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  • This Week in Assassin's Creed Virtual Photography: 19th -25th March 2022 | TheOnesWhoCameBefore

    This Week in Assassin's Creed Virtual Photography: 19th -25th March 2022 Community Share 4 Apr 2022 Written By: Edited By: Aaron Young Ashlea Blackett Back To Database Welcome to the new weekly virtual photography roundup hosted by Aaron Young from The AC Partnership Program. Every week, we will be picking our top 5 favourite Assassin’s Creed shots and showcasing them on The Ones Who Came Before website, in order to promote virtual photography and talented content creators within the community. Aaron is a keen virtual photographer and loves to post his journeys through Assassin’s Creed on Twitter. Keep an eye on the site as more weekly shots are added, we are looking for capture across all Assassin’s Creed games. Tag your photos to the #TOWCBWeeklyCapture for a chance to be featured. 1) Dawn of Ragnarok Game: Assassin’s Creed Valhalla This week’s first capture comes from @coalabr14 over on Twitter. Our first Dawn of Ragnarok shot to be featured. I am yet to play the DLC myself, however this picture inspires me to give it a go. I love the statue of what looks like Thor in the centre, with the steaming cauldrons either side. I am definitely getting God of War vibes from this. 2) Havi Game: Assassin’s Creed Valhalla Photo number two comes from @Toringtino over on Twitter. Again I think this capture comes from Ragnarok, especially with how Eivor looks. This is a great portrait of the main man himself. He is fully armoured up and ready for battle, with a stare like that I would not want to get in his way. I really like how this shot showcases that epic beard. 3) The Revolution Game: Assassin’s Creed Unity This week’s third shot comes from @Zorik323 over on Twitter. A stunning black and white portrait of Arno. I particularly like how he is stood in an archway with the blurry background. The detail on the building in front of him is excellent. I am loving the pose more than anything though, classic Assassin. 4) Twilight Game: Assassin’s Creed Valhalla VP number four comes from @dpruttz_vp over on Twitter. This shot is too good. I love it when a portrait of the lead character comes off like this. It feels like a painting more than a game capture. The Twilight armour really is on show here, and the sparks behind Eivor just amplify it. Really enjoying the turned head look, showing off the eye patch, nice little touch. 5) Stones Game: Assassin’s Creed Valhalla The final capture of the week comes from @PodToGo over on Twitter. An amazing bird’s eye view of Aveberie Megaliths Standing Stones. There are so many of these picturesque locations in the game. What I adore about this shot is the camera angle, it really plays tricks on your mind. The white 8 with the stones all around looks very mysterious. And that sums it up for this week’s Assassin’s Creed virtual photography recap list! Thank you for checking out this week’s photo collection. This would not be possible without the virtual photographers out there so a huge thanks to them. Until next week keep those shots coming in! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Aaron is a passionate Assassin's Creed fan who joined our AC Partnership Program as an Online Article Writer back in 2021 after the release of Assassin's Creed Valhalla. After building momentum and interest on TOWCB website for Virtual Photography, Aaron established TOWCB Virtual Photography Team, of which he is now Team Leader. Throughout 2024, TOWCB VP Team will be sharing community captures in dedicated articles, and providing a positive environment on Twitter for gamers to share their shots. Aaron Young

  • Assassin’s Creed Valhalla Orlog Dice Game Review | TheOnesWhoCameBefore

    Assassin’s Creed Valhalla Orlog Dice Game Review Reviews Share 7 Mar 2022 Written By: Edited By: Michael Smith Ashlea Blackett Back To Database Assassin’s Creed has been a staple for the modern gaming community with its mixture of stealth, combat, and story driven gameplay. Players are immersed into history via interactions with important figures and landscapes, giving a large world to explore and learn about alongside the Assassin vs Templar storyline. Within these worlds players are exposed to the art, language, and culture of each location from Ancient Greece to Victorian London. To better influence the player’s experience of being in the Golden Age of Pirates or Revolutionary America, the design team included playable iterations of historical games such as Liar’s Dice and Dead Man’s Morris. The latest example of this is in the 2019 release of Assassin’s Creed Valhalla where players were introduced to a new and original competitive dice game known as Orlog. Promotional image by PureArts Players are introduced to this game via protagonist Eivor and meet various characters across Viking-era England that challenge her to this game consisting of alternating dice rolls, resource management, and the power of the Norse Gods. A game that can turn its favor in an instant of luck and strategy. Orlog became an instant success with the player base as fans began replicating the game in the real world. This showed Ubisoft that they had an opportunity to create an actual version of the game and via the help of the gaming statue company PureArts this became a reality. In the Spring of 2021, an exclusive limited Deluxe Edition of Orlog was created. A combination of wood, metal, and linen were used to design a tangible game, of which a limited 500 units were sold within Northern and Southern America. This did not take long to sell through and those that were lucky enough to claim one (myself included) would receive one of the most unique real world replicas of a video game asset. However, fans from around the world who missed out on this purchase were upset that they were unable to buy this themselves and voiced their opinions across social media. With this spike of global interest, the PureArts team opened a Kickstarter to fund a retail version of the game for all fans regardless of geographical region. On July 13, 2021, the Kickstarter for Assassin’s Creed Valhalla: Orlog Dice Game was launched and within 35 minutes met its goal of CA $75,000. By the end of the campaign, a total 12,409 backers had funded the campaign for a total of 1.1 million Canadian, unlocking multiple stretch goals and enhancing the base game (for the Kickstarter) to be nearly identical to the Deluxe Edition that had been sold earlier that year. After a lengthy production process due to issues with materials, transportation, and the COVID-19 virus, PureArts began shipping Orlog to players around the world. I myself received mine within a few weeks of each other as they were shipped separately, the Deluxe Edition first and later the Kickstarter “Tavern Edition”, which included an exclusive resin replica of Eivor’s horn, used to call her raiding party as they invaded England. The game is played in three phases after a coin-flip to determine the first player. In the first phase, much like the dice game Yahtzee, players alternate rolling six dice and selecting dice to attack, defend, or steal God Favour Tokens (GFT's) from the opponent in the hopes of lowering their opponent’s fifteen stone health pool to zero. This is followed by the players being able to use their collected GFT's via gold bordered dice sides and stealing from the opponent to activate a God Favour Card (GFC's) that can deal damage, heal, or even duplicate the dice they rolled to give a better advantage in the round. Once this is selected and the priority of the GFC's is played, the players enter the final round, the Resolution phase where the outcome of their dice rolls are matched against each other in a battle of axes, armour, arrows, and shields. The player that has depleted their opponent’s health to zero is declared the victor. I played both iterations of the Orlog release with my family to compare the quality of the Kickstarter enhanced retail version and the Deluxe Edition. Gameplay was easy to explain with the included instructions and a variety of game modes to alter the difficulty of the game. Within a few rounds, my fiancée, who is not a heavy gamer, shared how much she enjoyed the game. I found myself surprised by my comparison and which aspects of each version I preferred over the other. So let's compare the Deluxe and the Kickstarter Editions as I determine which is the best Orlog release. Packaging To start, let's compare the boxes. The Kickstarter Edition was the standard Retail release of the game but with enhanced materials included (such as stones, tokens, and cards). The box itself has nice official game art and is themed to the Valhalla standard teal and black, detailing the contents of the game and a synopsis of how it is played; a traditional game packaging. The Deluxe Edition came in a carved, individually numbered (1-500), wooden case that shows the Assassin’s Creed Valhalla logo within an intricate etched border and secured by a metal clasp. There is no further information on the game displayed on the box as it is a designer piece. WINNER: Deluxe Edition - the beautiful wood box looks great on the shelf for collectors. Storage The Retail Edition has a traditional plastic tray that houses the materials of the game. Each area is designed to hold half of the pieces divided between the players with a shared coin in the centre, making distributing the game pieces quick and easy. The Deluxe Edition does the same but in a much more snug foam material. WINNER : Retail Edition - the plastic, while a lesser quality than the foam, is much easier to remove the components from, as it has space to grab the pieces, whereas it takes more time to remove the wood and metal pieces from the foam of the Deluxe Edition. Dice Bowls The dice bowls in the Retail and Kickstarter versions are made of plastic and detailed to look like wood. Due to the Kickstarter reaching a stretch goal of CA $575K, they were able to add a felt liner, as backers were concerned with the sound of dice hitting the plastic. While this is a nice addition, it is visible that the felt was not cut to size and looks poorly installed. The Deluxe Edition bowl is real wood and has a great quality but doesn’t appear as defined in the detail as it was carved by machine and not by hand. WINNER: Tied - While the wood of the Deluxe Edition is higher quality, the plastic bowl and felt liner have nice sound and feel when rolling the dice. I prefer the wood myself but wish it had the detail of the plastic. Coin The Retail Edition of Orlog will include a cardboard coin (not shown) to determine player order. Both the Kickstarter (after meeting the CA $200K stretch goal), and the Deluxe Edition have a metal replica coin designed after the Silver from the game. WINNER: Kickstarter/Deluxe Edition - The metal has a very nice weight and feel to it over the cardboard that I could compare from other pieces in the game. God Favour Cards In my opinion, this is the biggest comparison between the game pieces of different versions of Orlog. In the Retail Edition, the GFC's are printed on cardboard showing great detail of a carved wood design and a cheat sheet of what each god does on the back. For the Deluxe Edition, wooden GFC's are included to mirror those which are used in the video game version. Kickstarter backers were able to upgrade their GFC's to wood (CA $35) after feedback from the players influenced PureArts. WINNER: Retail Edition - While the wood is nicer than the cardboard, it is very hard to see the image of each god in the Deluxe Edition, and requires the use of the included detail card that shows each GFC and what it does. Being able to flip over the card and read right away what it does is a plus. God Favour Tokens Unlike the GFC', the tokens are instantly identifiable regardless of edition. The Kickstarter backers upgraded (CA $42) the Retail Edition’s cardboard tokens to the Deluxe Edition’s metal tokens. The only drawback to the metal tokens is that they have a finish to them that make them oily and hard to stack at times. WINNER : Deluxe Edition - While the finish can be annoying at times, the metal tokens are very nice and look great. I love clinking them like poker chips when I play. Dice Now this section isn’t as much of a comparison as both the Retail and Deluxe Editions of the Orlog dice are sold with the Bone Die option. With the Kickstarter, a stretch goal at CA $300k allowed backers to switch the base dice to a glow-in-the-dark option for free, or add them on at the end of the campaign for CA $15. However these dice though are difficult to read because of the golden borders. Alternatively, the green glittery dice or “Valhalla Dice” were sold as an add-on for CA $25. WINNER : Kickstarter - Due to the options available, the Kickstarter was the best way to get dice. My personal favourite were the Valhalla Dice. Health Stones & Rules The original plan for Orlog was to include cardboard counters to track the health of each player, however after the Kickstarter reached its first stretch goal of CA $100K, the counters were upgraded to the higher quality polished stones of the Deluxe Edition. This success also allowed the retail edition to be shipped with these stones. The linen bags with the Valhalla logo were included with the Deluxe Edition as well as the Kickstarter after its CA $250K stretch goal was reached. These are used to house the health stones in the packaging. All versions come with an Instruction Guide and God Favor Cards Reference List. Kickstarter Exclusive Items With the exception of the play mat that was included in the Deluxe Edition, the Kickstarter campaign for Orlog offered multiple items for purchase via stretch goals or included with the Tavern Edition. The playmat (55 cm x 86 cm) was expanded in size after the CA $850k stretch goal and sold (for those that just backed the base game or wanted multiple mats) for CA $30. This is a beautiful mat that feels fitting for the historical setting. The main draw for the Tavern Edition of the Kickstarter campaign, and the reason I decided to purchase the game after buying the Deluxe Edition, was an exclusive Horn Replica from the game. Valued and sold for CA $185, the horn made the purchase of The Tavern Edition at $200 great value for money. Its quality of resin, cloth, and wooden base not only look fantastic on my shelf but actually allow you to blow the horn and call your party to the table. At CA $400K a tournament bracket and Orlog Champion Coin (based on the in-game achievement art) were provided to all backers. Edition Winner The best value and version overall in my opinion would be the Kickstarter. Being able to upgrade the various game pieces on top of the Tavern Edition with the horn replica and playmat included, allowed users to have everything that the limited Deluxe Edition had except for the wooden box and bowls. This game as a whole is easy to play and easy to learn. Assassin’s Creed Valhalla Orlog Dice Game can be purchased from PlayArts, Ubisoft, and various retailers. comments debug Comments Write a comment Write a comment 分享您的想法 率先撰寫留言。 About the Author Mike Smith is a collector of all things Assassin's Creed and a major supporter of transmedia who joined TOWCB as a writer from 2021 - 2024 With nearly a full library of Assassin's Creed media, his work explored the universe in order of Genetic Memory. Notably, his Assassin's Creed Timeline became an essential tool for fans of the franchise looking to complete their collection and consume AC media in a particular order. Michael Smith

  • Assassin’s Creed Virtual Photography: 20th to 31st January | TheOnesWhoCameBefore

