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  • Roger Craig Smith Interview: The Life of an Assassin | TheOnesWhoCameBefore

    Roger Craig Smith Interview: The Life of an Assassin Interview Share 1 Mar 2020 Written By: Edited By: Colum Blackett (Col_96) Ashlea Buckley Back To Database Our community admin Colum Blackett had the opportunity to interview legendary voice actor and former stand-up comic Roger Craig Smith, best known as the voice behind Ezio Auditore and Sonic the Hedgehog. He is currently credited with nearly 600 different voice acting roles , most recently for performing the voice of Batman in the upcoming animated DC movie: Superman: Red Son. About: Raised in SoCal and voted “Class Clown” in 8th grade, Roger focused his creativity toward training in musical theater. He spoke at both his 8th and 12th grade graduations, was elected freshman class president in high school, and hosted a live local TV talk show while earning his B.A. in Screenwriting from Chapman University...all while pursuing a career in stand-up comedy. After working as a comic for 5 years, he left stand-up to pursue voice acting full-time in 2005. Knowing he’s got fans of all ages on social media, Roger keeps his posts apolitical and family-friendly. An avid supporter of CHOC (Chidlren’s Hospital Orange County), he frequently visits the hospital to meet with patients. He’s currently studying ASL (American Sign Language) and enjoys getting outdoors as often as possible to pursue his passion for nature, hiking/mountain biking, and nightscape/astrophotography, which he shares regularly with his followers on Twitter and Instagram Col: Hi Roger, thank you for joining us today! I'm sure most of our fans already know, but please could you tell us a little bit about yourself, and your time working on the Assassin's Creed series. Roger: Many thanks for having me! I’m a voice actor based in LA, and I work on commercials, cartoons, and video games. Been at it since about 2003 and, in 2009, had the incredible opportunity to be a part of the 2nd Assassin’s Creed game, Assassin’s Creed II. Life hasn’t been the same since! Working on ACII was such an awesome experience. I was so honored to be a part of something that was so dear to so many who worked on the game. Their passion was evident from the onset. It was challenging, to be working with a wonderful dialect coach (Ida Darvish-Gadd) and learning how to very quickly speak lines in Italian, finesse an “ItaliaSpanglish” (the blended accent for the character of Ezio) accent, and to wrap my brain around the enormity of what this character was going though---but it was so rewarding. That first foray into the world of AC for me will always be my favorite project. Col: When the team first pitched Assassin's Creed II to you, what were your thoughts? Roger: I truly didn’t know what to think. I was familiar with the first game and very familiar with friends who’d played it and had their opinions, so I wasn’t sure what was in store for the 2nd game. I just went into it trying to provide the best work I could on a daily basis and to deliver for the folks who were nice enough to have given me the shot. That’s usualy all I can do to approach ANY project---just deliver as best I can what the client is asking for. If I think about the enormity of the project or how many eyeballs/ears might be on my performance, then I’d likely be too distracted to simply do the job that’s before me. So, I tend to show up ready to take whatever the client may throw at me and hopefully do the best I can. Col: Before voicing Ezio, had you ever had to speak Italian for a role? Roger: Ha! Nope! Being Scotch-Irish, it’s not something most folks toss my way. I was so stoked to have been introduced to Ida and work with her on the project, though. The whole crew became a family on that game. We still keep in touch to this day. Col: Have you kept in touch with any of the other voice actors from the Ezio games, and have you worked with any of them on other projects since? Roger: The voice acting community isn’t that large in general, thankfully. So yes, many of the actors that worked on that game, and even other AC games of which I wasn’t even a part, still keep in touch. It’s a neat thing that can happen when you’re part of an iconic franchise---bonds are formed. Col: How did you find the dialect training? Were there any phrases/ words you struggled to pronounce at all? Roger: It was definitely one of the more challenging aspects of the project, but I loved the process and the reward of getting something that got the thumbs up from the crew. I wanna say that nailing ‘Savonarola’ in some sentences proved to be a stumbling point for me. There were so many phrases that were challenging, though. I’m sure it’s all a blur now.” Col: What would you say is the first step to getting into voice acting work, and how can people prepare for it? Roger Ahhhhh…the golden question… Truly, I don’t know where to tell people to start. I came into the business when it was smaller than it is today. Technology has made it so that anyone with a USB mic and a good internet connection can instantly deem themselves a voice actor and work from home. Social media influencers have been given opportunities to be a part of games as voice actors when many of them have no business doing so. The industry is getting saturated by a lot of folks who have often had little to no training as actors, let alone voice actors. So, to find a way to set yourself apart from those short-lived, flash in the pan “actors” and make yourself known to the industry as someone with the skillset, training, talent, experience and professionalism of a serious voice actor…well, that takes time, effort, and investment in yourself. Training. Doing. Practicing. Running your own business. Taking the WORK seriously, not just the attention from likes and retweets online. As far as how you’re going to be the one to make that happen---there’s nothing I can tell you that will work for you. What I did worked for me, and everyone in the business has a different story on how they got started. It’s up to you to figure that out. You’ll never have my career…and I’ll never have yours. I do wish you the best on your own journey, if voice acting’s where you want to be. Col: Other than Ezio, who else would you have liked to have voiced in the games? Roger: Uncle Mario. Just for the line that Fred Tattasciore got to say, ‘It’s ah me…Mario!’ Col: Why do you think Ezio remains such a popular character after all these years? Roger: That’s all the writing and the world Ubisoft created to place him within. The story they gave that character is so deep, complicated and moving. He’s also one of the only characters to have been given so much time to have the story fleshed out. We see him from birth, and, in ‘Embers’, we see him through the end of his journey. We were given the unique chance as players to live an entire life through one character’s eyes and that can leave an impact on gamers. I think that’s why he still resonates. To say nothing of what the entire team at Ubisoft did in making ACII such an awesome experience for players. It’s as much how that game in its entirety was so incredible, as it was the character of Ezio. Col: If you could meet Ezio in real life, what would you ask him? Roger: Seriously bro, you can tell me…the hay bales hurt when you hit ‘em, right?” Col: Have you ever cosplayed as Ezio? If not, would you consider doing it at a future event? Roger: I’ve never FULLY cosplayed as Ezio. There are some photos on my website of me wearing a mix of costumes from many of my more notable roles, but I’ve never cosplayed as any of my characters, really. I’d consider doing it, but it’d have to be one helluvah remake of that outfit for me to want to do it. I wouldn’t want to ruin the image of Ezio with my goofy human vessel if the costume wasn’t at least spot-on. Col: Would you ever return to voice Ezio in another project if Ubisoft asked? Do you miss the role? Roger: Of course. Col: Which method do you prefer: Stealth of direct assault? Roger: Stealth. Gotta earn the reward. Col: Did you watch the Assassin's Creed Movie. If so, what were your initial thoughts? Roger: I’ve never seen it. After all…I LIVED IT. Ha! Col: Do you own Assassin's Creed Merchandise? If so, what is your favourite item? Roger: I own too much AC stuff. The LED glowing Apple of Eden is kinda cool. Col: Have you been following the more recent games, and where would you like to see the series to explore next? Roger: Man oh man. Where to go from here?! That’s the beauty of what this franchise has laid out---it can go almost ANYWHERE. I’ve truly got zero clue as to where they might go next…but I’m always watching. We would like to say a huge thank you to Roger for joining us for this interview. You can follow him on Twitter and Instagram 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 #4 Released: PRIDE 2023) | TheOnesWhoCameBefore

    Rally The Creed Episode #4 Released: PRIDE 2023) Podcast Share 23 Jun 2023 Written By: Edited By: Colum Blackett (Col_96) Michael Smith Back To Database We are pleased to release episode #4 of Rally the Creed podcast, covering PRIDE 2023. In episode #4 , hos t Michael Smith from TOWCB Core Team discusses LGBTQ representation in Assassin's Creed with guests Ollie (@ ItsOlliebyGolly ) and Louise (@ TheNerdyArcher ). comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)

  • Music Mash-up: The Amazing Spider-Man theme by James Horner & Ezio’s Family by Jesper Kyd | TheOnesWhoCameBefore

    Music Mash-up: The Amazing Spider-Man theme by James Horner & Ezio’s Family by Jesper Kyd Other Share 12 Feb 2022 Written By: Edited By: ActualSpider-Man Ashlea Blackett Back To Database Check out this original mash-up by our partner Actual Spider-Man, who has managed to combine 'The Amazing Spider-Man' theme by James Horner with the iconic 'Ezio’s Family' by Jesper Kyd. Although only a short extract, the piece captures the heart of both franchises, and kicks off our ambitions of releasing more original music later in the year, stemming from our AC Partnership Program. We hope that you enjoy this first piece! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Author of the all-encompassing timeline, Codex Temporis, and the Isu-to-English dictionary, Codex Transferendum, Your Friendly Neighborhood Mentor is here to help unweave the confusing web of AC! ActualSpider-Man

  • Best Quotes in Assassin's Creed Rogue | TheOnesWhoCameBefore

    Best Quotes in Assassin's Creed Rogue Share Written By: Edited By: Colum Blackett (Col_96) Back To Database ''Even the devil can quote scripture, to suit his own purposes''. Shay Cormac (Assassin's Creed Rogue) Promotional image used for Assassin's Creed Rogue. Edit by Colum Blackett ''A war and a revolution have ended, and another is about to begin. May the Father of Understanding guide us all''. Shay Cormac (Assassin's Creed Rogue) VP and Edit by Turið Torkilsdóttir 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)

