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- Assassin's Creed Altaïr Game Cover Funko POP! Unboxing Images | TheOnesWhoCameBefore
Assassin's Creed Altaïr Game Cover Funko POP! Unboxing Images Merchandise Share 3 Mar 2023 Written By: Edited By: Aaron Young Ashlea Blackett Back To Database Article contains Amazon affiilate links which financially support TOWCB. Here are our unboxing photos of the brand new Assassin's Creed Altair Pop! Game Cover Vinyl Figure Product description: From Funko. Relive the life that started it all by helping POP! Altaïr eliminate the threats in his path. Add strength to your Assassin's Creed collection with this Assassin's Creed Pop! Game Cover, featuring POP! Altaïr in his signature white hood as he stands ready for action. Order yours here on Amazon! https://video.wixstatic.com/video/06e6c8_3757d6b34b5e43129d6502faf12ad82c/720p/mp4/file.mp4 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
- Second Wave of Assassin's Creed Shadows Mobile Wallpapers Released | TheOnesWhoCameBefore
Second Wave of Assassin's Creed Shadows Mobile Wallpapers Released Community Share 18 May 2024 Written By: Edited By: Colum Blackett (Col_96) Back To Database Check out the second wave of Desktop and Mobile Wallpapers for Assassin's Creed Shadows, created by Assassin1513 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 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 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 Virtual Photography: 19th to 29th February | TheOnesWhoCameBefore
Assassin’s Creed Virtual Photography: 19th to 29th February Community Share 7 Mar 2024 Written By: Edited By: Aaron Young Colum Blackett Back To Database Welcome to the biweekly virtual photography roundup hosted by Aaron Young from the AC Partnership Program. Every two weeks 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 theme has been run alongside @ JChoukroun aka Jean who is new to the virtual photography community. Jean is a game developer for Ubisoft and has worked on several titles. Jean has a passion for virtual photography, and we are honoured to have him with us. Keep an eye on the site as more shots are added, we are looking for captures across all Assassin’s Creed games. Tag your photos to #ACFirstCivVP for a chance to be featured. This theme week: Assassin’s Creed Protagonists and their Companions. Partnership Game: Assassin’s Creed Origins VP Artist: @ cop_filip The Ones Who Came Before Photo of the Week Judge: @ JChoukroun ''I really love this shot, because it reminds me of so many things, I adore about 2017’s Assassin’s Creed Origins. From the onset of the game, it is clear Bayek is a broken man, and I feel a deep melancholy emanating from his obscured face. The super strong depth of field calls back to Bayek’s sole focus being revenge. It blinds him to the rest of the world, which merely becomes a blurry backdrop upon which he will exact his vengeance. Amidst all this though, there is still love to be found as represented by Senu who will lead Bayek from seeking revenge to seeking redemption and reconnection, both to Aya and to the outside world.'' Aaron “You are the Medjay from Siwa.” Assassin’s Creed Origins is the first time we get to share our journey with a companion. For me Senu has the best personality of all the birds. Her friendship with Bayek is pivotal in the revenge quest he sets out on. She acts as emotional support for a wounded Bayek whose mission would be very lonely without her. This majestic capture embodies the relationship between the two. I believe the black and white of this photo make it appear classy, while the depth of field allows the viewer to focus on the friendship. Filip has nailed the timing too, Senu’s wings look magnificent. A truly beautiful capture from one of the best games in the series. Companion Game: Assassin’s Creed Mirage VP Artist: @ Milz_VP “Yes Enkidu, food is coming.” Basim’s relationship with Enkidu is far more complex than previous games. He is gifted to Basim during his time at Alamut, before the young assassin sets out for Baghdad. As the story progresses the two become good friends, however the darkness inside Basim soon causes a rift between them. Here we have the two companions scouting out their next target. I really like the composition of this capture. The lighting is very good, as a result you can see such detail in Basim’s robes and Enkidu’s feathers. I think Eric has done a great job of showing the connection these two have, its just a shame it doesn’t end well. Aya and Senu Game: Assassin’s Creed Origins VP Artist: @ NovA1990 “Bayek, it has been too long.” This for me is a glimpse of what might have been or what could still be for Aya in this series. She is a character that deserves more story content. These two powerful females have such a dominating presence in Assassin’s Creed Origins, and Bayek relies on their support as he seeks vengeance for the death of his son. In this capture it is the head turns that makes it so special for me, they are almost mirroring one another. Both characters look very elegant, and the colours are in harmony. The depth of field is assisting to draw the eye to both assassin and eagle. Across the Desert Game: Assassin’s Creed Mirage VP Artist: @ thefrostysm “It has been an honour to watch you walk your path”. When wandering the deserts of Assassin’s Creed Mirage, you cannot help but think back to 2017 and those highly impressive landscapes of Egypt. Origins has without doubt left a huge mark on this franchise and will do for some time to come. This shot is all about the shadows and how the capture has been split into two magnificent sections. I love the contrasting colours that represent the beauty but also the harshness of the desert. The silhouette of Basim on his camel is such a delight, I have seen quite a few photos in this style, and I am always blown away by their simple elegance. Leap of Faith Game: Assassin’s Creed Mirage VP Artist: @ BasimIbnIshaq_ “Ready to make the leap”. It isn’t a surprise that Assassin’s Creed Mirage has done so well. A return to the roots with a deeply interesting main character was always going to treat the fanbase. The setting is also a delight on the eyes and as a virtual photographer I couldn’t wait to jump into the photo mode. I love this capture; it is very cinematic and could easily be from a trailer. Timing is often everything and this shot proves it, with Basim flying just below Enkidu. I adore how both have their respective limbs outstretched. The camera angle is excellent allowing us a view of the streets these two are protecting. An impressive action shot that fits beautifully with the Assassin’s ethos. Assassin's Creed Virtual Photography Showcase: February 2024 by Turið Torkilsdóttir. Music: East Again by Gargudon (TOWCB Video Content Creation Team) https://www.youtube.com/watch?v=nfMRBt2Sl24 And that sums it up for this Assassin’s Creed virtual photography recap list! Thank you for checking out the photo collection. This would not be possible without the virtual photographers out there so a huge thanks to them. Until next time 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
- This Week in Assassin’s Creed Virtual Photography: 26th to 2nd July | TheOnesWhoCameBefore
This Week in Assassin’s Creed Virtual Photography: 26th to 2nd July Community Share 4 Jul 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 I 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 captures across all Assassin’s Creed games. Tag your photos to the #TOWCBWeeklyCapture for a chance to be featured. This week’s theme: Weapons The Spear Game: Assassin’s Creed Odyssey VP Artist: @ TuridTorkil “Madness? This is Sparta” The controversial move to replace the hidden blade with the spear of Leonidas was a brave one. I guess it made sense though given the game is set prior to Origins. This capture beautifully showcases the weapon in such a grand way. The attention to detail here by both Turid and the developers is impeccable. The saturation is on point, highlighting every little detail. I love the rope holding the spear to the quiver. The spear itself is wonderfully designed, and fighting with it in your left hand and a classic sword in your right is so satisfying. Link to set: The Ones Who Came Before Photo of the Week Judge: @ Cll3ar ''I am always impressed when it comes to pictures like this that balance dark and light alongside high contrast. The lighting puts the weapon in the spotlight, together with the shadow balance it is just perfect. There is the optimal amount of simple details which showcase the weapon’s beauty.'' Ready Your Blade Game: Assassin’s Creed Valhalla VP Artist: @ PodToGo “There is something cursed about these lands” The druids bring a certain horror element to Valhalla and entering their lands often leads to challenging encounters. I do like how they are always surrounded by fog to add that extra element of surprise when they try and jump scare you. For me this shot is all about the Ulfberht sword which is good given the theme. I love the positioning of the camera and the debris in the air. The sword just shines with the light reflecting off of it. Eivor is ready for the battle ahead. If I were the Druid, I would run. Link to set: The Medjay Shield Game: Assassin’s Creed Origins VP Artist: @ G_Assassin90 “The first Medjay was a protector of the pharaoh, but now it means you must protect all the people of Egypt” The starting shield and arguably the best one in the game. Bayek’s light shield is with him for the duration of the game and stands as a symbol of what he is, a Medjay. I love the design with its worn down aesthetic, and the use of ropes to support it. This capture represents the shield in all its glory, with every detail popping thanks to excellent use of the depth of field function. Combined here with the white hood, this is actually a great assassin pose. As a bonus we also have Bayek’s weapon of choice on show with the two bows and the arrows in the quiver. A fantastic depiction of the Medjay of Egypt. Link to set: Taking Aim Game: Assassin’s Creed Valhalla VP Artist: @ kristina_m0509 “There is more than one path to justice” As an archer it has been great to see the bow introduced into the world of Assassin’s Creed. What’s more the mechanics of the bow have become more refined with each game. You may not feel like an archer in Valhalla but using a bow is quite satisfying. This shot is perfect for our theme this week, with the small details really excelling. I admire the framing as it picks up on the bows visual brilliance, especially with the metal parts glinting in the light. I am not sure if the arrow is nocked or just released but I definitely think it looks epic. The blacked out background amplifies the subject matter leading to quite a unique capture. Link to set: Hidden Blade Game: Assassin’s Creed Valhalla VP Artist: @ artschoolglases “The Hidden Blade has been a constant companion of ours over the years. Some would say it defines us – and they would not be entirely wrong. Many of our successes would not have been possible without it” I feel like it would have been sacrilege not to have featured a hidden blade in this week’s article. The weapon of choice for a member of the Hidden Ones/Assassins. Eivor’s blade is certainly one of the best looking in the series. I actually loved the reasons for wearing it in full view, and this capture shows why. This shot really does do the weapon justice, not only is the blade in full view but the intricate design is showcased magnificently. The emerald jewel and the spring are my favourites. This is an action shot worthy of the Creed. Link to set: 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
- From Origins to Odyssey: Could Assassin's Creed be heading to Greece? | TheOnesWhoCameBefore
From Origins to Odyssey: Could Assassin's Creed be heading to Greece? Wishlists Share 13 May 2018 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database We are now less than a month away from E3 2018, and several rumours are stating that the next Assassin's Creed game will be set in Ancient Greece, this game is rumoured to be titled Odyssey. This means that the game is likely to act as a sequel to AC Origins, potentially confirming initial rumours which revealed that Ubisoft were working on an ancient trillogy (Egypt, Greece, Rome). Although nothing official has been revealed about the game, we can assume that it will have similarities to Origins. Here are my thoughts on the potential features that should be included in a Greek Assassin's Creed game. (In no particular order) An Established Brotherhood One of the big problems with Assassin's Creed Origins was 'The Hidden Ones' faction, a proto-Assassin order with no clear tenets or goals other than stopping the order than stopping the Order of Ancients and protecting the innocent. Other than the ambiguous drives and goals of the group, other than Bayek and Aya, are quite simply not memorable. As I'm writing this, I can only actually think of a couple (Taharka's son Phanos and Tahira). One of the reasons for this could be because The Hidden Ones act individually, and are rarely seen together in the same location. Many of the interactions between The Hidden Ones are done via messages sent between bureaus. This is unusual for an Assassin's Creed game, and make it difficult to understand each member's role within the group. For example, in the Ezio games, we would be present at Assassin meetings, and would hear everyone's thoughts on missions and strategies. For AC Odyssey, it would be clearer for the audience to understand the drives and motives of the group if we were able to see them interacting together (as was the case in Origins). An established brotherhood, with a clear plan and philosophy is definitely needed in the next game. Return of Bayek and Aya Bayek is arguably one of the best characters we have seen in the franchise for a long time, and deserves to be in another game. Whilst it is unlikely Bayek will be the main character in the next game, as it's been a while since Ubisoft took this approach with the franchise (Ezio games), it would certainly be interesting to see Bayek return as a side character. An older Bayek would be a great mentor to the next generation of Hidden Ones. Furthermore, Aya/Amunet was also a strong character in Origins, showing real strength and conviction during missions. Her transformation from Aya to Amunet left her as a shell of her former self, embodying a cold and calculating proto-Assassin. Although Aya's character thoroughly changed, traces of her old self could still be seen when interacting with Bayek,showing that she