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- Searching For The Creed - London II | TheOnesWhoCameBefore
Searching For The Creed - London II Breakdown Share 20 Oct 2025 Written By: Edited By: Gustav Poulsen (Gargudon) Gargudon Back To Database Gustav / Gargudon from our team has called the great English capital a second home last three years’ time now, doing a lot of back and forth between there and native Denmark every now and then. This we saw as an occasion for our very first Searching For The Creed article a while ago, comparing landmarks found throughout the city, to their portrayal in Assassin’s Creed Syndicate. That article contained but a fraction of them though, and now with Syndicate’s 10th anniversary right around the corner as well, we shift focus towards some of the rest! Temple Church Kicking off the list, we take a look at Temple Church, which served as the headquarters of the real Knights Templar in England during Medieval times. The main round part of the church is based on The Church Of The Holy Sepulchre in Jerusalem - the burial site of Jesus Christ - to recreate the sanctity of the Holy Sepulchre and feeling of being there. The round church was used from 1163, the Templars moving there from their original English house located in Holborn, having been used since the 1140s. Not much to say about it other than Ubisoft Quebec did a great job doing so. While the church’s interior is inaccessible in-game and was not recreated, the visible exterior of it more or less looks identical to its real life counterpart. Temple Church is open and can be visited Monday-Friday from 10:00-16:00, with admission ranging from 3-5£, with children being admitted free of charge. Tower Bridge Located on the edge of the borough of Tower Hamlets bordering City Of London, Tower Bridge is undoubtedly one of the great city’s most famous and iconic landmarks, attracting thousands and thousands of visitors every year. Construction of the bridge began in 1886, and stood finished and opened 8 years later in 1894. The bridge is particularly famous for its two bascules that can be lifted, allowing for smaller ships to pass through. Found during the World War I segment of the game, the recreation of the bridge is more or less spot on, only major difference between then and now, being the construction of the glass floor walkway located at the top of the bridge, that only opened as recently as 2014. The bridge itself is open and free to walk across 24/7, and interior admittance is from 09:30-18:00 every day of the week, with tickets granting access to the engine rooms and glass walkways priced at 6,70£ for children and 13,40£ for adults. Tower of London Also located on the very edge of Tower Hamlets right next to Tower Bridge, is of course the Tower of London, another one of the city’s most iconic landmarks. Construction first began in 1066, William The Conqueror erecting the first fortifications. The central “White Tower” was started a few years later around 1078, and fortifications were extended in the 12th and 13th centuries. The Tower has served as everything from Royal palace and residence, a public records office, an arsenal and more, but probably most notably a prison and execution ground, also housing the (in)famous Traitor’s Gate on the river. Also found during select memories and the World War I segment of the game, honestly not much to say, other than Ubisoft Quebec more or less perfectly recreated the iconic landmark, both the fortified exterior, the courtyard, as well as interior with armours, weaponry and more on display. Tower of London is open and can be visited from 9/10:00-16:30 from October to March, and until 17:30 from April to September, every day of the week year round, with the exception of January 1st, 6th and 7th, as well as December 24-26th. Tickets start at 17,90£ for children, and are up to 35,80£ for adults. King’s Cross St. Pancras Located in the southern end of the borough of Camden, King’s Cross St. Pancras is one of London’s biggest and most famous train stations. Originally opened in 1868, it shares a building with the former Midland Grand Hotel, and is considered one of the greatest marvels of Victorian Gothic architecture. Since its opening 157 years ago, it has been expanded more than once, and from 2007 and onwards, the station has been widely known for its Eurostar services to Paris, Brussels, Amsterdam and more of mainland Europe. There are a few notable differences between the real station and its in-game portrayal, parts of the facade looking slightly different in-game, as well as the lack of the building’s main tall tower, but ultimately the game’s portrayal still captures the look, colours and essence of it. Charing Cross Located right besides the iconic Trafalgar Square in the very heart of Central London, Charing Cross is another one of the great city’s biggest and busiest train stations. The station originally opened in 1864, South Eastern Railway looking to expand their line across The Thames from London Bridge into the West End and other parts of Central, given growing demand from commuters. Not much to say about it other than Ubisoft Quebec did a great job recreating the station building’s iconic facade, a few minor changes naturally having come with the years. The station’s interior has also changed, today having a sleeker, more modern look instead of classic Victorian architecture. Even today the station remains widely used for its South Eastern Railway services to a number of destinations across Kent and East Sussex in Southeast England, as well as its Underground services, with an approximate 37 million passengers passing through the station every year. Victoria Station Located in the heart of the borough of Westminster, Victoria Station is one of the city’s most popular and largest train stations. Competing for services going to the West End, two railway companies - London Brighton & South Coast and London Chatham & Dover - started building each their side of the station, with the former’s side opening in 1860, and the latter’s two years later in 1862. There are a few notable differences, but also similarities between the game’s portrayal and the real building. The station’s iconic facade has more or less always looked the same, but the interior is significantly smaller in-game and looks quite different. This ultimately makes sense, with how the station underwent big rebuilding, re-opening in 1909. Overall though, Ubisoft Quebec did a great job recreating the landmark, from the the iconic facade to the general feel of the station. The station has only evolved further with the years, seeing the removal of old walls dividing the two railway companies’ sides of it, and in the 1980’s, Victoria Plaza came to be, housing offices, as well as a minor shopping complex. Today the station is widely known for its services to a number of destinations in South England - from Brighton, Southampton, Portsmouth and more - and is also widely used for its fast and cheap services to London Gatwick Airport by thousands of visitors every year. Monument Located at the beginning of the City Of London to the East, The Monument to the Great Fire Of London stands tall just off of Fish St Hill and Monument St. Designed by architects Christopher Wren and Robert Hooke, construction of the spire began in 1671, and stood finished 6 years later in 1677, commemorating the great fire in September of 1666, destroying over 13.000 houses, 87 churches and many more buildings. The Monument also stands close to Pudding Lane where the fire started, in a small bakery owned by Thomas Farriner. There are a few notable differences between the game’s portrayal and its real life counterpart. The spire itself looks pretty accurate and spot on - although we are unaware of any secret ancient civilisation technology hidden inside it - and its more the surrounding area that has changed drastically, then being in a much wider and more open space, today being closely surrounded by modern buildings. The Monument is open and can be visited - walking to the top of it offering stunning views of Central London - from 9:30-18:00 every day of the week, closed for lunch from 13:00-14:00, and with the exception of 24th-26th December. Tickets are 3£ for 5+ children (under go free) and 6£ for adults, with special reduced prices for students and disabled. London Bridge And concluding this list is one of the city’s most legendary bridges, simply named after the city, as well as most iconic and enduring landmarks. Located on the River Thames between Southwark and the City Of London, it is one to have undergone the most changes since its inception