  • Importance of Assassin's Creed Mirage's Upcoming DLC | TheOnesWhoCameBefore

    Importance of Assassin's Creed Mirage's Upcoming DLC News Share 10 Sept 2025 Written By: Edited By: Hayden Bird Colum Blackett Back To Database Announced recently back in late August of this year, one of the more recent Assassin’s Creed games, Assassin’s Creed Mirage , got a surprise announcement that the game, which was released back in October of 2023, would be getting a free DLC, which stands for downloadable content, that is in development and will be available to gamers across the globe in the near future. Promo image for the upcoming expansion, showing Basim's new outfit This news is an unexpected treat for fans of the series as originally Assassin’s Creed Mirage was set to be a game without any major post-launch expansions. Mirage was a smaller-scale game that was created to honor the 15th anniversary of the franchise and in many ways return to its roots by bringing back classic gameplay mechanics and a formula the series used years ago before it received a major reboot back in 2017. There are still a large number of fans who prefer the old formula the franchise used to follow, so giving the community a game that honors its past but also includes elements of the present and future games made it a fan-favorite addition to the series. Assassin’s Creed Mirage was set to tell its story and be complete already, but with this surprising news of the upcoming DLC, gamers will most certainly dive back into Mirage as the game offered plenty of content to explore even after the main story’s completion. Mirage was seen as a small-scale game in the series but now is turning into much more. The news that this DLC is free is welcoming news as a lot of DLC story expansions are paid, and not free. The paid ones usually range from $10 or upwards to $20 and even sometimes a lot more. So having a game with free expansions is a great gesture from Ubisoft to its fans. Since the DLC will be free, it offers a lot of possibilities for Ubisoft to watch the player count and popularity vastly increase now that they know fans won't need to be skeptical on whether or not to spend the extra money to buy and experience the DLC. Whereas now, instead they can offer it to all gamers worldwide and anyone can experience it without the decision of having to spend to play and own it. Basim in Assassin's Creed Mirage Assassin’s Creed Mirage became a beloved game in the series because it catered to fans from both viewpoints of the franchise. Those who prefer the classic formula and those who love the updated style. Mirage includes both elements of classic and newer formulas as a combination that was sure to satisfy fans from both different opinions. The game was a focal point of the extensive marketing campaign Ubisoft started in 2023 to promote and celebrate the 15 years that the series has been around for. While the celebrations were dedicated to all the games, Mirage served as the best part of the marketing campaign that honored the franchise's rich history all while satisfying fans of all kinds and bringing the series and community together as a whole. The fact that Assassin’s Creed Mirage will have a DLC is also a surprise to the fact that the game seemed to be a done deal and a part of the past now that the brand new game in the series, Assassin’s Creed Shadows is out and accompanied by a DLC of its own along with future announced games to continue the series on the way. So it felt like Mirage was complete and set to be moved on from, but recent news has proven this idea incorrect, as Ubisoft is showing great attention to a game that's turning two years old next month in October. Video games that are released years prior often do not get the attention Assassin’s Creed Mirage is set to receive in the near future. This reversal in opinion from Ubisoft shows they have listened closely to their fanbase and have come to believe that the story and existence of Assassin’s Creed Mirage is far from over. As fans, we can all be thankful to the developers at Ubisoft for changing course from their previous decisions and that they are showing attention to this beloved game even years after its release, and giving fans a true surprise that this highly anticipated DLC will be completely free to all gamers. The idea and reality of a free unpaid major expansion is less common in today's age of gaming, and really shows that Ubisoft is listening to their fans and giving the players a seriously exciting project to look forward to without the need of spending their own money toward it. This DLC is welcome news and another exciting project in the Assassin’s Creed franchise that fans can continue to anticipate the bright future of this franchise for years to come. Promo image for Assassin's Creed Mirage, via GameInformer comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Hayden is a passionate Freelance Writer based in South Carolina who joined TOWCB's Writing Team in 2020 during the Covid-19 Pandemic, writing articles on all things Assassin's Creed Valhalla. He left the group to focus on studies, joining our Alumni program, but triumphantly returned with fresh ideas in 2024 to pick up where he left off, only this time covering Assassin's Creed Shadows. In 2025, Hayden took on the position of Team Leader for TOWCB's Writing Team, overseeing article releases, assisting with recruitment and providing assistance with internal operations. Hayden Bird

  • Louise (TheNerdyArcher) Joins The Ones Who Came Before Writing Team | TheOnesWhoCameBefore

    Louise (TheNerdyArcher) Joins The Ones Who Came Before Writing Team News Share 20 Jan 2024 Written By: Edited By: Louise // TheNerdyArcher Colum Blackett Back To Database We are pleased to announce that community member Louise (@ TheNerdyArcher ) is joining The Ones Who Came Before / Isu_network! Louise is a UK Assassin's Creed community ambassador and former member of ' The Mentor's Guild ' and ' Scholars of the Creed ' . She is an Archaeology graduate and passionate historian. By joining TOWCB's Writing Team, we aim to provide her with structured guidance, early access to transmedia, and a platform for her written works. Throughout 2024 and beyond, TOWCB will be working on a variety of projects covering the series 🦅 Keep an eye on our social media channels and website for updates! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Louise (TheNerdyArcher) is a UK Assassin's Creed community ambassador and former member of The Mentor's Guild and 'Scholars of the Creed' community. She is an Archaeology graduate and passionate historian. By joining TOWCB Writing Team, we aimed to provide her with structured guidance, early access to transmedia, and a platform for her written works. Louise left the program in 2025 to focus on her studies. Louise // TheNerdyArcher

  • The Time-Defying Assassin's Creed II | TheOnesWhoCameBefore

    The Time-Defying Assassin's Creed II Analysis Share 3 Nov 2025 Written By: Edited By: Hayden Bird Colum Blackett Back To Database Assassin’s Creed II was released by Ubisoft in November of 2009 and became an instant classic that redefined the standards of video game sequels. The original Assassin’s Creed game was already a fan-favorite and a huge success when it launched in 2007, but many can point to its sequel as being the major turning point of the early days of the franchise. When a usual sequel to a game comes out, fans expect much of the same with minor improvements and story changes, but Assassin’s Creed II showed the industry that a sequel can take the series a step further on its own in such a short period of time. The game released two years after the original, and the bar that the sequel set is still a tactic that is often used as inspiration for video games hoping to cash in on a solid continuation. Promotional image for Assassin's Creed II via Ubisoft The reason why Assassin’s Creed II changed the industry forever, and the way we still look at sequels, is that Ubisoft did not try and simply build off the first game and create something expectedly familiar, but they evaluated the game as so much more. The amount of improvements we saw in Assassin’s Creed II is unheard of in a typical sequel you’d see today. It took everything fans loved about the first game and multiplied it to the point where it felt like a whole new experience. The truth is that a direct sequel, especially one released in the late 2000’s, is usually not so well rounded and simply a whole new league of improvements. It’s unheard of for a sequel to do what Assassin’s Creed II followed after the first game. A typical sequel is generally not supposed to be so vastly improved so quickly, it used to and still usually does take several years and several sequels to reach a level where people consider it a massive upgrade to its predecessor. Assassin’s Creed II was basically a game that defied the normal reality and showed the gaming industry that a direct sequel could indeed be an instant significant upgrade over the original. Before the game came out in late 2009, there had never been a true example of a sequel being such a fast improvement in such a short period of time. The industry norm was to take a few years and a few games to reach its potential. Assassin’s Creed II ended that narrative and became very likely the first direct sequel to show that a game could have such a vast improvement in just one single game later, something the gaming world had deemed impossible for decades. Assassin’s Creed II is still widely regarded by many as the best game in the entire series, and that is seriously impressive for a game from so many years ago and from a franchise that is so popular and still an industry giant to this day. Most games from the mid to late 2000’s are regarded as retro classics, but usually considered very dated. As of late in the gaming world, remakes and remasters have taken control and become a new staple of the modern industry. The fact that Assassin’s Creed II is still without a full on remake with modern graphics and the use of technology we did not have all those years ago, shows the world what an incredible game it was that was far ahead of its time. Many fans and gamers alike often admit that the game holds up so well even today. Video games from even less than a decade ago are currently receiving full on remakes, and those were games developed years past the limited technology we had years ago. Assassin’s Creed II set a standard and proved to many that a sequel could become an instant classic so quickly, and the belief that it took several years at the minimum to reach a similar standard was debunked. The game focused on what the first game did correctly, but took those exact fan-favorite aspects and completely overhauled the criticism some had for various parts of the first game. The repetitive missions and limited open world were often features of the first game that many disliked, but Assassin’s Creed II changed that all. The story was memorable and the characters were even more loved. The game started a trilogy of games featuring the beloved protagonist, Ezio Auditore da Firenze. Not a single main protagonist in the franchise before or after the self-titled “Ezio Trilogy” has gotten even a second game, let alone a total of three. Fans adored the cast and the story directions Ubisoft followed. The open world was improved by allowing the ability to visit different parts of the time period set in the Italian Renaissance, allowing gamers to explore multiple regions such as Florence, Venice, and a brief trip to Rome at the end of the game. Many also loved the combat the game featured that allowed the ability to equip and use a wide variety of different weapons and tools for the first time that could be used to take on enemies. The first game was much more compact and the sequel managed to keep the aspects fans love and simply make it so much better. Often today, games that have a sequel get fan criticism for removing certain features gamers loved in a first game and changing it entirely for the sequel, Ubisoft instead listened to their fans and knew the ones that loved the first game back in 2007 would love to see a lot of returning elements, but a fresh take on the game especially since it was set in such a famous era in history. Promotional image for Assassin's Creed II via Ubisoft Although there are certainly a few things Assassin’s Creed II could have improved upon that are seen as out of date in today's standards, it was far ahead of its time in what we knew to expect all the way back in 2009. Many gaming developers even to this date often look back on the work Ubisoft did with Assassin’s Creed II and use it as an example of how to craft a sequel that can be an instant improvement that doesn't take the old belief that many years and many games were necessary for vast improvement. As important and legendary as the original 2007 Assassin’s Creed game was, many fans of the series point to the sequel as the true turning point of the franchise, and a huge reason the franchise is still around today and stronger than ever. Assassin’s Creed II launched on the PlayStation 3 and Xbox 360 consoles, but it received a remaster collection for the PlayStation 4 and Xbox One consoles back in 2016. The remasters did not receive any significant graphical or gameplay improvements, which is proof that Ubisoft is rightfully very proud of their work and does not feel it is a dire necessity to come out with a full on remake that rebuilds the entire game from the ground up. The original game still plays very well on the old consoles, and still remains to many as the best part of the entire franchise. The game had two sequels that were 2010’s Assassin’s Creed Brotherhood and 2011’s Assassin’s Creed Revelations . None of that would have happened without the impact Assassin’s Creed II created. Since the inception of video games, almost all developers had a belief that reaching vast improvement took a lot of time, but the creators at Ubisoft rewrote history and changed the game forever. It differentiated the way many developers and fans see in sequels and remains a staple of the industry and a game that can for the rest of time be looked at as an example or inspiration for how to follow the blueprint Ubisoft created and how to replicate the era-defying results it created. The work Ubisoft started changed things forever, and proved the idea that sequels needed years of work to be an improvement was indeed false. Promotional image for Assassin's Creed II via Ubisoft comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Hayden is a passionate Freelance Writer based in South Carolina who joined TOWCB's Writing Team in 2020 during the Covid-19 Pandemic, writing articles on all things Assassin's Creed Valhalla. He left the group to focus on studies, joining our Alumni program, but triumphantly returned with fresh ideas in 2024 to pick up where he left off, only this time covering Assassin's Creed Shadows. In 2025, Hayden took on the position of Team Leader for TOWCB's Writing Team, overseeing article releases, assisting with recruitment and providing assistance with internal operations. Hayden Bird

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

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

  • This Week in Assassin’s Creed Virtual Photography: 2nd to 15th October | TheOnesWhoCameBefore