still cares about him. If an Assassin's Creed game were to take place in Greece, we could potentially see Aya develop even further as a person, and watch the final process of her transformation. It would also be interesting to see the conclusion of the marriage between Aya and Bayek. Will they, or wont they get back together? Either way, there's more story left to be told for these two. Explore the relationship between Aya & Khemu One thing that was noticable in Assassin's Creed Origins was the representation of grief. It's true that everyone experiences grief in different ways, but the game showed Bayek as a man dealing with real internal struggle over his son's death, whilst Aya focussed solely on getting revenge, and therefore we never see her taking the time to properly grieve. We hear that Aya was unable to accept the loss of her son, so she moves back to Alexandria, whilst Bayek dedicates his time to Egypt as a Medjay. Bayek was the only one present at the event, a horrific moment that changed his life forever. Whilst we see Bayek's interactions with Khemu during flashbacks, dreams and missions, the relationship between Aya and her son is scarcely featured. As the death of Khemu was an event that acted as a drive for both Aya and Bayek, it's something that would be interesting to see in a sequel. For every star gazing puzzle solved by Bayek and Khemu, there was surely a mother-son moment that was neglected from the game. These could be valuable interactions that Aya remembers fondly and could allow us to better understand her character and what motivates her as a member of The Hidden Ones. Participation in Historical Events Although Bayek and Aya participated in the political side of Ancient Egypt's history, it's fair to say that they didn't participate in actual documented historical events such as war etc. Once again, this was a new move for the franchise, with several previous instalments feeling unrealistic due to too much participation. (AC3: Connor was basically one of the sons of liberty. Unity: Templars cause the French Revolution conditions). I personally think that documented historical events should take place in all AC games, as long as the Assassin/Templar conflict remains secret. A great example of this is the Siege of Viana in Assassin's Creed Brotherhood, where the historical event is the backdrop to the conflict between Cesare Borgia and Ezio.Although we did learn a lot about Ancient Egypt in AC Origins, and the political struggle between the Ptolemys, it was lacking in historical events. The Order of Ancients was a great addition to the franchise, but their goals and motives are nearly as ambiguous as the Hidden One's. In an Ancient Greek Assassin's Creed game, it would be interesting to see more documented historical events, outside of politics. However, it is important for Ubisoft to get the balance right for this to work or the game will feel too fictional. - An example of this would be the Olympic Games, which originated in Ancient Greece. Maybe the Order of Ancients used the event as a backdrop for a planned assassination of an Emperor?"Assassins are meant to be quiet. Precise. We do not go announcing conspiracies from the rooftops to all who pass by." (Achilles Davenport) Eagle Vision Explained Assassin's Creed Origins introduced a new ability to the franchise that allowed for Bayek to see through the eyes of his pet eagle, Senu. This was extremely useful for the player, with Senu acting as a personal drone with the ability to attack, distract and tag enemies from above. Bayek is not the first character in the franchise to have control over animals. In Assassin's Creed Reflections #4 , Connor's daughter Io:nhiòte is shown to possess a very similar ability, somehow connecting with an eagle in order to send a message to her father. This very rare form of eagle vision could be down to precursor DNA, but no lore explanation was given in AC Origins.In Assassin's Creed Odyssey, it would be useful for the main character to have both forms of Eagle Vision. Animus Pulse made sens e, but was a weak version in comparison. In or der to learn both versions of the ability, the main character will surely have to develop their senses. For this to happen, a valid lore explanation is needed for this rare form of eagle vision which has now appear ed twice. It's possible that a lore explanation was cut from Assassin's Creed Origins, but the next game should really explain the ability. Modern Day Progress Assassin's Creed Origins was the first game since AC3 that allowed players to control a third person protagonist. Ever since the death of Desmond, fans have been tormented with an inconsistent modern day experience, ranging from nameless first person characters, to limited cutscenes. Readers of the Assassin's Creed Uprising Comics have been following the return of Juno, a storyline that should have taken place in the games. Layla's story was standalone. New fans to the franchise could pick up the game without needing to understand the previously established lore or events. Although Layla was a new character, Ubisoft did a great job in making her seem like she'd been a part of the world for a while. This was done through Email interactions with Sofia Rikkin (AC Movie) and diagolue. It was discovered that Layla was the one who came up with the ideas for the Movie Animus. The Modern Day storyline in Origins shows Layla defying Abstergo, a mistake that ultimately sees her terminated by the company. This leads to Abstergo sending Sigma Team agents to put an end to her unapproved Animus sessions. With the help of the bleeding effect, and an ancient hidden blade, she kills the agents and returns to her portable Animus.Whilst reliving the memories of Bayek, she is interrupted by William Miles, leader of the Assassin Brotherhood. She was then invited to join the Assassins in Alexandria, where she would be able to work on the Animus Project without the rules and regulations enforced by Abstergo. The next game has to show significant modern day storyline progress in order for it to remain relevant. Layla should have training in order to become an Assassin. Hopefully, William is taking her to an Assassin HQ, where she can meet other members of the brotherhood. This is the perfect opportunity for Ubisoft to finally make the Modern Day in the games worthwhile again, revisiting the conflict between the Modern Day Assassins and Templars. If the conflict looks anything like the comics, then we could be in for a treat! Hopefully, Ubisoft have been listening to fans, and deliver a unique and interesting modern day experience Juno needs to start doing things Following on from the last point, Juno needs to either become a threat to the Assassins and Templars, or be removed from the franchise. I personally think that Ubisoft are going with point A, likely removing her in the comics. This is such a shame for the franchise, but incase I'm wrong, and Juno does survive Assassin's Creed Uprising #12 , then she needs to finally start doing things that affect the real world. In the comics, her Instruments of the First Will are brutal, kidnapping the son of Desmond's Miles, and beheading people. It's only a matter of time before Juno has a body again, so it would be great to see her walk amongst her followers (Not in a comic book though), and wreak havock upon the world. As much as i've enjoyed the AC Uprising comics, this storyline is way too big to be shoved in to print, and should have been in the games or another format such as an animated movie. In Assassin's Creed Odyssey, Juno needs to start causing damage to the world, and work towards enslaving mankind. Assassins & Templars are already teaming up to work against her (comics), so the next game would be the perfect moment to show a full scale war between the factions. Fingers crossed this storyline isn't completely resolved in comics. Return of the inventor Assassin's Creed Origins was lacking someone who could modify and equip the brotherhood with new weaponary and tools. AC2/ACB had Leonardo Da Vinci, a good friend of Ezio Auditore who crafted may useful upgrades and enhancements for the Assassin. AC Syndicate had Alexander Graham Bell, who equipped the Assassins with Rope Launchers, Voltaic Bombs and other useful gadgets. It would be extremely useful for someone to return in Assassin's Creed Odyssey who could fill the role of inventor. Bayek had a decent range of tools and weapons, but it's always nice to have more. Throwable smoke bombs for example, rather than just dropping them during conflict. Speaking of bombs, Ezio could also speak to Piri Reis in Revelations, who would help him craft and create a range of combinations.Inventors are extremely useful for the brotherhood, and make the weaponry of an Assassin even deadlier. Perhaps a Greek philosopher can help The Hidden Ones with their arsenal? New Animus Model It's always cool to see the latest technology available from Abstergo, but it's been a long time since we saw an Assassin Animus. As William said in Origins, Layla is free to work on their version of the Animus Project for them. It would be great to see another variation of the Animus in Odyssey, possibly something involving water cooling or motion sensors this time. We've seen some interesting variations, but hopefully Layla gets to experience something a little bit more interesting than the Sarcophagus HR-8 Model.Rebecca Crane has surely been working on something special for the Brotherhood.Hopefully we get to see it in the next game! A few other things worth mentioning Ancient Greek Weaponry: Different style to what we saw in Origins. Possibility of seeing the original Olympic games. Could we see missions set in this content? Possibility of seeing more Pieces of Eden (Not just Apples) Return of Shaun and Rebecca Thanks for reading Assassins!I hope that you enjoyed this article.Let us know your thoughts in the comments! Are you hoping for an AC Game set in Ancient Greece? Do any of the points mentioned here interest you? Are you excited for E3 2018? 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)
- Music Release: East Again - An Original AC Mirage Inspired Instrumental by Gustav Poulsen | TheOnesWhoCameBefore
Music Release: East Again - An Original AC Mirage Inspired Instrumental by Gustav Poulsen Community Share 22 Mar 2024 Written By: Edited By: Gustav Poulsen (Gargudon) Colum Blackett Back To Database We are thrilled to announce that a new original instrumental composed and recorded by TOWCB Team member Gargudon ( Gustav Poulsen ) inspired by the world Assassin's Creed Mirage is available now on streaming platforms! The track acts as a tribute to the newest instalment in the franchise, returning East where everything began. Here is the ambient visualiser video, featuring gameplay recorded in and taken directly from the game by Isu_Network admin UbiCypher ! https://www.youtube.com/watch?v=1DWaOdfr94g Let us know your thoughts on the track in the comments, and stay tuned for more original music! 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)
- Rally the Creed Episode 7 Released | TheOnesWhoCameBefore
Rally the Creed Episode 7 Released Podcasts Share 1 May 2024 Written By: Edited By: TOWCB Team Colum Blackett Back To Database In Episode 7 of Rally The Creed, host Gargudon is joined by one of the newest recruits on our team, video creator and streamer Andy, also known as SisterlyThrower . At the core of this episode is a proper introduction to Andy, talk about our growing video venture and future content, the American saga and more. Enjoy listening! Edited by FrameHoldPhotography . https://www.youtube.com/watch?v=bA-8_5gAdjc Listen to this episode on Spotify: 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: 28th to 04th September | TheOnesWhoCameBefore
This Week in Assassin’s Creed Virtual Photography: 28th to 04th September Community Share 6 Sept 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 I 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 captures across all Assassin’s Creed games. Tag your photos to the #TOWCBWeeklyCapture for a chance to be featured. This week’s theme: Assassin’s Creed Voices of Fornburg Game: Assassin’s Creed Valhalla VP Artist: @ HeraldTrivia “Ahh the High One! He calls to you” Fornburg is the first Viking settlement you visit in Assassin’s Creed Valhalla. It is home to the Raven Clan and serves to set the story before you venture to England. The vistas here are sublime and the chances to capture great photos are plentiful. This wonderful edit has a lot of heart and meaning, with Eivor appearing over the place he once called home. I love the colours, especially the sun upon Eivor’s forehead. The scenery is beautifully captured giving off that sense of adventure despite leaving your home potentially for the last time. Wolf-Kissed Game: Assassin’s Creed Valhalla VP Artist: MissOaty “After seventeen years, I saw my father’s axe again” Before Eivor sets sail for England she seeks solace in Valka the Raven Clan's very own Seer. It is here she witnesses visions of herself betraying Sigurd. The whole flash back acts as a genetic memory, something that has been a staple of the series for a long time. This gorgeous capture of Eivor staring thoughtfully brings me right back to that very scene. The weight of the visions evident on her face. I adore how the light from a nearby fire is illuminating half her face and that scare looks so badass. With the awesome tattoo around her ear Eivor certainly looks ready for the path ahead. Lands of England Game: Assassin’s Creed Valhalla VP Artist: @ wistfulembrace “I learned that your God fears death, just as mine do” Alfred of Wessex fought a battle on two fronts, one to establish a new order more akin to the Templars but also to eliminate the threats to Christianity. Eivor is just another spanner in the works to Alfred’s dream of a united England. The two have quite the story but unfortunately we don’t get as much screen time as I would have wished. This hauntingly beautiful set exemplifies the time period and how dark and fraught it was. The whole set could have easily been pulled from the art book. I love this one in particular due to the positioning of Eivor and the magnificent steeple in the background. I feel this is the essence of Valhalla and shows the cultural dived between the two. Link to Set: Palace Game: Assassin’s Creed Origins VP Artist: @ cop_filip “Of course he was the last! They are all dead. Justice is done!” One of the standout places in Assassin’s Creed Origin’s, Alexandria serves as a focal point for both Bayek and Aya. It is the second largest city in Egypt and has a coastline so striking you can’t help but love it there. It is where the story really begins with Bayek acquiring the hidden blade to help eliminate the order. Once again the whole set is perfection but this one especially looks so real. The palace appears very majestic amongst the trees and they do such a great job at framing it. I am not sure how the blue sky is so clear, timing must have been impeccable. Link to Set: The Ones Who Came Before Photo of the Week Judge: @ Virtualtourism ''It honestly feels like @ cop_filip travelled back 2000 years and took this with his camera. You can see the influence of his real world photography shine through in this virtual photograph. The subtle colours of the vegetation, the dry dusty rock face and the clear blue sky all help bring this shot into reality. Exellent work.'' Searching for Answers Game: Assassin’s Creed Odyssey VP Artist: @ Dash_845 “I’m a demigod. Worshipped and feared by the Cult and all the Greek world” In the virtual photography world Kassandra usually get the spotlight, however it is nice to feature Alexios for once. Depending on which sibling you choose the other will still be present in a large way. Their path is still the same and Alexios grows into a powerful mercenary by the end of the story. This capture is so classy and gives off both Gladiator and Assassin’s vibes thanks to the attire. The use of the torch is a nice touch adding that glow to the shot whist amplifying the shadows. I love the stance with the head turned, he looks like he may have just found what he was looking for. 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