almost 1000 years ago. Construction originally began in 1176 under Peter of Colechurch, replacing a timber bridge built in late Roman and early Medieval times. He passed away in 1205, but his vision was completed by fellow citizens 4 years later in 1209. The original Medieval London Bridge, remains one of the greatest marvels of Medieval architecture, housing numerous stores by the waysides, houses built above them, with up to 138 premises recorded by 1358. The bridge fascinatingly also remained the only connection point between the North and South side of The Thames, until the construction of Westminster Bridge in 1750. After years of frequent repairs, a major renovation project came underway, all houses were removed by 1762, and the ultimately simpler bridge, only housing walkways and traffic lanes as we know it today was slowly born. Honestly not much to say about the bridge, other than Quebec did a great job recreating it, and it more or less looked the same mid-19th century as it does today. The vicinity around has certainly changed and evolved though, today famously housing everything from Borough Market famous for its restaurants and street food, the iconic The Shard, and of course London Bridge station, widely used for its Underground, as well as services to South- & Southeast England, including Brighton, Gatwick Airport, a number of destinations across Kent & East Sussex and more. And that concludes this second list of landmarks found throughout London, compared to their portrayal in AC Syndicate, and now we have just about taken a look at every major noteworthy landmark in the city. Make sure to stay tuned for more Searching For The Creed articles in the future, as we shift focus towards other locations from throughout the games. Be sure to also check out our other existing comparison articles, taking a look at other places in London, Florence and Rome. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Gustav / Gargudon is an active community member, who started out in podcast hosting in 2016, but today mostly specialises in video creation, interviews & composing. By joining The Ones Who Came Before in 2019, originally reviving 'The Memory Corridor' podcast, which had been offline for nearly a year, he has had the opportunity to expand his audience and further develop his skills. His unique skill set made him the perfect candidate for our team. Among other things, he is known in the community for the Sounds Of History project - an original Assassin’s Creed inspired instrumental music project, featuring five tracks inspired by as many different games - other original fan themes plus covers of iconic AC tracks, as well as video interviews with a number of high profile names in the world of AC, from Roger Craig Smith, Jesper Kyd and more. Fun fact, among his growing colourful tattoo collection, Gustav is the only member of our team to have the TOWCB logo inked. Gustav Poulsen (Gargudon)
- Assassin's Creed Mirage: TOWCB Spoiler-Free Review | TheOnesWhoCameBefore
Assassin's Creed Mirage: TOWCB Spoiler-Free Review Reviews Share 1 Jan 2023 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database ''A solid entry that recommits the series to providing a memorable stealth experience'' Assassin's Creed Mirage is here, and our admin team over at The Ones Who Came Before headquarters were lucky enough to play the game early thanks to the Community Development Team at Ubisoft! Taking players back to 9th century Baghdad, Assassin's Creed Mirage is a thrilling stealth game that will surely act as a turning point for the whole series. Recent entries delivered expansive narrative arcs that can be overwhelming for players, but Mirage does everything it can to d eliver a more focussed narrative experience, with a main storyline which can be completed in 15-20 hours. This is a breath of fresh air, and a much needed change, as the risk of getting lost in its own size was beginning to seep in. The biggest strength of Assassin's Creed Mirage is that it isn't afraid to embrace it's identity, proudly reclaiming control over it's own image. The series found itself in a period where it began to lose itself, but Mirage is AC rediscovering itself after an identity crisis, and once again finding what makes it special. The game acts as a very reflective piece of content, and shows great awareness from the development team over the recent issues fans have had in general. I t r eintroduces mechanics which should never have been removed, and builds on the past to deliver an extremely strong and well thought out story that feels like the ultimate culmination of what came before. There's no doubt that Mirage is a solid entry that recommits the series to providing a memorable stealth experience. It really is a special game, and fans around the world are in for an absolute treat. After a lackluster marketing campaign, the main driving force of the marketing pushing general interest has been the passion of the development team who have been vocal in their belief in the project through intervews and dev diaries. After the announcement back in 2022, the community immediately got behind the time period and main character, as Basim is someone who immediately generates interest after his intriguing appearance in Assassin's Creed Valhalla. More importantly though, Mirage promised to return Assassin's Creed to its roots, and it certainly delivered. Comparisons can be drawn to just about every other game in the series, most obviously AC1 and AC2, with a parkour system inspired by Unity. The charm of the game is how it acts as a prequel to the original, released back in 2007, but drives the series forward by reintroducing elements from later games such as a notoriety system. To spark interest, Mirage soesn't need to do anything too innovative, past games laid the groundwork for mechanics, and the game just needed to reintroduce rather than reinvent. Rather than trialling new systems, Mirage examines what worked in previous titles and brings them back in a triumphant blend of past and present, colliding to produce the future. ''A triumphant blend of past and present'' Graphics and Stability I was immediately impressed with how stable the game feels at launch, encountering no bugs or glitches whilst running the game on PC with Ultra settings. In what feels like the most stable release in recent memory, Mirage runs on PC at an uncapped framerate, meaning high-powered machines can deliver an incredible experience for gamers. Baghdad and it's surrounding area are incredibly impressive, with the game doing a great job at bringing a real sense of individuality to the Round City, with each district feeling different from the next, something which was also featured in the original game. It's noticable how poorer districts of Baghdad are run-down, and the living conditions for those living there are insufficient. It's clear that the team did their homework when creating the city, taking great care with its overall creation and delivery. Mirage re-introduces impressive crowds, and along with it, the notion that an Assassin is but a blade in the crowd, waiting to strike. One thing that makes the city feel alive is how NPC's react to Basim's presence when he raises his notoriety. You can hear guards discussing his acts, or comment on his likeness to the culprit they are searching for. Regular civilians will even report Basim to the guards, in the hope that he will be reprimanded for his crimes. This is a first for the series, and a really nice feature to be introduced. Baghdad is a living, breathing environment, and the regularly changing day and night cycle and quest opportunities keep it interesting through the playthrough. The controls feel familiar, something which will be a relief for long-time fans. Change can take a long time to adapt to, but the controls for Mirage feel right, with no remapping needed. Safe parkour routes can be navigated by holding down space, and parkour down returns by pressing 'C', a nice and simple system that is made more dynamic through the flair of freerunning the game adds. One thing I did spot however graphically is how the faces sometimes let the game down. I found that Basim's facial expressions can be comical at times, especially in cutscenes. making him look wide-eyed and youthful. This may be something which the team choose to address in future patches, as releasing a stable and issue-free game at launch is more important. I would be keen to see enhanced details on faces added in a future update later down the line. In order to capture the beauty of the game, Photomode has been available at launch, something which will no doubt