    This Week in Assassin’s Creed Virtual Photography: 2nd to 15th October Community Share 20 Oct 2023 Written By: Edited By: Aaron Young Colum Blackett Back To Database Welcome to the weekly virtual photography roundup hosted by Aaron Young from The AC Partnership Program. Every week I will be picking our top 5 favourite Assassin’s Creed shots and showcasing them on The Ones Who Came Before website, in order to promote virtual photography and talented content creators within the community. Aaron is a keen virtual photographer and loves to post his journeys through Assassin’s Creed on Twitter. Keep an eye on the site as more weekly shots are added, we are looking for captures across all Assassin’s Creed games. Tag your photos to the #TOWCBWeeklyCapture for a chance to be featured. This week’s theme: Assassin’s Creed Mirage Launch Special (Minor Spoilers for Assassin's Creed Mirage) Crossing the Desert Game: Assassin’s Creed Mirage VP Artist: @ BookieVp “Baghdad and its surroundings call to me” Returning to the desert with Basim almost feels fitting. The links to the original Assassin’s Creed and Bayek’s adventures in Egypt are strong. Although smaller than the previous entries the mix of wildlands and city really works. This silhouette of Basim and his camel crossing the desert reminds me of that moment the game opens up to you. I adore the bright sun in the middle of the photo with the clouds and orange glow surrounding it. The desert almost feels made for this sort of shot, a fabulous capture to kick start the showcase. Blending In Game: Assassin’s Creed Mirage VP Artist: @ Spiggy_Smalls “There is no greater glory than fighting for the truth” 2007 saw the release of Assassin’s Creed, an action/stealth game that would go on to lay the groundwork for many entries in the series. Last year we saw the AC15 celebrations and it felt fitting that we should return to the roots with Mirage. This epic shot captures the essence of AC1 both in style and substance. I love the white background as it gives real Animus vibes, something that was so prominent in the original. The use of Altair’s robes obviously increase the nostalgia, while having Basim hide in plain sight tops off a brilliant Assassin’s Creed capture. Desert Delirium Game: Assassin’s Creed Mirage VP Artist: @ G_Assassin90 “It is why you have chosen to walk this path” Returning to the Middle East was always going to be a tantalising prospect. Not only does it feel like the birth of Assassin’s Creed it also boasts such breath-taking environments and diverse cultures. For a virtual photographer the Islamic Golden Age is the perfect setting. This magnificent capture has all the feel of the desert. The sun is so prominent and helps to magnify the superb silhouette of Basim riding his horse. I love the shadow work and the details of the sand. Allowing us to roam the outskirts of Baghdad is such a treat, and this shot proves it. Initiate of Alamut Game: Assassin’s Creed Mirage VP Artist: @ KaiVirtualPhoto “Are you ready to leave your life behind and walk the path of shadows?” When Basim finally receives his Assassin robes for the first time there really is a sense of nostalgia. I loved the moment you take hold of Basim in the desert, ready to hunt down the order in Baghdad. The photo here perfectly captures that moment in all its glory. Basim looks focused and very ready to leave his old life behind. The details on the robes are so good, you really can see all the little intricacies. The saturation on his face tells us where he is and with the hood up we know he means business. A beautiful portrait of the leading character that shows us why he is quickly becoming a fan favourite. The Hidden One Game: Assassin’s Creed Mirage VP Artist: @ AlexK0nstantin “Are you ready to give up who you once thought you were” The Assassin’s Creed Mirage marketing campaign felt a little low key when compared to previous entries. However the Game Informer coverage really blew me away. None more so than the epic shot of Basim appearing from the red smoke. If there was one thing that hyped me the most for this game it was that picture. This shot has aced that very photo, something I knew the VP community would do. The saturation of the red mist is perfect and Basim’s pose is awesome. In this outfit with sword and dagger drawn you cannot really go wrong. There is a sense of impending doom in this capture and Basim would be very proud of that. Hunting the Order Game: Assassin’s Creed Mirage VP Artist: @ AlexK0nstantin “Hide in plain sight” Being a Hidden One and working in the shadows is a necessity for Basim. Having a huge city to run around in adds to the sensation of being an assassin. Traversal has been a hot topic in the recent games, but Mirage breaths life back into this much loved mechanic. The shot here gives off huge Assassin’s Creed vibes but it’s the quality of the shot that catches my eye. At first glance you could mistake it for being concept art. The lighting is split but works beautifully to cast shadows on the people in the street. You cannot deny Basim moving along the beam is an excellent addition. A capture that truly lives up to what we saw in the cinematic trailer. TOWCB Photo of The Week Guest Judge: Miranda Amess (Community Manager for Assassin's Creed at Ubisoft) '' Assassin's Creed Mirage is all about paying homage to the original titles, and ultimately returning to the roots of the franchise. Basim stealthily running across a beam, (on his way to complete a contract), with the busy marketplace of Baghdad below him. For me, AlexK0nstantin has captured the essence of Assassin's Creed Mirage perfectly.'' Baghdad Game: Assassin’s Creed Mirage VP Artist: @ Memento_Gallery “The Order has put a fog over Baghdad” Baghdad is the capital of Iraq and during the Islamic Golden Age it was a hub of activity. I have been enjoying how Ubisoft split Baghdad out into sections so that we can enjoy different atmospheres depending on where we are. Once again the team have created a city that feels alive, something that I haven’t felt since Unity. For me this capture symbolises the game and how beautiful it is. The composition of the shot is glorious, and having Enkidu soring high in the corner adds to the majesty. The Round City looks incredible with the hints of fog hanging above it, almost like a metaphor for the Orders presence. The Palace of the Green Dome in the background serves as the icing on the cake. Training Game: Assassin’s Creed Mirage VP Artist: @ eivxr_ “Never compromise the Brotherhood” Sometimes Assassin’s Creed Mirage feels more like an Origins story than Bayek’s adventure. The training sequence in Alamut with Roshan gave me such Batman Begins vibes. I felt like Ubisoft nailed the pacing in the opening hours of the game. Here we have Basim putting his mentors teachings to the test. What I adore about these shots are the colour tones and how fitting they are to the theme of the game. Together in a collage they look sublime especially with that white boarder. What I appreciate the most though is how each shot represents an Assassin’s skill set. This is minimalism at its finest. Leap of Faith Game: Assassin’s Creed Mirage VP Artist: @ Evo_Pixel “Then out of the dark, you will come into the light” When you think of Assassin’s Creed the leap of faith is iconic. Jumping from a height into a bale of hay will never get old. The move is essential for all Assassin’s and is required for initiation into the brotherhood. This shot reminds me of the trailers before launch and how good it is to be an Assassin again. Once again the composition is magnificent, I cannot get over how much is included in this capture. It’s wonderful that Enkidu is involved almost mirroring Basim, and the rooftops below add to the feel of elevation. I am loving the walls of the Round City and the Palace of the Green Dome in the background. Tormented Game: Assassin’s Creed Mirage VP Artist: @ Spectral_Lens “Ready to sacrifice everything you held close” As a fan of Assassin’s Creed Valhalla it was nice to see Basim’s robes from that game included. For me they will make for a great end game set to tie the entries together. This shot for me epitomises Basim, and his split personality. The water effect works two fold, one in highlighting Basim’s outfit but secondary producing a reflection on the water. The reflection just makes me think of his duality and how Loki has this power over him. I love the colours and the shadows work, really typifies the mood of the shot. For me though this is an endgame capture of the Valhalla Basim rising out of the water, no longer the hero and destined for darkness. And that sums it up for this week’s Assassin’s Creed virtual photography recap list! Thank you for checking out this week’s photo collection. This would not be possible without the virtual photographers out there so a huge thanks to them. Until next week keep those shots coming in! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Aaron is a passionate Assassin's Creed fan who joined our AC Partnership Program as an Online Article Writer back in 2021 after the release of Assassin's Creed Valhalla. After building momentum and interest on TOWCB website for Virtual Photography, Aaron established TOWCB Virtual Photography Team, of which he is now Team Leader. Throughout 2024, TOWCB VP Team will be sharing community captures in dedicated articles, and providing a positive environment on Twitter for gamers to share their shots. Aaron Young