- Children of Danu: A History | TheOnesWhoCameBefore
Children of Danu: A History Breakdown Share 14 Apr 2021 Written By: Edited By: Lauren Harris Ashlea Buckley Back To Database We are moving ever closer to the release of Assassin Creed Valhalla’s first story expansion DLC, Wrath of the Druids, which is due to release on the 13th May. The new content will see Eivor travel to Ireland where she will forge alliances with Gaelic Kings and battle a druidic cult known as the Children of Danu. But who were the Children of Danu and how might they factor into this new piece of the Valhalla story? Wrath of the Druids is the first downloadable content expansion for Assassin's Creed Valhalla, and is set to launch May 13th 2021. Danu is a goddess in Irish mythology – though she is a bit different to what we may assume when we think of mythological gods. Danu is a hypothetical god and functions as a mother goddess of the Tuatha Dé Danann, which translates roughly as “the people of the goddess Danu”. We can assume that the Tuatha Dé Danann are the cult Eivor will be fighting, or at the very least it will be worshippers of the Tuatha. Interestingly, there are no surviving myths or legends associated with Danu in the medieval Irish texts, though Danu is sometimes assumed to be an alternative name for Anu who is another Irish goddess. It is possible that Danu was inspired by Dôn from Welsh mythology, who was a mother goddess in the Mabinogion. It is also possible that Danu is actually Danand, daughter of Delbáeth and mother of Brian, Iuchar, and Iucharba, though this is disputed. According to some interpretations of the myth, Danu had a relationship with a sacred oak tree which grew two giant acorns. The acorns fell to the ground and out came The Dagda and Brigid, who would later become important figures within the Tuatha Dé Danann. Another interpretation is that Danu is actually the Greek goddess of the sea, Eurynome. Eurynome was once known as Danae or Dana, which could suggest a connection between her and Danu. Eurynome is usually represented as a mermaid with bright red lips, piercing blue eyes, pale skin, and long blonde hair. It is also theorised that Danu may represent the Danube River, further connecting her to water. The Tuatha Dé Danann were a pantheon who have appeared throughout Celtic mythology in various forms. They were a supernatural race rather than a cult in Irish mythology, which could suggest that Eivor will meet human followers of the race rather than the race themselves due to Assassin’s Creed generally not including supernatural phenomena. According to legend, the Tuatha Dé Danann live in the realm of the deities known in Celtic mythology as the Otherworld. In other legends, it has been known as Annwn, Avalon, and Tír na nÓg. Despite living in the Otherworld, the Tuath Dé often visit the human world and interact with humans. Their rivals were the Fomorians, who the Tuath Dé defeated in the legendary Battle of Mag Tuired. Over the years, the legend surrounding the Tuath Dé has evolved and been altered by those who have interpreted it. The pantheon have been regarded as ancient kings and queens with supernatural abilities, as fallen angels, or even as gods themselves. Eventually, the Tuatha Dé Danann came to be known as the aes sídhe in Irish and Scottish mythology. The Tuath Dé are generally associated with nature and each member is connected to one aspect of life or nature. Some of the more well known members of the Tuatha Dé Danann pantheon include The Dagda, god of fertility, agriculture, strength, magic, Druidry and wisdom; The Morrigan, a crow who was associated with war, fa te, death and doom; Manannán, god of the sea; and Brigid, goddess of wisdom, healing, protection and animals. Concept art for Ireland coming from the Assassin's Creed Valhalla Season Pass Trailer. Legend tells that the Tuatha Dé Danann hailed from four cities in Ireland’s north: Falias, Gorias, Murias. and Finias. The Tuath Dé taught their skills in sciences, the arts, architecture, magic and necromancy to the humans in Ireland. According to Lebor Gabála Érenn, the Tuath Dé arrives in Ireland “in dark clouds” and “brought a darkness over the sun for three days and three nights” before burning the ships they sailed in on. According to the Annals of the Kingdom of Ireland, the Tuatha Dé Danann arrived in the country in 1897 BC. They almost immediately became caught up in a battle with the previous settlers, the Fir Bolg. The Tuath Dé overthrew the Fir Bolg but their king, Nuada, lost his arm in the battle and could not continue to rule. He was replaced by Bres who was a tyrant. Dian Cecht managed to replace Nuada’s arm with a prosthetic. Dian Cecht’s son Miach used a spell to force flesh to cover the prosthetic and essentially give Nuada his arm back, but Dian Cecht was furious at being upstaged and murdered his son. Nuada became king again, but this enraged Bres who ended up bring the Fomorians to battle the Tuath Dé. In the Second Battle of Magh Tuireadh, Nuada was killed and Lugh took over as king. It is said that a third battle occurred, this time between the Tuath Dé and the Milesians. The Milesians met three Tuatha Dé Danann goddesses Ériu, Banba and Fodla, and their husbands Mac Cuill, Mac Cecht and Mac Gréine. The three husbands were kings at the time and called a truce between the two groups – however the Tuath Dé broke the peace by creating a magical storm. In the end, the Milesian Amergin was called on to split the land between the two peoples. He gave the land above ground to the Milesians and sent the Tuatha Dé Danann to live underground in the Sidhe mounds, thus ending their reign in Ireland. One of the most interesting pieces of the Tuatha Dé Danann legend is the Four Treasures. According to the myth, the Tuatha Dé Danann brought four magical treasures to Ireland, one from each of their home cities. These treasures were a cauldron, a spear, a stone, and a sword. Is it possible that we will see these treasures in Wrath of the Druids? After all, each treasure sounds like the perfect basis for a Piece of Eden. The treasure from the city of Falias was the Stone of Fal. The stone itself is real and still stands in Ireland today. It is now known as the Lia Fáil, meaning Stone of Destiny, or as the Speaking Stone. It can be found on the Hill of Tara in County Meath. The Lia Fáil was said to have supernatural powers. Legend states that the stone would “roar” when the rightful High King of Ireland put his feet on it. It was also said to have the power to rejuvenate the king and bless him with a long reign. According to Lebor Gabála Érenn, the stone can no longer do this due to being split by Cú Chulainn, the Irish demigod and Lugh’s son. The stone also provides the origin of the name Inis Fáil, an ancient name for Ireland. Journey to Ireland and unravel the mysteries of an ancient druidic cult. Fight your way through haunted forests and dazzling landscapes while gaining influence among Gaelic kings. The second treasure was the Spear of Lugh from the city of Gorias. The story of the spear has been told several ways, but generally it involves Lugh demanding the spear which belonged to the King of Persia. The spear was said to be impossible to overcome and would answer to spells. One of these spells was “Ibar” which caused the spear to always hit its mark, and another was “Athibar” which caused the spear to return to its owner. Some writers have also suggested that the spear was alive and thirsted for blood and only a pile of fresh poppy leaves could prevent it from killing everyone around. It also may have been able to shoot flames or even lightning. It is starting to sound like a Piece of Eden we have seen before. The treasure from Findias was the Sword of Light and it belonged to Nuada, the king. Much like the Holy Grail in Arthurian legend, the Sword of Light frequently appears as a quest object in Irish and Scottish mythology. It is thought that the Sword of Light and Cú Chulainn’s sword Cruaidín Catutchenn may be one and the same. The sword is also described as a “fiery and bright lightning weapon” which could emit sparks. The final treasure is the Cauldron of the Dagda which came from the city of Muirias. The Dagda could control life and death, the weather and crops, as well as time and the seasons. He was skilled in magic and Druidry which may explain his connection to the cauldron. The cauldron was known as the coire ansic and was said to be bottomless and left no man unsatisfied. It was also said to have a ladle so big that two people could fit in it. According to the Annals, at least ten members of the Tuatha Dé Danann were High Kings of Ireland at one point. These were Nuada, Bres, Lugh, Eochaid Ollathair, Delbáeth, Fiacha, Mac Cuill, Mac Cecht and Mac Gréine. However, as all of these kings reigned before the Common Era, it is unlikely we will see them in Wrath of the Druids. All that said, what can we expect to see in Wrath of the Druids? As many scholars of Irish mythology have pointed out, Danu is essentially a blank slate. With no concrete myth or legend surrounding her, any writer is free to do what they wish with the goddess. As such, the writers of the DLC really do have the freedom to interpret Danu and her influence on Ireland however they like. As for the cult itself, that is harder to anticipate. It is unlikely that the cult will be the Tuatha Dé Danann themselves. Instead, it will probably be a cult who either believe themselves to be the Tuath Dé or who worship them. What kind of fight will they put up? They are druids who follow a supernatural race, so it is likely they will be using potions and mysticism in their battles. What is perhaps most interesting is whether the Four Treasures will appear? Considering how important Pieces of Eden are to the Assassin’s Creed mythos, and how many fantastic weapons appeared in the main story of Valhalla, it would be very disappointing to not see at least some of the treasures in the DLC. Who wouldn’t love to fight using the Sword of Light or the Spear of Lugh? Or to visit the Stone of Destiny or drink from Dadga’s bottomless cauldron? In any case, focussing the DLC on the Children of Danu seems like the perfect move after a game full of cursed objects, hallucinogenic mushrooms, and potions which take you to Asgard. If you enjoyed the more mystical elements of Valhalla, it seems like Wrath of the Druids will be right up your street. Could the DLC introduce Pieces to Eden to Assassin's Creed Valhalla? comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Lauren is a online article writer who joined the program in 2019, which allowed for her work to be viewed by a larger audience. She is especially interested in Assassin's Creed lore, and wrote a number of thought provoking articles which you can find here in the Community HUB. Lauren left the program in 2021 shortly after the 'Assassin's Creed Infinity' announcement, which understandably left many fans feeling uneasy. We wish her the best of luck with her future projects. Lauren Harris
- The Impact of Assassin's Creed Origins | TheOnesWhoCameBefore
