezio Trilogy, my memory of them is quite spotty as I haven’t really sat down to play them for almost a decade now and I’m very curious to see how those experiences/stories hold up now. Other than these hopefully my next AC title will be an alleged black flag remake perhaps, fingers crossed! Col: Have you visited any of the locations from the games? Charlie: Probably not the most interesting ones but I guess New York and Philadelphia from AC III haha. Desmond Miles enters New York from above in Assassin's Creed III Col: Which Assassin's Creed game is your favourite and why? Charlie: My favorite Assassin’s Creed title is the ever so divisive Assassin’s Creed Unity. Personally, I’ve never seen writing as the franchise’s strongest suit, so I wasn’t overly critical of Unity’s story. And unlike many others, I never ran into the game breaking bugs it was infamous for at launch. With those issues off the table, what stood out to me was the game’s design, gameplay, and focus on personalization. Unity leaned harder into role playing than any AC before or since. It emphasized the core assassin fantasy: speed, finesse in both combat and traversal, stealth, and, of course, style. While it sacrificed some input freedom with a more hands-off gameplay approach, the result was still visually an immersive feast. From its ahead of its time visuals to the introduction of co-op multiplayer, Unity delivered something special. Apart from maybe AC III, no other title in the series has spiritually captured what Assassin’s Creed should feel like all in one game. At its core, Assassin’s Creed has always been about someone using their values, skills, and identity to carve their own path as an assassin. Whether it’s the ninja assassin, the pirate assassin, the Native American assassin, the Viking, or the Spartan every entry plays with that idea. And in Unity, you’re a revolutionary, someone fighting to take back power. That theme is reflected beautifully in the gameplay: you take control of what kind of assassin you want to be. That’s why, in my opinion, Unity is still the most immersive Assassin’s Creed game to date. Because you’re not just playing a character’s fantasy, you’re playing your own. Col: Do you have a favorite Assassin's Creed community moment/ story you would like to share? Charlie: This might sound bizarre, but hear me out my favorite community moment was actually the controversy surrounding the launch of Assassin’s Creed Shadows. Why? Because sometimes, understanding and trust are forged through conflict. On the player side, watching the community come together to protect Assassin’s Creed, an IP that means so much to so many of us from being dragged through the mud made me feel more connected to the people in it. Even when I didn’t agree with every perspective, I gained a deeper appreciation for the passion behind them. And on the developer side, I think Ubisoft grew from the experience. They showed a real effort to understand the player base and repair the relationship. Their honesty and transparency in responding to the backlash was commendable, and I believe that kind of accountability can only benefit them and us in the long run. Col: What would be your dream setting for the upcoming AC Netflix TV show or future game? Charlie: For the Netflix show, I think they should take a page out of The Last of Us Season One. In my opinion, most video game adaptations miss the mark, but The Last of Us set a new standard. It was historic for game to TV storytelling. The smartest move for Assassin’s Creed would be to recreate the existing games (using them as a marketing tool for future remakes), using the TV format to fill in the gaps and expand the lore in ways the games never could. Season one should absolutely be AC2 especially because that’s such a fan favorite AC game so it’d draw the most attention. Desmond and Ezio are the glue of the franchise, so starting in Italy just makes sense. As for a future game, I really think Ubisoft needs to rip the band-aid off and finally give WWI or WWII a shot. It feels like they’ve been hesitant ever since Syndicate, but honestly, it’d be a refreshing shift from the ancient settings we’ve been stuck in lately. Lydia Frye in 1916 London, as seen in Assassin's Creed Syndicate Col: Do you have any personal AC goals you would like to achieve? Charlie: I wouldn’t say I have any specific “goals,” per se. I just genuinely love giving back to the communities that have given so much to me. Whether it’s through my work in the community or simply as a player, it all comes from a place of loyalty and appreciation regardless of whether I get anything in return. Col: What would you say is your most significant community achievement to date? Charlie: Honestly, I think just being a part of this community. I really feel like there’s a chance to do some meaningful work and have a positive impact alongside you all! What is your favourite part of being a community member? There are so many Assassin’s Creed games and generations of players, and when we all come together, it really feels like a family. Sure, we might have different opinions about what AC should be these days, but at the end of the day, we’re all connected by our love for the franchise and that’s always a good feeling. Col: What advice do you have for people looking to get into content creation and social media management? Charlie: The successful are successful because their fulfillment is fueled by their craft and not the results of it. If you want the things in this life that most people don’t have then you have to be willing to do the things most people won’t do. And to do that, you must be passionate about what you do or the vision/goals of who you’re doing it for. If neither are true, then you’re either in the wrong field or at least focused on the wrong part of it. Passions can come and go, but ultimately where they come from and where they go is your compass to fulfillment and fulfillment should be your definition of success. Col: Where can our community members find you online? Charlie: I do a lot! My personal Instagram where I share my video production creations: @ _charliemcooper_ I run a screenwriting channel on TikTok: @writtenbycharlie2 I’ve also got a YouTube gaming channel focused on the game Toribash: @ matarikatoribash My newest project is The Assassin Lord: YouTube: TheAssassinLord Twitch: theofficialassassinlord X (formerly Twitter): @ Assassin_Lord_ comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Charlie Cooper (TheAssassinLord) joined TOWCB Video Content Creation Team in July 2025 in an effort to help the team further the identity of TOWCB and its members on video platforms. He is a talented videographer, writer, editor and composer with experience in multiple fields. In his first week on the team, he created the iconic intro sequence for our Rally the Creed Podcast, and stepped in to the role of editor for the series. Throughout 2025 and beyond, we will be working alongside Charlie on a number of exciting projects, ranging from capturing and recording exclusive interviews with special guests on our podcast, to music releases. Charlie Cooper