    Assassin’s Creed Virtual Photography: 20th to 31st January Community Share 22 Feb 2025 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 by the TOWCB VP team. We have been monitoring the hashtag and the community hub to see all your wonderful shots. 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. Theme: Assassin’s Creed Framed Game: Assassin’s Creed Valhalla VP Artist: @ cyriellevp.bsky.social The Ones Who Came Before Photo of the Week Judge: @ FrameHoldPhotos I love the frame within a frame technique used in this shot. The wooden window frames, the building in the distance, and the gentle sunlight casts gorgeous shadows on the landscape. The deliberate and artistic framing of this shot really makes it stand out as a stellar capture. Aaron If you like ornate carved wood with exquisite details or robust wooden architecture, then you should take in the wonders of Assassin’s Creed Valhalla. I am very jealous that the development team got to study and visit all these amazing places to further enhance the experience of Viking life. This capture is so wonderfully framed, hats off to Cyrielle for pulling this off. The blur in the foreground is executed brilliantly, with just enough focus to see those amazing details. The elegant structure in the distance looks amazing with the sunlight bathing it from the left. I really like how the terrain rises, drawing your eye up to the spectacle in the centre. Through the Storm Game: Assassin’s Creed Odyssey VP Artist: @ AkiraAoyama_VP The Naval sections of Assassin’s Creed Odyssey were bittersweet for me. I enjoyed how gorgeous the Greek world looked from aboard the Adrestia, and at times how satisfying the combat would feel. But ultimately, I am not a huge fan of spending too much time at sea. In this shot we can see how moody and unforgiving the sea can be. The storm has been captured superbly here with the eye lit up amazingly. That lightning bolt striking the sea is a reminder of Zeus’ true power in these lands. I've got to say that I really like the composition as it feels like we are filming this high-speed ship as it chases the storm. Capturing Ikaros following behind is a nice touch too. Jackpot Game: Assassin’s Creed Odyssey VP Artist: @ UnfazedVP Assassin’s Creed Odyssey is full of small details that are easily missed when focusing on the story. As virtual photographers we often see everything as we pan that camera around looking for something to shoot. It almost feels fitting to feature a shot of some pots in honour of Jack as this is our first article since he departed the team. I have had the pleasure of viewing Unfazed’s Assassin’s Creed VP over the last few years, and it’s been awesome to see how each shot has evolved and improved. This is one of those shots that showcases the development teams' efforts to bring these worlds to life. For me it’s all about the sunlight streaming through on to the pots. Definitely worth checking the set for this one as it works beautifully. Making a Stand Game: Assassin’s Creed 3 VP Artist: @ JLunarTraveler I always get excited when we pick a classic Assassin’s Creed game, as it's rare to see shots from these games. I really hope in the future we will get remakes/remasters of the old games so a photo mode can be implemented. This particular shot is so badass, it’s got those superhero vibes thanks to the composition. I love how the soldiers are stood across the road in formation ready to halt our hero in his path. The shadow from the trees really adds to the ominous presence of the Templar order. Connor’s robes look so good with the details really popping. Impressive for a game that is almost 13 years old. Eyes in the Skies Game: Assassin’s Creed Valhalla VP Artist: Carmo Fernandes (@ Raider_Warrior ) I could not really be any more excited for Assassin’s Creed Shadows, however I am disappointed there will not be a bird companion this time around. Not only is it great having eyes in the sky but you get such a unique view of the world. Plus, as a virtual photographer, the bird allows for a camera range I cannot get from the normal Photo Mode. Distinctive shots like this one are also a treat thanks to our bird companion. I have to applaud Carmo for her patience to achieve this photo. Lining up Sýnin with the longship is not an easy task. I love how the wings almost mirror the oars on the boat, and how both are traveling in the same direction. 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 Compartilhe sua opinião Seja o primeiro a escrever um comentário. About the Author Aaron is a passionate Assassin's Creed fan who joined our AC Partnership Program as an Online Article Writer back in 2021 after the release of Assassin's Creed Valhalla. After building momentum and interest on TOWCB website for Virtual Photography, Aaron established TOWCB Virtual Photography Team, of which he is now Team Leader. Throughout 2024, TOWCB VP Team will be sharing community captures in dedicated articles, and providing a positive environment on Twitter for gamers to share their shots. Aaron Young

  • Assassin's Creed Hideouts Across the Franchise & How it Led to Shadows' New Construction System. | TheOnesWhoCameBefore

    Assassin's Creed Hideouts Across the Franchise & How it Led to Shadows' New Construction System. Analysis Share 2 Feb 2025 Written By: Edited By: UbiCypher (Joe) Colum Blackett Back To Database Shadows "just being an improvement" on previous Assassin's Creed settlements would be a huge understatement. Assassin's Creed promotional image featuring all protagonists across the franchise. Previous games offered different types of settlement and trade systems refined in each iteration. Some might have forgotten about it, but Assassin's Creed giving us a hideout you have to take care of, or a city to renovate with the income from shops you rebuild is no stranger to the franchise. In fact, Assassin's Creed 1, Origins and Mirage are the only games in the whole franchise that did not include a base for the player to customize and upgrade from which you can see the evolution of your actions impacting directly on the world and NPC's or a city to renovate in order to thwart enemy influence. Assassin's Creed II marked the start of the trend with Monteriggioni following the same formula for the entirety of the Ezio Trilogy swapping a villa for cities and shops that end up turning you into a medieval real estate magnate. Assassin's Creed III took it to the next level introducing a trading system that, albeit half-baked and really confusing with tons of different menus and unnecessary stuff on-screen, you had access to the Homestead in the American colonial wilderness, so, hideout management with NPC's tied to the story and offering diverse skills aiding in the expansion of your trade influence and an all-new trading system never seen before. Assassin's Creed IV: Black Flag stripped the hideout from its fixed anchor point; Land , moving it on board of your ship, The Jackdaw , essentially becoming your moving hideout, highly customizable and with tons of upgrades, an access to an improved trade system in which you earn money by completing contracts sending your ships through the Kenway Fleet obtaining rewards and resources along the way. Assassin's Creed III: Liberation readapted the Kenway Fleet structure and turned it into a plain out trading simulator as it was originally designed for the PSPVita lacking the classic naval system iconic to the American Saga even after it had a proper console port. Assassin's Creed: Rogue morphed the Kenway Fleet concept into Shay Cormac's fleet aboard The Morrigan. Assassin's Creed: Unity introduced us to the Café-Théâtre and while anachronistic in nature, it is home not only to Arno Dorian and his Assassin peers but also very fond memories we all developed in those fancy halls while taking in the view from the balcony, again, being able to upgrade and renovate it for ourselves. Assassin's Creed: Syndicate changed the concept yet again, now giving us a repurposed train nicknamed Bertha , constantly on the move around London serving as our moving headquarters and on-the-move fast travel point. Assassin's Creed: Odyssey reused the concept of having a ship set as our moving headquarters, The Adrestia , since the world was mainly composed of huge bodies of water, logically due to the Greek setting, however it wasn't much of a settlement per se and it was drastically toned down in comparison to the ships steered by other protagonists in the past, but it was put in there nonetheless. Assassin's Creed: Valhalla came in hot with an interesting settlement system inspired in the Viking occupation, now allowing us to use resources not only to upgrade but to build structures with direct impact on our gameplay providing buffs and boosters for Eivor to use while in the field. However, albeit a fun concept on paper, Ravensthorpe felt a bit soulless, sure you get to familiarize with the NPC's, then there's Sigurd endlessly walking around in circles and going to bed, but that's pretty much it. Assassin's Creed: Shadows completely overhauled how you can build your base. So, after a brief recapitulation, we can see that Assassin's Creed is not alien to the concept of having our own base, but what Shadows is bringing on the table is something completely different and, should I say, unexpected! I never thought I'll get to use my Minecraft skills in Assassin's Creed but hey, I am not going to complain. Let's dive right in! BUILDINGS: Building Asset Similarly to Valhalla, the new hideout will come with several buildings granting us different stats and passive augmentations for our characters; The Hiroma; Essentially your operations center where most decisions are made, rooms to be built are reviewed and goods storage is accounted for. Hiroma Icon The Dojo; The training grounds of your recruits from your League, allowing them to rank up becoming stronger for future incursions in which you might need to call for help. Dojo Icon Study; The place where your League will gather all the information about the local activities and topography, upgrading this building will increment our number of Scouts and expand their network across the Kansai Region. Study Icon Forge; As the name implies, the place where Naoe and Yasuke will upgrade or dismantle their gear, unlocking new variations of their weapons and outfits as well as to apply engravings to further enhance the power of their gear. Forge Icon Horse Stables; Different breeds of equestrian transport can be unlocked throughout Japan, here you'll see them taken care of and trained ready to take out for a ride after choosing your favorite mount. Horse Stables Icon Scout Barracks; The gathering hall of your network of spies composing the League, upgrading it will further enhance their efficiency on the field. Scout Barracks (League) Icon RESOURCES: Resource Upgrade Cost Resources are fundamental for the development of your Hideout, compared to Valhalla and Odyssey it seems that upgrades and building costs are less inflated or easier to get a hold on. A stockpile of various resources used for crafting The resources required for the betterment of your community are the following: Wara (Rice Straw) or Shuro (Palm Tree Fibers); Used mainly for Insulation and reinforcement of roofing and thatching. For the most rural areas and poorer demographics, used to build walls if mixed with mud or lime in a water mixture. Genbukan (Basalt) or Shizen-Seki (Fieldstones); Basalt mainly used as paving stones, bridge foundations and castle fortifications, could also be applied to smaller villas or mansions with decorated exteriors and large gardens meant for privacy. While the fieldstones composed most of housing foundations , walls, pathways between houses and villages it also was compressed and crushed into gravel for decorations and landscaping. Sugi (Japanese Cedar), Matsu (Japanese Pine), Keyaki (Japanese Elm), Take (Bamboo) and Hinoki (Japanese Cypress); Depending on the type of wood, Keyaki and Hinoki being the most expensive woods due to their higher quality and veteran craftmanship involved in its manipulation, the majority of the houses and layouts were made mostly out of cheap wood , often combining different types of wood in a single house depending on where you look, furniture, roofing, walls, etc. Matsu, Sugi and Take being most commonly used among the populace and farmers, especially Bamboo due to its rapid growth and multi-purpose applications. A stockpile of resources used for crafting Golden and Copper Coins as currency; Ōban (Gold unit) used across the country in the higher spheres though rare among commoners, that instead used copper coins (Eiraku Tsūhō) inspired by the Ming Dynasty Chinese Coins that have been massively exported to Japan between the 13th and 16th Century via the Chinese and Portuguese, prompting local Daimyos and Lords to print their own currencies in copper for daily purchases using the same model of an easily transported coin with a hole in the center, in which a small rope or lace could be tied or fastened onto a belt or pouch. Silver ingots were also used among merchants for bulk payments, often cut in smaller pieces if needed. This would leave us with three payment methods during 16th Century Japan: Gold for large trade (Elite). Silver for regional trade (Merchants). Copper for everyday purchases (Common folk). In-game currency DISPLACEMENT GRID: Display grid in effect This is where Shadows breaks the mold, honestly, I wasn't expecting this feature to turn into a building simulator, the complexity and effort put into it is deeply appreciated. The Grid will basically be our guide aiming for a precise placement of our structures and decorations, ranging from statues, altars, small shrines and Temples. This way, each Hideout will be totally different for each player, having total freedom in how and what to place inside the buildings and its surroundings. Really ambitious for an Assassin's Creed game. When you click on a building you just placed you're immediately greeted with a menu that allows you to choose between three options ; Upgrade Building. Move Building. Customize Building. Building Options Menu pop-up The Customization option is what matters to us in this case as it really offers a wide variety of things to meddle with; Roofs. Roofs Customisation Walls. Walls Customization Apply Skins from Packs. Building Asset Stations (Armor Stands, Shelves, Weapon Racks etc). Stations Customization Station Sets as in your saved stations to be replicated elsewhere. Shelf Customisation Place animals ranging from dogs and cats to cattle including deer and pigs. Different types of animal Gallery: Builder Mode Overview Decoration Garden Overview Pavement Customisation Naoe's Outfit on Armor Stand Station Yasuke's Outfit on Armor Stand Station All in all, this is one of the features that has me intrigued about its potential for cool base building competitions, specially amongst the VP community which surely will have a blast with this and the whole game as a whole, playing with the new mechanics that allow Naoe to adopt much more dramatic postures in terms of scene composition for Virtual Photography. Article also available on X via Isu_Network 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)

  • Understanding the Isu Language: Nouns, Verbs and Adjectives | TheOnesWhoCameBefore