The Impact of Assassin's Creed Origins Analysis Share 16 Oct 2024 Written By: Edited By: Hayden Bird Colum Blackett Back To Database When ‘Assassin’s Creed Origins’ released back in October 2017, it made an immediate impact both for fans of the series, and those who were unfamiliar with the series. ‘Origins’ introduced many new aspects to its arsenal that had fans uncertain of the ‘Assassin’s Creed’ games suddenly interested in the game for once. Fans loved the new and improved look that the ‘Assassin’s Creed’ series had badly needed. By doing this, Ubisoft saved the briefly tarnished reputation that previous titles in the series had gotten, due to familiarity and the development issues mostly. Ubisoft had to return in a big way, and make an impact on the gaming world for fans who had lost their interest in the series after the controversy surrounding the previous two ‘Assassin’s Creed’ games that were released before ‘Origins’ : Unity and Syndicate. Ubisoft had much to prove, and the initial stamp they put out to the gaming world was necessary to the future success of the series. Ubisoft decided to explore Ancient Egypt, and created a faithful adaptation to what life in that era would have been like. Ubisoft aced the important task of returning with a bang and it propelled ‘Assassin’s Creed Origins’ to one of the top selling games in the entire series, and still to this day a popular fan favorite. Ubisoft was authentic to the era that was Ancient Egypt. They did their research on the time period and created their game as if it were an exact copy of what we would expect from life during that time. The protagonist of the game, Bayek of Siwa, is still considered by many to be the franchise's best main character, as he had charisma and was overall very likable. Which helped the game succeed by strong performances from the entire cast and also from Bayek’s voice actor, Abubakar Salim, who played his character with emotion and professionalism. His performance propelled the game into the success it has become today. So, Ubisoft did a great job not only making a great impression for the skeptical fans, but taking their time to perfect their game, as ‘Assassin’s Creed Origins’ was the first game in the series to take a full calendar year off since 2009. Ubisoft re-evaluated the series after the disappointments of 2014’s ‘ Assassin's Creed Unity’ and 2015’s ‘Assassin's Creed Syndicate’ . They knew in order to gain the trust of the fans and the media again, that they would have to be original, and not repeat the exact same formula with the same familiarity the franchise had known so well. ‘ Origins’ was completely different from the past instalments, and also started a new trend in the series which is commonly referred to as the “RPG” games. This title, meaning “role playing game”, is in reference to the drastic shift in gameplay mechanics that the previous games had not seen before. In terms of media reception and sales, ‘Origins’ was a smash hit, but this new formula did generate a form of resistance in the ‘Assassin’s Creed’ fanbase. Some fans were not willing to accept the change in the series, and rather preferred the original format the games had used every year up until its creation. However, while there were select fans who did not like this change, the majority of the community did, and it also attracted fans from other game genres to become new fans of the series, creating fans coming together with existing fans merged together continued the grow the size of the ‘Assassin’s Creed’ community throughout the world. What ‘Origins’ does best, is not necessarily just its shift in formula, but more to the fact that it is overall a very good game. Not just under the ‘Assassin’s Creed’ label, but also in the aspect that the majority of what ‘Origins’ was, happened to be exactly what the gaming industry needed. ‘Origins’ did an excellent job being a great game, rather than just being known as a great ‘Assassin’s Creed’ game. It shows that there is a difference and separation in the industry, that a game can be good in its respective series, but not great outside of its umbrella, but ‘Origins’ defied that stereotype and became considered a great game in every aspect it could have. ‘Origins’ still remains an outlier in the ‘Assassin’s Creed’ series, and marks the end of one era, and the beginning of another. For the most part, Ubisoft has stuck with the same formula that ‘Origins’ created. It has proven to be a success in both the sales category, and critical and fan reception. What ‘Origins’ did was bold and taking a major risk. There was no doubt this drastic change in the identity of the ‘Assassin’s Creed’ series we are so familiar with today, would make certain fans unhappy. Change is almost always going to be met with positive feedback, but also will be met with resistance. It is hard to accept change, no matter what area of life or entertainment that could be considered, as there will inevitably always be some fans who love the idea, but also fans who prefer the previous format. This is unavoidable, and Ubisoft clearly knew this when creating ‘Origins’ . Ubisoft had to take a risk in their decision making for ‘Origins’ . Following such a drastic change in your formula could go very good, or very bad. It could go either way depending on the quality of the product created. Ubisoft clearly had faith in ‘Origins’ , and we are glad they chose to take this risk, and believe in their game. Starting fresh from a long-running, and frankly very popular franchise is difficult. Ubisoft had a serious challenge to face when deciding which direction to take when creating ‘Origins’ , and it was clear in all aspects that they hit the jackpot. The ‘Assassin’s Creed’ series we know and love today may very well be non-existent today without the impact and importance of ‘Origins’ . So many things could've gone wrong and against Ubisoft, but they trusted in their creative vision, and in the end created a pure masterpiece that still has a major impact on both the ‘Assassin’s Creed’ series, and the gaming world itself. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Hayden is a passionate Freelance Writer based in South Carolina who joined TOWCB's Writing Team in 2020 during the Covid-19 Pandemic, writing articles on all things Assassin's Creed Valhalla. He left the group to focus on studies, joining our Alumni program, but triumphantly returned with fresh ideas in 2024 to pick up where he left off, only this time covering Assassin's Creed Shadows. In 2025, Hayden took on the position of Team Leader for TOWCB's Writing Team, overseeing article releases, assisting with recruitment and providing assistance with internal operations. Hayden Bird
- Aztec Empire: Pitching an Assassin's Creed Game | TheOnesWhoCameBefore
Aztec Empire: Pitching an Assassin's Creed Game Wishlist Share 26 Jul 2022 Written By: Edited By: Finn Fletcher Ashlea Blackett Back To Database Since the release of Assassins Creed II, one of the most exciting aspects of the franchise has always been fantasising about how the creed could apply to different places in history. Although many websites have created drawn out listicles, I want to try something different, creating a detailed pitch for a games setting. Discussing the true history, the style of the story, and the type of unique gameplay that could be applied to this period. One of the most important factors when choosing a setting is applying themes relevant to the turmoil and struggles of the time. AC III used the American Revolution to discuss freedom and corruption, while Black Flag used piracy to discuss greed and inequality. So today, I'm going to take the opportunity to pitch a game in what is currently one of the most heavily rumoured settings, the Aztec Empire. Now simply saying "Aztecs" is pretty broad, covering a people and Empire who existed for centuries. First things first then, a little history. The legend goes that the Aztec people founded their capital city of Tenochtitlan under strict instructions of one of their gods Huitzilopochtli. He told the settlers to build a city where they find a giant eagle eating a snake while perched on a cactus (a symbol which is now used on the Mexican flag). Supposedly, this strange event was seen in the marshy land of Lake Texcoco around 1325 CE, and construction began. The city's construction was a technical marvel, consisting of multiple connected artificial islands, that allowed for irrigation of gardens as well as construction for towering pyramids. Moveable causeways connected the islands to the mainland, while also functioning as dikes that could separate the freshwater and saltwater of the lake. It truly was a floating marvel, like Venice on steroids, that at its height was the most populated city in Mesoamerica. Originally one of many city states in pre-colonial Mexico, the Aztecs' impressive military conquered the surrounding land, with the aid of an intelligent group of diplomats and traders. By the early 16th century, the Aztecs had come to rule 5 to 6 million people across 200,000 square kilometres. It was around this time that tragedy struck. The arrival of the Spanish led to the destruction of the empire and genocide of it's people. Through disgusting military tactics, and the spreading of diseases that the native people lacked immunity to, the Spanish managed to tear the entire civilization to the ground, destroying centuries of history and culture in the process. This is the period I believe the game should be set, during the final war of the empire against the Spanish. This period of tragedy could be used as a great foundation for a discussion of grief, loss and imperialism. What a perfect time for this story to be released, after we ourselves have come out of the biggest pandemics of our lifetime and are currently facing rising temperatures causing wildfires across the planet. If done well, this touching story of someone watching the destruction of everything they know, the whole world from their perspective, could allow for a relevant and inspiring journey for players. The story will follow Guatemoc (OC: name translates to 'attacks like an eagle'), an elite soldier of the Eagle Warrior guild. From a poor background, he worked in the military as all men were expected to at the time, showing great prowess and rising through the ranks. The greatest units of soldiers were the Jaguar or Eagle battalions, with soldiers having to take enemy captives to rise to this divine duty, a group Guatemoc rightly earned his place in. The opening of the game will be set before the Spanish arrived in Tenochtitlan, with NPC's discussing and questioning the rumours about new arrivals to the land. During this time the player will be sent on tasks for the Eagle warriors, acting as a gameplay tutorial, while the open world will give an opportunity for exploration of a still fully native Aztec world. The city of Tenochtitlan will be filled with different activities, allowing for full immersion in the period. Mainly I would love to see mini games (a fan favourite within the franchise, just think of Orlog), that would allow you to play Ullamaliztli, an Aztec sport, as well as Patolli, a board game of the time. Ullamaliztli would definitely be more difficult, a type of proto-basketball where two teams of seven players aim to get a rubber ball through a ring on either side of the court. If this is too difficult to create in gameplay, it would still be great to watch and potentially place bets on games played by NPC's. I believe the open world as a whole would benefit from remaining rather small, focusing mainly on the city of Tenochtitlan, which needs the same level of detail as Paris or London from previous titles. I do however believe it's important that the game isn't limited to a single city, with the surrounding area offering an important perspective for the period. Smaller towns and villages can provide quest opportunities and loot for players, whilst ancient ruins, functioning as tombs, unravel a larger mystery and provide access to late game armour. Veracruz, the Spanish headquarters in Mexico, needs to be a secondary city in the game that can be used to shine a better light on Spanish culture, and will also offer a completely unique setting to explore for this game. In terms of gameplay, I think it's important to return to the roots of the series somewhat, especially in regards to parkour. As much as I may enjoy the recent RPG games, the parkour has been undoubtedly lacklustre, providing nowhere near as much complexity and style as before. Traversing across rooftops shouldn't be a simple task, it needs to be challenging, where finding and successfully pulling off the best route will reward you with more speed, and some visual flair. I would also love to see the return of tree climbing from Assassins Creed III. The Aztecs lived among rich jungles that were difficult to travel across. It would be amazing to see a change from the usual use of horseback, in favour of full parkour, where in a seamless open world you can travel from city to city across tree branches while never touching the ground. Combat meanwhile needs to retain the grittiness of the newer games, especially Origins, while fine tuning to adjust for new weapon types. Aztecs used a variety of weapons, from short spears to clubs, and having the option to use them all would be incredible. Obviously when meeting the Spanish, players will also be introduced to early muskets, as well as more European weapons like lances and crossbows. These should definitely be usable by the players, though I would like guns to be temporary tools, similar to muskets in The Kenway Saga, where they can't be added to the players main arsenal. After completing these introductory tasks for the Eagle Warriors, the narrative will introduce Hernán Cortés, when he arrived at Tenochtitlan in November 1519; one of the most important moments in Aztec history. Cortès was a vile human, a bloodthirsty warmonger who's only thought was who to kill next. He even directly defied the orders of his higher ups in his determination for nothing short of genocide. These historical accounts provide a clear path for Cortès to be the main villain of this title. His arrival in Tenochtitlan however, was unusually peaceful as he entered the city as an honoured guest of King Montezuma. This diplomatic invitation was quickly upended, when Cortès slaughtered his way out of the house he was staying in, entered the Royal Palace and took the king hostage, claiming the city as his own. I imagine this event being a major set piece for the game, with Guatemoc acting as a guard for the Montezuma and Cortès, allowing peaceful interactions with the villain prior to the conflict. Additionally, for the keen eyed players, a white hooded figure can be seen skulking in the shadows, watching the ensuing events. The conquest of the palace will then play as a drawn-out action sequence, where Guatemoc fights his way through the burning city, barely escaping after failing to kill Cortès. It would be obvious to make Cortès a Templar, however I feel that his cartoonishly evil behaviour doesn't fit with the more sympathetic Templars we've come to expect. Instead, I would make him a failed Templar candidate, someone aware of the ancient struggle who was denied entry to the Templar Order due to his brash attitude and uncontrolled rage. Since that point, he has aimed to surpass the Templars, his ego getting the best of him as he hopes to someday show the Order what they missed. By taking over Tenochtitlan, he effectively became the Spanish ruler of the land, leaving him somewhat in command of even Templar officials. Meanwhile, the loss of his home will leave Guatemoc in the worst position of his life, and it is here that we will be introduced to the Assassins. Alejandra is a Spanish master Assassin, born to wealth and finding the Brotherhood after her curious young mind spent too many hours searching through the inconsistencies of historical texts. She's a devout follower of the creed, loyal to her core. When learning of the "new world", she snuck aboard a ship, hiding away to attack the Templars who have already settled in America. After the attack on Tenochtitlan, she would follow Guatemoc, a clearly skilled soldier closer to the king and culture than she will ever be. Finding him passed out in the dirt, she will wake him and introduce him to the creed, giving him the hidden blade. Despite being deep within the rainforest, Alejandra needs to be perfectly clean, with every inch of her