thrill the virtual photography community, who are eager to dive in and explore the world. During my playthrough, I frequently found myself stopping to capture the moment with the familiar photomode tool. I can't wait to see what the community manages to produce. ''Mirage re-introduces impressive crowds, and along with it, the notion that an Assassin is but a blade in the crowd, waiting to strike.'' Parkour Parkour is encouraged at every turn in Assassin's Creed Mirage, and the city of Baghdad provides many paths to elevation that compliment the enhanced flair of Basim's movement, which takes inspiration from Assassin's Creed Unity. The dynamic new parkour system is a break away from the wooden, sluggish freerunning styles recent games have provided, opting for a complete overhaul that introduces a splash of intensity and charisma. It feels as if the team behind the parkour animations really wanted to give Basim some personality within his movement, moving away from an uninspired, dated system. Elevators can be found on the streets to take Basim to the rooftops in seconds, giving him the element of surprise over unsuspecting enemies. Movement across the city is aided by the return of the corner swing, which featured heavily in Assassin's Creed Revelations. Ropes bridge the gap between buildings, providing clear routes to navigate. Mirage introduces a new mechanic for parkour, the pole vault, a balanced piece of wood which can be used to cross gaps between buildings or even water. This is a particularly usefu l feature when Basim is being pursued by guards, as each pole has a one-time use, meaning he cannot be followed. Speed of movement is adjustable in the settings, meaning players can tailor their parkour experience. Basim is faster and more agile than Eivor, and animations were produced specially to give players a sense of speed when running, jumping, vaulting and free roaming. Players will notice how the new parkour system allows Basim to glide over objects, moving seamlessly with flair. Also noticable is Basim's ability to jump further than previously possible, leading to more opportunities when on the more. I actually found the new parkour system to be much more realistic than what Assassin's Creed fans have been working with recently, leading me to wonder if the team possibly took inspiration from real-life parkour artists / freerunners. The range of movement in this game is seriously impressive, and it's only a matter of time before we s ee masters honing their craft and navigating the city of Baghdad with creative variety. You can climb fallen trees, which I found to be incredibly useful to gain an aerial advantage. In what is certainly the first 'traditional' Assassin's Creed game in years, Basim certainly has the moves to match his status within the Brotherhood. The game brings back Open windows for Basim to climb through, like in Assassin's Creed Unity,making the game feel more open and lifelike. Overall I think the game lends itself well to parkour, hinting at it's existence at every opportunity. I felt that it was especially pushed within the layout of Baghdad, and missions seem to provide routes for parkour which make quests easier when followed correctly. A good example of this are the tailing missions which make their return. I think Mirage's parkour is way better than the sluggish system we saw in Valhalla, and the introduction of new animations and fluidity makes it interesting and useful rather than a painful hinderence. ''Basim moves seamlessly with flair.'' Stealth Stealth in Assassin's Creed Valhalla was a step in the right direction, but Mirage goes even further fixes all of the issues players had in the previous title. Social stealth has been restored to it's former glory, and feels more alive than ever before. Basim can blend with crowds, pay groups for cover, use benches and hay bales for cover, and finally, stealthily enter a roof garden to dispatch a nearby guard with a whistle. It feels like the series has come full circle, bringing back the original stealth mechanics in a more lively open world. I like how guards are inquisitive, but don't spot you straight away like in Assassin's Creed Valhalla. The player can once again hide in long grass and bushes to keep out of sight, waiting for the perfect moment to strike. Basim can hide in prayer booths, and use them to hide bodies. The same can be said for the roof gardens, which featured in Assassin's Creed I. The most noticable change from Assassin's Creed Valhalla though are the new kill animations. Whilst waiting on a corner, Basim will cleanly dispatch an enemy with the hidden blade to then calmly drag their body out of sight. It's an instinctive but deadly manouver, and it very often prevents other enemies from spotting a body. Basim also has 'Assassin focus', a rapid series of moves that take out enemies so fast, the Animus simply can't keep up, resulting in a glitch effect. This feature was heavily controversial at first as some fans felt it was a supernatural fast-travel power, but it has since been explained as Basim's lightning fast reflexes. It can be incredibly useful to get out of tricky situations. The system stems from a similar thought process to what we saw in Assassin's Creed Syndicate, where Evie Frye could practically turn invisible by controlling her breathing. Air assassinations are the best they have ever been in the series, aided by Basim's long distance jumps, you can take an enemy out from further away than usual. You don't have to be directly above the target, which makes it fun to run and jump down on a target, dropping in to deliver a killing blow. The game provides great variety when it comes to assassination animations, so with practice, fans will soon be performing incredible speed runs featuring a balance of parkour and aerial assassinations. Death from above is extremely satisfying, and it seems that Basim and his Eagle Enkidu have more in common than first realised, moving swiftly like an Eagle above the crowds. The notoriety system returns in Assassin's Creed Mirage, and will affect all players as it did in the Ezio games. Tear down Wanted posters or pay heralds to reduce Basim's notoriety, reducing the heat as he moves through the city. When the wanted level is at its peak, the city will turn on him, making it incredibly difficult to operate undetected. For the first time, civilians will inform the guards of Basim's actions, and call for them to intervene should you commit a public offence. Information gathering plays a crucial role in the game, with all assassination missions starting out with an investigation. This is a real throwback to the original game, where Altair also had to conduct investigations to discover information before he could act. This is because he was demoted to the rank of a novice, which Basim is at the start of Assassin's Creed Mirage. Eavesdropping returns, and is once again a clever way of gaining information. During my play sessions, I have found it quite rewarding to once again sit on a bench and listen out for intel which could aid a later assassination mission. Basim's tools are essential to unlocking the full potential of stealth, with each tool in his Assassin arsenal acting as a lifeline in the right circumstances. The smoke bomb provides cover, masking his actions. This can be useful for assassinations or even for disorienting targets in order to pickpocket. You can escape guards in a cloud of smoke, as was demonstrated in the first trailer for Assassin's Creed Mirage. The Trap is a bomb which condures a plume of gas that renders guards immobile, giving Basim the chance to swoop in and deliver the finishing blow. The blowpipe, which returns from Assassin's Creed IV Black Flag, can be used to either knock out or poison enemies from distance. Throwing knives are similar, providing clean kills from distance. As the game does not allow for Basim to carry a bow, this is the main option for long-range distance kills. The noisemaker is a distraction device that can create a diversion, moving guards away from certain areas or clearing the path long enough for Basim to move. Finally, the flame, to light dark tunnels. This is my least favourite tool as I have not yet found a way of making it work in a stealth situation. Ideally, I would like to be able to throw the torch to set oil spillages on fire or even tents, but so far they have simply burnt out. Overall, the tools are incredibly important to increasing Basim's chances of a successful stealth mission, so I recommend unlocking them all as early as possible when playing Mirage. Finally, Basim's Eagle Enkidu can be used to look for