    Understanding the Isu Language: Nouns, Verbs and Adjectives Analysis Share 3 Oct 2024 Written By: Edited By: Edenoi ActualSpider-Man Back To Database The following is a dictionary of Isu words and their meanings and etymologies (the Proto-Indo-European words "descended" from them) when available. At the bottom of the article you'll also find a list of known sound changes from Isu to Proto-Indo-European. Dictionary Aærh Possibly related to PIE *h₁eg- "to lack" whence English indigent Verb Require, need Adhayz Possibly formed from ad + hayz Verb Believe Adhayznos Formed from adhayz + -nos Adjective Credulous Agwzí Developed into PIE *h₂egʷsih₂ "axe" Noun Axe Apovlôz Formed from apo + vlôz Verb Sacrifice Arhzmṛmṇ Formed from arhz + smṛ + -mṇ Noun Record (information storage) Azrhṇ Formed from az + rhṇ Verb Guarantee Blahæ Developed into PIE *pleh₁- "to fill" Verb Fill Blahænos Formed from blahæ + -nos Adjective Full Blàyz Verb Try, attempt Carb Developed into PIE *kerp- "to pluck, to harvest" Verb Harvest Chagru Developed into PIE *h₂éḱru "tear" Noun Tear (from the eye) Chalhæ Developed into PIE *kelh₁- "to call, to cry, to summon" whence English proclamation Verb Summon Chan Developed into PIE *ken- "to arise, to begin" Verb Start Charærh Developed into PIE *h₂erh₃- "to plow" whence English arable Verb Plow Charærhdrṃ Formed from charærh + -drṃ Noun Plow Charh Developed into PIE *keh₃- "to fight" Verb Fight Chayrh Developed into PIE *kéh₂ikos "one-eyed, blind" Adjective Blind Chayrhos Formed from chayrh + -os Noun Blind person Chàyz Developed into PIE *h₂eys- "to wish, to request, to search" Verb Seek Chnàk Developed into PIE *h₂neḱ- "to reach, to attain" whence English next Verb Reach Chṛd Verb Prepare Chu Developed into PIE *(s)kewh₁- "to perceive, to observe" whence English show Verb Perceive Chuæs Formed from chu + -æs Noun Sight Chṇtæcharh Formed from chṇtæ + charh Noun Rebellion Chṇrhú Formed from chṇ + -rhú Noun Family Dag Possibly developed into PIE *teḱ- "to sire, to beget" whence English architect or *dʰewgʰ- "to produce" Verb Produce Dagæs Formed from dag + -æs Noun Production, creation Dawrh Possibly developed into PIE *tewh₂- "to be numerous" whence English thousand Noun Child Doshæs Possibly developed into PIE *tews- "to be happy" Verb Soothe Gṇs Developed into PIE *ḱens- "to announce, to proclaim" whence English censorship Verb Announce Gwachæt Verb Assign Gwam Developed into PIE *gʷem- "to step" Verb Come Gwar Developed into PIE *kʷer- "to do, to make, to build" Verb Do Gwardrṃ Formed from gwar + -drṃ Noun Instrument, tool Gwaw Developed into PIE *gʷewH- "to defecate" Noun Excrement Gwich Verb Limit Hæwòch Developed into PIE *h₁weh₂- "to leave, to abandon, to give out" whence English evacuate Verb Abandon Hàgwṛmæch Possibly formed from hàgwṛ + mæch Adjective Cowardice Hahṃz Adjective Talented Hahṃzos Formed from hahṃz + -os Noun Talent Hàs Developed into PIE *h₁es- "to be" whence English essence Verb To belong Haz Possibly developed into PIE *bʰed- "to improve, to make better" Adjective Better Hṇrharz Formed from hṇ + rharz Verb Wrap Hṇrhṇ Formed from hṇ + rhṇ Verb Understand Hṇzahæs Formed from hṇ + zah + -æs Noun Behavior Hoærh Possibly developed into PIE *h₂eǵ- "to drive" whence English activate Verb Activate Hṛ Developed into PIE *h₃er- "to move, to stir" Verb Move Huch Noun Future Hűch Verb Cleanse Hűchæs Formed from hűch + -æs Noun Sanitation Hnom Developed into PIE *h₁nómn̥ "name" Verb Name Kahæs Developed into PIE *ḱeh₁s- "to teach, to indicate" Verb Command Kḷ Developed into PIE *ḱel- "to cover" whence English occult Verb Hide Kṇch Verb Doubt Komhaæzrhú Possibly formed from kom + haæz + rhú Noun Council Kűz Noun Mud Kway Developed into PIE *kʷey- "to avenge" whence English penalty Verb Avenge Kwayæs Formed from kway + -æs Noun Revenge Læs Developed into PIE *leys- "to shrink, to grow thin, to be gentle" whence English less Adjective Weak Làygw Developed into PIE *leykʷ- "to leave" whence English derelict Verb Leave Lṇz Developed into PIE *lendʰ- "land, heath" Noun Land Lochus Developed into PIE *lókus "pond, pool" Noun Lake Lolh Possibly developed into PIE *lewbʰ "to desire, to covet, to want" whence English love Verb Desire Lolhæs Formed from lolh + -æs Noun Desire Machtér Developed into PIE *méh₂tēr "mother" Noun Mother Marhachs Developed into PIE *méǵh₂s "big, great" whence English much Adjective Great Marhachsos Formed from marhachs + -os Noun Greatness Marhràch Likely formed from marh + ràch; marh developed into PIE *megʰ- "to be able" whence English mighty Adjective Able Mér Developed into PIE *meh₁- "to measure" Verb Quantify Mérmṇ Formed from mér + -mṇ Noun Quantity Mḷ Developed into PIE *mey- "to strengthen" whence English more Adjective Strong Mḷos Formed from mḷ + -os Noun Strength Mṇ Developed into PIE *men- "to think" whence English mind Verb Think Mṇmṇ Formed from mṇ + -mṇ Noun Thought Mṇrh Developed into PIE *mengʰ- "many, sufficient" Noun Plenty Mṇrhṇgwardach Formed from mṇrh + rhṇ + gwar + -dach Noun Polymath Mṇsṛ Possibly formed from mṇ + sṛ Noun Correlation Mṇzlom Possibly formed from mṇ + zlom Noun Sense, reason Mṛ Developed into PIE *mer- "sea" whence English mermaid Noun Sea Mṛvṃ Noun Image (possibly) Nàg Developed into PIE *neḱ- "to perish, to disappear" whence English necropolis Noun Death Ṇgwar Formed from ṇ + gwar Verb Undo Ṇṛch Formed from ṇ + ṛch Verb Unlock Ṇṛchdrṃ Formed from ṇ + ṛch + -drṃ Noun Key, unlocker Ṇsæs Developed into PIE *h₁ensi- "large knife" Noun Sword Ṇwahæ Formed from ṇ + wahæ Adjective Untrue Ôrhr Possibly developed into PIE *yóh₁r̥ "year" Noun Day Paus Adjective Free, unconstrained Pausos Formed from paus + -os Noun Freedom Ṛch Verb Lock Réyzd Developed into PIE *h₂rey-dʰ(h₁)- "to put in order" whence English arithmetic Verb Calculate Réyzdér Formed from réyzd + -ér Verb Calculator Rhàb Developed into PIE *h₃ep- "to work, to toil, to make" whence English opus Verb Work Rhàbér Formed from rhàb + -ér Noun Worker Rhàbmṇ Formed from rhàb + -mṇ Noun Labor Rhagw Developed into PIE *h₃ekʷ- "to see, eye" Verb See Rharz Developed into PIE *gʰerdʰ- "to enclose, to encircle" whence English gird Verb Enclose Rhawrh Adjective Cold Rhlab Possibly developed into PIE *klep- "to steal" whence English kleptomania Verb Steal Rhlabmṇ Formed from rhlab + -mṇ Noun Theft Rhḷb Verb Imagine Rhḷbæs Formed from rhḷb + -æs Noun Imagination Rhḷbmṛvṃ Formed from rhḷb + mṛvṃ Noun Design Rhṇ Possibly developed into PIE *ǵneh₃- "to recognize, to know" Verb Know Rhṇæs Formed from rhṇ + -æs Noun Fact (reality) Rhṇgwar Formed from rhṇ + gwar Verb Craft Rhṇhér Formed from rhṇh + ér; rhṇh eveloped into PIE *ǵenh₁- "to produce, to beget, to give birth" whence English progenitor Noun Father Rhob Developed into PIE *h₁ep- "to grab, to snatch, to get" whence English option Verb Choose Rhoz Developed into PIE *gʰedʰ- "to join, to unite" whence English gather Verb Compile Rhwegash Verb Coddle Sakw Possibly developed into PIE *sekʷ- "to follow" whence English sequence Verb Put into effect Sarh Developed into PIE *seǵʰ- "to overpower" Noun Control Sawrh Developed into PIE *sewh₁- "to give birth" whence English son Verb Birth Schar Developed into PIE *(s)ker- "to cut off, to sever" whence English carnage Verb Cut Seyl Developed into PIE *seyl- "still, quiet" Adjective Silent Seylos Formed from seyl + -os Noun Silence Shoàz Developed into PIE *wed- "water" Noun Water Shoṛrh Developed into PIE *swergʰ- "to be ill" whence English sorrow Verb Suffer Shoṛrhæs Formed from shoṛrh + -æs Noun Pain Shuæsholh Verb Despair Shuæsholhæs Formed from shuæsholh + -æs Noun Despair Shuàgw Developed into PIE *wekʷ- "to speak, to sound out" Noun Voice Verb Speak Shuàr Developed into PIE *wer- "to burn" Verb Burn Shuàrh Developed into PIE *weǵ- "to be lively, to be awake" Verb Wake Shul Noun Warmth Sízwṛ Noun Goal Smṛ Developed into PIE *(s)mer- "to remember" Verb Remember Smṛmṇ Formed from smṛ + -mṇ Noun Memory Sorhwḷ Developed into PIE *sóh₂wl̥ "sun" Noun Sun Spak Developed into PIE *speḱ- "to see, to look, to observe" whence English spectate Verb Watch Srṛ Verb Suffice Srṛæs Formed from srṛ + -æs Noun Sufficiency Srṛæsnos Formed from srṛ + -æs + -nos Adjective Enough Stḷ Developed into PIE *stel- "to put, to place, to locate" Verb Place Stḷmn Formed from stḷ + -mn Noun Site Tṛrhw Developed into PIE *terh₃w- (meaning unsure but ancestor to German drohen "to threaten") Verb Threaten Ubospak Formed from ubo + spak Verb Suspect Ubospaknos Formed from ubo + spak +-nos Adjective Suspicious Vlôz Possibly related to the English blood, bleed Verb Lose (uncertain) Vras Possibly developed into PIE *bʰel- "shiny, white" whence English blaze Noun Flare Vrérh Developed into PIE *bʰleyǵ- "to shine" whence English blink Verb Shine Vṛrh Developed into PIE *bʰergʰ- "to safeguard, to protect, to preserve" whence English harbor Verb Save Vrurhærh Developed into PIE *bʰruHg- "to make use of, to have enjoyment of" whence English frugal Verb Use Wahæ Developed into PIE *weh₁- "true" whence English verify Adjective True Wahædach Formed from wahæ + -dach Adjective Truth Wàrhd Developed into PIE *weh₂t- "excited, inspired, possessed, raging" Adjective Mad (not in control of mental faculties) Wḷrh Developed into PIE *welh₃- "to hit, to strike" Verb Hurt, injure Wḷrhmṇ Formed from wḷrh + -mṇ Noun Wound Wṇhæ Developed into PIE *wenh₁- "to love" whence English winsome Noun Love Wṛgwachæt Formed from wṛ + gwachæt Verb Reassign Wṛmṛvṃ Formed from wṛ + mṛvṃ Noun Pattern Zah Developed into PIE *dʰeh₁- "to do" Verb Act (do something) Zahæs Formed from zah + -æs Noun Action Zàrh Possibly developed into PIE *deh₃- "to give" whence English mandatory Verb Allow Zàw Developed into PIE *dʰew- "to run, to flow" Verb Run Zayg Developed into PIE *deyḱ- "to point out, to show" whence English indicate Verb Show Zblæs Probably derived from a verb zbḷ, possibly related to the word "double" and meaning "to copy" Noun Message Zdô Possibly developed into PIE *steh₂- "to stand" Verb Go (or possibly be) Zérhú Seems to have the -rhú group suffix, and thus may be referring to the Nornir Noun Fate Zḷv Developed into PIE *dʰelbʰ- "to dig, to excavate" whence English delve Verb Shovel Zḷvdrṃ Formed from zḷv + -drṃ Noun Shovel Zṃ Developed into PIE *dem- "to build" whence English domicile Verb Build Zmæs Formed from zṃ + -æs Noun Construction Zṃch Probably related in some way to zṃ Verb Create Zṃchmṇ Formed from zṃch + -mṇ Noun Creature, animal Zozayg Formed from zo + zayg Verb Present Zràw Developed into PIE *srew- "to flow, to stream" Verb Flow Zrerh Possibly developed into PIE *dreh₂- "to run" Verb Become Zrhogwus Possibly formed from zrho + gwus Noun War Zrhwachày Possibly formed from zrho + wachày Noun Destruction Zway Developed into PIE *dwey- "to fear" Noun Fear Zwúrh Noun Shroud Zyaw Developed into PIE *dyew- "sky, heaven" whence English divinity Noun Sky Sound Changes Z becomes d B becomes p Rh becomes a laryngeal (h sound) or sometimes g Sh becomes w Ch becomes a laryngeal or sometimes ḱ H becomes a laryngeal (usually the first laryngeal) Gw becomes kʷ Æ disappears Syllabic consonants often become regular consonants with vowels attached Proto-Indo-European roots aren't dependent on which vowel they have, just the consonants around the vowel, so all vowels just kind of become e 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 (Red) 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