robes in place. Her upbringing left her with a posh sensibility; she speaks well and even as an Assassin, looks down on others. Guatemoc only earn her respect because he is useful to her. It is then through her, that the player will learn more enhanced stealth techniques, as Guatemoc becomes a blend of Aztec warrior, and ancient Assassin. This game could finally provide a return to the much beloved stealth of older Assassin's Creed games which has been missing from recent titles. Stealth will be vital for our Aztec Assassin, with a return to tools and a need for fleeing from battle when outnumbered. Spanish Conquistadors will be unstoppable in open combat, heavily armoured with better weapons. Attacking from the shadows will be the only option, with in-depth social stealth mechanics playing a key role. As an Aztec soldier, appearing in Spanish controlled areas will instantly attract attention, meaning a hood and crowd blending approach will be the only effective way to travel safely. I would also love to also see the option to raise and lower the hood at will, just for the aesthetic. A range of new and exciting tools will be available to players, I personally would like a range of poisons that cause different effects to enemies. These can be deployed through atlatls, Aztec dart and spear throwers that would be a historically accurate and unique weapon for this outing. Additionally throwable smoke bombs and the bows of Origins are a must. This will provide the basic foundation for the rest of the game, as Guatemoc assassinates Spanish Templars across the land, working his way to Cortès. Each target needs a solid reason for invading, with some being completely opposed and trying to take down the manic Cortès, while others have become corrupted by his actions. Historically speaking, it was decades after the invasion that Cortès died in Spain after fighting dysentery. Part of me wished to change this to allow for a final battle to the death in Tenochtitlan, possibly atop one of their incredible pyramids, however after reflection I don't think this is the best solution. That fight could still take place as the climactic action scene of the game, but there's something more tragic about Cortès escaping and living a full life despite his despicable behaviour. This made me reconsider, with Cortès' death still taking place during the epilogue of the game set at a much later date in time. In 1547, having spent his life trying to save his people and culture, Guatemoc is a bitter old man. His people have been killed, his history tarnished, and Mexico is now nothing more than an extension of the Spanish Empire. Having tracked Cortès down, the man whose actions he cannot forget, Guatemoc approaches him while he's stuck in bed worsening from his illnesses. Even after all these years, Cortès recognises the old Aztec and smiles. They have a discussion about what's been lost. Having mellowed somewhat in age, Cortès does admit to regretting some of his actions, having children of his own now from Aztec heritage who he truly cares for (according to historical accounts). Still, he can't help but smile when thinking back to those days, clinging on to the moments where he "ruled the world". Angered, Guatemoc finally finishes off Cortès, knowing full well it means little now. Everything he knew is gone, and the killing of an old man is the only compensation he can get. Throughout the story, Alejandra, while an ally, will grow into a more antagonistic role. Her self determination and snooty attitude contrasts with Guatemoc's humble beginnings, and the further she pushes him to her own ideals, the more he feels distanced from his cultural beliefs. This could even progress into her initiating plans which include the destruction of Aztec monuments, rigging them to blow with Templars inside. In the end, even the Assassins in this story are colonisers, judging the Aztec culture as primitive and in need of their guidance to progress. This may cause contention with some fans, but I believe this story would be most effective if by the end Guatemoc disowns the Assassins, turning his back on all those who's petty political and philosophical struggles led to the destruction of his home. He, like us, is the everyman, watching as titans battle with little care for those they claim to protect. And so that's it, my pitch for Assassins Creed Aztec. I've tried to provide something different, while not forgetting what made the series great. I hope you enjoyed it, and we would love to hear your ideas for future Assassin's Creed games in the comments. A special thanks goes to all the artists whose work continues to amaze, especially BQoverlord0 who's work helped create a visual inspiration for our original creation. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Finn is a creative writer from Rotherham, UK who has previously supported TOWCB's Fundraising events, and raised awareness surrounding Men's Mental Health. Finn's writing covers a wide scope, with releases including reviews, interviews and stories. He is known in the AC Community for his 'Pitching an Assassin's Creed Game' series, all of which you can find here on TOWCB website! In February 2026, he left the team to focus on real-world opportunities as a journalist, writing for a newspaper! We're thrilled to see Finn using his skills to build a career! Finn Fletcher
- Assassin’s Creed Shadows Photo Mode Review | TheOnesWhoCameBefore
Assassin’s Creed Shadows Photo Mode Review Community Share 18 Mar 2025 Written By: Edited By: Aaron Young Turið Torkilsdóttir Back To Database Ubisoft are back with another entry into the wonderful world of Assassin’s Creed. This time we are off to the highly sought after Japanese setting. This series just seems to be going from strength to strength and is now one of the most established franchises in the gaming industry. With Ubisoft doubling down on their core IP’s it is safe to say that this is only the start of a new wave of games from the historical playground that is Assassin’s Creed. Assassin’s Creed Shadows doesn’t deviate too far from the previous RPG titles, but then again why would it. They have all seen huge success and Shadows even takes some cool learnings from the extremely popular Mirage. Once again Shadows features a photo mode but for the first time Ubisoft have moved away from the classic UI. This latest entry sees us enter Japan with a focus on dual protagonists. Something that Ubisoft Quebec have dabbled with before in Syndicate. We are thrown into 16th century Japan towards the end of the Sengoku period. For the first time in the RPG titles, we will have the Assassin Brotherhood fighting against the Templar Order. The player can flip between Fujibayashi Naoe a female shinobi, or Yasuke, an African samurai who is inspired by an historical figure of the time. The story starts off very promising and aligns itself in a similar way to Origins. Shadows does well to introduce characters and give them meaning. There is a clever use of flashback to further our connection to Naoe, this serves the story in deeper ways than we have previously seen. The early stages of the game can feel a bit slow and the lighting flat, but once you exit the prologue the game becomes far more impressive. There is a considerable leap in night-time lighting which does allow for some very unique captures. Gameplay wise Shadows really pushes forward with the mechanics of the previous entries. There is an increased sense of satisfaction when entering an encounter and the finishers are brutal. Everything just seems so smooth and effortless. At its core though Shadows is a Ubisoft game and does what it knows best. There is a world building that is so rich and full of life that you really feel like you are in the Animus playing out a genetic memory. The Photo Mode: If you have played any of the RPG games, you will be familiar with the Assassin’s Creed photo mode. Ubisoft have pretty much run the same system for four games now with just minor evolutions. It was a solid photo mode and despite not having the bells and whistles of a Sony version it was widely appreciated, especially for newcomers, to the virtual photography world. This time around we have a few upgrades with the new UI being the most noticeable. Accessing the photo mode has not changed, with a click of L3 & R3 you will be free to snap away. We are still not able to capture during cutscenes, but this isn’t common practise, so I am not surprised. Despite the new UI everything works as you would expect, and we only have four tabs to work with, making this a soft reboot of the photo mode. The composition mode has minimal on-screen distractions with all your options being confined to a box in the lower right-hand side of the screen. A simple press of (triangle/Y) will remove the editing functions and allow you to view your capture unimpeded. The camera action closer resembles what you would use in real life. The movement however is a little rough and lacks the smoothness of the old version. There is a generous range, but it remains restrictive especially now we don’t have a bird companion to use. The bumpers on your controller are able to rotate 90 degrees for those nice portrait shots, a simple function that is essential to a virtual photographer. The zooming function that I so loved in the previous games has been replaced with focal length and the narrowing of the field of view still acts in the same manner but feels a little rougher and lacks the speed we are used to. Now that it is controlled by a slider you can at least see the value so once you find a nice setup it is easier to repeat. There are a few grids to play with but in the most part you will probably find yourself only using the rule of thirds option. The camera will still pass through characters if you get too close and collision course with objects in the world can sometimes impede a nice composition. However, Assassin’s Creed has always been generous with movements of the camera and this remains in Shadows. You can even take it underwater for those quirky captures. You will be pleased to know that in my time with the game I have not observed that the DoF has any bugs like previous versions. There is no flicker when DoF and high contrast combine and the DoF issue where it would sometime just not operate has been fixed. The DoF function has been slightly complicated by adding focus distance and aperture sliders. The auto focus cursor of the old titles has gone, and you don’t have just one slider to operate. There is an auto focus toggle that mostly comes in handy for close-up captures. Once again, its baby steps in terms of evolution, and it’s mostly a case of learning to use it. The third tab on the new UI is where you will find arguably the most interesting improvements. Filters have now been removed from the upper section of the photo mode and instead we have two options: FX Filters and Filters. The former being the most intriguing with filters that complement the setting of the game. Most notable are the Red Dragon and the Ink as they can turn a normal capture into something quite different. Sadly, we cannot make any manual adjustments to the FX Filters, but it is possible with the standard filters. This is good because I found these to be limited. Along with the filters we have our other colour-orientated sliders. You can increase/decrease the values to adjust temperature and tint to balance the colour tones of your capture. In addition, saturation can be used to increase your vivid output or introduce some nice black and white to proceedings. The pace in which these sliders move can be quite frustrating and you will find that the higher values can negatively affect the skin tones of character making them appear sunburnt. That being said, this is not too dissimilar to what we have experienced before and functions adequately for the user’s needs. I was very surprised to find the fog option has been removed. This for me feels like a huge loss given it was a much-celebrated function that is rare to see in a photo mode. Bloom has also been removed so you are left to rely on the games weather and lighting to create atmospheric photos. Both of these options were so interesting to play around with, however I have found Shadows to be on another level in terms of lighting and ambiance so hopefully we won’t miss out too much. I mention above that the lighting has improved and that is the case for the majority of the game. There are times when things will look a little flat and muddy, but I often found the landscape to be quite majestic and vibrant. The real noticeable improvement with lighting is at night where people and points of interest seem to have a spotlight on them. Admittedly this can seem a bit forced but I have found it to be hugely beneficial for night-time photography, something that was mostly impossible in Valhalla. Sadly, we haven’t been given the custom lighting options or the ability to change the time of day. The latter is something that I wish Ubisoft had implemented, especially as it featured recently in Star Wars Outlaws. We are not left without options though with the games new seasonal mechanic there are ample opportunities to diversify your captures in varying ways. It is worth noting that Ubisoft has continued with their support to virtual photography by including the ability to capture straight to Ubisoft Connect. Your captures will be compressed but they will be uploaded to Shadows Photo Mode website for you to obtain. Not only that but they will appear on the world map in the location of your photo. Other players will then be able to view these, making it a great feature for showing off your Shadows adventures. Shadows features two extremely powerful protagonists who contrast perfectly. The cleverly designed switching between the two allows us to take photos of each with ease. They both make for great subjects and the return of loot drops from Odyssey, means there is far more variety of styles to capture. Unfortunately, with no tattoos or hair customisation like we had in Valhalla there are limited options to put your own stamp on both characters. Additionally, both characters lack expressions meaning most portraits look the same. Nonetheless we have been treated to a fluid combat system that includes some devastating finisher moves. All of which pose opportunities for interesting and stylistic photos. Plus, the world we are in is so populated with both intriguing places and inhabitants who act out their daily lives. There are small villages and huge castles to explore, that have been well executed in terms of design and detail. Being an Assassin’s Creed game we are obviously treated to picturesque scenery and distinct wildlife. All of this plays into the hands of a virtual photographer who can at a click of two sticks turn feudal Japan into works of art. Rating: Assassin’s Creed Shadows isn’t pushing any boundaries with the game or the photo mode, but I am not sure it has to, and it doesn’t stop it from being one of the best entries in the series. It is however probably the most polished Assassin’s Creed we have had to date. Ubisoft perhaps finds themselves fighting against unrealistic expectations brought about by the quality of the Sony exclusives over the last few generations. What’s obvious is that Ubisoft knows how to handle the Assassin’s Creed franchise, and you can see the love and dedication that has gone into this entry. There will not be many of the core fanbase who are not happy with what they see. Ubisoft should be praised for giving us a new photo mode, despite it being a little safe. There are better and more intuitive photo modes out there, but it could always be argued that if it isn’t broke why fix it. Assassin’s Creed is all about the characters and the beautiful world in which it is set. A standard functional photo mode is all you need as the beautiful backdrop of Japan will provide the rest. Thanks to Ubisoft for providing a code for the purposes of this review. 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