opportunities in the world, and highlight the presence of nearby enemies. After a while I found the eagle mechanic to be quite jarring, as it hones in on a particular point of interest, but it certainly gets better with upgrades. Overall, I found the stealth system in Assassin's Creed Mirage to be excellent, restoring old mechanics and making it deadlier than ever. Basim has the killer instrinct, and his actions feels decisive and calculated. I think fans will be extremely pleased that Assassin's Creed is once again focussing on its stealth roots, and is now pushing itself to be better than ever before. ''The player can once again hide in long grass and bushes to keep out of sight, waiting for the perfect moment to strike.'' Combat In Assassin's Creed Mirage, combat is a last resort for Basim. Before enhancing skills, the game provides a primitive combat system, which amplifies the overall commitment to providing a masterful stealth experience. Attacks are hit-for-hit, and stamina depletes quickly, so it can be tough for the players who wish to battle their way through Baghdad. It certainly can be challenging, especially when facing numerous adversaries. Basim will be cut down in the street as his stamina depletes. Some attacks cannot be parried, leading Basim with just one option, dodge out of the way, a move which heavily depends on stamina. On hard mode, it's frequent to die whilst trying to take on numerous enemies, something which was never a problem in the RPG games. I like that this is the case though, as it really encourages players to reconcide their method, and resort back to a stealth approach. Skills add another element to the combat system, introducing features that make it easier when facing opponents. 'Kick Back' is a skill which introduces a powerful kick attack upon completion of a successful parry, which can be used to disorientate or even cause the death of an enemy by kicking off buildings or even into wooden structures which can collapse. This skill is similar to the Sparta Kick from Assassin's Creed Odyssey. 'Counter Roll' allows Basim to quickly move out of the way as an unblockable attack is about to land, moving him into a strategist position behind the enemy where he can inflict damage. Finally, 'knife recover', which is also a useful skill for stealth, which adds auto-collecting throwing knives which have already been used. In close-quarters, throwing knives can be used to eleminate enemies who are charging towards the Assassin. Although combat is quite basic in comparison to previous entries, it does provide a real sense of progression, as Basim climbs the ranks within the Brotherhood. The once-charistmastic thief uses his new training to defend himself in a scrape, and that's what the game does well. It feels like Basim only uses combat if there are no other options, as a true Assassin should act as a blade in the crowd. Plot Assassin's Creed Mirage follows the transition of Basim from a street thief to a Master Assassin. Players begin the game in Anbar, where Basim the thief uses his skills to steal money and food to help those around him and him self. The early on pickpocket tutorial introduces players to the timing mechanic, which can be tricky to master, but essential if you wish to avoid conflict. He wants a better life for himself and others around him facing poverty. He is a conflicted character, carrying a family burden, as his father Ishaq was an architect who was simply forgotten after the construction of the Great Mosque of Samarra was completed, when another took credit for the project. Ishaq was exhiled, and died in poverty, scarring Basim foreve r. He also finds himself experiencing nightmares, where a Jinni torments his resting hours. This is the first time seeing recurring dreams in the series, showing their intensity and effect upon his life. Fueled by confidence in himself and his abilities, Basim seeks a better life for himself, setting his sights upon the Assassins, an illusive group who provide work for street thieves. Desperate to prove himself, but lacking discretion, a trait worthy of The Hidden Ones, and something which is noticed by Mentor Roshan, rejecting his initial advance s to join. Basim is aware of the existence of The Hidden Ones and aspires to aid them more, but not to help their cause, but to better his own position in life. The game quickly evolves from tutorial missions to a main mission which gives the player a reason to care about the enemy faction, The Order of Ancients, which Basim stumbles upon. The opening main mission, the Winter Palace infiltration sets this up nicely, introduces the organisation as a powerful faction operating from the shadows, controlling the leaders of the land, and through their influence, the people. The Order operates ina similar way to the version we saw in Assassin's Creed Origins, hiding behind masks and nicknames to keep their identities secret. Upon joining the Assassins, Basim must hunt them down one-by-one to aid the cause of the Assassins. Additional areas in the game are a nice surprise, as the game was purely advertised as Baghdad. In fact, players can also visit the outskirts and other areas such as Alamut and Anbar for plot purposes. Basim is moved across the map seeking information on his targets and reporting to various Hidden Ones Bureaus. In this sense, the game feels very much like Assassin's Creed I, where Altair would travel across The Holy Land. Although short, Mirage features one of the strongest Isu stories we have seen so far, and makes it more personal and import ant than ever, continuing the reincarnation narrative outlined in Valhalla. Unfortunately the game continues the trend of gradually stripping away Modern Day gameplay that has left players with very little since the Desmond games. The narrative pushes an interesting modern day story through cutscenes, which is certainly better than it's entire removal which would probably be easier for new players to understand. For fans following the ongoing Modern Day narrative, Mirage has a lot to be excited about. I like how the Modern Day seems to be once again moving towards making the threat for humanity , similar to what we saw in Assassin's Creed III, where momentum came to it's conclusion as Juno escaped her prison and unleashed herself upon humanity. Shorter stories work so well in the Assassin's Creed series when told correctly, and what I like about Assassin's Creed Mirage is that it feels like it found clever ways of connecting the past and future. Hopefully this trend continues one-day with the introduction of 'Assassin's Creed Infinity', a project which is set to introduce a launcher which features all past and future content. Mirage reflects Basim's clever and cynical nature in Assassin's Creed Valhalla, revealing his troubled past and journey tow ards becoming an Assassin. Basim's actions have consequences, and Mirage takes the time to remind players of what more recent games in the series have been missing. Conclusion Assassin's Creed Mirage delivers a strong narrative which serves as a poignant tribute to Russell Lees, a writer who sadly passed away during the development of the game. Immediately after booting up the game, the award-worthy music takes hold and doesn't stop, providing atmospheric and moving tracks and sounds throughout. Basim becomes the embodiment of the Brotherhood, acting as its blade from the shadows. He is the stealthiest Assassins yet, using his tools to take down targets, masking himself in the crowd and creating opportunities to lure out targets to strike. The Voice acting was excellent throughout, with highlights from Shohreh Aghdashloo ( Roshan), Lee Majdoub (Basim), and notable performances from the voice actors behind Fulash and Rayhan The stand-out performance from Mirage is Baghdad itself, a city which feels bustling with life and diversity. Each district has it's own personality, and the use of Arabic speaking voice actors abd script writers makes the experience feel more authentic. Finally, I think fans will be particularly impressed with how the team behind Mirage hits pause on the RPG direction of the franchise, and sets a new course, rediscovering what makes Assassin's Creed special and reintroducing cut features which feel familar and refreshed. The game feels extremely satisfactory for old fans of the franchise, and is a great place to start for new players looking to kick off their Assassin's Creed journey. I hope that the developers behind Assassin's Creed Mirage go on to work on future AC projects, and that we don't suddenly have a huge surge of rushed content after this huge step in the right direction. Assassin's Creed Mirage: 9.5/10 'A solid entry that recommits the series to providing a memorable stealth experience'' 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)