  • Female Vikings: The Real History | TheOnesWhoCameBefore

    Female Vikings: The Real History Breakdown Share 27 Oct 2020 Written By: Edited By: Lauren Harris Ashlea Buckley Back To Database When the first trailer for Assassin’s Creed Valhalla released and fans were introduced to the protagonist, Eivor, who can be played as either male or female, it was the subject of much discussion. Fans debated over how realistic the concept of a female Viking warrior was. Could a female Eivor be historically accurate? Or was it simply a gameplay decision made for the benefit of representation and player choice? In this article, we look at the true history of women during the Viking era and the role they played in their society. According to Judith Jesch, Professor of Viking Studies at the University of Nottingham and the author of Women in the Viking Age (1991), women could not be Vikings as the Old Norse word “vikingar” only applied to men. The idea of female Viking warriors being a historical fact seems to have originated with a DNA study into the remains found in a grave in Birka, Sweden, in 1889. For over one hundred years, the remains were assumed to be of a male warrior. However, in 2017, DNA proved that the bones belonged to a woman. The researchers then published their assessment that the deceased must have been a warrior woman. The reasoning for this was due to the possessions found in the grave, such as pieces of a chess-like board game. Items like this were often found in the graves of warriors, and so the assumption was made that this must have been a warrior. Vikings historians were quick to dispute this conclusion, however. For one, there was no concrete evidence that board games had any connection to warriors. Also, it was very possible that bones had been mixed together during burials, and that this was not specifically a warrior’s grave. Sadly, most scholars believe that female Viking warriors simply did not exist. However, that does not mean that women had no role in Viking society. Actually, research shows that Viking era women had a level of equality with men that most societies would not achieve for many, many years. In Assassin's Creed Valhalla, players can let the Animus choose which perspective to view the memory stream from depending on its strength. This is to encourage fans to play as both characters, rather than as just one. Women had a number of important roles in Viking society. Many of these involved work around the house and farm – but women were not simple housewives. In fact, they were responsible for all the wealth in their household. The women controlled the money and the keys to the property. If the men wanted to use either of these things, they would have to go to their wives first. Additionally, since the men were often away exploring, raiding, or voyaging, the women were in charge of making the decisions. They were the ones left behind to keep the economy flourishing and prevent the village from falling apart. In what was an incredibly progressive move for the time, women were allowed to have occupations outside of the home. They were traders, priestesses, and even rune masters. Often, women would produce textiles and sell them in the village. Sometimes, the power of a woman could overshadow her husband. Some men would admire their wives for this fiery personality, but others would feel emasculated. Regardless, society always respected a powerful woman. Evidence of a powerful Viking era woman was found in a burial in Oseberg. Remains of a woman, assumed to be of nobility or even royalty, were found buried in a large ship. She was interred with carved wooden furniture, a tapestry, fine bedding, and household utensils. This suggested that she had power within the society and was respected by her peers. Law was also much fairer to women in the Viking Age than in other periods of history. Women were able to inherit land from their parents, though less than their brothers would receive. A woman would also receive money from her groom upon marriage, of a similar value to the dowry she would present to him. Married couples in the Viking Age were able to divorce, a progressive concept in itself, and if they did, the woman would get to keep her own dowry and that of her groom. They were also free to remarry without judgement. Abuse of women was not tolerated in Viking society. Rape of a woman was a crime punishable by exile, and a woman could demand a divorce if her husband hit her three times. That said, female infidelity was not acceptable and was punished, though men were allowed to have mistresses. Another way that Vikings showed their appreciation for the women in their lives was through rune stones. Whilst most rune stones were erected for men, many were also erected in memory of women. This shows that Vikings wanted people to remember their women and felt that they deserved the same memorial as the men. Eivor is a fierce Viking warrior, and the leader of the Raven Clan. Despite the historians suggesting that female Viking warriors did not exist, there are many stories in Norse literature of women riding into battle alongside the men. Where did these myths come from? The Icelandic sagas with tales of Viking shield-maidens and Valkyries were written centuries after the Viking Age, which makes it difficult to believe the stories they tell. However, what these sagas do show is the way the Norse respected and admired strong women in their society. The women in these stories were depicted in various ways. Some were Valkyries sent by the god Odin to retrieve fallen warriors from the battlefield and bring them to Valhalla. Some were mortal but with supernatural powers, like fortune tellers and prophets. Others were regular humans who picked up a sword and shield and went into battle with their male counterparts. Famous female warriors in Norse literature include Sigrdrifa the Valkyrie, who appears in the poem Sigrdrífumál also featuring Sigurd the Dragonslayer. While little historical evidence has been found to support the idea of Viking warrior women existing, there have been some accounts which could lend support to the theory. One is from an Irish history book written in the 12th century which speaks of a warrior named “The Red Maiden” who attacked Munster with a Viking fleet in the 10th century. Another is from 11th century Greek historian Johannes Skylitze who recorded that there were armed female Vikings among the warriors who attacked the Byzantines in Bulgaria in 971. As with the Icelandic sagas, though, the fact these sources were written hundreds of years after the Viking age makes the stories less credible. Other evidence which could suggest female Viking warriors existed comes from two sets of remains found in Norway. One set was the skeleton of a woman around 20 years old who was buried with a complete set Viking weaponry. The other was a skeleton of a woman around 18 years old who had a full set of weaponry along with equipment for a horse. There is little reason for the women to be buried with these possessions unless they were important to them, suggesting that they could have been warriors themselves. However, under Viking law, a woman would gain all her husband’s belongings upon his death. It could be that these weapons belonged to their warrior husbands and were buried with the wives for sentimental reasons. To conclude, historians believe that the existence of Viking warrior women is unlikely – and so too would be a character like female Eivor. However, it is clear that women held more power in Viking society than any other culture for years to come. Women were not subservient and they were free to make their own decisions in life. It is said that no one could tell a Viking era woman what to do. We have to wonder then if a woman wanted to be a Viking warrior, who was going to stop her? In that case, maybe there were female warriors lost to the annals of history – and maybe Eivor was one of them. Available on Xbox Series X|S, Xbox One, PlayStation®4, Epic Games Store, Ubisoft Store on Windows PC, as well as on UPLAY+, and Stadia. Also coming to PlayStation®5. 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

  • Assassin's Creed Copenhagen Quiz Night Event Photo Log | TheOnesWhoCameBefore

    Assassin's Creed Copenhagen Quiz Night Event Photo Log Event Share 5 Apr 2025 Written By: Edited By: Gustav Poulsen (Gargudon) Colum Blackett Back To Database Here are our photos from the Assassin's Creed themed quiz night at Kappa Bar Copenhagen, hosted by Ubisoft Nordic to celebrate the launch of Assassin's Creed Shadows! Gustav Poulsen ( Gargudon ) from The Ones Who Came Before's Core Team was in attendance, and came third in the quiz on his own! Big thank you to the Ubisoft Nordic Community Team for hosting such a great event! comments debug Comments Write a comment Write a comment Condividi i tuoi pensieri Scrivi il primo commento. About the Author Gustav is an active community member who specialises in Podcast Hosting & Composing. By joining the program, he has had the opportunity to expand his audience and further his skills, even helping to revive 'The Memory Corridor' series, which had been offline for nearly a year. His unique skill set made him the perfect candidate for our AC Partnership Program, of which he has been a part of since it began back in 2019. He is known in the community for the Sounds Of History music project; an original instrumental project featuring five tracks inspired by AC, written and produced by him, and more recently, video interviews with Jesper Kyd and Lee Majdoub. Fun Fact: Gustav is the only member of our team to have a tattoo of TOWCB logo! Gustav Poulsen (Gargudon)

  • Anthony Del Col Interview - Assassin's Creed Transmedia: Past and Present | TheOnesWhoCameBefore

    Anthony Del Col Interview - Assassin's Creed Transmedia: Past and Present Interview Share 15 Feb 2020 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Our community admin Colum Blackett had the opportunity to interview Anthony Del Col, a writer and producer who has worked on Assassin's Creed (Titan Comics), Origins (Mini series) and the upcoming Assassin's Creed: Gold audio drama. He has brought to life characters in the worlds of comics, television, film, audio and stage, and is the co-creator and co-writer of the acclaimed IDW Publishing comic series KILL SHAKESPEARE. We would like to thank Audible for making this interview possible. Col: Hi Anthony, thank you for joining us today! Please could you tell us a little bit about yourself, and your work on the Assassin's Creed franchise. Anthony I’m a best-selling writer of comics, podcasts, theater and television and have worked on both original stories (like Audible’s Unheard: The Story of Anna Winslow and the graphic novel Son of Hitler) as well as licensed properties (like the upcoming comic series The Death of Nancy Drew and the graphic novel Luke Cage: Everyman). In the AC Universe, I was the co-writer of the Assassin’s Creed series (published by Titan Comics) that ran from 2015 – 2017 and introduced the character of Charlotte de la Cruz. It was a LOT of fun and I’m proud of the stories we created (diving back in the worlds of the Salem Witch Trials, the final days of the Inca Empire and Renaissance Italy). I then followed that up with a solo writing arc of the Assassin’s Creed: Origins comic series, illustrating what happened to Aya after the game. And this month finds the release of my latest AC adventure, Assassin’s Creed: Gold, an original eight-episode audio drama to be released by Audible, starring Emmy-winner Riz Ahmed. Col: How does an Assassin's Creed transmedia project generally take shape? Is there one core team or several working on different aspects of the project? Anthony: The team that I’ve worked with have been the people at Ubisoft Montreal, headed the smart and innovative Aymar Azaiza. They started out working with just the AC brand, overseeing publishing and other ventures, and now they oversee other video game franchises (Far Cry, etc.). They’re a great group of people there doing an incredible job shaping those universes. Col: One project that you worked on which really stood out was the Assassin's Creed comic book series by Titan Comics. How did you first hear about the project, and what was your reaction? Anthony: Myself and co-writer Conor McCreery were approached by Titan Comics. The editor at the time, Lizzie Kaye, was a fan of what we had done with our IDW comic series Kill Shakespeare and invited us to pitch for “video game franchise we’ve just secured the rights to”. We had to sign an NDA before they would tell us what the brand was, and as I was signing with one hand, with the other I was crossing my fingers hoping it would be Assassin’s Creed, one of my favorite video games of all-time. So, naturally, when they told us what the brand was, I was excited. Col: Do you have a favourite character from the comic book series? Well, the natural response would be Charlotte de la Cruz, the first-ever modern-day female lead in the franchise history. We had a blast creating the character. But I’d also like to give a shout-out to Tom Stoddard, the gruff, Wolverine-style Charlotte de la Cruz and Tom Stoddard from the Assassin's Creed comic book series by Titan Comics Col: Charlotte De la Cruz was a hugely popular character from the series. Did you ever see any of the fan art / cosplay projects created by the community? If so, do you have a favourite? Anthony: One of the greatest things I’ve experienced is when people create fan art or dress up in cosplay of characters I’ve created or co-created. I’ve been lucky that it’s happened with various characters, from Kill Shakespeare and now to Assassin’s Creed. I can’t say I have a favorite piece of fan art of Charlotte but I will say I was so incredibly excited when Ubisoft produced her hoodie and I was able to snag one for my wife. It looked so cool on her! Col: Each issue of Assassin's Creed had a variety of covers by different artists, all with their own interpretation of the characters. What was it like to work with talented artists such as Neil Edwards on the project? Anthony: Titan Comics did a great job putting together an incredible stable of artists to work on the series in all respects, from covers to interior art and more. In terms of Neil, he’s a prop and did some great work on the original series. His layouts are always tight and he really brought the Salem and Ancient Peru time periods to life. And on covers, we were able to some of my favorite artists to be involved, people to Sanya Anwar, Stephanie Hans and Stephen Mooney. I’m still pinching myself that we got them to create looks for the characters! Col: Looking back on the series, is there anything you would change, and what are you most proud of? Anthony: In terms of what I’m proudest of, I think it’s that we (myself, Conor, Neil, etc.) created a character in Charlotte that we were then able to pass on to the next team of creators. I’ve been able to tell four very distinct stories (the three with Charlotte and the one with Aya) that have interesting beginning, middle and ends, and yet play a role in the larger picture of things. In terms of things I’d change… I really wanted to tell a story of Charlotte and her grandmother in Argentina in the 1970s Dirty War there. It’s an era of history that not enough people know about, and I had come up with a way to tell a completely new and original Assassin’s Creed story. It’s too bad our run ended after three volumes and the fourth would have explored it! Col: Is it difficult for transmedia products set in an established video game universe to expand upon the story without breaking the canon lore of a series? How do you keep track of all that has come before? Anthony: We were very fortunate in that the team at Ubisoft (at that time Aymar as well as Anouk Bachman and Susan Patrick) would always let me know what fit and what wouldn’t fit into the larger AC universe. Many people think that it’s harder when you need to fit within an established continuity but I actually find it freeing. I like to approach all stories from a weird, mathematical perspective and if I know the constraints I can figure out how to work within them. Like a puzzle. Col: Another transmedia project that you worked on was the Assassin's Creed Origins comic-book mini-series. Had you completed the game before working on the spin-off series, and how do you think Aya/ Amunet differs from the game? Anthony: I was about halfway through the game when Ubisoft and Titan came calling to work on the comic series. They were obviously fans of the earlier series but had also read some of the solo stuff I created and needed someone to come in and write quickly. I jumped at the opportunity to do so and it was a blast working on it! Col: The series acts as a mini sequel for Aya after she leaves Egypt, and uses flashbacks to expand upon the events of Origins. How did you go about weaving Aya into historical events? Anthony: Well, the game already shows her involvement in the assassination of Julius Caesar, but they wanted to me to dive deeper into it and show how she became involved. And like many of these stories, what you think you see is only partially it. As a fan of Shakespeare I was pretty knowledgeable about Caesar’s death but this allowed me to play with a few “What if” questions and look at the story from all angles. Assassin's Creed: Gold (Spoiler-free) Assassin’s Creed: Gold is a stand-alone tale from the Assassin's Creed universe in which we meet Aliyah Kahn, a card shark and hustler who’s been dealt a rough hand in life. Surviving through her smarts and street scams, Aliyah struggles to get by until she loses big time to a mysterious older man, Gavin Banks. Her only option to repay Banks is to become an Assassin. During her training, Banks tells Aliyah of the centuries-old battle between the Assassins and Templars, imploring her to help him decode a secret message inscribed on an illegal form of currency during the Great Recoinage of 1696. Col: This month sees the release of Assassin's Creed: Gold, a stand-alone audio drama set in the Assassin's Creed Universe. How excited are you for the release? Anthony: On a scale of 1 to 10, I’d say I’m about a 9 (which means very excited). The only reason I’m not putting it at 10 is that I’m always my own worst critic and every time I listen to something I’ve written I cringe and think of all the ways I could have improved the dialogue, story points, etc. Having said that, Audible was able to wrangle together an amazing cast, and they did a great job bringing this story to life. I mean, Riz Ahmed is one of my favorite actors today, and to have him play one of the lead roles (the blind Assassin Omar Khaled)? I couldn’t have asked for a better team! Col: Riz Ahmed (Star Wars Rogue One/ Four Lions) and Anthony Head (Buffy, Doctor Who), who are new to the Assassin's Creed series. Were they at a familiar with Assassin's Creed prior to this project? Anthony: I know that Riz was a fan of the series, especially it’s historical fiction elements. And Anthony, who plays Isaac Newton, is a huge fan of historical tales and relished the opportunity to bring this historical figure to life. Col: Also listed on the cast list is Danny Wallace, a veteran of the series who has played Shaun Hastings in numerous games. What was it like to bring back such a popular character, and has he changed at all since Syndicate? Anthony: This was the other character suggested not only by Ubisoft but also Audible (the heads of the UK team there, Rebecca Fenton and Steve Carsey had worked with him on another project). Rebecca and I were in Montreal working with Ubisoft and when Shaun’s name came up, I immediately realized how I could fit him into this story. I got excited about the opportunity to bring back one of the fan favorites. Col: Gavin Banks (former leader of the Assassin Brotherhood) was first introduced on the Assassin's Creed Initiates platform, and has been mentioned in several of the games and books since. This is his first spoken role, so how did the team go about bringing such an important character to life? Anthony: It was actually the team at Ubisoft that had recommended inserting him into the story. I think in my original concept I had created a new “mentor” character for this tale and the team there suggested Gavin. I was obviously familiar with him and his place in the AC universe and I immediately said “yes!” to the idea. Because we’ve never heard him before, it was a lot of fun creating his character. He obviously is very charming but also very strategic. It’s always a fine balance to write for a character that’s leading the team but also intentionally not telling them everything (to protect them). Col: Did the team do a lot of historical research to create an authentic experience? Anthony: I’m not sure about the team but I know I did! I read a LOT of books on Isaac Newton, what London was like at the time, the Great Recoinage of 1696 and more. I also read up on the modern-day rise of cryptocurrency, as it plays a small role in the modern-day storyline. What I found most interesting was this period of time in which Isaac Newton, who is traditionally thought of as a scientist and thinker became a bad-ass Dirty Harry-type character, trying to rid England of counterfeiters. It’s a period of history that most people don’t know of and I’m sure listeners will find it all fascinating Col: The cover for the audio drama was released in November of 2019, and contains binary code behind the image. Are there any secrets to be discovered? Anthony: Secrets? I don’t know what you’re talking about… Col: Where did the name Assassin's Creed Gold come from, and what is the significance? Anthony: This series is about the importance of currency and the banking system. That sounds dry, I know, but both 1696 and today there are people trying to re-define what currency is (counterfeiting of silver coins back in 1696, and crypto-currencies today). Both eras have found their financial systems in strife and whenever that happens, criminals come out to play. In 1696, that’s a major counterfeiter by the name of William Chaloner (the Moriarty to Newton’s Sherlock) and today with criminals on the dark net. So when it came to titling this series, I figured that I’d lean in to what most people view as an ideal and valuable resource: gold. Col: Where and when can we listen to Assassin's Creed: Gold? Anthony: Assassin’s Creed: Gold will be available February 27th on Audible worldwide. If you’re a fan of AC, you’ll love this new take on the universe. And if you’ve never played a game or don’t know much about the AC world, you’ll enjoy this time-jumping story about Isaac Newton and his blind assistant tracking down a maniacal counterfeiter and a modern-day story about a woman trying to stop a large criminal organization from doing some shady stuff on the dark net. 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)