  • Assassin's Creed Shadows: TOWCB Spoiler-Free Review | TheOnesWhoCameBefore

    Assassin's Creed Shadows: TOWCB Spoiler-Free Review Review Share 18 Mar 2025 Written By: Edited By: TOWCB Team Colum Blackett Back To Database Banner by Frame Hold Photography. Thanks to Ubisoft for providing a code for the purposes of this review Contributions by: Colum Blackett Taylor McKay UbiCypher Aaron Young Frame Hold Photography Turið Torkilsdóttir ''Japan is a land of danger. Navigating it will take some thought and skill, as enemies lurk in the shadows. It’s a truly immersive experience.'' Described by one developer as ‘Ubisoft’s suicide note’, Assassin’s Creed Shadows could be the single most important game that Ubisoft has ever released, as the fate of the company may ride on its success. It’s a game that media outlets have pitched as a ‘make or break’ title for Ubisoft after a difficult financial year, so does Assassin’s Creed Shadows do enough to turn the tide? Early on in the marketing campaign, the development team dubbed it ‘the ultimate Assassin’s Creed game’, a bold statement considering the success of former releases. In this review, we will outline its strengths and weaknesses, dissecting it bit by bit to rate it not just as a video game but as an entry into the Assassin’s Creed universe, with the full weight of history and lore that came before stacked against it. After 2018’s Odyssey, Ubisoft Quebec moved on to 2020’s Immortals Fenyx Rising while envisioning their next AC in pre production. Full production began in 2021 leading Shadows to have the longest development cycle since the 2007 original, leading to a reinvention and re-evaluation of the core mechanics of AC. The game was also delayed twice, which massively increased expectations, but also gave the development more time to polish and finalise, something which is clear in the finished product. Shadows massively delivers on the majority of core Assassin's Creed pillars, and provides an engaging narrative which serves as a major cornerstone for the game's triumph. Promotional image for Assassin's Creed Shadows (2025) Narrative and Story 1579 Feudal Japan Our story begins in the Iga province of Japan in 1579 with a young woman named Naoe, training as Shinobi to protect Iga from Oda Nobunaga, who is conquering Japan into one united unit under the Shogun and Iga wants to remain independent. leading the game to open during Oda’s invasion in 1581. The game is set during a time where Portuguese influence was growing across Japan, and deals were being struck to increase the freedom of trading and movement for the Church. In return, Nobunaga gets a a new weapon in his arsenal, in the form of gunpowder called Toppo. This makes him and his forces a deadly adversary as they seek to conquer under one banner. Dual protagonists return in Assassin's Creed Shadows, connecting two personal stories into a shared arc which aligns at connected intervals, forming an engaging and interwoven narrative that drives the player forward. The game uses history to weave together a powerful story, in a way that has never been done before in the series. The attack on Iga event is seen from both perspectives, something which is new to the franchise, acting as a major lifechanging event for both Yasuke and Naoe. The connected story, which provides 9 main targets (the Shinbakufu), is incredibly satisfying. They can be completed in numerous ways, taking the original idea of a 'sandbox assassination' to another level. Both characters are incredibly driven in their pursuits and put themselves in danger to achieve their goals for the people of Japan. There are personal quests for each character, which demonstrate their personality in different ways. Many of the quests are calm and don't require combat, giving the players a glimpse at the humanity of each protagonist. They are both very likeable for various reasons: Naoe ‘’The life of an Assassin is pain’’ (Ezio Auditore) Naoe is the embodiment of this, and channels it, using her pain as motivation to strike against her enemies. She has to live with pain caused by her enemies, suffering a tragic backstory, as many Assassin's Creed characters do. It is used as motivation that fuels her. Anger turned into calculated risk. She is incredibly intelligent for her age considering her youth, and not rash when hitting back in response. She was trained as a Shinobi by her father for two years prior to the start of the game, giving her a great grasp of parkour and a sense of righteousness. As she is a native Japanese she has a clear understanding of the culture and world making her feel very part of the world. Although things are very different in her village compared to the rest of Japan, she is able to blend into society by keeping her true thoughts and motivations for only her most trusted allies. The flashbacks to Naoe’s past are excellent. They do interrupt the flow of the main campaign but they are used to further the audience's connection to her, making her history, a clear part of her future. She looks both backwards and forwards at the same time. Yasuke Yasuke is an outsider in a foreign land, possibly Mozambique in Southeastern Africa, who gains the interest of Oda Nobunaga, who sees his potential from the offset. Initially known as ‘Diogo’, a slave captured by the Portuguese, he takes back control of his situation by learning the language and customs of Japan. He is a stranger in a strange land. He is immediately an outsider, not only due to his skin colour but also his height as he is taller (6 foot) than the Japanese in general (average is 5 ft 4 inches) so they see him as giant. He has to fight for his place among the Samurai and Nobunaga’s presence as well as forging a name for himself. But once a samurai he has interactivity in the world as NPCs will bow to him when walking around the world and he will be acknowledged by other Samurai making him feel part of the world He is a tank, as when you control him he feels very heavy and slow to move: think of Eivor but with more physicality. The ‘One man army’ storms across Japan, making an impact, but there is also a more human and softer side to Yasuke that makes him likeable and caring about the plights of others. He begins his journey as a victim, but rises well above his expected station by becoming a respected warrior for Oda Nobunaga, winning battles and helping to unite Japan. He does not let power go to his head, but uses his new position to help people on a more personal level. Think of the homestead activities or world events in Assassin's Creed Valhalla, but with more opportunities to help and gain reward and status for doing so. Joint story The Joint story involves both Naoe and Yasuke hunting down the remaining members of the Shinbakafu as they each have a personal stake in seeing the order ended. They will each go through a personal journey and grow and develop and thus learn to work together with their skill sets. The story is engaging and aligns itself more with Origins than the previous few entries. Shadows is a slow burner, and requires a bit of patience. It is well worth it though once the game opens up and Ubisoft does what it knows best. With the possibility of 60+hours to complete the main storyline, players will haver plenty of time to get to know both Yasuke and Naoe. Both the main characters are very strong in their own right. We believe that Naoe is the most compelling and we wouldn't be surprised if she is able to match Kassandra as a fan favourite. That being said, Yaskue has his own playstyle and mystery so you constantly debate switching between the two, opening up more possibilities. Throughout the main storyline, multiple minor characters catch the attention of the audience early on in the game, with their stories slowly developing as you progress. It's nice to see the calmer moments which contrast against the violence, and bring depth to the world. We feel that players will be drawn to the main storyline and a higher number of players than usual will complete the game, as it is incredibly interesting and connects at numerous intersections that provides both satisfaction and at points, emotion. Naoe and Yasuke The World The world of Assassin’s Creed Shadows is incredibly beautiful and full of opportunities. The dynamic weather cycle adds depth to exploration, and also makes it possible to notice the passage of time. Shadows introduces the first fully next gen open world Assassin’s Creed game, built for the latest platforms, pushing technology to be the best it can be. Vibrant colours contrast against the dark night, adding a layer of beauty to a land of war and politics. The weather can massively impact decisions for players, as a windy day can turn into a storm, making it easier to attack, whilst a sunny afternoon makes the chances of being spotted more likely. You can also feel the wind in the game, as trees and nature respond to it. There is a distinct balance of violence and beauty, contrasting between conflict and slower moments such as art, eating, celebrating, ordinary everyday actions that make the world feel more authentic to the period. The new method of synchronization encourages players to unfog the map for themselves, highlighting points of interest rather than revealing everything at once. This leads to more exploration, and takes players deeper into the world of Assassin’s Creed Shadows. Japan is full of opportunities, and provides an atmospheric sense of uncovering the next secret, creating a rewarding journey for players. Throughout the world players will uncover: Shinto shrines, which provide some temporary bonus. Praying at temples, Kodas (Samuari training). Kofun, Shadows’ equivalent to tomb puzzles that reward a piece of gear. Kuji-Kiri (meditation areas that do trigger some flashbacks for Naoe). Sumi-E (Allows Naoe and Yasuke to exercise their drawing skill and draw paintings of animals that can be added to the hideout as pets and decorate buildings with. Horse archery practice Renga-shi (collaborative poetry). Outside of all these, players will also discover white orbs that appear in certain locations and these are the codex entries, similar to how they appeared in 2023’s Assassin’s Creed Mirage. If you wish to find all of them, as they do not appear on the map, you will have to find them. This action and design decision encourages exploration so you may find several each time you play. Although the scenery is visually appealing, Japan is also a land of danger. Navigating it will take some thought and skill, as enemies lurk in the shadows. It’s a truly immersive experience. Animals in the game are peaceful, and are to be admired, not hunted like in previous games or the Far Cry series. The danger comes from enemies scattered across the land, posing a threat in restricted areas. The best way to proceed is by building a network of spies and scouts who can provide intel when deployed correctly, or assist players when called upon. Just like in Assassin's Creed Brotherhood, the scouts patrol nearby and eliminate threats from stealth positions. The world of Assassin's Creed Shadows is incredibly detailed and beautiful, and we can't wait to see the photo mode captures at launch! Promotional image for Assassin's Creed Shadows Stealth This is by far the most ambitious, care taken, polished and refined stealth since the days of AC1. This is where the game really shines, from allowing you the ability to go prone and the inclusion of an expert mode for hardcore players. The introduction of prone l the team to completely rethink the standard Assassin’s Creed control mapping, which shows the dedication and commitment of the team to revamp this essential core pillar of the series. A s the title of the game implies, stealth is an element which is pivotal to the series. Valhalla did a good job at creating opportunities for stealth, but a lack of tools and an imperfect social stealth system made it difficult to master. Shadows introduces fresh ideas and tools, such as the ability to extinguish lights to operate in the shadows, perform double Hidden Blade assassinations and new tools such as the kukri (throwing knife), bells (to distract enemies), Shuriken, and of course, the return of the classic smoke bomb. Tall grass is new, and can be used to go prone in. It can also be destroyed if detected or hit with a weapon. The useful 'Last detected shadow' once again appears, allowing you to see where enemies lost sight of you allowing you to react. A simple feature is back with the whistle, which can be used to lure enemies away from their guarding positions. You can draw enemies towards a certain death if used correctly. Hiding spots return such as haystack, a coffin, a closet and a chandelier on the roof. Naoe is the master of stealth, but it can be challenging to use it effectively. Time and thought is needed for the player to also become the true stealth master. She is very fast and agile and you can feel the difference when playing as both characters. Something in particular which is incredibly satisfying in the game is the unlockable Shoji door assassination, which takes inspiration from old school Ninja movies. On the other hand, Stealth is challenging for Yasuke, with limited options available. Although he can go prone, it feels like his character is built purely for combat, although we have no doubt some players will master stealth for Yasuke, using the rifle to dispatch enemies from the bushes. You can infiltrate castles and hunt down samurai Dashos, who's death leads to a reward by gaining a mastery point. Clear all of them in a castle to unlock its gear chest. As restricted areas house many enemies, it is rewarding to use stealth to enter and dispatch enemies. Eagle vision is restricted to Naoe only but you can tag enemies with both characters; you can also play as Naoe to tag enemies, then switch to Yasuke and the tags remain. This is because Naoe observes her surroundings differently to Yasuke, due to her training and discipline. It is worth mentioning that social stealth has been removed. Blending, distracting enemies by sending large groups and bench sitting have all gone, but we feel that it is acceptable as Naoe operates in the shadows rather than in plain sight. For her to expose herself too often could lead to increased danger, and she has enough new tools, abilities and kill moves to make stealth both fun, challenging and rewarding. Stealth promo image for Assassin's Creed Shadows Parkour Naoe is lightweight and nimble, moving effortlessly across the rooftops. The revamped parkour system has been fully redeveloped. Gone are the days of every surface being climbable since the days of Origins. This has been replaced with a similar system seen in the Ezio and Kenway games with a definite parkour start and finish alongside path markers like bridges and robes, as well as the “yellow” paint with player guidance. Naoe’s rope can allow her to reach high places but it can’t be used as a rope between buildings. The tree swing assassination encourages parkour, so players will find themselves looking down on opponents frequently throughout the game to get the satisfaction of death from above. Naoe bring the delicate balance of precise manoeuvres, mastered during her time in Iga. She can quickly gain a vantage point and tag enemies or observe surroundings from above. Parkour feels useful again. Enemies no longer frequent high places, as was the case in Mirage and previous games, as parkour is limited to a select number throughout Japan, such as Shinobi. The game does a really good job at taking Naoe from street level to a high place in the blink of an eye, either by using the rope or by climbing structures. Some buildings are still in development, and Naoe can climb up the wooden beams before a roof has been added, also allowing her to enter and loot chests. Parkour has a host of new animations and flips which make it both fun and energetic. It's clear that Ubisoft put a lot of thought and effort into this, as Naoe moves effortlessly. The Parkour up and down functions serve the game well, providing opportunities to move with speed and purpose. Yasuke’s heavy build means that parkour is limited. He can climb on to roofs but not tall buildings making him ineffective in stealthy castle infiltrations. We feel that players will switch to Naoe if they wish to get a parkour experience, as Yasuke's physique makes it difficult to do more than jump from ledge to ledge or climb basic platforms. Overall, we're really impressed with the new parkour system. It doesn't feel sticky, and the player feels like they have full control over movement when freerunning. The animation team did a really great job at updating a system that hasn't really changed in recent Assassin's Creed games. It's great to see that the series still shows such a willingness to adapt and evolve. Naoe throws a smokebomb above her target, using height to her advantage. Combat Combat is a very different experience for Naoe and Yasuke. Combat for Naoe is a mixture of light and heavy attacks, carefully waiting for the opportunity to strike. She is better at waiting for the right opportunity to strike, rather than lashing out in haste. Due to her small size, a heavy attack can do major damage to Naoe. Yasuke has increased health due to his stature and heavy armour. He is lethal in combat due to his huge arsenal of weapons and abilities. In combat, players have the objective of destroying armour before delivering the killing blow, breaking down opponents and catching them off guard. Yasuke tends to block or parry rather than dodge, the favoured approach by Naoe due to her size. Each character has their own arsenal. Naoe has her aforementioned tools alongside a Katana, Tanto, and a Kusarigama, a long range weapon. Yasuke has a more varied arsenal with a Long Katana, a Kanabo, a Naginata, alongside ranged weaponry consisting of a bow and a Teppo (early firearm), exclusive to him is the ability to parry unblockable attacks as well as more health and two more health rations. He can also charge doors, which in missions can allow allies to join the fight. One thing that Naoe can do to even the odds is use silent arrows, which can pierce armour and break down an opponent before she even has to consider close quarters combat. The brutality of combat is immediate, with decapitations common and increased blood. A new series of kill animations will shock players, as Naoe can flip behind a player and slit their throat. Both players can cut an enemies head clean off its shoulders, making it easily the most fierce combat system in an Assassin's Creed game, beating the brutality of Valhalla. Yasuke has many unlockable abilities for combat, all of which make him more deadly when facing enemies. His kick in particular is strong, knocking enemies of all sizes to the ground. Think, Sparta Kick in AC Odyssey without the need for a Piece of Eden powering it. His size is pure muscle and strength, which he channels in combat. Even though Yasuke is a huge man, the enemies he faces are varied in size, so he doesn't always feel overpowered. Smaller foe like Shinobi are much quicker and can surprise with quick reflexes and multiple attacks at once. Learning the best course of action will keep players occupied when choosing the more direct approach. We thoroughly enjoyed combat in Assassin's Creed Shadows, but the majority of our team prefer the stealth approach in AC Title. That being said, both playstyles have their own benefits in AC Shadows that will keep players swapping depending on the situation or quest requirements. Yasuke in combat Modern Day Assassin’s Creed Shadows introduces a new present day story which is connected to the Animus Hub platform, the new overarching platform which acts as the home of Assassin’s Creed content. Immediately players are introduced to the ‘Animus Ego’, an incredibly powerful piece of Abstergo marketing which is hacked