- Full Breakdown of the Launch Trailer for Assassin’s Creed Mirage Valley of Memory DLC | TheOnesWhoCameBefore
Full Breakdown of the Launch Trailer for Assassin’s Creed Mirage Valley of Memory DLC Analysis Share 15 Nov 2025 Written By: Edited By: Zephryss Hayden Bird Back To Database The launch trailer for Assassin's Creed Mirage: Valley of Memory has finally arrived, giving us our best look yet at the story, characters, locations, and new features coming with this highly anticipated DLC. Here’s a complete breakdown of everything shown in the trailer. First of all, a big thanks to Ubisoft and the Assassin's Creed community team for providing us early access to the launch trailer. A Deadly Chase in AlUla The trailer opens with an intense scene set in AlUla, where Basim is seen chasing down a member of a new enemy faction known as the Robbers. He quickly catches the target and eliminates him with his hidden blade in an action-packed start to the adventure. How the DLC Begins We then jump to a moment that takes place before the DLC story starts. Players must visit Dervis in his shop in Baghdad to begin the new quest titled “A Call from the Past.” Interestingly, the DLC is also accessible in two ways: It unlocks naturally when players begin the Head of the Snake mission in the base game. OR it can be started immediately from the main menu when launching a new game. Arriving in AlUla Next, we see Basim finally arriving in AlUla with some beautiful shots of the region, including a cinematic moment of him riding a camel through Hegra. The region looks stunning and packed with exploration potential. Basim’s Personal Journey We then see Basim and Dervis resting at a campfire during their journey. Basim holds a brooch crafted from a blue ceramic tile, taken from the home where he once lived with his father. This is a strong emotional anchor for the story. Basim reveals that he has come to AlUla to seek out his father, who he hasn’t seen in many years. New Faces and Rising Tensions A new character appears in the trailer, telling Basim that lawlessness has plagued the AlUla region for a long time. This reinforces just how dangerous the area has become. Basim later infiltrates a fortified location in search of his father. By this point, he has already learned that the Robbers are involved in his father’s disappearance, leading to several tense confrontations. Landmarks & Parkour Moments The trailer then highlights several iconic locations and dynamic shots: Basim standing before Elephant Rock after defeating a group of enemies. A great parkour sequence near Musa ibn Nusayr Fort. These visuals suggest that AlUla will be one of Mirage’s most visually unique regions. Fears and Hopes In a small camp outside the town, Basim tells Dervis that he is unsure what scares him more, finding his father’s resting place, or finding nothing at all. Dervis reassures him that there is still hope. Captured on Purpose? In the following scene, we see another new character who warns Basim that the men he seeks are very dangerous. In the next moment, Basim is surrounded and captured by enemies. It appears Basim intentionally allowed himself to be captured to reach the leader of this new enemy faction. Meet the Robbers' Leader: ‘Abis We then get our first official look at the Robbers’ leader, ‘Abis, who threatens Basim. Basim asks him why he was involved with his father, saying the conflict was only with him. Somehow, Basim escapes from the prison and attempts to attack ‘Abis, but ‘Abis anticipates Basim’s moves and counters his attacks. New Features & Improvements The trailer also showcases several updates coming to Assassin’s Creed Mirage , including: Enhanced parkour mechanics New Animus Sequence missions Additional gameplay improvements New Outfits and Weapons Next, we get a look at the three new outfits, three new dagger skins, and two new sword skins that will be available in the upcoming updates. The third purple outfit could be a reward from the Animus Sequences. It looks really cool and now it's actually a Hidden One outfit, so we can’t see Basim’s face, haha. A Final, Mysterious Tease In the final scene, we see Basim walking toward a mysterious cave. Inside, there is an Assassin’s Creed insignia banner. It could be an Isu cave or a new Hidden One bureau in AlUla. We’ll have to wait until November 18 to find out. Assassin's Creed Mirage: Valley of Memory launches on November 18 and adds more than six hours of new content to Assassin's Creed Mirage, and it will be free for all players. What do you think about the new launch trailer, and how excited are you for the Assassin's Creed Mirage: Valley of Memory DLC? Share your thoughts below. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Zephryss is a passionate social media manager based in India who joined TOWCB's Social Media Team in Summer 2024 to help the team prepare for coverage of Assassin's Creed Shadows news and updates. Recently, he completed his Masters degree in Electrical Engineering and is now preparing to take on a PhD. He loves video games very much, and since childhood has enjoyed playing various types of games in different genres He also has 3 gaming channels (Zephryss, Assassin Zephryss & Spider Zephryss) where he uploads gameplay videos regularly. Zephryss
- This Week in Assassin’s Creed Virtual Photography: 7th to 13th August | TheOnesWhoCameBefore
This Week in Assassin’s Creed Virtual Photography: 7th to 13th August Community Share 15 Aug 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: Team Light & Team Shadow From the Dark Game: Assassin’s Creed Valhalla VP Artist: @ PodToGo “You bested me. Yet, I am the one left standing” Basim is very much the focal point for this wonderful series right now. His origins story later this year is being greatly anticipated. If there was ever a character that embodies light and shadows it is him. I love how this capture gives the full Basim feel without actually being him. The use of his robes and the darker beard allows Eivor to cosplay the troubled Assassin. The lighting is terrific, highlighting just enough of Eivor to make him look like a classic Assassin. Hiding the eyes with the shadow is easily my favourite part, perfectly fits the theme. Don’t Mess with Me Game: Assassin’s Creed Odyssey VP Artist: @ AkiraAoyama_VP “Order, Chaos…If Either Triumphs Alone the world dies” Kassandra epitomises the light, she is the brave warrior who fights for good. She isn’t an Assassin and her enemies are unlikely to find her working in the dark. For a character who lives longer than anyone else she remains dignified and grounded. I adore her expression in this shot, the eye glancing to the side is just perfectly timed. The sunlight glowing on Kassandra meets the theme but also signifies her godly status. The details are so good too, especially with the bow on her back. It a beautiful capture of a legendary figure in the franchise. Ghost of Wessex Game: Assassin’s Creed Valhalla VP Artist: @ _Liamism_ “If Hell is real, I’m glad you’ll get to see it” My excitement for Codename Red could not be higher, as a massive fan of Ghost of Tsushima I am really looking forward to Assassin’s Creed’s attempt at the time period. Eivor maybe a long way from a Samurai but thanks to an item pack you can at least dress her as one. I feel like this capture is a great insight into how Red could look, and the armour used for this shot is nothing short of stunning. Once again the lighting here is faultless. The fine points of this armour are highlighted beautifully, I love the colour of the hood with the dragon markings. Most impressive of all is the stance, demonstrating excellent timing with Eivor’s hand on the sword ready to draw. A glorious portrait that is clearly team shadow. Reach for the Stars Game: Assassin’s Creed Odyssey VP Artist: @ G_Assassin90 “Earth, mother of all, I greet you” Although Kassandra isn’t a demi-god she is often seen as one due to her links to the Isu and in particular the spear of Leonidas. It is classed as the Spear of Eden and eventually ends up in the hands of Kassandra. This capture of her raising the spear into the air is gorgeously saturated to fit the #ACTeamLight theme. It’s fitting that she is wearing the ‘Wonder Women’ set too as it further solidifies that purity vibe. Everything about this shot signals hero, and I think we can all agree that is what Kassandra is. Link to set: Through the Fire Game: Assassin’s Creed Valhalla VP Artist: @ theonlyjess_vp “You wanted fire, well now you have it” Due to the political pressure in Norway, Eivor sails to new lands. Once in England she finds that it isn’t really any different, with both Saxon’s and Danes fighting over who will rule. For a Viking Eivor is very composed and knows when she must adopt the dark for the good of her clan. This black and white capture truly exemplifies both sides of Eivor. The hood and the cloak representing the Creed, along with the elegant shadow across her face. Then there is the glow of the flames sprinkling over her head bring Eivor’s scared face back into the light. The innocent flowers just in front of her also add a touch of light to balance this shot impeccably. Link to set: The Ones Who Came Before Photo of the Week Judge: Dave Rutter (@ dpruttz_vp ) ''The perfect choice of black and white in this shot. Straight away it puts the emphasis on the contrast of shadow and light, and is bang on with the theme. Great work and awesome shot by Jess.'' 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