  • Mentor Memories: Remembering the Mentors Guild | TheOnesWhoCameBefore

    Mentor Memories: Remembering the Mentors Guild In Memoriam Share 19 Jul 2022 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Just before the unexpected closure of The Mentors Guild program, members of the Assassin's Creed community shared their favourite memories in the now deleted Discord server, all of which we saved just in time. A huge network of AC Community members came together to reflect on their fondest moments and accomplishments. In Part one of this two-part series, we share with you some of those wonderful memories so that TMG is never forgotten. Many members of the Mentors Guild (TMG) have now been moved across to the Star Player 2.0 Program, which is set to be bigger and better for community members, increasing opportunities by merging several Ubisoft community programs together. It's clear that TMG meant a lot to the AC Community, and its closure leaves a huge gap. We here at TOWCB will miss The Mentors Guild, especially what it became in its later days, where it opened the doors to hundreds of community members around the world, but we also look forward to seeing what comes next with the creation of the Star Player 2.0 program, which will hopefully be just as rewarding for content creators and community members. LOADING FIRMWARE..... ANIMUS 2.02....... MEMORIES SYNCHRONISING...... Memory by Kim Beacham from Assassin's Creed United Kingdom ''I have started getting voice actors from the AC series to sign my Mentors Guild T-shirt that we got last year with their favourite quotes or character names. Only a few weeks ago added to it, were Nolan North (Desmond Miles) and Matt Ryan. I'm going to get it signed by as many Assassin's Creed voice actors as I can by attending events and cons to then frame it once full, front and back!'' By Dave Woodward from Assassin's Creed United Kingdom My fondest Mentors Guild Memories. ''Getting the opportunity to represent the AC brand through The Mentors Guild and wearing the t-shirt with pride, and letting people in our amazing community know what TMG is and what we do as fans. I got to meet the amazing members of our community. I was invited to London to see the AC Symphony and had the opportunity to go an amazing tour of London with my fellow UK member, enjoying the scenery and the company. To top the evening off, through TMG, an Assassin's Creed meet-up in a local pub was arranged before the start of the London premier of the AC Symphony, which saw Alexios himself, Michael Antonakos as a surprise guest, which made everyone attending really happy. Being able to see the AC Symphony live was something which I'll never forget. Also through myself and our Mentors in the Assassin's Creed United Kingdom group, we arranged several cosplay meet-ups which saw members of our community attending and getting the chance to meet the stars of AC franchise such as Matt Ryan (Edward Kenway), Abubakar Salim (Bayek) and Paul Amos (Jacob Frye).'' 13/7/22: '' Today marks the sad day that the Mentors Guild program will close after 5 years, I am truly grateful to have been apart of this program for the last 2 years, thank you to the Com Devs for everyone you've done Looking forward what we can do in the Star Player 2.0 program'' Memory by Louise Chase (TheNerdyArcher) from Assassin's Creed United Kingdom ''I think the Weapons Workshop last year was so much fun and it was great to work with some of the other Mentors! Also it got me set on the idea of making prop weapons and cosplay so I have it to thank; maybe one day I'll reveal the final piece.'' 'So you've seen the Mentor's Guild weapons which will be added into AC Valhalla - but what about the other concepts? Presenting: Viggo's Brandr'' Memory by Declan from Let's Talk Assassin's Creed ''I had no idea what to send at first but then I remembered this moment that still makes me laugh. Attending a Discord call with the epic UK Mentors in my blanket as I had Covid, and now it's become standard for me to arrive in any Discord Call wearing the blanket.'' ''I learned a lot from The Mentors Guild and made a ton of amazing friends and I hope to continue to do so with fellow Star Players'' Memory by Siobhan from Assassin's Creed United Kingdom ''So many memories to chose from! Up in the top few moments would definitely be getting our Christmas Jumpers'' ''Absolutely delighted to announce I've been invited to join the Star Player 2.0 programme! I've had a blast as part of the Mentor's Guild so I'm really looking forward to where this leads. Thank you @Ubisoft_UK and @Assassins_UK for this amazing opportunity.'' Memory by Anastasia Neuer ''I've always really liked the modern-day storyline of AC and it's a huge inspiration for my art. The majority of my AC art is dedicated to modern-day characters and Sofia Rikkin in particular. This fan art of her is the most important one for me. I want modern-day characters to get more recognition within the AC community and I'm so happy to be a part of the Mentors Guild for the chance to share my love for these characters with more people.'' Memory by Mikael from Assassin's Creed France ''Shortly after the official release of Assassin's Creed Valhalla, we were offered a pack with several objects including the French press kit and the AC Valhalla face masks. It was a great moment. We opened our packages at the same time on a video call. I loved seeing the reaction of my Mentor friends when they opened and discovered their package. Fun fact: I had fun putting the AC Valhalla mask on my life-sized statue of Arno'' Memory by Kangarrru (Valorianru) Although I've only been with the guild a short time. It's been an incredible privilege. I'm from a small town outside Melbourne so the opportunities in gaming are few and far between. Joining the Guild was the biggest opportunity I'd ever received. The Guild encouraged me to create, to make new friends and engage with a community. TMG got me through the longest lockdowns in the world and gave me a support network across the world. Being able to talk with people who love something like I do. It's been an incredible opportunity and I wish I had the headspace to express just how something like this has meant to me. Thank you to all the Ubisoft team and thank you to each and every Mentor. Safety and Peace. Gratitude by GronnUlv ''Thanks to Ubisoft for their support, nothing like this has ever happened in my life before. Thank you so much for this opportunity to be a part of the Mentors Guild. I'm sad that I didn't have the opportunity to do more. But I hope that someday in this life something will get better and I will be able to return to drawing fanarts for Assassins Creed. Still, this universe occupies an important part of my life and without it I wouldn't have met many wonderful people'' We would like to say a huge thank you to all the Mentors who shared their touching stories. Do you have any Mentors Guild Memories you would like to share? Get in touch with The Ones Who Came Before ( @ACFirstCiv ) on Twitter to be featured in part 2 of this mini series dedicated to The Mentors Guild! 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)

  • The Memory Corridor Episode #21 Retrospective Look at AC Syndicate w/ ActualSpiderMan | TheOnesWhoCameBefore

    The Memory Corridor Episode #21 Retrospective Look at AC Syndicate w/ ActualSpiderMan Podcast Share 16 Jul 2022 Written By: Edited By: Gustav Poulsen (Gargudon) Back To Database comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Gustav is an active community member who specialises in Podcast Hosting & Composing. By joining the program, he has had the opportunity to expand his audience and further his skills, even helping to revive 'The Memory Corridor' series, which had been offline for nearly a year. His unique skill set made him the perfect candidate for our AC Partnership Program, of which he has been a part of since it began back in 2019. He is known in the community for the Sounds Of History music project; an original instrumental project featuring five tracks inspired by AC, written and produced by him, and more recently, video interviews with Jesper Kyd and Lee Majdoub. Fun Fact: Gustav is the only member of our team to have a tattoo of TOWCB logo! Gustav Poulsen (Gargudon)

  • Interview with Carlo Rota (Basim/Loki in Assassin's Creed Valhalla) | TheOnesWhoCameBefore