by an unknown digital entity known as ‘The Guide’, a hologram which provides cryptic digital support. It’s without a doubt the most visual and immersive Animus experience yet, but it would be a mistake to overly praise a modern day Animus experience that strips away gameplay entirely. ‘Welcome to the dark’. From the offset, it’s an engaging Modern Day storyline that calls back to the darker tones layed out in previous titles, channelling the easy vibes that were present during the Clay Kaczmarek glyphs and the Erudito Animus hacking cutscenes in Assassin’s Creed Liberation. The Modern Day air of mystery returns, something which will be a relief for old-school fans of the Assassin’s Creed Initiates platform, as completing activities in-game unlocks information and data that is stored in the Animus Hub database. Plus, the references to Carl Gustav Jung from which the Animus Ego is named after referencing his archetypes from which “The Shadow” is conveniently one of them, and the fact that it is a new type of Animus managed by an AI “Ego” that is able to harness the power of the Bleeding Effect by overloading the user's senses in order to subdue them and render then totally controllable. A new story arc revolving around Tatyana Dane and Joel Eastman in what seems like an “almost apocalyptic world” hunted down by operatives in Marrakech. The name Geoff Eastman also appears and is implied to be somewhat of an “Assassin” archetype as he is apparently the main reason why Joel (his son) is doing what he's doing in Morocco; “To change the world and make a difference”. Through the Animus Hub, you have memories, projects, exchange and vault Memories: Here players will be welcomed to a timeline and are greeted with images of the protagonist from recent Assassin’s Creed titles such as Basim, Kassandra and Eivor, booting up their memories, as the Hub acts as an all-in-one game launcher. Right now only Origins, Odyssey, Valhalla, Mirage, and Shadows are available. Projects : Data streams are corrupted. These quests are tied to the projects tab within the Animus Hub, these act as mini battle passes, and completing these tasks reward helix keys, you can also find them randomly strewn across the world. You can use these Keys at the exchange which replaces Reda’s shops with daily rewards. Exchange: This is Shadow’s version of Reda’s shop from Origins and Valhalla where you can see the deal of the day or gear to spend those hard earned helix keys earned through projects. The Vault: Here you can find text, voice or video files related to the modern day overarching narrative that are unlock through progression of shadow’s story and through levels completed through projects. There's a lot to look forward to in the Modern Day storyline, but it's disappointing to see a lack of playable missions. Shadows is another attempt at making the present day story optional, and running in the background via the Animus Hub. After Valhalla and Mirage helped to establish Basim as a new threat in the Modern Day, it would have been very interesting to learn more about his activities, rather than completing missions to gain intel. After years of stripping away Modern Day Assassination missions, should we even be surprised at this point? Things you missed We have exclusive information from Akim Milne, Director of Cinematography from Ubisoft Quebec who gave a fascinating presentation at the UK Assassin's Creed Shadows Community Launch event, showing the incredible depth of research and thought that went into the game's development. Camera Angles and references The game uses a wide range of camera angles which take inspiration from a number of sources, such as Japanese cinema, anime, Western cartoons and mainstream Western depictions of the East. These reference points can be seen throughout the game and have also appeared in the marketing campaign for Shadows. For example, Crash zooms, which appears in a number of films by Director Quentin Tarantino, famously appearing in the Kill Bill series. In Assassin's Creed Shadows, when an enemy of rank is revealed, the camera zooms in, revealing the true title of enemy. The team really pushed to get Japanese film references into the game, for example callbacks to Seven Samurai (1954), which were even present in early mood boards. When presenting Iga, the team wanted to show that all members of the community were constantly practicing martial arts, as is customary throughout Japanese cinema. More recently, in the film 47 Ronin (2023), an infiltration with grappling hooks takes place in the daytime, and this is something which the development team wished to replicate as players can't change the day and night cycle due to the dynamic weather feature. Another film reference is Naoe's rope dart which draws inspiration from Mortal Kombat when used in combat. Cultural references from a wide range of historical sources have been included in the game. The Hideout represents this, and shows the normality of everyday life, with NPC’s performing everyday tasks such as washing clothes. Due to the notable size differences between Naoe and Yasuke, during cutscenes, low angle lenses were often used to make Naoe feel small in a gigantic world, grounding the camera work and giving perspective against the ever present landscape. Many times throughout cutscenes, over the shoulder camera angles were used to highlight distance, creating a sense of awkwardness. For example, when Naoe meets leaders, the camera angles purposely build tension by showing her as a small figure who is meeting someone of power, raised on a platform. There is an ever growing sense of danger should she say the wrong thing. At times, there is a focus on forefront details as things go on in the background to draw viewers to facial expressions, an intentional artistic decision to highlight emotions, often fear, and show the power dynamic between the one kneeling, and the one standing. For example, a sacrificial beheading scene. It's worth noting that Akim believes that Naoe at times is faking the submissive role, not making direct eye contact, looking away, something which causes tension. Iga is independent and remote, so didn't adhere to social hierarchy. As an Igan shinobi, she has been trained as an equal, but must succumb to the hierarchy and customs of respect that were prevalent in the period, or at least pretend to do so. Eye contact changes throughout the game depending on the relationship Yasuke or Naoe have with the character. This changes depending on the level of formality, as they wish to present themselves correctly. The game presents the historical mandatory distance for addressing a person of power. The intentional awkwardness of being on the floor, giving a full bow, feeling a sense of fear, and no eye contact really comes across in the final product. Some cutscenes aim to be fully immersive, with no talking whatsoever. Lots of cinematic shots in the game also look like paintings. The team really wanted to demonstrate the relationship between ink and blood, often using tones of red when calligraphy is represented to give the sense that war is always looming, and the spill of blood can be caused by the beautiful and peaceful act of ink painting, such as giving an order. The colour grade in the game is intentionally noticeable. The colours in Spring pop, and contrast the darkness of night, which are incredibly dark compared to previous AC titles, making Naoe practically invisible. The hyper saturated colours also mean that the cherry blossom trees stand out in a vivid shade of pink. Completely different light rigs were used for the two protagonists. Naoe has young skin lighter, creating shadows on her face. Yasuke beard, and darker skin complexion natural uses contrast to show colouring, with natural tones of orange and purple to add warmth and naturalise complexion in different lighting. Performance and Animation Focus on cultural gestures, bowing, early animation tests, authentic, came about from research. Minimalist approach was taken. Often in games, gestures exaggerated in approach. The team went back to drawing board and carefully select ones that felt legit to time, before creating their own. Traditional poses, Samurai would sit in Agura pose, proper way of sitting. Correct posture and stances were to feel minimal, and authentic. Mocap is used to capture moves etc, and are then sent to the animation team, who use them to embody scenes they shoot, rather than static storyboards. They are a reference to animation team rather than doing full body mocap like in the past. Performance capture is dots on faces, and records exact performance, but is very expensive, due to it requiring the full film crew, actors and stunt doubles. Combat moments are done this way. The voice actors include Japanese tonality phrasing of sentences. The actor who plays Yasuke would embody character, mentally transform, becoming larger in his posture. When Naoe talks to an ally, she can be herself. This is seen in her eye movement and facial expressions. Naoe weaponises her decision to use eye contact, faking it at times to infiltrate and gain information, pretending to be subservient. Yasuke will full bow at the start of the game, and do less as he gains rank. Bows are a major part of Japanese culture, so a wide variety of bow animations, depending on hierarchy and situation were created. They vary in length, show respect, and have different levels of eye contact too depending on circumstances. Villagers will bow to Yasuke, as Samurai have power and respect. There are situations where player needs to remember which bow is appropriate 700+ cutscenes feature in the game. As there are weather differences, height and body differences, the team had to create every cutscene independently as camera angles can't be shared. Also choices may branch differently, so a lot of time went into creating cutscenes. They had to Test animations in each and every scenario to make sense, ground the scenes and make them immersive regardless of time or day. The Transmog system can vary in depth, ranging from changing the look of a certain weapon to stripping it part by part, creating ultimate version of a weapon Conclusion After an insensitive marketing campaign struggled to drum up hype for the game until late in production, due to questionable marketing practices and lack of research, the game itself is overall a wonderful balance of old and new, bringing together the most complete relationship between the old games and the newer RPG titles, all within a well crafted immersive world. Strengths Voice acting performances and dialogue. Facial expressions and animations are much improved. Music is excellent throughout Atmosphere balances light and dark. Connected narrative, seen from both perspectives. Stealth options. Revamped parkour system. Naoe and Yasuke are both interesting protagonists. Negatives Lack of playable Modern Day The main Templar group feels undeveloped as characters The character not in use doesn't really do anything No hunting and crafting Removal of social stealth OUR SCORE 9/10 Closing Remarks Aaron Comments The opening sections of the game suffer with some flat lighting which makes the game feel a little outdated. However this becomes less frequent once the prologue has been completed. In fact I think the lighting can be quite impressive, especially in darker areas later in the game. I do feel like the skin textures of some characters feel a little off. Naoe especially has less facial details than Eivor or Basim. The Score is fantastic, really complimenting the story. You can feel the Japanese influence. At times there is a Taratino vibe when aspects of the game collide with this quirky soundtrack. The combat is a huge step up from the previous games. There is now a real sense of satisfaction from timing and a smoothness that enables encounters to flow seamlessly. The Animus Hub is a fantastic idea and presents itself very well to the player. I love the fact you can launch the previous RPG AC games from there. The animations of the characters are great and I love that for Shadows both protagonists wear what you currently have on in the game. The menus in the game are very clean and impressive. I like the dark backgrounds as it makes everything seem really professional and easy to read. Codex entries function like they did in Mirage. I actually enjoy this way of learning about the world. It does make me sad that we might not get a Discovery Tour though. I think it would be wise to mention the chromatic aberration. This was a contentious issue with Mirage. Once again it is turned on as default. If you are a virtual photographer it might be worth switching it off from the start. I found it negatively impacted the photo mode. Photo Mode Congratulations to Ubisoft for braving a new Photo Mode. It would have been easy to just copy paste from Mirage. The old PM is so user friendly, albeit a little outdated. You now have a completely different layout for the PM. There are tabs to switch between, similar to what we saw in Star Wars Outlaws. All the parameters in the Photo Mode are slow to adjust. This makes editing a shot a lengthy process, especially when compared to the previous games. The filters are such a cool edition, allowing players to diversify their captures. The red dragon is a particular favorite. I still believe that adding expressions for the characters would have further enhanced this photo mode. Unless you are in combat both Naoe and Yasuke have the same look on their face. With Star Wars Outlaws getting a time of day function, it is pretty disappointing that Shadows misses out. Especially as we can be locked in a season for quite some time. I am really sad that the fog option has been removed. This was such a unique feature to AC photo modes. The only saving grace is that the natural weather in the game produces some very nice fog. The depth of field is now aligned to a real camera. It functions well enough but can be hindered by the slow movement. It is tricker to use than the previous games and may become a barrier for new virtual photographers. With the lack of a bird companion in this game the range is now an issue. I think you can move the camera further than in the previous games but without the height of an eagle those long distance shots will be tricky. The Photo Mode does allow for nicer shots, with less post editing than we are used to. Once again you can post your shots straight to Ubi Connect or upload them to your console. Seeing everyones capture on the world map is always a joy. The frames are more aligned to Odyssey’s PM which I know will delight a few people. Frame Hold Photography’s Comments: Assassin’s Creed Shadows is a visually stunning and immersive game, and I have had so much fun with it during my early access preview. This latest entry into the Assassin’s Creed series truly takes advantage of all the newest tech to provide a gorgeous rendition of Feudal Japan for players to explore. The new dynamic weather and season systems are fantastic. It is incredible how much the world changes as you progress through the seasons and how the environment affects your play. Tall grass that was in one location in the summer is dead by winter, and water that you could once swim through freezes over. Snowstorms and thunderstorms can aid in your stealthy approaches toward camps, castles, and forts, while sunny summer days make it easier for guards to spot you. These elements are playstyles that never had to be considered in previous Assassin’s Creed games, making Shadows all the more unique and impressive. Shadows does not include a bird companion for Naoe or Yasuke. I was a bit upset when I first heard this news since the recon Senu, Ikaros, Synin, and Enkidu provided was extremely useful for tagging enemies, loot, and mission markers. Once I started playing Shadows, I soon understood why a bird companion wouldn’t fit into this game's pace, style, and philosophy. Everything in Shadows encourages players to slow down, calculate their movements, plan attacks, and admire the natural world and its beauties. The new Observe Mechanic better fits into this philosophy since it has players look around their environments, climb to higher places to have better vantage points, and pay attention to more minor details. While the bird companion was a much quicker and instantly gratifying tool, the Observe Mechanic is a new way to immerse players into the world. The combat and stealth systems in Shadows feel great. Combat feels weighty, parrys feel powerful, and abilities change the tides of fights. I’ve been enjoying the three weapon types both Naoe and Yasuke have access to. My favorite for Naoe is the Tanto blade since it’s fast and incorporates hidden-blade combat again! For Yasuke, I have been enjoying the heavy weight of the Kanabo. While slow, this weapon can absolutely decimate enemies. When it comes to stealth, Naoe’s grappling hook makes it easy to scamper up buildings quietly, and the ability for both characters to go prone opens up a host of new stealth opportunities. I have only experienced a fraction of the whole game, but the writing and character development within the first 20 hours have been rich, exciting, and outright shocking at times. Much like the Odyssey, the beginning of Shadows is starting to form a core ensemble of characters, and I am excited to see how they all develop throughout the main story. Lastly, I’d like to comment on the game’s music. The Flight, who composed the soundtrack for Odyssey, also composed the soundtrack for Shadows. The soundtrack weaves traditional Japanese instruments with modern Japanese Rock, creating a diverse range of sonic tones for the game–from peaceful and meditative to action-packed and adrenaline-filled. I love that this mix of styles pays homage to the musical history of Japan. Gentle tracks accompany the player as you explore the vast world, and heart-pumping rock songs set the tone for boss fights and intense game moments. Overall, I am incredibly impressed with what I have experienced so far in Assassin’s Creed Shadows and am excited to continue my playthrough! Taylor's comments The story is an interesting part of shadows. It is very dark and serious in tone, not comedic in any way. The pacing does suffer a little bit as unfortunately the prologue feels a little rushed and chopped up making the beginning feel off. In addition Act 2 also suffers pacing issues due to its non linear structure, think of a procedural case of the week TV show. While Naoe and Yasuke's personal quests let them shine. Some of the antagonists/targets feel underdeveloped as villians. The soundtrack is fantastic but i felt in some scenes it ruined the atmosphere or the music choice didn't fit. The world design impressed me with the variety of biomes as well the Codex entries have to be found by exploring, this encourages the player it really impressed further. This was further illustrated by the ?s really highlighting the culture of Japan with praying at Shinto shrines and meditating, it really makes the world feel that more real. I also appreciate the effort taken to provide Japanese and Portuguese audio as it adds to the historical accuracy. However I found some flaws that gave me concern. Side quests aren't marked for what character leading to tedious character switching. Season timer is not explained and needs more tutorialzation. When a character isn't in use they don't really do anything just sit in the hideout and it makes me upset as they feel more Avatarish than an inhabitant in the world. I feel that the English VO is kind of flat either due to a lack of direction or interpretation. Another thing I noticed is when it snows or rains in the game, their clothes get wet or snow on them but their hair is clear of any such blemish. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author A collection of articles from The Ones Who Came Before team. TOWCB Team