- This Week in Assassin's Creed Virtual Photography: March 5th - 11th 2022 | TheOnesWhoCameBefore
This Week in Assassin's Creed Virtual Photography: March 5th - 11th 2022 Community Share 23 Mar 2022 Written By: Edited By: Aaron Young Ashlea Blackett Back To Database Welcome to the new weekly virtual photography roundup hosted by Aaron Young from The AC Partnership Program. Every week, we will be picking our top 5 favourite Assassin’s Creed shots and showcasing them on The Ones Who Came Before website, in order to promote virtual photography and talented content creators within the community. Aaron is a keen virtual photographer and loves to post his journeys through Assassin’s Creed on Twitter. Keep an eye on the site as more weekly shots are added, we are looking for capture across all Assassin’s Creed games. Tag your photos to the #TOWCBWeeklyCapture for a chance to be featured. 1) Excalibur Game: Assassin’s Creed Valhalla This week’s first capture comes from @ drm1969 over on Twitter. A great capture of an iconic moment in Valhalla. I like how the light is reflecting off the sword all over the room. Excalibur is not the easiest to obtain in the game and I think Eivor’s face shows it. The Legendary sword of King Arthur is a nice addition to your armoury and can lend itself to some great shots. 2) Boston Harbour Game: Assassin’s Creed III Photo number two comes from @ _Virtualtourism over on Twitter. I like to mix it up with locational VP over character shots every now and again. This one of Boston is stunning. The amount of detail captured here is really impressive. It is not easy to achieve decent photos in older games, but this busy dockyard has it all. 3) Arno Game: Assassin’s Creed Unity This week’s third shot comes from @ G_Assassin90 over on Twitter. A black background portrait of Arno, what more could you want. I certainly like how this shot only has a few colours. A classic Assassin pose, this capture would make a great canvas print. If a photo mode was added to the console version of this game, I would 100% return. 4) Paris Protector Game: Assassin’s Creed Unity VP number four comes from @ VideogameVisual over on Twitter. This capture for me is Assassin’s Creed Unity in a nutshell. Beautiful buildings, with Arno hanging off a wooden structure. Paris’s silent guardian is so detailed, but what I can never get over is how great crowds look in this game. For me, this picture really benefits from being in a portrait. 5) Moonlight Game: Assassin’s Creed Odyssey The final capture of the week comes from @ ZivLisker over on Twitter. A striking final capture from Odyssey. The use of lighting in the shot is captivating. Although the statue is the centre piece, the moon and its vivid glow steals the show. I also like the mountainside with the building just poking out. The vegetation mixed with the red banners really is the perfect finishing touch. And that sums it up for this week’s Assassin’s Creed virtual photography recap list! Thank you for checking out this week’s photo collection. This would not be possible without the virtual photographers out there so a huge thanks to them. Until next week keep those shots coming in! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Aaron is a passionate Assassin's Creed fan who joined our AC Partnership Program as an Online Article Writer back in 2021 after the release of Assassin's Creed Valhalla. After building momentum and interest on TOWCB website for Virtual Photography, Aaron established TOWCB Virtual Photography Team, of which he is now Team Leader. Throughout 2024, TOWCB VP Team will be sharing community captures in dedicated articles, and providing a positive environment on Twitter for gamers to share their shots. Aaron Young
- Interview with Carlo Rota (Basim/Loki in Assassin's Creed Valhalla) | TheOnesWhoCameBefore
Interview with Carlo Rota (Basim/Loki in Assassin's Creed Valhalla) Interview Share 30 Apr 2021 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database We are proud to release our interview with Carlo Rota, who provided the voice and mo-cap performances for Basim and Loki in Assassin's Creed Valhalla. This is the fourth interview in our Valhalla series, covering the game with the cast and crew that brought it to life. Please note that this interview contains FULL SPOILERS for Assassin's Creed Valhalla Colum: Hi Carlo, thanks for joining us today! Please can you tell us a little bit about yourself, and your time working on the Assassin's Creed series. Carlo: Hello AC world and thank you Colum for the invitation to answer a few questions about this excellent game that Ubisoft has made. In looking over your questions I realize that this is a welcome chance for me to debrief myself about the amazing time that was spent being involved with Valhalla and all the talented individuals I was lucky enough to work with. My last day of physical work on the game was on Friday March 13th 2020. For most of us in N.America, that was the last day of normalcy before we stepped into the COVID whirlwind from which we are still to emerge. Here is to emerging soon!!! But in the meantime let me dive right in: So yes, I’m Carlo Rota and I’m an actor with quite an extensive and varied resume ( I’ve actually been in some really good projects and sad to say, maybe not so good ones…). I normally live in Los Angeles with my wife and kids which is where Ubisoft would shuttle me back and forth from to shoot and record the game in Montreal. I say normally, because at the time of writing, I am living as a refugee in Toronto. It's where my family and I escaped to, because we thought things were getting too hairy in LA and we wanted the kids to attend school, which have been open here. Of course I use the term refugee in a tongue in cheek way. I actually used to live in Toronto and yes, surprisingly to many, because I certainly don’t sound like it, I’m happily Canadian as well as American as well as a UKer. I am a total mixed bag culturally with major connections to Italy but grew up in a lot of different places that spanned from England to Hong Kong and many countries in between. If you presume that I am culturally confused you are entirely correct. Perhaps this is a cry for help?? Colum: Before working on the game, did you know much about the franchise? Carlo: The short answer is, no and full disclosure here, I have had scant gaming experience. Yes , I have played early versions of games like Doom and GTA and Uncharted but I hadn’t touched a gaming console in years. I haven’t even played another lovely Ubisoft project that I had a significant role in a few years back , Splinter Cell. Anyhow, everything changed the very first day I arrived at Ubisoft HQ, Montreal. Lead writer Darby McDevitt swooped down on his Irish educated wings and ensured I received a head spinning and rapid AC PHD. Not only did he introduce me to all the main players involved in making the game but he also gave me a super involved history of the Franchise with more detail and precision then my noob brain could possibly handle. Magnus (who plays the lead character of Eivor) and I had this running joke that when Darby spoke about the game he would always start by saying “Let me give you a quick five minute explanation about……” then an hour and a half later of detail upon story upon history, your head felt cudgeled and buffeted! Like you’d smoked something intensely psychedelic. ( not that Magnus or I would know of such things, we are, after all very innocent family men. Very innocent ). Essentially, what Darby was eloquently explaining was that Assassins Creed is SO much more than a game. The fact that the word