    Interview with Carlo Rota (Basim/Loki in Assassin's Creed Valhalla) Interview Share 30 Apr 2021 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database We are proud to release our interview with Carlo Rota, who provided the voice and mo-cap performances for Basim and Loki in Assassin's Creed Valhalla. This is the fourth interview in our Valhalla series, covering the game with the cast and crew that brought it to life. Please note that this interview contains FULL SPOILERS for Assassin's Creed Valhalla Colum: Hi Carlo, thanks for joining us today! Please can you tell us a little bit about yourself, and your time working on the Assassin's Creed series. Carlo: Hello AC world and thank you Colum for the invitation to answer a few questions about this excellent game that Ubisoft has made. In looking over your questions I realize that this is a welcome chance for me to debrief myself about the amazing time that was spent being involved with Valhalla and all the talented individuals I was lucky enough to work with. My last day of physical work on the game was on Friday March 13th 2020. For most of us in N.America, that was the last day of normalcy before we stepped into the COVID whirlwind from which we are still to emerge. Here is to emerging soon!!! But in the meantime let me dive right in: So yes, I’m Carlo Rota and I’m an actor with quite an extensive and varied resume ( I’ve actually been in some really good projects and sad to say, maybe not so good ones…). I normally live in Los Angeles with my wife and kids which is where Ubisoft would shuttle me back and forth from to shoot and record the game in Montreal. I say normally, because at the time of writing, I am living as a refugee in Toronto. It's where my family and I escaped to, because we thought things were getting too hairy in LA and we wanted the kids to attend school, which have been open here. Of course I use the term refugee in a tongue in cheek way. I actually used to live in Toronto and yes, surprisingly to many, because I certainly don’t sound like it, I’m happily Canadian as well as American as well as a UKer. I am a total mixed bag culturally with major connections to Italy but grew up in a lot of different places that spanned from England to Hong Kong and many countries in between. If you presume that I am culturally confused you are entirely correct. Perhaps this is a cry for help?? Colum: Before working on the game, did you know much about the franchise? Carlo: The short answer is, no and full disclosure here, I have had scant gaming experience. Yes , I have played early versions of games like Doom and GTA and Uncharted but I hadn’t touched a gaming console in years. I haven’t even played another lovely Ubisoft project that I had a significant role in a few years back , Splinter Cell. Anyhow, everything changed the very first day I arrived at Ubisoft HQ, Montreal. Lead writer Darby McDevitt swooped down on his Irish educated wings and ensured I received a head spinning and rapid AC PHD. Not only did he introduce me to all the main players involved in making the game but he also gave me a super involved history of the Franchise with more detail and precision then my noob brain could possibly handle. Magnus (who plays the lead character of Eivor) and I had this running joke that when Darby spoke about the game he would always start by saying “Let me give you a quick five minute explanation about……” then an hour and a half later of detail upon story upon history, your head felt cudgeled and buffeted! Like you’d smoked something intensely psychedelic. ( not that Magnus or I would know of such things, we are, after all very innocent family men. Very innocent ). Essentially, what Darby was eloquently explaining was that Assassins Creed is SO much more than a game. The fact that the word Creed is in the name is very apt. Search the meaning of the word and you find…”a set of beliefs or aims which guide someones actions” This holds true not only for anyone playing the game but also for those making it. The AC world is so layered and textured and honoring that world is so vital to Darby and his colleagues it's practically a philosophy. The beauty of the game is also that if you only want to dip a toe in and play a super enjoyable TPS with killer artwork and action and not worry too much about the Isu thing then that’s amazing too. And speaking of which after my introductions and education at Ubisoft I was packed off back to my hotel with a copy of “Origins”. I played it in my room like I was possessed. You know, ordering room service and not washing for 48 hours. I think the hotel staff thought of me as some weirdo shut in. Fun! Colum: Have you had the time to play Assassin's Creed Valhalla since its release? Carlo: YES! I had to return to LA November last. I was asked to appear for my interview for my US citizenship and because of COVID you are asked to be in the country at least 2 weeks before the interview. So I holed up in a friends apartment in Venice and he had the game. What a blast! Loved seeing it all in its finished glory. The art and detail create a visual feast. Strange seeing Basim and hearing my voice. Certainly , Basim is more beautiful then me. Not much more!…. Joking. Basim is the man I’ve always wanted to be. Colum: How did you find the motion capture experience, and how does it compare to other methods of acting? Carlo: That's a great question. Motion Capture or MOCAP as it is called is both extremely liberating and a little bit confining at the same time. Liberating because performance can be freer without being too precious of camera angle and marks. MOCAP is all performed in the “Volume” (forgive if I'm repeating stuff you already know). The Volume is essentially a huge room with scaffolding that holds a “shitload” (official term) of cameras. These record the movement of those little white balls on our mocap suits. There are also handheld cameras that record more intricate stuff. Also, each performer wears a basket like headpiece with lights and cameras to record facial movements. So, essentially its like performing theatre in the round where the audience surrounds the stage. Your actions can also be bigger and more lifelike then the limited amount that’s allowed with close up camera work in TV or Film. Also when participating in mocap you can really live in your imagination. Like, BIG in your imagination. After all, the actors are not dressed in the clothes they will eventually be seen in, the props are rudimentary: spongy swords and styrofoam axes ( spoiler alert; the Staff of Eden was a glorified painted broom handle ). With the keen help of the extremely professional producers, directors and crew at Alice Productions where the game is shot, mocap can be a very rewarding and enjoyable experience. As far as the previously mentioned; "little bit confining", goes; that is almost exclusively related to the headpiece that you are forced to wear. I’m sure as technology continues to unfold this headpiece might become more user friendly but for now it can literally be a pain in the neck. It’s lights and cameras need incessant “fiddling”. I found myself constantly bashing into other actors with it thus causing a stoppage in shooting so that fiddling the cameras and lights back into proper position could occur. The headpiece also inhibits the touching of ones own face or head as well as getting too close to other actors faces which is sometimes necessary. In the scene where Loki is comforting his wolf son, my actors inclination was to kiss his head, like I would if I was comforting my own son. Not possible. Another example of living in ones imagination. Which, even as I write this, makes me smile at my own ridiculousness. After all, on the day we shot this scene my" wolf son “ was neither a wolf nor my son but a talented local actor who was lying on the ground in a mocap suit making remarkably lifelike injured wolf noises. Colum: Did filming during lockdown present any challenges? Carlo: We were lucky enough to have wrapped up filming by the time I left Montreal in March ’20. There was still substantial voice to be recorded which did present a challenge. Since it all had to be done remotely I tried several times to create a pro environment at home in LA to record but ultimately it was decided to choose a safe studio in LA that did a great job of providing safe and spectacular connectivity with Montreal for recording. Colum: Players are introduced to Basim early on in the game, and his true intentions remain a mystery until the very end. Did you do anything in particular with your voice to make the character come across as such an enigma, or was it mainly in the dialogue? Carlo: As you probably know, voicing a game makes up the majority of an actors work. The ratio of voice work to mocap is hundreds to one! The first day I attempted Basim was classic. I was lucky enough to work with Thor Bishopric, famous Montrealer and veteran voice director. It turned out that my first day was also his first day. We worked all day but since neither of us had a handle on Basim or how and why he delivered certain lines it was kind of like the blind leading the blind in a dress rehearsal. Needless to say, we repeated the first whole day after things had been explained by the likes Darby ( cue the psychedelics …). Finding Basim’s “voice” was a nuanced process and I have to thank Thor immensely. The trick was to not go too “Bad Guy” with him early on. In fact, having played my fair share of bad guys in TV and Film I have often argued for a more nuanced performance because I firmly believe that characters that have secrets and do underhanded things are far more interesting if you can relate to why they are doing what they are doing….Basim has a deeply, insanely hidden agenda. And his agenda is family driven. What can be more important than that?! Ok so his son was a wolf. Big deal. Surely everyone knows someone that has a child with Canid tendencies….but I digress... So to specifically answer your question, YES! Much thought was given to Basim’s enigmatic qualities. The fact that you ask the question gives cause too celebrate. Hopefully we achieved close to what we wanted to which was to have Basim float through the early parts of the game without having too big a label on him. He was the eponymous Assassin. May he rise again!! Colum: The campfire scene between Eivor and Basim has been deemed by many fans to be the best moment of the game, and one of the best cinematic moments in the entire franchise? Do you agree with this, and what are your memories of recording the scene? Carlo: This is such an amazing question (s). This was a beautifully written scene with great depths of story that percolates in the background. It also has what eludes so many scenes in the gaming world; a real conversation with emotion and backstory that teases something much bigger without hitting that thing on the head! It was also the first scene that I was shown assembled and I was blown away by it. I think everyone thought it was special from the get go. The fact that anyone else saw the beauty in the scene is super gratifying. Shooting the scene was a bit of a surprise because it was scheduled to be shot the following day but we were ahead of schedule so it was decided that we shoot it when neither Magnus nor myself was really 100% ready. Luckily Magnus, being the great actor that he is, was vey enthusiastic to work the dialogue so that it actually resembled a conversation. Again, imagination here was key because the scene was shoot in a corner of the Volume with super bright lights , me sitting on a box, Magnus leaning against some other box, me poking some styrofoam bricks that were supposed to be logs on fire….I think what we managed to achieve with the help of great direction from Laurent Bernier and Felix-Etienne Roque (our shepherds of mocap) was the feeling of a respectful relationship between these two characters sitting around a campfire. Its not an easy thing to achieve but I’m ever so glad its appreciated. Colum: Fans were quick to notice the similarities between Basim's robes, and Altair's from the original game. Do you like Basims Outfit, and do you think Ubisoft should add it in a future update so players can wear it? Carlo: Yes, I’m very happy with Basim’s style. Unlike, live action where an actor may have some input into his clothing , this is completely out of the actors sphere in a game like AC. That creative choice is made further top the line. I also noticed similarities between Altair’s garb and Basim’s but it was never mentioned to me if that was a creative choice or a fine coincidence. I thinks Basims outfit should be readily accessible. I’m going to be Basim for halloween next if returning to parties is ever going to be allowed !! Colum: Loki is the second character that you play in Valhalla, and true to his name, he's mischievous. What do you think is his ultimate end goal, and will there ever be an end to the pain he feels? Carlo: Even in a game as massive as AC Valhalla there is not enough space, not nearly enough narrative bandwidth to do Loki justice. Most people think of Loki as described in Marvel films. A morally compromised mischief maker. In Norse mythology Loki is so much more than that. He is so complex and plain old Norse interesting in his habits, sexuality, children and ability to move from form to form that by necessity to fit into any story ( that is not solely about him ) he needs to be condensed. A trippy headsspin is a simple Wikipedia search of Loki of Norse Mythology. When you get to the mention of Loki in the form of a mare being impregnated you’ll see what I mean. For AC Valhalla purposes, yes Loki is a cheeky bastard whose son happens to be a wolf. This fact, weird and barely covered in the game, is actually a HUGE motivating part of the Valhalla storyline. The name Wolfkissed is not a coincidence and Loki’s ultimate quest in the form of Basim ( I like to think of them as one character that evolves ) is payback! So to answer you question more specifically Loki wants vengeance , vengeance motivated by deep pain/loss. Will that ever go away? I think optimistically yes. As things evolve Loki/Basim could evolve…….though that pain was a mile deep motivator so it’ll have to be replaced by something equally compelling…... Basim looking in the Mirror by SophiaEA16 Colum: Have you seen any of the cosplay / fan art / projects inspired by Basim or Loki? Carlo: Absolutely love the stuff I’ve seen. Some of it is inspirational. In watching renditions of Basim/Female Eivor told with the slant of a love story or rather a lost love story I was blown away. It never occurred to me prior to seeing this and yet it makes so much sense regardless of wether its Female or Male Eivor. Love and hate are two sides of the same coin….. I should also say because I genuinely liked it so much and actually got the chills when I first saw it, Sophia’s "Basim looking in the Mirror" is wonderful. Colum: What would you say is the first step to getting into voice acting work, and how people prepare for it? Carlo: Practice practice practice. Get a decent mic and start recording yourself. Read from scripts or books or transcripts of ads. Don’t just mimic someone else’s read. Discover your own voice through practice. The microphone is a very interesting device. It records intent and emotion in ways that are not necessarily obvious. Voice lessons have some value but beware that voice work is an insanely crowded and competitive field and anyone who says their lessons will lead to voice work is probably not worth the money! For me, the voice work I am lucky to do is almost incidental to being an Actor. So really a truthful ( for me ) answer to your question is you prepare for voice work by becoming and actor and preparing as an actor. Colum: Other than Basim and Loki, who would you have liked to have voiced in the game? Carlo: Sorry for this short blunt reply but Basim/Loki file me. I couldn’t think who else I’d like to voice. Colum: If you could meet Basim in real life, what would you ask him? Carlo: I’d ask him what is it like to have such great hair and WHO cuts it??!! Joking, I’d ask him about the ability caused by and consequences of, fierce undying intent. Also , what wisdom must be acquired when you are aware of the incredible longevity of your existence. What a historian Basim must be! What things he must have seen! He’d make a fantastic interview, hell he’d be an entire awe inspiring jaw dropping documentary series! So many questions. Basim Explained : 40 Thousand years of wit and wisdom. Narrated by Carlo Rota……can’t wait! We would like to thank Carlo for joining us for this interview! Assassin's Creed Valhalla is available now on Xbox Series X|S, Xbox One, PlayStation®5, PlayStation®4, PC and Stadia. 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)

  • Calvin Roberts Video Collection | TheOnesWhoCameBefore

    Calvin Roberts Video Collection Community Share 29 Oct 2024 Written By: Edited By: Calvin Roberts TOWCB Team Back To Database Here are the first four Assassin's Creed skits created by Calvin Roberts, the latest member to join TOWCB's Video Content Creation Team, as we seek to branch into entirely new territory for our community. Calvin's appointment to the team is a big step for TOWCB, as it cements our dedication to producing humorous parody content which sets us apart from other AC fan communities. Scared of heights 2) Assassin killing someone in public 3) Waiting for the new Assassin's Creed game to come out 4) First Leap of Faith Keep an eye on our social media accounts for more Assassin's Creed content by Calvin Roberts , as we continue to create content in collaboration with creators that stands out. comments debug Comments Write a comment Write a comment Fikirlerinizi Paylaşın İlk yorumu siz yazın. About the Author Calvin is a video creator based in the UK who joined TOWCB's Video Content Creation Team in Autumn 2024. Known online for his short comedy videos (skits), Calvin was brought onboard to inject a degree of personality and humour into TOWCB's social media presence. He is a big fan of the Assassin's Creed series who will be helping TOWCB grow in late 2024/2025, with a particular focus on Tiktok, Youtube and Instagram Calvin Roberts