  • The Potential Of Assassin's Creed Netflix | TheOnesWhoCameBefore

    The Potential Of Assassin's Creed Netflix Other Share 21 Oct 2025 Written By: Edited By: Hayden Bird Colum Blackett Back To Database Ubisoft announced a partnership with Netflix back in October of 2020 to bring an Assassin’s Creed series to its platform, and has plans to create a live-action TV show, an animated series and potential future projects under further consideration based on the deep lore of the franchise. It has been a long awaited and heavily anticipated project that has mostly stalled since its announcement, but according to recent reports, the show is very much in active development and getting closer to fruition. Fan Castings for the AC Netflix Show This news is exciting for fans of the franchise as we got the 2016 Assassin's Creed feature film from 20th Century already, but the concept was short-lived even though multiple sequels were planned before the release of the film but were shelved during Disney’s major acquisition of 20th Century Fox back in 2019 that shook up a lot of Fox projects that were in development and were left with uncertainty due to the acquisition. Since those cancellations, the movies and television version of the Assassin’s Creed franchise has been mostly dormant, but news of this Netflix adaptation gives the franchise a new story to tell and new characters to introduce. It has loads of potential, and Ubisoft is sure to exercise the amount of content they can create under the Netflix umbrella. Details of the upcoming live-action Assassin’s Creed show is mostly unknown, but this is clearly an advantage to the creators at Ubisoft and Netflix as the wide range of story angles they can reach is almost unlimited potential while avoiding leaks. This partnership with Netflix opens a lot of doors for Ubisoft that they may not have had in their first attempt to the big screen in 2016. The creative control seems to be heavily in Ubisoft’s favor, and there is so much more the creators can do with the Assassin’s Creed IP with the potential of several seasons of both the live-action and animated shows. Ubisoft has a lot of options they can take over the next years while partnered with Netflix. The fact is that two major projects are only just the beginning. The live-action show could very well become a hit and turn into a flagship original series to Ubisoft and Netflix’s name that Netflix has become so famous for in creating powerful original content they frequently produce. It is certain that Ubisoft and Netflix will prioritize the first two projects before considering other shows, but a few years down the line, if these shows become a success, the content Ubisoft could produce with Netflix can become a media-giant in the television form just as Assassin’s Creed is the same for the world of video games. Ubisoft has potential to continue their big screen plans for the Assassin’s Creed franchise even after the cancellation of the 2016 movie sequels. Ubisoft may take another shot at the cinema concept, as some recent reports suggest the creators are looking to try venturing into films again. This idea of a film could either be a Netflix original movie or completely separate and with a different studio tagged on to release in movie theaters again. There's plenty of possibilities to be found, and it is clear the future of Assassin’s Creed can go further than video games. Potentially becoming a staple in the industry for their film and television plans just as they are in the gaming world. The reports and ideas that Ubisoft has clearly expanded the franchise to a whole new level. While video games are still the main focus, film and TV could be just as important as an aspect if the creators of the Netflix series can captivate the audience with a very worthy adaptation that could create new fans who may not be huge gamers, but love the products created on screen. It is a possibility to attract viewers and build new fans of the franchise even to those unfamiliar with the games. Fans could be encouraged to try the games after what Ubisoft and Netflix end up putting together. Poster for the Assassin's Creed Movie (2016) While the only confirmed projects are the live-action and animated shows, there can be so much more to this partnership that many do not expect. Many gaming franchises have gotten new life and created new fans based on their television adaptations, such as Fallout on Prime Video or The Last of Us on HBO, which were already popular brands but built a fanbase outside of the gaming industry. Ubisoft has a chance to make a show seriously impactful that further grows the recognition of the Assassin’s Creed franchise in whole new ways. Other video games turned into TV shows have been successful, so Ubisoft venturing into this field now can lead to great possibilities to further cement the Assassin’s Creed series as the juggernaut it currently is, even currently without a major presence outside of gaming. Ubisoft and Netflix are choosing to expand the Assassin’s Creed brand to the small screen at a perfect time, as for years video games getting an on-screen adaptation always went to the cinemas, which started a trend of video game movies being disappointments at the box office and financially. This trend really started with the Super Mario Bros . movie in 1993 that created an ongoing trend of failures that many believed to be a curse. That is until developers chose to attempt the small screen for once, and that’s when video game adaptations finally caught on. The answer was trying the land of television rather than just movies every single time. Ubisoft and Netflix developing these shows now is smart to catch on to ongoing hype surrounding video games adapted to TV shows. It is the perfect time to capitalize on the success that most adaptations are receiving, giving the creators an advantage to get off to a strong start with their projects. It is safe to say Ubisoft is in good hands with a group like Netflix working with them, and the possibilities of these shows can grow so far beyond what they would be now. There is nearly limitless potential for the two groups to come up with something successful and further show why the Assassin’s Creed brand is regarded as a franchise with a bright future, even 18 years into its existence. The franchise is in some ways just getting started despite being a gaming icon for many years. With the Netflix partnership and many other ways to grow the brand outside gaming, the Assassin’s Creed series is here to stay. Assassin's Creed Protagonists (2025) comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Hayden is a passionate Freelance Writer based in South Carolina who joined TOWCB's Writing Team in 2020 during the Covid-19 Pandemic, writing articles on all things Assassin's Creed Valhalla. He left the group to focus on studies, joining our Alumni program, but triumphantly returned with fresh ideas in 2024 to pick up where he left off, only this time covering Assassin's Creed Shadows. In 2025, Hayden took on the position of Team Leader for TOWCB's Writing Team, overseeing article releases, assisting with recruitment and providing assistance with internal operations. Hayden Bird