- Rally the Creed returns! | TheOnesWhoCameBefore
Rally the Creed returns! News Share 22 Jul 2025 Written By: Edited By: TOWCB Team Colum Blackett Back To Database We are thrilled to announce to the Assassin's Creed community that Rally the Creed is returning, but with a twist! Originally known as the AC Community podcast with host rotation, demonstrating different branches of the community around the world, RTC will now also include weekly TikTok livestreams hosted by TOWCB Team Leader Col_96! We hope that the weekly streams will also act as a hangout for community members to discuss the franchise at the end of the week, and join the admin team for discussions about the franchise. Look out for Q &A opportunities, special guests and more as we look to establish an active social hangout to bring community members together! Rally the Creed Live #1 is available now! New episodes air Sundays at 10pm BST https://www.youtube.com/watch?v=PdKMe8xqL_I 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
- Assassin's Creed Shadows: One Week Later | TheOnesWhoCameBefore
Assassin's Creed Shadows: One Week Later News Share 30 Mar 2025 Written By: Edited By: Hayden Bird Colum Blackett Back To Database Assassin’s Creed Shadows has now been released worldwide for a week, and gamers across the globe finally have had their chances to experience this long awaited and heavily anticipated journey into Feudal Japan, a location that has been long requested for years, and now the gaming world finally gets the opportunity to experience Japan in the style of what any new Assassin’s Creed game offers. After two significant delays, first from its original release date in November of 2024, then to February this year, and delayed once more about a month later to March 20th, fans were more than ready to get to play Shadows and divulge themselves into a lengthy gaming experience, with countless hours of content put together in one game. Yasuke and Naoe in the Assassin's Creed Shadows TV Launch Trailer Shadows does a great job of showing the past life of Feudal Japan in its own unique way, the format gamers have known and loved for the last years, as Shadows has faced competition from a PlayStation made game from 2020 called Ghost of Tsushima , which focuses on a very similar time period, but it was created quite differently in terms of gameplay and similar in ways that were part of real Japan hundreds of years ago. The Samurai, Shinobi, and all the things that were common back then like wielding longswords known as Katana’s, which was the famed weapon of any Samurai. Shadows brought these historical elements into the game but added their own special touch that makes it a great Assassin’s Creed game overall. Shadows will also continue to face some steep competition after launch as PlayStation has recently announced that in some ways, Shadows ’ sole competitor, Ghost of Tsushima , will be getting a sequel called Ghost of Yotei , another journey to past Japan, which is due to release later this year in 2025, so Shadows eventual post-launch content needs to be a worthy rival of soon to be smash hit Ghost of Yotei if they are to both coexist while performing strong in their own respective categories. The new dual protagonist feature Ubisoft has implemented into Assassin’s Creed Shadows has proven to be a successful and smart move by the developers, as the ability to switch between characters at anytime during the game was a fan-favorite approach that was only briefly featured in 2015’s Assassin’s Creed Syndicate and was short lived, appearing in just the one game, but it remained a beloved feature, so bringing this option back to play between two characters instead of choosing a male or female protagonist at the beginning of the game was a good strategy from the developers at Ubisoft Quebec that has clearly worked out thus far. It is creatively unique that the main characters, Naoe and Yasuke, both have immensely different strengths, as Naoe is a great option for stealth and speed, where as Yasuke is a brute force combat expert, but Ubisoft has made it possible that given how different each character is, the mission can still be completed regardless of who you choose to play as for the designated objective. It seems like a tough task to have both protagonists with different skill sets, can both do missions equally as well, regardless of the choice you pick, but Ubisoft aced their approach in creating this new and improved dual-protagonist system. Promotional image for Assassin's Creed Shadows via Ubisoft Assassin’s Creed Shadows has also succeeded on the technical side of things. Through graphics comparisons, looking at each platform side by side, it is evident to see how each game was crafted for the different platforms, sometimes all with different levels of overall power. For example, on the base high end consoles, the PlayStation 5 and Xbox Series X, the game runs excellent and was perfectly optimized for both consoles that are likewise equal in internal power levels. You can notice a difference in the less powerful devices too, as for the Xbox Series S and lower end gaming PC’s, the game has had to make graphical sacrifices to perform well on these platforms that lack the pure horsepower that the higher end devices have. But Ubisoft has still managed to optimize and make Shadows run well even with lesser power platforms. Another difference is the very high end systems, such as the PS5 Pro, which is Sony’s high end PlayStation 5 console and also compares well to high end gaming PC’s, where there is a clear visible difference even standing beside the base new-gen gaming consoles, the PS5 Pro has easily visible graphical improvements to the base PS5, even considering the original PS5 is a very powerful console. Ubisoft took their time perfectly optimizing the game so that you get a great experience no matter where you play. The hype of Assassin’s Creed Shadows remains high, as the game is just entering its first full week after release. There is lots still to be explored in this game, both with upcoming post-launch content and future updates that the game may receive. It is evident the gaming community and all Assassin’s Creed fans can be glad with the so far very successful launch last week, and excitement further of what's to come. The new life of Assassin’s Creed Shadows has only just begun, and the fans clearly cannot wait to see how the next months into the games life cycle continues. Assassin's Creed Shadows is available now comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Hayden is a passionate Freelance Writer based in South Carolina who joined TOWCB's Writing Team in 2020 during the Covid-19 Pandemic, writing articles on all things Assassin's Creed Valhalla. He left the group to focus on studies, joining our Alumni program, but triumphantly returned with fresh ideas in 2024 to pick up where he left off, only this time covering Assassin's Creed Shadows. In 2025, Hayden took on the position of Team Leader for TOWCB's Writing Team, overseeing article releases, assisting with recruitment and providing assistance with internal operations. Hayden Bird
- Marc-Alexis Côté and Assassin’s Creed’s narrative paradigm shift | TheOnesWhoCameBefore
Marc-Alexis Côté and Assassin’s Creed’s narrative paradigm shift Analysis Share 3 Dec 2024 Written By: Edited By: UbiCypher (Joe) Colum Blackett Back To Database The Vice President Executive Producer of Assassin's Creed, Marc-Alexis Côté, has stepped out into the spotlight on the BAFTA Youtube channel at an event a few days ago giving off a curated speech commenting on Ubisoft's flaws and the intended direction the franchise will follow for the foreseeable future upon the release of Assassin’s Creed Shadows serving as the inflexion point for such a change in the narrative direction. Describing his trajectory as a rookie game developer all the way to his actual status as Executive Producer for the overall franchise, he presented the audience with a complete breakdown of the core values of “What Assassin’s Creed should be” in other words, he transparently commented on the way they develop each iteration via their “Brand Framework” which is basically a codex under the form of internal documents given to the devs from which they need to base their work and efforts for the continuity of the Lore. Breaking the Framework into the following aspects; Identity: Immersion, storytelling and thrilling gameplay. Intentionality: Every creative decision made by the devs ought to reflect the shared vision and values of the Framework to ensure that the identity is not diluted and continuity is strong footed. Official promo image by BAFTA showing Vice President Executive Producer of Assassin's Creed, Marc-Alexis Côté, Prioritizing direct and selected feedback over the community as a means to an end. “Putting the player at the center of our creative vision” is also one of the substantial statements issued by Côté which clearly shows that they are aware of their position with the fanbase that nurtured the franchise for so long and are willing to turn the tables in their favor bringing new experiences in the good old Assassin’s Creed fashion applying the aforementioned “core values” described in their “Brand Framework”. These “core values” will not only restructure their approach to how an Assassin’s Creed game is made, but from now on, they will also implement new data collected by their new initiative that aims to “involve their most engaged fans into the early development cycles” with the intention to listen to a much more direct feedback instead of “actively listening to general community feedback and running large scale studies” which is yet another example of Ubisoft going all in and taking the helm, considering the hard working fan communities and content creators that adhere to what the franchise was originally praised for in the past first and the public that spawned with the latest iterations second. A slide from the BAFTA presentation Or so it seems, given another pungent declaration in which Ubisoft now seems eager to “restore the balance” in terms of narrative both past and present as he acknowledged that “15 years of Lore has made the approach to newcomers difficult to approach”, however, the downside to such a bold move can lead to even more division, to which we can all agree; the fanbase is in a very dire situation. But fear not! Because this means that a great change in how the future instalments will be crafted will come out of this, presenting the “Vertigo Of History” initiative as a new way to develop the Assassin’s Creed games by focusing on the idea that “Past, Present and future are connected” therefore, how the past defines who we are and how it will affect our future. Emotional wording aside, this will basically mean that the way Modern Day and the Historical storyline will be designed will be completely overhauled; by pretending to “place history back at the center of the player’s experience”, which is a bit contradictory to what you just read, I know, but the trade-off is that when Modern Day will be tapped into, they will explore “deeper themes regarding genetic memory, identity and autonomy” which is until now, left to the interpretation of the public and not very clear. In any case, Modern Day will be explored deeper so that’s a good step toward restoring that “balance” if true. Original image source: Assassin's Creed Initiates Balance, accuracy and diversity victims of hate. With this in mind, it is important to note that Côté also openly stated that “Absolute accuracy is not our goal, it has never been and never will” of course referring to the historical aspect of the game the franchise is notoriously known for, for the first time clarifying their intentions when making their games reminding us that it is a “Historical Fiction” at the end of the day in response to the previous months of continuous attacks via their Social Media and even directly to the developers themselves who saw their work tarnished by mentally draining and smile-erasing comments completely destroying their work due to the appearance of anachronistic or plain out non-existent elements in the latest RPG trilogy and most recently, the upcoming Assassin’s Creed Shadows which, dare I say, has suffered from one of the most hateful waves of backlash the internet has seen in the past 4 years for very miserable reasons; from fruits appearing in the wrong season in one of the trailers to plain out racism towards Yasuke because of his African provenance hiding behind pathetic ill-crafted shields of “It’s not me who says it, it’s history!”