  • Best quotes in Assassin's Creed Unity | TheOnesWhoCameBefore

    Best quotes in Assassin's Creed Unity Share Written By: Edited By: Colum Blackett (Col_96) Back To Database comments debug Comments Write a comment Write a comment Compartilhe sua opinião Seja o primeiro a escrever um comentário. 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)

  • Best quotes in Assassin's Creed I (2007) | TheOnesWhoCameBefore

    Best quotes in Assassin's Creed I (2007) Share Written By: Edited By: TOWCB Team Back To Database Welcome to the first article in a new series written by TOWCB Team, outlining our favourite quotes from the franchise. We begin by revisiting the original Assassin’s Creed game, which was released back in 2007. Undoubtedly a slow burner, the game grows into its own and provides the building blocks that future games expand upon. Although it is often criticised for tedious gameplay mechanics such as tailing missions and pickpocketing, the game provides clarity over what it means to rise within the Assassin Brotherhood, and to follow the tenets of the Creed or face the consequences. comments debug Comments Write a comment Write a comment Condividi i tuoi pensieri Scrivi il primo commento. About the Author A collection of articles from The Ones Who Came Before team. TOWCB Team

  • Interview with an Assassin - A Character Discussion with the Cast of The Resurrection Plot | TheOnesWhoCameBefore

    Interview with an Assassin - A Character Discussion with the Cast of The Resurrection Plot Interview Share 11 Jun 2023 Written By: Edited By: Michael Smith Back To Database Banner by Thea Marie Rivedal (Moonchildgecko) from TOWCB Art Team. *This interview with the characters of Assassin’s Creed The Resurrection Plot is not to be considered canonical. This is solely used as a recap of the previous book and a refresher of the two main characters Pierrette Arnaud and Simeon Price. This is Mike with The Ones Who Came Before, and I want to welcome our readers to what has to be the most unique Assassin's Creed interview that I have ever done. Today I am speaking not with the author of the new AC novel The Resurrection Plot , Kate Heartfield, (who we interviewed for her last book The Magus Conspiracy ) , but with her co-lead characters Pierrette Arnaud and Simeon Price! Welcome Pierrette and Simeon, how are you doing today? Pierrette: Ready for anything. Simeon: The leg’s acting up, and I’ve been travelling recently, so I’m glad to have this chance to sit and talk a bit. Without going into the end of your last adventure, how are you feeling traveling to 1869 Cairo? Simeon: Honestly, I’m just hoping to find out what the Templars are up to out in the desert – and perhaps, run into Pierrette while I’m in the area. It’s been a few years since we’ve seen each other, with one thing and another. Pierrette: I’ve made good friends in Cairo, and there’s so much energy and excitement among the Assassins here. It’s been good for me to leave England for a while, and France, well, things are looking uncertain in France at the moment. People say there could be war with Prussia. You both came to find each other through your mutual friend, Ada Lovelace. Can you tell us a bit about her and did you two find a friendship through knowing her mutually? Pierrette: I rescued her from ruffians one night, and she became my friend. She introduced me to many people: artists, writers, people I never would have met otherwise. And she gave me a purpose. I promised that after her death, I’d find the man who could help me make sure that her clever inventions did no harm. That man was Simeon. And while we haven’t always seen eye to eye – Simeon – you mean you haven’t always had things your way. Pierrette: I am grateful to Simeon for teaching me and introducing me to the Brotherhood of Assassins. Simeon: And I am grateful to Ada for the same reasons, although her notebook was the bane of our lives for years. We’ve finally put her legacy to rest now. You both came from unique backgrounds, Pierrette being an acrobat with the Aurora Equestrian Troupe, and you Simeon a former Lance-Corporal with the British Army. How would you compare your time with each to that with the Assassins Brotherhood? Simeon: I joined the army because I wanted to be part of something bigger than myself, something with purpose. But I soon found it impossible to be a soldier in that particular army and a man of conscience at the same time. As an Assassin, I am always answerable to myself, so long as I don’t harm innocents or the Brotherhood. Pierrette: In a way, it’s not so different from being a performer. We are all trying to achieve our best as individuals, when we’re riding a horse around an arena or swinging from a trapeze, but we rely on each other, and we teach each other. What are your views on the Brotherhood at the start of this new book? Do you feel like it has improved since you first joined? Pierrette: I’ll admit to some frustrations, but I’m so pleased about what some of our fellow Assassins have done lately in London. Simeon: There’s a real opportunity for the Brotherhood to find young people who are frustrated by the state of the world and teach them how to change it, in ways that won’t result in even more tyranny. I know the Brotherhood could help so many of them, and they could make us stronger, but it’s difficult to reach them, to get through. Everyone has to walk their own path. Mine is a lonely one these days, I admit, and I fail to reach these young people more often than I succeed. Coming back to your skill sets, Pierrette if I may, what is it about horses that made them such a focus for your troupe? Do you find that working with them is easier than working with people? Pierrette: A horse will always let you know where you stand. People are less honest. Simeon, I know you have gone through some difficult times since leaving the Army, are you finding the structure of the Brotherhood to be similar to your time with the military? Simeon: Perhaps it’s the bad memories from my time in the army that has caused me to strike out on my own a fair bit, even within the Brotherhood. But I do try my best to do my duty, to uphold the principles I’ve sworn to serve, and in that, it’s the same. It's been nearly two decades since we were first introduced to you both, how do you feel now as seasoned Assassins compared to then? Simeon: Sore. Pierrette: I’ve greatly enjoyed being able to work with more weapons. But I suppose I have a collection of ghosts, to go with my weapons. Regrets, I mean. Simeon: I never thought I’d hear you speak about regrets. Pierrette: Well, I’m not saying I have long lists of them. Perhaps … four. Simeon: Four regrets. Pierrette: Yes. Why, how many do you have? Simeon: I haven’t counted. More than four. Who would be the political figure that you feel you have the best relationship with? Pierrette: I’m looking forward to meeting Ismail Pasha, who’s the ruler of Egypt these days. He’s done something remarkable in creating the Suez Canal, and he seems to want to stand up to the imperial powers. Simeon: Speaking of standing up to power, I have some friends in Paris, writers and thinkers, who are trying to find better ways to live. For me, a smoky tavern with people like that in it is more exciting than a meeting with an emperor. Who’s the better fighter between the two of you? Simeon: Pierrette. Pierrette: Me. [laughs] In all seriousness, that’s very kind of you to say, Simeon, but I think it depends, wouldn’t you say? I’m better at the big picture: how to get from A to B most efficiently. Simeon: Even spectacularly, sometimes. Pierrette: Which has always been my weakness, as you’ve pointed out many times. You’re better at making sure it gets done quickly and quietly. Simeon, you were trained with a large amount of reading to help educate you better by your mentor Oscar Kane, which would you say was your favorite to read? Pierrette, you can answer as well if you like as we know Simeon trained you? Simeon: The book from Kane’s library that has stayed with me over the years is London Labour and the London Poor by Richard Mayhew. It’s a book that shows the world as it is, and treats every human being in it as worthy. Pierrette: I loved seeing the old combat manuals – Simeon will laugh, but I liked the illustrations, because they make the people of centuries ago seem just like us. Worried about where to put their feet and struggling to keep their guard up. Speaking of, how is Simeon as a mentor? And Pierrette as a mentee? Pierrette: He’s a better mentor than he realizes, but I don’t want it to go to his head. Simeon: Pierrette’s taught me more than I’ve taught her, I think, by being such a challenging student. Pierrette: Challenging? I beg your pardon? Simeon: Independent and unpredictable. Pierrette: Well, nobody wants a predictable Assassin. What do you want readers to know going into this new book? Are there any things you want to tease? Simeon: I think we’re all in for some surprises, but I’m looking forward to fighting side by side with Pierrette again. Pierrette: And I’m looking forward to being very inconvenient to the Templar Order. We thank you both for joining us today and we are looking forward to what is going to be a great entry and sequel for Assassin’s Creed fans to read. Assassin’s Creed The Resurrection Plot by Kate Heartfield, and published by Aconyte Books will release on July 4, 2023 on Global e-book and physically in the US. The UK can pick up the paperback on September 28, 2023. You can read our light spoiler review here and preorder the book here . comments debug Comments Write a comment Write a comment Condividi i tuoi pensieri Scrivi il primo commento. About the Author Mike Smith is a collector of all things Assassin's Creed and a major supporter of transmedia who joined TOWCB as a writer from 2021 - 2024 With nearly a full library of Assassin's Creed media, his work explored the universe in order of Genetic Memory. Notably, his Assassin's Creed Timeline became an essential tool for fans of the franchise looking to complete their collection and consume AC media in a particular order. Michael Smith

  • The Ones Who Came Before 9 Year Anniversary Round-up | TheOnesWhoCameBefore

    The Ones Who Came Before 9 Year Anniversary Round-up News Share 22 Aug 2023 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Here is a behind-the-scenes account of the different phases of content the team here at ACFirstCiv // Isu_Network released throughout the #9YearsWithTheCreed campaign, as detailed by TOWCB Community Admin Colum Blackett // Col_96 It has been my absolute pleasure to work alongside The Ones Who Came Before team over the past month on the #9YearsWithTheCreed anniversary campaign. Each day, myself and the team released varied content that honoured the 9 year milestone and the legacy we have created. For the initial preparations, I wanted to make an immediate impact in the community by redesigning our iconic logo. I reached out to graphic designer Thea Marie Rivedal and she delivered five incredible variations of the iconic TOWCB logo. I selected the burnt orange/ black version for our socials as I felt it was the closest to the official AC Mirage logo, and the black outline made it pop. Taking inspiration from Arabic calligraphy, the new design signals a change in mentality for our group, as our content now focuses heavily on the upcoming release as we approach the end of the marketing campaign. Next up, we revealed that two members would be joining our Isu_Network / AC Partnership Program: @ BunnyTheVillain and @ sirmcdonnell1 (Twitter handles). Bunny is a seasoned social media manager who will be leading our Assassin's Creed Mirage content as we approach the release date, whilst Brandon is a Twitch streamer who has currently been playing the earlier AC games. Both provide different forms of content for our community, which will help us grow as we aim to cover all things relating to the franchise. The next day, I invited members of our team to share their own community stories, and their reasons for joining the team and what they have achieved so far. It was inspiring to hear about the impact I have personally had upon content creators, who often feel that their work goes unnoticed. Thanks to the program, they are now able to share their work with a larger audience and feel a part of a global network of fans. Team member FrameHoldPhotography created a series of GIFS that flip between Assassin's Creed Mirage and promotional images for previous games, showing how the new game is heavily taking inspiration from the past. It was great to visually see that Basim's stance and appearance as an Assassin is a homage to Altair and the original game. One of my personal outcomes for the campaign was to give back to the community, so I reached out to the Assassin's Creed Community Team who have always been incredibly supportive of our content. After speaking with Community Developer Clément Dagonneau , the team kindly provided codes for Assassin's Creed Dawn of Ragnarok and Assassin's Creed Valhalla Ultimate Edition, a very generous display of support. Fellow team member Michael Smith reached out to Aconyte publishing, who were equally as supportive, providing codes for the Assassin's Creed: The Golden City E-book by Jaleigh Johnson. Finally, after launching the giveaways on our socials, we experienced a huge surge in followers, surpassing 30,000 on Twitter! I once again reached out to graphic designer Thea Marie Rivedal to mark the milestone. Huge thank you to everyone involved. comments debug Comments Write a comment Write a comment Compartilhe sua opinião Seja o primeiro a escrever um comentário. 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)