  • Assassin's Beans: An AC Fall Guys Crossover Event | TheOnesWhoCameBefore

    Assassin's Beans: An AC Fall Guys Crossover Event Breakdown Share 8 Jul 2022 Written By: Edited By: Michael Smith Ashlea Blackett Back To Database Article contains ads that support TOWCB Fall Guys is a platforming-based, battle-royale game show where players control a customizable “Bean '' character in a variety of obstacle course races, or survival matches against up to 60 other contestants in a Solo, Duo, or Squad mode. This is a fun fast-paced game that can be played in small sittings, or for long marathons as each “show” lasts 5 rounds at a few minutes a piece. For those that can make it to the end, a show can last up to 25 minutes, but the chaos of everyone grouped together, jumping and diving around obstacles, can eliminate a player within seconds of starting. For those that do reach the final match, the end goal is presented in a floating crown that goes to the first player to grab it. Initially a paid title on Playstation 4 and PC, the game was then rereleased for Nintendo Switch, Playstation 5 and Xbox Series S/X on June 21, 2022. Now the game has been released as a free-to-play title for the Epic Game Store on PC with a Season Pass allowing players to unlock new customization items for their 'Bean'. With the release of Season 1, Fall Guys began a cross promotional campaign with Ubisoft’s Assassin’s Creed franchise. The first character they released was a Special Costume for Ezio Auditore from the Assassin’s Creed: Ezio Collection, the most recognizable character from the franchise. Within the Season Pass purchasable with 950 Showbucks, the game’s premium currency (1000 Showbucks can be purchased for $7.99 USD), a handful of Assassin’s Creed customization items can be unlocked. When purchased, the Season Pass rewards the player with: Ezio Special Costume (instant unlock) “Enter the Animus” Special Nameplate (Level 3) “House of Auditore” Special Nickname (Level 8) Leap of Faith Celebration (Level 9) (which plays when the player wins a full show). On July 7, 2022 the second collaboration with Assassin’s Creed was released with a Special Costume Pack and Limited Time Event. Eivor’s Big Bundle was made available until July 12, 2022 for 2000 Showbucks ($16 USD) and includes: “Odin the All-Father” Special Costume “Eivor the Wolf-Kissed” Special Costume “Eivor’s Battle Cry” Rare Emote “Vitruvian Guy” Special Nameplate “Animus Training” Special Nickname. The Odin costume is based on the “Twilight Armor” from Assassin’s Creed Valhalla: Dawn of Ragnarök expansion. With his golden eye-patch and Hugr-Rip equipped on his arm, this little Bean will fight his way to Valhalla! This costume can be purchased separately for 1200 Showbucks. Eivor’s Bean costume (shown here with the Battle Cry Emote) draws inspiration from the Raven Clan Armor and shows Eivor with Varin’s Axe and the Raider’s Axe from the game. As leader of Ravensthorpe, Eivor can lead her Squad to victory! This costume can also be purchased separately for 1200 Showbucks. To draw players back into the game, Fall Guys has limited time events that are themed by a special reward or promotional property. Previously in Season 1 was a Limited Event for the Halo video game with the final prize of a cat-eared Spartan Helmet achievable through the multiplayer mode. For the period of July 7 - July 11, The Abstergo Challenge, which is free for everyone, has players completing 10 tasks around the limited ''SWEET THIEVES'' game mode. These tasks range from winning shows in teams based “capture the flag”, to performing actions across matches. As a reward, players will unlock the following items: “Abstergo Trainee” Special Nickname (100 Candies) 200 Kudos Game Currency (300 Candies) “Apple of Eden” Special Nameplate (500 Candies) “Animus Synchronizing Special Pattern (700 Candies) “Apple of Eden” Special Costume Top (1000 Candies) Guardians must defend the candy by capturing the Thieves with the grab action to send them immediately to Prison. They are unable to pick up the candies, but can move certain platforms around the map to limit access to the spawn areas for the candies. If the Guardians capture the opposition or if time runs out, they win the match. I spent a few hours playing the limited mode to gather all of the Assassin’s Creed customization items and had a lot of fun doing so. This is a great game to play in short bursts in breaks between longer sessions of Assassin’s Creed playthroughs or while waiting for the next announcement to come along. Fall Guys is available now on all major platforms and the limited event ends on July 11th. The Season Pass for the first season ends on August 29, 2022, so make sure to download the game and grab your Season Pass while you can to access all of the Assassin’s Creed items. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. 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

  • Valley of Memory Art Released | TheOnesWhoCameBefore

    Valley of Memory Art Released Community Share 15 Jan 2026 Written By: Edited By: Aita_Sageblood Colum Blackett Back To Database To celebrate the launch of the Assassin's Creed Mirage Valley of Memory DLC, our very own Aita_Sageblood from TOWCB Art Team released two new pieces of artwork inspired by AlUla and the journey Basim must take to search for his Father. The first piece of artwork has has many layers to it. The shape in the centre mirrors the pendant from AC Mirage which contains a piece of Basim's childhood home that his father designed, and acts as one of the triggers in the opening scenes of the DLC. It is one of the only possessions Basim has left belonging to Ishaq. In the centre of the pendant we see travel, which is the theme which connects both of the pieces created by Nate. Although Basim travels alone in this piece of artwork, we know that in canon he was accompanied by his friend and employer Dervis, but the piece reflects that the DLC is indeed a solitary journey for Basim. He travels a great distance of over 800 miles looking for answers. The blue inside the pendant contrasts to the dull desert landscapes which are almost blurred to focus on the centre-point, but the fuzziness of the desert could also reflect a loss of senses such as vision, which heat stroke can induce after prolonged exposure. The blue sky could also be a mirage in the distance, and the dull tones of the desert outside of the pendant represent reality. To me, it looks like one of the landmark recreation photos, where people go to sites of significance and hold up a photo of the past, or for Assassin's Creed, travel to a historical site and hold up a screenshot from the game. Finally, I particularly like the golden Assassin insignias which can be found on the handles of the pendant, with the larger one dangling beneath it. This is a really focussed piece of artwork with a story to tell. The second piece of artwork also reflects the theme of travel, and a solitary journey. I am immediately drawn to the clever use of silhouettes in this picture, which implies that the light is low and the sun is setting. To me though, the silhouettes also resemble shadows, gone from the modern world, only existing now as echoes on the sand. I love the shape of the camel, and the shadows cast by the cacti. This is a really creative and expressive piece which uses colours, blending and shadows to its advantage. What did you think of the artwork? Let us know in the comments below! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author In June 2025, Aita_Sageblood (Nathan) joined TOWCB's Art Team in an effort to widen the variety of art styles on the team. He is known online for his vibrant digital artworks, bringing colour and energy to each and every project. In January 2026, Nate was promoted to Art Team Leader, and throughout 2026 will be working alongside TOWCB's Art Team on a variety of projects which range from creating art for fundraising to live art creation watchalongs! By joining the AC Partnership Program, we aim to boost his profile within the community and create a meaningful relationship with Ubisoft. Aita_Sageblood

  • Rally the Creed Episode 7 Released | TheOnesWhoCameBefore

    Rally the Creed Episode 7 Released Podcasts Share 1 May 2024 Written By: Edited By: TOWCB Team Colum Blackett Back To Database In Episode 7 of Rally The Creed, host Gargudon is joined by one of the newest recruits on our team, video creator and streamer Andy, also known as SisterlyThrower . At the core of this episode is a proper introduction to Andy, talk about our growing video venture and future content, the American saga and more. Enjoy listening! Edited by FrameHoldPhotography . Listen to this episode on Spotify: comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author A collection of articles from The Ones Who Came Before team. TOWCB Team

  • Breaking News: Assassin's Creed Shadows delayed until February 2025 | TheOnesWhoCameBefore

    Breaking News: Assassin's Creed Shadows delayed until February 2025 News Share 25 Sept 2024 Written By: Edited By: Colum Blackett (Col_96) TOWCB Team Back To Database Ubisoft has today announced that Assassin's Creed Shadows has been delayed by 142 days, with a new release date set for 14th February 2025. The delay follows a period of turbulence for the company, after a so-far lacklustre marketing campaign featured some questionable and controversial decisions which have led to online backlash. This week, it was announced that Ubisoft would not participate in Tokyo Game Show 2024, releasing a statement which said that the company were withdrawing due to 'various circumstances'. This would have been a major opportunity for the company to showcase their upcoming title. This led some to speculate that this decision was due to mounting online backlash regarding a recently revealed PureArts collectable which features a traditional gate known as a Torii (Shinto religion) broken in half, the symbolism of which is often linked to the Nagasaki bombing. One such gate exists known as the Sannō Shrine which bears a striking resemblance to the one used in the figurine. This marketing decision has been perceived to be disrespectful to Japanese history and people, leading to increased calls online to prevent the game from launching at all. Following Ubisoft's decision to withdraw from Tokyo Game Show, Journalist Tom Henderson revealed that his sources inside Ubisoft had confirmed that the company would also not be providing media previews of Assassin's Creed Shadows, a major indicator that something was wrong. As expected, nothing AC was shown at Playstation's State of Play event, but the internet knew that something was going on behind the scenes at Ubisoft. At 5pm today, Ubisoft officially revealed that Assassin's Creed Shadows has been delayed until February 14th 2025 (Valentines Day) to give the team the opportunity to polish and refine the experience. The game will launch on a variety of platforms at launch, including Steam, and all previous pre-orders will be refunded. New pre-orders will also include the first expansion free of charge to compensate for the delay. Update (26/9/24) Stock Prices for Ubisoft have fallen to an 11 year low according to InsiderGaming , sitting at € 9.28 per share. The major drop in shares is a consequence of the decision to delay Assassin's Creed Shadows Update (27/9/24) Ubisoft has issued a statement confirming that Assassin's Creed Shadows wil l no longer be playable at PAX Australia, which will take place from the 11th - 13th October. We hope that the added time allows for Ubisoft to reflect and get the marketing campaign back on track. Stay tuned for all things Assassin's Creed Shadows here at The Ones Who Came Before. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)