. Of course, we are not going to deny the fact that they made some inexplicable mistakes that are obviously due to a lack of professional consultation by actual Historians and experts -which were brought in much later into Shadow’s dev cycle according to insiders who have reached out to the renowned leaker and French Youtuber j0nathan- or the scandal over the insensitive design of PureArts promotional figures which displayed the two protagonists, Naoe and Yasuke posing over an iconic Japanese Torii gate, which, was one-legged and very reminiscent of the S annō Shrine, a real life Torii Gate which was left partially destroyed by the bombing of its hosting city, Nagasaki during WWII. In any case, online crusades and Scandals behind, around the 36:00 mark, Marc-Alexis Côté concluded his speech on the attacks to the company by claiming that “Our commitment to inclusivity is grounded in historical authenticity and respect for diverse perspectives, not driven by modern agenda” Image by TOWCB showing the similarity between the AC Shadows prototype by PureArts prototype and a broken Torii gate located in Nagasaki From now on until February 15, 2025, it is but a waiting game to see if all of this turns out to be true or if it falls down to the pile of broken promises. Personal Commentary: Listening very carefully to what Côté openly said during the conference; I realized just how grand this franchise is and how far it has come. I remember the very first time I played Assassin's Creed II -my entry point- back in 2011 and the insta-love that struck my prepubescent brain. These feelings of discovery, wonder and diversity that are constantly talked about throughout the presentation are real, they were there when we first picked up the controller and began exploring the Genetic Memories of Altaïr and Ezio, as the years passed, we eventually discover more and more of this franchise and eventually witness its fall down the rabbit hole of corporate greed and uber-rich execs that would do anything in their power to drain you until your last cent. So it feels refreshing to see such transparency from Ubisoft and from the one that is supposed to be the closest thing to a lore master no-less. All in all, these are just promises and embellished corporate slang to make it more appealing, plus he contradicted himself by claiming that they aim to restore the balance only to say that they will basically put Modern Day on the backburner 5 minutes later... My best guess is that they're attempting to suffocate the fire and make up for their mistakes now that they realized we never were the "Ye Olde Nostalgicus" pricks most of the community and newcomers to that extent make us to be, simply because we don't follow the same opinions, ideas and tastes as them, who are fruit of a modern generation of gaming that, similarly to movies and music is utterly decadent with no more interest behind what is shown at first glance and no self-pondering of things with very few exceptions. This also applies outside of entertainment as well, the masses are somewhat dullified by mainstream and geopolitical engineering crafted by our governments who only want to see us fight each other for the skin tone of a character or goddamned fruits popping up at the wrong season all the while entitled nobodies destroy entire communities and groups of joyful people who just want to love, share and enjoy the experiences this franchise gave them in the first place. But I digress. I'm not very hopeful in terms of Modern Day and it is at this point, for me, the true narrative of the franchise, take it or leave it, up to you of course, but it was once integral and as Côté said and I also think it to be true: "Assassin's Creed is more than just a game, it can be a platform for meaningful exploration and reflection". Question everything. -Joe (Ubicypher) signing off. Images from the original Isu_Network thread by UbiCypher 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)
- FX Far Cry, Assassin’s Creed Netflix and Ubisoft Television’s Future | TheOnesWhoCameBefore
FX Far Cry, Assassin’s Creed Netflix and Ubisoft Television’s Future Breakdown Share 10 Dec 2025 Written By: Edited By: Gustav Poulsen (Gargudon) Gargudon Back To Database Two weeks’ time ago, a surprise announcement was made. Out of the blue, it was announced FX will be producing an anthology series for Disney+ and Hulu, based on what might be Ubisoft’s second most popular flagship franchise, Far Cry . Not even a day later, another surprise announcement was made, the long awaited and highly anticipated Assassin’s Creed series for Netflix, at long last announcing its first cast member. Looking at it objectively, it would seem Ubisoft Television is starting to live up to its full potential, with planned and new projects taking shape, but are things that simple? Of these recent announcements, one came out of the blue but seems to already have taken as much as shape as possible, while the other despite having been in the air for half a decade now, seems to be going nowhere as fast compared to. Why is that, what will these two shows based on Ubisoft’s two most iconic flagship franchises consist of, and what impact will they have on Ubisoft Television? We will be exploring this and more in this article. Let’s dive into it! FX Far Cry As mentioned, on 24th November it was suddenly announced an anthology series based on the hit franchise was to be produced by FX. The show is to be created by Noah Hawley and Rob Mac (formerly McElhenney), latter who is also set to star in it. Hawley is known for creating the X-Men based show Legion that ran in the late 10’s, and more recently Alien Earth . Mac is known for creating and starring in hit comedy series It’s Always Sunny In Philadelphia , and in recent years the hit documentary series Welcome To Wrexham , co-owning the Welsh football club alongside Ryan Reynolds. All these shows are under FX as well. Most of the show’s executive producers were announced too, one of them being Gérard Guillemot, Ubisoft Television CEO and brother of Yves, CEO of the main company. Additionally, Mac already has a working relationship with Ubisoft Television under his belt, them producing the Apple TV+ original comedy show Mythic Quest that concluded in the beginning of the year, which he co-created and starred in. Rob Mac Noah Hawley So far, almost nothing is known about the series, other than it will feature a new setting plus roster of characters, with every season telling a new story. Whether it will be set in the same universe as the games or not, it is probably safe to say the narrative possibilities are close to endless. There will be many ways to bring the games’ core theme of survival in a desolate location to the screen, all tied together by a psychotic, maniacal villain. Being in film format, it is likely safe to assume most of it will be seen from a third person perspective, but to stay true to the core of the games, sequences uniquely filmed in and seen from first person perspective are almost a must. If the series will be connected to the same universe as the games, references to iconic characters at the very least, or the direct feature of feels like another mandatory homage. This could even be a great way to explore unknown parts of certain characters’ lives, providing additional and essential backstory. Be it exploring the past of protagonists like Jason Brody and Ajay Ghale, the traumatic childhoods of Joseph Seed / The Father and his brothers, or Pagan Min’s tragic romance. This would also be the ideal opportunity for the actors who portrayed these iconic villains to return, reprising their characters in a live action format with their own face. The Father’s likeness was famously based on Greg Bryk who portrayed him, and Vaas Montenegro remains one of if not Michael Mando’s most iconic role. Both have also already played their iconic villain characters in a live action setting, with the franchise being no stranger to such a format either. In 2012 leading up to the release of Far Cry 3 , Mando famously portrayed Vaas in the The Far Cry Experience promotion short film. The same was done in 2018 leading up to the release of Far Cry 5 , with a number of cinematic trailers and the also short film Inside Eden’s Gate , Bryk portraying The Father. Michael Mando & Christopher Mintz-Plasse in The Far Cry Experience (2012) More news and information on this show based on the flagship franchise are bound to come sooner than later, and it is already taking shape nicely. Already being familiar with the live action landscape and with a great team behind it, it has lots of potential and is bound to be a success if executed correctly. The only real reason for concern would ultimately be, can Mac who is almost solely known for comedy, switch things up to what has to be a much more serious role? Well, if you count the few just somewhat serious parts of It’s Always Sunny… and Mythic Quest , he absolutely can. Assassin’s Creed Netflix Series Not even a day after the news of the Far Cry series, the Ubisoft Television news continued. At long last, the first cast member of the highly anticipated Assassin’s Creed series for Netflix was announced, in the form of Toby Wallace, known for the also Netflix show The Society , films like Babyteeth and The Bikeriders . He is also set to star in the third season of HBO’s hit show Euphoria, set to come out next year. Toby Wallace The AC Netflix series has been in the air for a good while now, originally being announced more than a half a decade ago, when Ubisoft signed a deal with Netflix in 2020. After that, it would be years before more news on the show came at all, leaving fans wondering if it would ever actually take shape and become an official thing. It was only earlier this year that the show’s writers, producers and showrunners were announced, and with the cast list slowly rolling out as well, it seems like the show is at last beginning to take shape. Set as showrunners are Roberto Patino and David Wiener, who are known for working on shows like Sons Of Anarchy , Westworld , Halo and more. But why is the highly anticipated series only beginning to properly take shape this long after initial announcement? Is it related to Ubisoft’s dwindling reputation in recent years, (longtime) fans losing faith in the franchise, other setbacks or something else? Was the series considered being scrapped? Maybe ultimately none of those things. While said things may or may not have an effect on it, it is also possible time and resources were merely dedicated to other projects, or putting together a production team and finding the show’s angle took longer than expected. Nonetheless, both of those things are at last slowly coming together now. In addition to the announcement of the first cast member, it seems we are also starting to get a picture of when production on the show will properly begin. According to Nexus Point News, sources have said the show is set to start filming in Italy in early 2026. A return to Italy, what could that possibly include? Italy is famously the setting of some of the most iconic instalments in the franchise, and the birthplace of its most legendary character. Albeit, nothing yet points to a return to the Renaissance, nor the return of Ezio Auditore. According to Nexus, the series will be exploring a different part of Italian history, that ultimately isn’t a complete stranger to the world of AC; Ancient Rome. It will reportedly centre around real historical figures such as the infamous Emperor Nero, and be set around the middle of the first century AD, exploring the Roman Empire and its absolute height. As said, even if there hasn’t been a game directly set in Ancient Rome, the franchise is no complete stranger to it. In Assassin’s Creed Brotherhood set in the city, there were callbacks to the antiquity, for example in the form of letters from and the Armour of Brutus. Some years later, the end of Assassin’s Creed Origins , took players to the time period directly, Aya / Amunet assisting Brutus and accomplices in the famous assassination of Julius Caesar. This event takes place roughly 100 years before the series’ reported setting, but that time period still has lots of potential, and not exploring it could become a missed opportunity, exploring everything from The Hidden Ones’ origins and Brutus’ (of course donning his iconic armour) role in, origins of the Italian brotherhood Ezio would lead 1500 years later and more, and of course in context of the series, backstory on things that eventually play out a century later under the rule of Nero. And of course, what will the primary first century setting include, and how can its historical characters be rewritten into AC lore? Emperor Nero and the larger history surrounding him, is probably one of the most known in Roman history for better or worse. While Nero in his early reign did pass things such as forbidding fights to the death for sport and entertainment, tax reduction and better treatment for slaves, one is not to be fooled by his supposed generosity. Eventually, his true self showed, using his position of power to satisfy own pleasures, rioting in the streets, ordering the death of his Mother and wife, supposedly being behind the burning of Rome to rebuild it in a Greek style and more. All this not even for the good of some alternate agenda, but because he simply enjoyed it for his own pleasure; did Nero as The Joker would say, simply want to watch the world burn? Maybe, maybe not. Another interesting aspect of his life, is his upbringing, family relations and way to power, ultimately set in motion by his Mother, Julia Agrippina, who after poisoning her husband and Nero’s Father, married her uncle Emperor Claudius, securing Nero as successor to the throne. Ultimately, his Mother hoped to control the Roman government through her son, but he decided to act independently. This could be rewritten to suit the show in different ways. For example, Nero’s Father - Gnaeus Domitius Ahenobarbus - could secretly have been sympathetic to The Hidden Ones’ cause. Fearing him influencing their son, Nero’s mother, a secret member of the Order Of The Ancients, takes matters into her own hands, securing the Order’s grip on the Roman Empire once again, through her son as successor. Eventually, things don’t go to plan, Nero seemingly using his position of power for his own pleasure over the good of the Order, perhaps similarly to another iconic also Italian AC antagonist, Cesare Borgia. What leads to this supposed insanity though? Is it just his nature, or could that also find its AC twist? Maybe Nero was a Sage - another human reincarnation of Aita of the Isu - but he never found balance with the secondary mind living inside of him, eventually leaving him with no self control or picture of reality, hence his mischief. Other than this, much still isn’t known about the show, but more news are bound to come in a near future, hopefully also as it at last reportedly starts filming next year. Details on Wallace’s role is still kept under rugs, and whether his character will be sympathetic to the Hidden Ones or Order Of The Ancients, only time will tell. Overall, after half a decade of uncertainty, the show is at last nicely taking shape with