  • Kingdom Come's Influence on Assassin's Creed | TheOnesWhoCameBefore

    Kingdom Come's Influence on Assassin's Creed Analysis Share 4 Mar 2025 Written By: Edited By: Finn Fletcher Colum Blackett Back To Database Historical realism has always been a double edged sword for Assassin’s Creed. On the one hand, it gives the series a unique selling point and allows players to explore events and periods they once studied or are passionate about. Nothing can compare to the sensation of climbing a place you’ve actually visited in person. Yet for the developers it places plenty of restrictions, with narrative and gameplay options having to be cut in exchange for accuracy. As the years have gone on, it seems that the second point has become the predominant factor in deciding Ubisoft’s approach. The first game saw crossbows removed after they found out they hadn’t been invented until after the game took place, yet now players can ride unicorns into battles against magical beasts while wielding flaming swords. I’m sure there’s a belief that these flashier points help sell the games and there’s undoubtedly a fanbase for this new style. But we now have Kingdom Come Deliverance II (KCD2), Warhorse Studios’ latest epic that puts realism first and foremost and has managed to top charts. The game is unforgiving, putting you into appropriately heavy armour with unwieldy weapons and no magical instant healing potions. That charm is what makes it such a masterpiece, as within the first hour you’ll find yourself immersed within this recreation of medieval Bohemia and excited to see a trough of water so you can give Henry a quick wash. I truly believe Assassin’s Creed could learn a lot from this approach, and while I don’t wish to see all these complex systems ported across to the series, there are plenty that would fit right in. Official Poster for Kingdom Come: Deliverance II Combat The first Kingdom Come - which while well received was far from perfect - had janky combat that the sequel thankfully streamlines into a much more enjoyable experience. In fact, I’d go as far as saying it’s one of my favourite takes on sword and shield gameplay. It’s a thrilling challenge, where you and the AI are forced to play by the same rules. You both have low health, with three or four good hits resulting in death, and enemies can block your attacks just as easily as you can block theirs. Every encounter becomes a strategy game, as you search for weaknesses in the opponents defence, perfectly time strikes, and end up in tense back and forth parries where one wrong move could be your demise. Part of the Assassin fantasy has always been the notion of being a glass cannon, who can deal highly damaging precision strikes while always teetering on the cusp of death. The idea is of course that stealth is the best option. Yet the gameplay has never really played into that, with most protagonists able to destroy armies with ease. Up until Unity, an easy to pull-off counter was an instant win, and saw Ezio slice through plated armour like it was made of butter. Subsequent games have attempted to up the challenge by turning enemies into damage sponges, though that’s only served to make combat feel tedious. While KCD2’s system would not perfectly fit into AC, after all, stylish animations and finishers are part of the series’ charm, a similarly strategic approach would be perfect. Enemies should go down in a handful of good hits, with focus placed not on spamming attacks but timing and planning the perfect opportunities. Assassins similarly shouldn’t feel like tanks, with dodging, movement and position taking priority in combat just as much as it does in stealth. Combat in Kingdom Come: Deliverance. Source: Warhorse Studios Resources When you’re let loose in the open world of KCD2 you have barely a penny to your name, no weapons and a handful of rags. There’s no cinematic suit up or narrative aid, you’re left to figure out how to survive on your own. Personally, I spoke to locals, and after finding out bandits had been burying their victims in a nearby farmer’s field, scraped up enough to buy a shovel and went digging. I came back with some basic armour, a dull axe, and some supplies I could sell to a local merchant. After a few lucky goes at a game of dice, I managed to lose the money I’d earned through reckless gambling, without any fail safes or easy fixes. It was great, an experience that felt truly unique to me and challenged me to think about the world as more than just a cardboard cut-out of history. Since Assassin’s Creed began adding RPG systems, with an endless stream of loot and gear, the actual act of acquiring new armour and weapons has always felt too easy. An hour into Odyssey and you’ll have more swords than you know what to do with, and quest rewards often feel worthless since you’ll find something of a higher level within moments. Valhalla and Mirage attempted to fix this, though faced their own issues with their approach. Resources need to become more scarce - you shouldn’t be walking around with more gold than the emperor and an entire nation’s arsenal strapped to your back. The idea of being an impoverished Assassin, who fits in within the starving crowds and can’t risk carrying huge weapons in case it exposes them feels like a set-up truly unique to the series and requires limitations to work. Hunting in Kingdom Come: Deliverance II: Source: Warhorse Studios Routines The AI in KCD2 is obscenely intricate. NPCs return home twice a day to enjoy a meal with their family, where they discuss events in the world that if you listen to may point you in the direction of loot or quests. Guards have different shift patterns that will affect stealth, and dogs will sniff out any potential thieves. Origins proudly produced a similar system, with guards going to sleep at night and Phylakes patrolling the world in real-time. I think these features make a real difference in a game’s execution. To immerse yourself in a targets’ life, using common sense to figure out the perfect plan of attack - like targeting them when they go for a meal - would add an extra dimension to the gameplay, and reality of the world. At the end of the day, I’m a classic AC fan. I don’t want to see the series descend further with RPG features, but looking at these types of games can prove valuable. New developers are pushing the medium further and further, and acknowledging the innovation or successes of other games can only help AC reach its full potential. 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 so far 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! Finn Fletcher

  • Product Reveal: Secretlab Unveil Stunning New Assassin's Creed Collection | TheOnesWhoCameBefore

    Product Reveal: Secretlab Unveil Stunning New Assassin's Creed Collection News Share 15 Jul 2022 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database JULY 15 2022 - Secretlab have today unveiled the incredible new Assassin's Creed Collection, a collaboration between the award-winning gaming chair designers and Ubisoft, marking the 15th Anniversary of the iconic AAA fan-favourite franchise. The stunning collection features the Secretlab TITAN Evo 2022 Assassin's Creed Edition gaming chair and MAGNUS desk accessories, created with fans in mind, paying ultimate homage to the series. Press Release: Inspired by the Animus and the characteristic colours of the assassin's robe, the Secretlab TITAN Evo 2022 Assassin's Creed Edition is upholstered in Secretlab Neo Hybrid Leatherette and features a tonal red checkered pattern and futuristic Animus detailing on the side wings. The sigils of the Assassin's Creed series are embroidered on the backrest as a timeless ode to its legacy, designed specially for fans who have followed the series since 2007. Built on the award-winning Secretlab TITAN Evo 2022 series and available in sizes Regular and Xl, fans can enjoy world-class comfort as they revisit their favourite elements of Assassin's Creed or take a deeper dive into the lore of the highly-acclaimed series with the ongoing 15th Anniversary celebrations Alongside the Secretlab TITAN Evo 2022 Assassin's Creed Edition gaming chair, Secretlab are also launching MAGNUS desk accessories, which contains the following products, created specially for the Secretlab MAGNUS Metal Desk. Secretlab MAGPAD Desk Mat Assassin's Creed Edition. Secretlab MAGNUS Cable Management Bundle Assassin's Creed Edition. Alaric Choo (Co-founder and Chief Strategy Officer at Secretlab) ''The compelling plotlines, stunning visuals and unique soundtracks have earned Assassin's Creed its countless awards and nominations. As one of the best-selling games of all time, we wanted to create something timeless to celebrate the 15-year legacy of the franchise by integrating its most iconic elements into the chair. With numerous new titles coming up, I can't wait to jump into the Assassin's Creed universe and this time, in my own Secretlab Assassin's Creed edition chair.'' Addie Dorsey (Global Consumer Products at Ubisoft) ''The 15th Anniversary of Assassin's Creed is a huge milestone for us. We wanted to make it extra memorable for fans in every way, and creating a real-life chair inspired by the Animus ticked all the boxes. We've always admired the attention to detail Secretlab puts into their chairs, and with over 50 awards under their belt, they were the obvious choice when it came to bringing this idea to life. This chair, along with the MAGNUS desk accessories, is a must-have for any fan to complete their Assassin's Creed set up'' Available now for pre-order now from Secretlab.com , estimated release date 9th September. The Secretlab x Ubisoft collaboration brings to life a dream for many fans. To own an Animus. The TITAN Evo 2022 Assassin's Creed Edition gaming chair acts as the ultimate form of escapism, providing award-winning comfort and support for players as they lean back and follow in the footsteps of Desmond Miles and dive into history. We are also excited to announce that we here at The Ones Who Came Before will soon be teaming up with Secretlab! Keep an eye on our social media accounts (listed below) for more information! 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)

  • Rally the Creed Episode 6 Released | TheOnesWhoCameBefore

    Rally the Creed Episode 6 Released Podcasts Share 5 Apr 2024 Written By: Edited By: TOWCB Team Colum Blackett Back To Database The Rally the Creed podcast is back at last, hosted by Gargudon , with guests UbiCypher from our social media team and Arshak from fan community AC Landmarks . Covering everything from an evaluation of AC Mirage, with the game having been out for a while now, hopes and expectations for AC Codename Red with more in between. Enjoy listening! Edited by FrameHoldPhotography . Listen to this episode on Spotify: comments debug Comments Write a comment Write a comment Dela dina tankar Var först med att kommentera. About the Author A collection of articles from The Ones Who Came Before team. TOWCB Team

  • Remembering Russell Lees (1957 – 2022) | TheOnesWhoCameBefore

    Remembering Russell Lees (1957 – 2022) In Memoriam Share 18 Jan 2022 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Today we remember the life of Russell Lees, who recently sadly passed away at the age of 64. Our thoughts go out to his family and friends during this difficult time. Russell worked on various AAA Ubisoft titles as a script writer, most recently as Lead Writer for Assassin's Creed Valhalla Wrath of the Druids and ACV's Sciropscire & Oxenefordscire arcs. He is credited as the author of The Tyranny of King Washington DLC for Assassin's Creed III, alongside contributions to the Assassin's Creed Unity Murder Mysteries/ Nostradamus Enigmas, Far Cry New Dawn and Assassin's Creed Origins. About: James Russell Lees was born in Salt Lake City on May 8, 1957. His father, Jay, was a theater director and college professor. He left Salt Lake City as a teenager to study computer engineering at Boston University, then got his master’s in computer engineering from Stanford University and, back at BU, his master’s in playwriting. Lees also co-founded the TheatreWorks/West production company in Salt Lake City, where he wrote and directed for the stage, and served as director of French-language plays at the University of Utah. Survivors include his his wife, Lisa; daughters Charlotte and Madeleine; siblings Mindy, Becky and Jay; brother-in-law Stan; and sister-in-law Julie. (Via The Hollywood Reporter) During his Ubisoft career spanning 13-years, Russell made many friends who remember him as a kind, passionate man who will be sorely missed. Below we have collected memories and tributes from those who knew him best. Rest in Peace Russell. " We lost a dear friend and brilliant colleague this week. Writer and Narrative Designer Russell Lees was a part of the Assassin's Creed and Far Cry families for over a decade. All who worked with him will attest to his patience, his generosity, his passion, & his bright spirit. He will be missed, and remembered always as the most ideal artist in this busy, hectic industry -- devoted, collaborative, patient, and kind beyond measure. from Montreal to wherever you are now, Russ. Rock on. " -Darby McDevitt (Valhalla Narrative Director) Today, I learned that I had lost a great friend. Russell was the Lead Writer on Wrath of the Druids. We walked hand in hand to make this story that I consider to be a turning point of my life. I can say that his presence, his passion and his kindness kept me going every day. When we parted ways, we were sure that our paths would cross again. Now, I can only look back at the time we spent working together. All my thoughts go to his family in these difficult times. Russell will be missed. - Hugo Sahuquet (Narrative Director for Assassin's Creed Valhalla's Wrath of the Druids DLC) I am just devastated about the news. I worked with him on AC3, AC Unity, and AC Syndicate. He was endlessly patient and kind, the level-headed writer who quietly got it done, even when the deadlines were short and we were all stressed and tired. He wrote the Dreadful Crimes on AC Syndicate, among other things. I still use those as reference today when I'm talking about writing for investigative gameplay. The past days I've had a flood of messages from Ubi and ex-Ubi writers who worked with him, everyone with fond memories. He worked with so many people, over so many years. We're all stricken and saddened by his loss. And a late addition - if you ever hear a character in a game say the words "dead as a mackerel", that was Russell. I found it amongst our guard patrol lines on Unity, and then Syndicate. He told me he tried to work it into every project. - Ceri Young (Former Senior Scriptwriter at Ubisoft Montreal) Still gutted by this. Russell was a great writer, friend and human. Contributed endlessly to AC and beyond as a playwright. Just a wonderful soul and will never be forgotten. - Alain Mercieca (Formerly lead on Assassins Creed Origins, Valhalla) Russell was a part of our dream team of writers on AC Syndicate. He helped make the impossible possible. He’s going to be missed. -Jeff Skalski (Assassin's Creed Syndicate Senior Producer) Photos of the AC Syndicate Writing Team Russell had a way of listening deeply, like he was seeing inside you, and a calm assuredness. He always knew what to do, on top of being an excellent writer and person. This is a tragedy and he will be dearly missed. - Jeffrey Yohalem (Former Lead Scriptwriter on AC Brotherhood & Syndicate) I didn't get to know Russell well, but as a newcomer, professionally, to Assassin's Creed, Ubisoft, its tools and processes, he was always patient, kind and happy to explain things to me. No question was too small, too unimportant. He was Good People. GNU Russell Lees. - Giles Armstrong (Senior Scriptwriter on ACV: Dawn of Ragnarok DLC) Russell was immensely kind. He was talented and humble. He was always there to support me, sometimes early in the morning when I needed to talk. He was one of the best person I ever met. I already miss him and his smile so much. - Sarah Beaulieu (Directing narration on an upcoming Assassin's Creed game) He was such an absolute pleasure to work with briefly on AC Unity. Even working between two cities, we had a great time working on the mysteries and he was always so kind, generous, and an incredibly sharp writer. Can’t believe he’s gone. - Navid Khavari (Additional Narrative design on AC Unity) Russ was the kind of guy who could teach you about life with just a silence. He had a wicked laugh, an open ear, and the best femme fatale table read voice in the biz. He was generous with his experience and a novel voice in the industry. Play his stories so he may live on. - Betty Robertson (Scriptwriter on AC Valhalla and Odyssey) My friend, you meant so much to so many people and I'm deeply grateful that I find myself among them. You were such a mentor to me. Such a shining light in this industry. You were the best of us. I'll miss you forever. - Christopher Grilli (Lead Writer at UbisoftMTL. Writer on Assassin's Creed Valhalla and Origins) Rest in Peace Russell (1957 – 2022) 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)

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