  • Art Reveal: The Capitoline Triad by Serajeddine | TheOnesWhoCameBefore

    Art Reveal: The Capitoline Triad by Serajeddine Art Share 12 May 2025 Written By: Edited By: Serajeddine TOWCB Team Back To Database Check out this new piece of artwork by TOWCB Art Team member Serajeddine! A closer look: This artwork of the Capitoline Trio, containing Juno, Minerva and Jupiter was created to mark Serajeddine becoming a member of TOWCB, something which we are thrilled to see come to fruition! Look out for more incredible art releases and collaborations with TOWCB over the coming months! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author In March 2025, Serajeddine joined TOWCB's Art Team just before the launch of Assassin's Creed Shadows, in a bid to re-energise the team with new ideas and projects. He is a digital and traditional artist with a special ink style, often resembling comic books, something which we have been searching for to bring something different to our content. Throughout 2025, Serajeddine worked be working alongside TOWCB's Art Team on a variety of projects which range from creating art for fundraising to live art creation watch-alongs! By joining the AC Partnership Program, we aimed to boost his profile within the community and create a meaningful relationship with Ubisoft. Seraj left the team in October 2025 due to a change in personal circumstances. Serajeddine

  • TheÆlchemist

    TheÆlchemist is a passionate social media manager based in Japan who joined TOWCB's Social Media Team in January 2025 to help the team prepare for coverage of Assassin's Creed Shadows news and updates. He is known for providing in-depth detailed analysis on all things Assassin's Creed, something which we here at TOWCB always strive to provide. He is also a keen video creator, a skill which we hope to nurture through collaborations with our video content creation team. By joining the partnership program, we will be sharing content created by TheÆlchemist with a larger audience, and he will help our fan community surpass 70,000 followers across all platforms. Previous Next TheÆlchemist Social Media Team TheÆlchemist is a passionate social media manager based in Japan who joined TOWCB's Social Media Team in January 2025 to help the team prepare for coverage of Assassin's Creed Shadows news and updates. He is known for providing in-depth detailed analysis on all things Assassin's Creed, something which we here at TOWCB always strive to provide. He is also a keen video creator, a skill which we hope to nurture through collaborations with our video content creation team. By joining the partnership program, we will be sharing content created by TheÆlchemist with a larger audience, and he will help our fan community surpass 70,000 followers across all platforms. X | Youtube | LinkTree Work

  • Hayden Bird

    Hayden is a passionate Freelance Writer based in South Carolina who joined TOWCB's Writing Team in 2020 during the Covid-19 Pandemic, writing articles on all things Assassin's Creed Valhalla. He left the group to focus on studies, joining our Alumni program, but triumphantly returned with fresh ideas in 2024 to pick up where he left off, only this time covering Assassin's Creed Shadows. In 2025, Hayden took on the position of Team Leader for TOWCB's Writing Team, overseeing article releases, assisting with recruitment and providing assistance with internal operations. Previous Next Hayden Bird Writing Team Hayden is a passionate Freelance Writer based in South Carolina who joined TOWCB's Writing Team in 2020 during the Covid-19 Pandemic, writing articles on all things Assassin's Creed Valhalla. He left the group to focus on studies, joining our Alumni program, but triumphantly returned with fresh ideas in 2024 to pick up where he left off, only this time covering Assassin's Creed Shadows. In 2025, Hayden took on the position of Team Leader for TOWCB's Writing Team, overseeing article releases, assisting with recruitment and providing assistance with internal operations. Twitter │ Instagram Work

  • This Week in Assassin’s Creed Virtual Photography: 17th to 23rd July | TheOnesWhoCameBefore

    This Week in Assassin’s Creed Virtual Photography: 17th to 23rd July Community Share 25 Jul 2023 Written By: Edited By: Aaron Young Colum Blackett Back To Database Welcome to the weekly virtual photography roundup hosted by Aaron Young from The AC Partnership Program. Every week I will be picking our top 5 favourite Assassin’s Creed shots and showcasing them on The Ones Who Came Before website, in order to promote virtual photography and talented content creators within the community. Aaron is a keen virtual photographer and loves to post his journeys through Assassin’s Creed on Twitter. Keep an eye on the site as more weekly shots are added, we are looking for captures across all Assassin’s Creed games. Tag your photos to the #TOWCBWeeklyCapture for a chance to be featured. This week’s theme: AC Mounts Tiger Game: Assassin’s Creed Valhalla VP Artist: @ TuridTorkil “Eye of the Tiger.” At the start of the year Assassin’s Creed Valhalla teamed up with Ecologi to produce a special pack of mounts to raise money for climate change. The pack was inspired by endangered and vulnerable species. I must say that these mounts look so good, although a little too unrealistic for my liking. I love this shot of the tiger stalking in the foliage. The lighting on the tigers face is beautiful and the greenery surrounding the beast is luscious. You would never believe this was a shot from a Viking game in set in England. Link to set: The Bear Game: Assassin’s Creed Valhalla VP Artist: @ G_Assassin90 “Who can guess the ways and the plans of the Gods?” Bears are one of my favourite animals and this wonderful shot shows the magnificent bear mount which was added with the Siege of Paris DLC. I love this mount in Valhalla and it is my go-to when in the mythical worlds. The whole ambience of this shot is stunning, the red flowers look so good but also promote Eivor riding the bear in a stylish way. The saturation is perfect too with vibrant colours all over the capture. I must say Eivor’s outfit works well with the bear, giving off awesome Viking vibes. I would not want to be coming face to face with these two. Link to set: Into the Woods Game: Assassin’s Creed Valhalla VP Artist: @ Amaya_Nocturna “Thank you, noble harts. I will put this gift to good use and remain your steadfast protector.” Once again we are in Valhalla thanks to the abundance of available mounts in the game. This shot is not just about the elegant reindeer but also the magical environment in which it stands. If it were not for the reigns on the animal then you would think this was a perfectly times nature shot. I adore the forest aesthetic with the leafy floors and the gorgeous light breaking through the trees. The foggy atmosphere adds to the mystical feel. As for the reindeer, it is graceful and wonderfully designed. Such a nice touch to add the flowers to the antlers. Link to set: Travel Time Game: Assassin’s Creed Valhalla VP Artist: @ HimboGaymer “You should hope for the best, but prepare for the worst.” The classic mount and staple of most Assassin’s Creed games, the horse. Easily my mount of choice and the variety of styles we have seen over the years has been incredible. If Eivor isn’t floating around in her longship then she will most likely be riding around the sites of England on her trusty horse. I admire the position of this shot with the horse looking straight at the camera as if it’s a selfie. Eivor looks so Norse dressed in her Raven Clan armour and riding a skeleton painted mount. I really like the warm sun on her face and the hidden blade on show. This capture typifies Assassin’s Creed Valhalla for me. Link to set: Zombie Horse Game: Assassin’s Creed Valhalla VP Artist: @ artschoolglases “The wild hunt will not come for us this night” Beware of Odin’s horseman for they have been summoned to send you to the corpse hall. Once again we find ourselves in Valhalla with one of the many available mounts. This Draugr mount is a ghost sent back to haunt Eivor’s enemies. The capture is very interesting as the sun represents the polar opposite to the horse. Timing in virtual photography is everything and here it makes the picture. The horse rearing up in the suns glare looks so good, creating a magnificent silhouette. I love how the green undead eyes still have a massive presence, almost as if the sun is piecing through them. The Ones Who Came Before Photo of the Week Judge: @ HiddenOnesN “Rise from the darkness and be born once more” What makes the picture so perfect is how it balances so smoothly between what we know about the goodness in light and the darkness that is represented in the Helhest horse. That is exactly what Assassin’s Creed is all about, that none of them triumphs over the other. 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

  • TheNerdyArcher and Frame Hold Photography from TOWCB Join the Ubisoft Creators Program | TheOnesWhoCameBefore

    TheNerdyArcher and Frame Hold Photography from TOWCB Join the Ubisoft Creators Program News Share 29 Jun 2024 Written By: Edited By: TOWCB Team Colum Blackett Back To Database We are absolutely delighted to announce that Louise Chase (@ TheNerdyArcher ) and Frame Hold Photography from TOWCB have been accepted in to the Ubisoft Creators Program! This means that going forward, both will have more access to opportunities like playing game demos, Twitch drops and downloads supplied directly by Ubisoft. We are particularly proud of this achievement since both are members of The AC Partnership Program (@ Isu_Network ), a community initiative created by The Ones Who Came Before which aims to promote and share content. The program is a great way for content creators to gain recognition for their work within the community, and expand to a wider audience. About the Program: ''Welcome to the Ubisoft Creators Program, our home for content creators, community leaders and creative minds who bring our games to life thanks to their passion, engagement, and unique voices. Once you join, you can access a personalized dashboard with a lineup of different activities and choose to join the ones that best support your channel, interests, and tone.'' Louise (TheNerdyArcher) is a UK Assassin's Creed community ambassador and former member of The Mentor's Guild and 'Scholars of the Creed' community. She is an Archaeology graduate and passionate historian. By joining TOWCB Writing Team, we aim to provide her with structured guidance, early access to transmedia, and a platform for her written works. Throughout 2024 and beyond, TOWCB will be working on a variety of projects covering the series. Blog | Twitter | Instagram Frame Hold Photography is a passionate Virtual Photographer who joined our Video Content Creation Team in Summer 2022, as we began our efforts to break away from solely written content. During a period of uncertainty for TOWCB website, FHP stepped up and took on the role of Site Manager, overseeing our restoration efforts. Our website today now sits at the top of many Google searches📈 Outside of AC, she is also a full time editor and visual effects artist on TV commercials, and has been putting her skills to use in the community by creating epic Assassin's Creed tribute videos, miniature figure painting videos and editing episodes of our Rally the Creed podcast! Twitter | Instagram | YouTube Congratulations Assassins! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author A collection of articles from The Ones Who Came Before team. TOWCB Team

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