a team behind it, the cast list slowly forming, and a shooting and production window within range. Impact on Ubisoft Television Ubisoft’s TV division has been around for a while now, but have yet to really leave their mark with numerous major landmark projects. Their first output, the Assassin’s Creed film from 2016, wasn’t necessarily a success, receiving mostly negative reviews from critics, and underperforming at the box office. In recent years, their most popular output has probably been mentioned Mythic Quest , which despite cancelation after its fourth season earlier in the year, had a successful run over 5 years. Shows based on two of the company’s most iconic flagship franchises, definitely have the potential to take the company to completely new heights though. After all, we live in a time where the video game adaptation curse has at last mostly been lifted, with shows like The Last Of Us for HBO, and Fallout for Amazon in recent years. If executed correctly, one studio having two successful adaptations, could put them at the front of adapting video games for the screen, setting the standard for it going forward. In addition to these two shows, Ubisoft Television also have a series of other projects lined up, including a project based on Rabbids , as well as a film based on Tom Clancy’s The Division , set to be directed by David Leitch ( Fast & Furious Hobbs & Shaw , Deadpool 2 , John Wick ), starring Jake Gyllenhaal and Jessica Chastain. Additionally, should Ubisoft rely more on their TV division to uphold the company and its reputation in the next years? As mentioned, the company has infamously been on a downward trajectory in recent years after internal scandals, losing fans’ trust, plummeting stock prices, financial struggles, potential private buyouts and more. While they are likely slowly coming back from said financial trouble, as well as the controversial marketing campaign for Assassin’s Creed Shadows , the company still has way to go. On the games front, they have for a while now struggled to put out hit after hit like in the early 10’s; both major titles in 2024 underperformed, Assassin’s Creed Shadows has so far failed to create an enduring legacy, and a good chunk of fans are skeptical of the future. So depending on what the company has in store for the future in terms of their games, a successfully growing TV division and its output, definitely has the potential to uphold the company where games might fail, keep old fans hooked, as well as likely bring in an array of new ones, especially in the non-gamer demographic. Conclusion Overall, big days are ahead for Ubisoft Television, with adaptations of two of the company’s most iconic franchises coming in the near future. Both have strong teams behind them and are taking shape nicely, and if executed correctly, they have the potential to change the game of video game adaptations, and to take the company to new heights. What are your thoughts on this, and what are your expectations for both shows, and what do you hope to seem them consist of? Let us know, and stay tuned for more articles covering everything Assassin’s Creed and Ubisoft! Sources • https://variety.com/2025/tv/news/far-cry-tv-series-fx-noah-hawley-rob-mac-1236591190/ • https://www.nexuspointnews.com/post/exclusive-netflix-s-assassin-s-creed-set-to-explore-ancient-rome • https://www.britannica.com/biography/Nero-Roman-emperor#ref5178 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)
- Art Reveal: The Way To AlULa by Serajeddine | TheOnesWhoCameBefore
Art Reveal: The Way To AlULa by Serajeddine Community Share 27 Oct 2025 Written By: Edited By: Serajeddine Hayden Bird Back To Database Check out this great new piece of artwork by our very own Serajaddine from TOWCB Art Team! The art is based upon the upcoming Assassin's Creed Mirage Valley of Memory DLC. It depicts the main protagonist, Basim Ibn Ishaq looking over the desert valley with large mountains around and under a beautifully drawn blue sky with a small layer of clouds peering in from the east. We especially love the part down deep in the canyon where Basim is looking over and to the dark green foliage that accurately represents the dry desert with hints of color in what we would see in the ancient Valley of AlUla. What are your thoughts? Let us know what you think in the comments below! Stay tuned for more exclusive and breathtaking art reveals here at The Ones Who Came Before! Valley of Memory launches November 18th 2025. https://www.youtube.com/watch?v=wbaHJPaqc9w comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author In March 2025, Serajeddine joined TOWCB's Art Team just before the launch of Assassin's Creed Shadows, in a bid to re-energise the team with new ideas and projects. He is a digital and traditional artist with a special ink style, often resembling comic books, something which we have been searching for to bring something different to our content. Throughout 2025, Serajeddine worked be working alongside TOWCB's Art Team on a variety of projects which range from creating art for fundraising to live art creation watch-alongs! By joining the AC Partnership Program, we aimed to boost his profile within the community and create a meaningful relationship with Ubisoft. Seraj left the team in October 2025 due to a change in personal circumstances. Serajeddine
- Assassin's Creed Shadows Merchandise Guide | TheOnesWhoCameBefore
Assassin's Creed Shadows Merchandise Guide Merchandise Share 6 Feb 2025 Written By: Edited By: Colum Blackett (Col_96) TOWCB Team Back To Database Welcome to our Assassin's Creed Shadows Merchandise Guide! Here you will find all of the merchandise currently available for the game! Article contains PureArts and Amazon affiliate links which support TOWCB. Game Editions Assassin's Creed Shadows Collector's Edition An Ultimate Edition copy of the game with: 3 days of early access to the game* Pre-order bonus quest: Thrown to the Dogs Season Pass with a bonus quest at launch and 2 upcoming expansions Ultimate Pack with Sekiryu Character Pack, Hideout Pack, and 5 skill points as well as the Red Dragon filter in Photo Mode. High-quality physical Collector's items: Naoe and Yasuke dual character statue Unique Steelbook® case Collector’s art book (84 pages) Life-sized Naoe’s katana tsuba World map Creed wall scroll 2 sumi-e lithographs Available from: Ubisoft Store ( SOLD OUT ) Game GamesTheShop (India) Gamestop SmythsToys EB Games NZ Micromania Figurines Assassin’s Creed Shadows Animus Naoe & Yasuke 1/8 Scale Statues by PureArts Naoe Bust by Nemesis Now. Available for pre-order from: DeToyboys NL ShopForGeek SmartToys SDCC 2024 Exclusive 3D foam figure set by Monogram. Available on eBay Stationary Assassin's Creed Shadows Katana Sun Notebook Available via Amazon UK Replicas (Pre-order) Assassin's Creed Shadows Replica Yasuke Helmet by PureArts Harness the power of legendary Samurai Yasuke! Made with premium materials and artfully crafted, the highly detailed Yasuke Helmet 1/1 Scale Replica features a removable face plate and Kabuto-style cords. This game-accurate life-size replica is the perfect display piece for discovering feudal Japan in Assassin’s Creed Shadows. https://www.youtube.com/watch?v=8RaikcngMew (Pre-order) Naoe Replica Hidden Blade by PureArts Become a lethal shinobi Assassin from Assassin’s Creed Shadows with the Naoe Hidden Blade 1/1 Scale Replica! Daughter of legendary Iga shinobi leader Fujibayashi Nagato, Naoe is fierce, lethal, and ready to defend her people. This wearable and functional Hidden Blade Replica can be worn in both Tanto and Hidden Blade mode, perfect for battle against Oda Nobunaga's forces. https://www.youtube.com/watch?v=T3RoBNzUSxs Apparel Assassin's Creed Shadows" T-Shirt "Shadows Faces" Hooded zip mottled grey by Assassin's Creed Available from EMP Assassin's Creed Shadows Shinobi Hoodie (poor image quality currently) Assassin's Creed Shadows Kanji Clan T-shirt Assassin's Creed Shadows Balance T-shirt (poor image quality currently) Assassin's Creed Shadows Deadly Kanji T-shirt (poor image quality currently) Assassin's Creed Shadows T-shirt Available from: Assassin's Creed Shadows T-shirt Available from: Assassin's Creed Shadows Yasuke T-shirt Available from: GamesTheShop Mumbai Assassin's Creed Shadows Naoe T-shirt Available from: GamesTheShop Mumbai Assassin's Creed Shadows - Hide In The Shadow Men's Short Sleeved T-shirt by Difuzed Available from: Assassin's Creed Shadows - Two Tone Kanji Men's Zipper Hoodie by Difuzed. 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The boxes, and their contents should be considered incredibly rare. 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)
- Understanding the Isu Language: Grammatical Cases and Pronouns | TheOnesWhoCameBefore
Understanding the Isu Language: Grammatical Cases and Pronouns Analysis Share 3 Oct 2024 Written By: Edited By: Edenoi ActualSpider-Man Back To Database The Isu language, unlike English but like certain other languages such as Latin, marks the grammatical case of a noun using various endings. The case of a noun essentially describes its role in the sentence. In English grammar, you might be familiar with the terms subject, direct object, etc. The case endings for the Isu language are as follows: Grammatical Case Endings Inanimate nominative no ending Animate nominative -s Genitive -às Dative -àæ Concrete accusative -ch Abstract accusative -á Animate accusative -m Locative -æ Ablative -os Causal -ôd Instrumental -h There are a lot of cases and you may not be familiar with all the terms, so let's go over them. The nominative case is for the subject of the sentence: whoever or whatever is doing the action. However, the Isu language actually has two different nominative endings, depending on whether the noun is animate (describing a person) or inanimate (describing anything else). Note that the Isu may not necessarily consider humans to be animate. The genitive case indicates a possessor, very similar to how you would use the -'s ending (as in "Desmond's birthday") in English. The dative case indicates a receiver, what you would call the indirect object of the sentence in English. In the sentence "I gave my dog a bone," the dog would be in the dative case. The accusative case marks the target of a verb, the direct object. Isu actually has three whole endings in the accusative. We have an animate ending like in the nominative case, but we also have two separate inanimate endings, what we'll call concrete and abstract. Concrete nouns describe things that physically exist, whereas abstract nouns describe concepts. These are essentially gendered endings like you might be familiar with in languages like Spanish or French, but in the case of the Isu language, grammatical gender has nothing to do with being male or female. The locative case indicates the place where the action takes place, for example "in the Animus." The ablative case indicates something which the action is moving away from. For example, in the phrase "a call from my dad," the dad would be in the ablative case. The causal case indicates the beneficiary or purpose of an action, such as "for the creed." The instrumental case indicates a tool being used to perform an action. In the sentence "Assassinate the target with a hidden blade," the hidden blade would be in the instrumental case. Additionally, Isu uses the infix -r- to indicate pluralization. To decline a noun, start with the stem, then add the plural marker if appropriate and finally add the ending for the appropriate case. Personal pronouns are a special case. They sometimes use the same endings as regular nouns, but not always. Isu pronouns can be broken down into first-, second- and third-person in the singular and plural, just like in English. Pronouns Singular First Nominative Hṃ Genitive Hmàs Dative Hmàæ Accusative Hṃ Locative Hmæ Ablative Hmos Causal Hmôd Instrumental Hmh Note that the instrumental case may not be accurate as the instrumental form of the second-person pronoun does behave differently from the other cases, and there are as yet no examples of the first-person singular pronoun in the instrumental case. Likely there's a vowel missing because "hmh" is not actually a syllable and very hard to pronounce. Second Nominative Dű Genitive Duàs Dative Duàæ Accusative Dúm Locative Duæ Ablative Duos Causal Duôd Instrumental Dúh Third Nominative Hoæ Genitive Hàs Dative Hàæ Accusative Hoæm Locative Hæ Ablative Hos Causal Hôd Instrumental Hh The third-person singular pronoun has not actually appeared at all in any of the sources that have been released, but we can guess what it should look like by analogy with the third-person plural pronouns, the definite articles, and the number "one," all of which we'll get to later in this article. Plural First Nominative Ṇsṃ Genitive Ṇsmàs Dative Ṇsmàæ Accusative Ṇsṃ Locative Ṇsmæ Ablative Ṇsmos Causal Ṇsmôd Instrumental Ṇsmh Second Nominative Æű Genitive Æuàs Dative Æuàæ Accusative Æúm Locative Æuæ Ablative Æuos Causal Æuôd Instrumental Æúh Third Nominative Toæ Genitive Tràs Dative Tràæ Accusative Toæm Locative Træ Ablative Tros Causal Trôd Instrumental Trh The definite article (like the English "the") is not required in the Isu language but can be used for emphasis in certain situations, such as when referring to "The Council" that seems to have ruled Isu society. Definite Articles Inanimate nominative Hæz Animate nominative Hæz Genitive Hàs Dative Hàæ Concrete accusative Hæzch Abstract accusative Há Animate accusative Hæzm Locative Hæ Ablative Hæzmos Causal Hæzmôd Instrumental Hæzh The last concept we'll cover in this article is the word for the number one: oænos. This word is used to refer to a single person or object, but it can also mean "once." The word can even be doubled to mean "one and only one." Additionally, it can be pluralized to mean "everything" or "everyone": oænosr. It can also be negated to mean "nothing": ṇoænos. More Isu Studies You can find more articles on the Isu language linked here: Understanding the Isu Language: The Basics comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Eden is a codebreaker who joined The Ones Who Came Before during the Assassin's Creed Shadows promotional campaign, helping the team to decipher numerous codes and puzzles used for marketing. She is also a high school Maths tutor, and has previously published a few short TTRPG's with more projects in the works. She first started playing Assassin's Creed in 2010, and is especially interested in the glyphs and puzzles, and platforms such as Assassin's Creed Initiates that expand the lore in creative ways. Edenoi




