  • Assassin's Creed Codename Hexe Teaser Analysis | TheOnesWhoCameBefore

    Assassin's Creed Codename Hexe Teaser Analysis Analysis Share 11 Sept 2022 Written By: Edited By: Preston Carbonaro Ashlea Blackett Back To Database Fans of the franchise were given a goodie bag filled with treats at the Ubisoft Forward Assassin's Creed Showcase event , ranging from a gorgeous cinematic trailer for the much-awaited Assassin’s Creed Mirage, updates on the upcoming Netflix show, a new mobile game, and tantalising teaser trailers for future games. One short, eerie trailer in particular - for Codename Hexe - featuring barking dogs, bare trees, and an open fire, has left fans and codebreakers alike intrigued and perplexed. In his segment during the Ubisoft Forward event, Marc-Alexis Côté – executive producer of the Assassin's Creed franchise - said that he’ll leave it up to us to spot the little secrets. So, let’s get down to business! Starting from the most prominent object in the image. The Assassins symbol, of course. As you can see, it is made out of twigs and twine; very primitive in design. Personally, I couldn't help but think of handmade Halloween decorations when I saw this. More specifically decorations used by pagans during Samhain. Which brings me to my second observation. What seems to be an eight-pointed star (octagram) drawn in chalk on the wall behind the AC insignia. Octagrams have various different interpretations and meanings in various religions around the world, but I decided to focus more on Paganism and Occultism as that seemed to be the theme of the content. Lo and behold, my research eventually led me to The Wheel of the Year, an annual cycle of seasonal festivals, observed by many modern pagans, consisting of the year's main solar events (solstices and equinoxes) and the midpoints between them. A few more searches further confirmed my hunch. The images below are similar to what is seen in the Hexe reveal trailer. Writer’s note: The Yule, Ostara, and Lammas festivals all feature in Assassin’s Creed Valhalla. There was also The First Night of Samhain quest. And what of the text in the Hexe diagram, you ask? My first guess was the Theban alphabet, also known as the Honorian alphabet, Runes of Honorius, or witches' alphabet due to its use in modern Wicca and other forms of witchcraft. However, upon further inspection and more research, I concluded it to be from The Alphabet of the Magi. A variant of the Hebrew alphabet, it was used for inscriptions in talismans in 17th-century occultism. It also seems that the chalk wall behind the Assassin's Creed insignia hold a secret, as discovered by Community Member Boukhari Adam. The letters are actually from the Magi alphabet, and spell out ''We work in the dark to serve in the light!''. See how everything is linked? Let’s analyse further... “Codename Hexe” (pronounced hex-uh). ‘Hexe’ is the German word for ‘witch’. In English we use very similar words like ‘hex’ or ‘hexed’, which mean: to cast a spell on; to bewitch. So, taking into consideration all of these ideas and how closely related they are to each other, I am assuming that Codename Hexe will revolve around the witch trials which took place in 17th century Germany. Namely the Würzburg witch trials of 1625-1631. Let us know what you think. Would you be interested in playing an Assassin’s Creed game which involves such themes? And what do you think about the possible setting? One thing is for sure. Dark times lie ahead. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Preston is a long-time Assassin's Creed fan of both the games and the soundtracks. He works as a primary school educator, and is also a part-time actor. He takes a keen interest in mythology, symbology, codes and puzzles. Some of his passions include writing, reading, art, gaming, football, and music. Preston Carbonaro

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