Creed is in the name is very apt. Search the meaning of the word and you find…”a set of beliefs or aims which guide someones actions” This holds true not only for anyone playing the game but also for those making it. The AC world is so layered and textured and honoring that world is so vital to Darby and his colleagues it's practically a philosophy. The beauty of the game is also that if you only want to dip a toe in and play a super enjoyable TPS with killer artwork and action and not worry too much about the Isu thing then that’s amazing too. And speaking of which after my introductions and education at Ubisoft I was packed off back to my hotel with a copy of “Origins”. I played it in my room like I was possessed. You know, ordering room service and not washing for 48 hours. I think the hotel staff thought of me as some weirdo shut in. Fun! Colum: Have you had the time to play Assassin's Creed Valhalla since its release? Carlo: YES! I had to return to LA November last. I was asked to appear for my interview for my US citizenship and because of COVID you are asked to be in the country at least 2 weeks before the interview. So I holed up in a friends apartment in Venice and he had the game. What a blast! Loved seeing it all in its finished glory. The art and detail create a visual feast. Strange seeing Basim and hearing my voice. Certainly , Basim is more beautiful then me. Not much more!…. Joking. Basim is the man I’ve always wanted to be. Colum: How did you find the motion capture experience, and how does it compare to other methods of acting? Carlo: That's a great question. Motion Capture or MOCAP as it is called is both extremely liberating and a little bit confining at the same time. Liberating because performance can be freer without being too precious of camera angle and marks. MOCAP is all performed in the “Volume” (forgive if I'm repeating stuff you already know). The Volume is essentially a huge room with scaffolding that holds a “shitload” (official term) of cameras. These record the movement of those little white balls on our mocap suits. There are also handheld cameras that record more intricate stuff. Also, each performer wears a basket like headpiece with lights and cameras to record facial movements. So, essentially its like performing theatre in the round where the audience surrounds the stage. Your actions can also be bigger and more lifelike then the limited amount that’s allowed with close up camera work in TV or Film. Also when participating in mocap you can really live in your imagination. Like, BIG in your imagination. After all, the actors are not dressed in the clothes they will eventually be seen in, the props are rudimentary: spongy swords and styrofoam axes ( spoiler alert; the Staff of Eden was a glorified painted broom handle ). With the keen help of the extremely professional producers, directors and crew at Alice Productions where the game is shot, mocap can be a very rewarding and enjoyable experience. As far as the previously mentioned; "little bit confining", goes; that is almost exclusively related to the headpiece that you are forced to wear. I’m sure as technology continues to unfold this headpiece might become more user friendly but for now it can literally be a pain in the neck. It’s lights and cameras need incessant “fiddling”. I found myself constantly bashing into other actors with it thus causing a stoppage in shooting so that fiddling the cameras and lights back into proper position could occur. The headpiece also inhibits the touching of ones own face or head as well as getting too close to other actors faces which is sometimes necessary. In the scene where Loki is comforting his wolf son, my actors inclination was to kiss his head, like I would if I was comforting my own son. Not possible. Another example of living in ones imagination. Which, even as I write this, makes me smile at my own ridiculousness. After all, on the day we shot this scene my" wolf son “ was neither a wolf nor my son but a talented local actor who was lying on the ground in a mocap suit making remarkably lifelike injured wolf noises. Colum: Did filming during lockdown present any challenges? Carlo: We were lucky enough to have wrapped up filming by the time I left Montreal in March ’20. There was still substantial voice to be recorded which did present a challenge. Since it all had to be done remotely I tried several times to create a pro environment at home in LA to record but ultimately it was decided to choose a safe studio in LA that did a great job of providing safe and spectacular connectivity with Montreal for recording. Colum: Players are introduced to Basim early on in the game, and his true intentions remain a mystery until the very end. Did you do anything in particular with your voice to make the character come across as such an enigma, or was it mainly in the dialogue? Carlo: As you probably know, voicing a game makes up the majority of an actors work. The ratio of voice work to mocap is hundreds to one! The first day I attempted Basim was classic. I was lucky enough to work with Thor Bishopric, famous Montrealer and veteran voice director. It turned out that my first day was also his first day. We worked all day but since neither of us had a handle on Basim or how and why he delivered certain lines it was kind of like the blind leading the blind in a dress rehearsal. Needless to say, we repeated the first whole day after things had been explained by the likes Darby ( cue the psychedelics …). Finding Basim’s “voice” was a nuanced process and I have to thank Thor immensely. The trick was to not go too “Bad Guy” with him early on. In fact, having played my fair share of bad guys in TV and Film I have often argued for a more nuanced performance because I firmly believe that characters that have secrets and do underhanded things are far more interesting if you can relate to why they are doing what they are doing….Basim has a deeply, insanely hidden agenda. And his agenda is family driven. What can be more important than that?! Ok so his son was a wolf. Big deal. Surely everyone knows someone that has a child with Canid tendencies….but I digress... So to specifically answer your question, YES! Much thought was given to Basim’s enigmatic qualities. The fact that you ask the question gives cause too celebrate. Hopefully we achieved close to what we wanted to which was to have Basim float through the early parts of the game without having too big a label on him. He was the eponymous Assassin. May he rise again!! Colum: The campfire scene between Eivor and Basim has been deemed by many fans to be the best moment of the game, and one of the best cinematic moments in the entire franchise? Do you agree with this, and what are your memories of recording the scene? Carlo: This is such an amazing question (s). This was a beautifully written scene with great depths of story that percolates in the background. It also has what eludes so many scenes in the gaming world; a real conversation with emotion and backstory that teases something much bigger without hitting that thing on the head! It was also the first scene that I was shown assembled and I was blown away by it. I think everyone thought it was special from the get go. The fact that anyone else saw the beauty in the scene is super gratifying. Shooting the scene was a bit of a surprise because it was scheduled to be shot the following day but we were ahead of schedule so it was decided that we shoot it when neither Magnus nor myself was really 100% ready. Luckily Magnus, being the great actor that he is, was vey enthusiastic to work the dialogue so that it actually resembled a conversation. Again, imagination here was key because the scene was shoot in a corner of the Volume with super bright lights , me sitting on a box, Magnus leaning against some other box, me poking some styrofoam bricks that were supposed to be logs on fire….I think what we managed to achieve with the help of great direction from Laurent Bernier and Felix-Etienne Roque (our shepherds of mocap) was the feeling of a respectful relationship between these two characters sitting around a campfire. Its not an easy thing to achieve but I’m ever so glad its appreciated. Colum: Fans were quick to notice the similarities between Basim's robes, and Altair's from the original game. Do you like Basims Outfit, and do you think Ubisoft should add it in a future update so players can wear it? Carlo: Yes, I’m very happy with Basim’s style. Unlike, live action where an actor may have some input into his clothing , this is completely out of the actors sphere in a game like AC. That creative choice is made further top the line. I also noticed similarities between Altair’s garb and Basim’s but it was never mentioned to me if that was a creative choice or a fine coincidence. I thinks Basims outfit should be readily accessible. I’m going to be Basim for halloween next if returning to parties is ever going to be allowed !! Colum: Loki is the second character that you play in Valhalla, and true to his name, he's mischievous. What do you think is his ultimate end goal, and will there ever be an end to the pain he feels? Carlo: Even in a game as massive as AC Valhalla there is not enough space, not nearly enough narrative bandwidth to do Loki justice. Most people think of Loki as described in Marvel films. A morally compromised mischief maker. In Norse mythology Loki is so much more than that. He is so complex and plain old Norse interesting in his habits, sexuality, children and ability to move from form to form that by necessity to fit into any story ( that is not solely about him ) he needs to be condensed. A trippy headsspin is a simple Wikipedia search of Loki of Norse Mythology. When you get to the mention of Loki in the form of a mare being impregnated you’ll see what I mean. For AC Valhalla purposes, yes Loki is a cheeky bastard whose son happens to be a wolf. This fact, weird and barely covered in the game, is actually a HUGE motivating part of the Valhalla storyline. The name Wolfkissed is not a coincidence and Loki’s ultimate quest in the form of Basim ( I like to think of them as one character that evolves ) is payback! So to answer you question more specifically Loki wants vengeance , vengeance motivated by deep pain/loss. Will that ever go away? I think optimistically yes. As things evolve Loki/Basim could evolve…….though that pain was a mile deep motivator so it’ll have to be replaced by something equally compelling…... Basim looking in the Mirror by SophiaEA16 Colum: Have you seen any of the cosplay / fan art / projects inspired by Basim or Loki? Carlo: Absolutely love the stuff I’ve seen. Some of it is inspirational. In watching renditions of Basim/Female Eivor told with the slant of a love story or rather a lost love story I was blown away. It never occurred to me prior to seeing this and yet it makes so much sense regardless of wether its Female or Male Eivor. Love and hate are two sides of the same coin….. I should also say because I genuinely liked it so much and actually got the chills when I first saw it, Sophia’s "Basim looking in the Mirror" is wonderful. Colum: What would you say is the first step to getting into voice acting work, and how people prepare for it? Carlo: Practice practice practice. Get a decent mic and start recording yourself. Read from scripts or books or transcripts of ads. Don’t just mimic someone else’s read. Discover your own voice through practice. The microphone is a very interesting device. It records intent and emotion in ways that are not necessarily obvious. Voice lessons have some value but beware that voice work is an insanely crowded and competitive field and anyone who says their lessons will lead to voice work is probably not worth the money! For me, the voice work I am lucky to do is almost incidental to being an Actor. So really a truthful ( for me ) answer to your question is you prepare for voice work by becoming and actor and preparing as an actor. Colum: Other than Basim and Loki, who would you have liked to have voiced in the game? Carlo: Sorry for this short blunt reply but Basim/Loki file me. I couldn’t think who else I’d like to voice. Colum: If you could meet Basim in real life, what would you ask him? Carlo: I’d ask him what is it like to have such great hair and WHO cuts it??!! Joking, I’d ask him about the ability caused by and consequences of, fierce undying intent. Also , what wisdom must be acquired when you are aware of the incredible longevity of your existence. What a historian Basim must be! What things he must have seen! He’d make a fantastic interview, hell he’d be an entire awe inspiring jaw dropping documentary series! So many questions. Basim Explained : 40 Thousand years of wit and wisdom. Narrated by Carlo Rota……can’t wait! We would like to thank Carlo for joining us for this interview! Assassin's Creed Valhalla is available now on Xbox Series X|S, Xbox One, PlayStation®5, PlayStation®4, PC and Stadia. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)
- This Week in Assassin’s Creed Virtual Photography: 16th - 22nd January 2023 | TheOnesWhoCameBefore
This Week in Assassin’s Creed Virtual Photography: 16th - 22nd January 2023 Community Share 22 Jan 2023 Written By: Edited By: Aaron Young Ashlea 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 The Eagle Bearer Game: Assassin’s Creed Odyssey VP Artist: @ G_Assassin90 First up this week we have Kassandra rocking the Ikaros armour set. This is one of my favourites from the game, the colours and the mask just work so well on Kassandra. This shot is all about the lighting, I love the shadows and the angles. That black background is really making the shot for me. A wonderful capture from G-Assassin, check the link below for the full set. Link to set: In Flight Game: Assassin’s Creed Origins VP Artist: @ therajabros Continuing with the bird theme, we have an elegant shot of white Senu soaring through the sky. I adore the simplistic nature of this capture. Excellent placement of the camera to hide the sun behind the body of the bird, creating those incredible rays of light. The eagle has been a symbol of the Assassins from the start and looks set to continue in Mirage. Coming In To Land Game: Assassin’s Creed Origins Platform: PS5 VP Artist: @ BasimIbnIshaq_ It seems this week I cannot escape eagle shots. Senu once again features for photo number three. I have to say I think this is one of the best captures from Origins I have seen. The framing is on point and the timing is something else. I love how Bayek has his arm out ready to receive his companion. This reminds me of the awesome Origins CGI trailers we saw in the build up to release. The Ones Who Came Before Photo of the Week: Judge : Finn Fletcher - TOWCB Writing Team This image is a great depiction of the feeling you get when playing Origins. Bayek alone in the desert, nothing but the next target to guide you and with Senu always by your side and always graceful. Plus, the composition as Senu's head guides your eye to Bayek brings it all together. Egypt From Above Game: Assassin’s Creed Origins VP Artist: @ missroseplays I should have put out an eagle theme for this week! Next up we have a glorious shot of Senu gliding through the air. The depth of field here is perfect, you get to see Senu in all her glory without missing the majesty of the golden topped pyramid and the surround environment. The love that has been shown for loyal Bonelli eagle this week amazes me. Liberation Game: Assassin’s Creed Valhalla Platform: PS5 VP Artist: @ Jaque_Ar Our final shot this week perfectly wraps up the showcase. We can see Eivor taking a leap of faith and diving straight into the weekend. I can't quite make out the outfit, I believe it could be Basim's. This shot is all about the sun and those golden rays. The Vistas in Valhalla are so beautiful, and this capture is showcasing one of them impeccably. 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 Fans Launch Isu - English Dictionary | TheOnesWhoCameBefore
Assassin's Creed Fans Launch Isu - English Dictionary News Share 12 Feb 2021 Written By: Edited By: ActualSpider-Man Ashlea Blackett Back To Database Data compiled by Colum Blackett. Assassin's Creed fans have managed to crack the secret language of the highly advanced precursor race known as the Isu, and in the process, decode multiple hidden messages. A new Assassin's Creed Isu to English dictionary has been released thanks to a collaborative community effort to decode secret messages. Fans first noticed the strange symbols on the collector's edition of Assassin's Creed Valhalla, as well as in the game, and set about trying to decode them. The team over at Access the Animus managed to successfully crack the code, and in the process, discovered the legitimate way to unlock the Isu bow, which had been found in the game due to a clever save hack. The decoded messages led the team to an iron ore deposit on a small island surrounded by a lake in Northumbria, which could only be destroyed using the Excalibur sword at sunset! Following the discovery, the creator of the language, Antoine Henry (Associate director at Ubisoft Singapore) joined RockPaperShotgun for an interview detailing the creation process. ''The idea of creating a language for the Isu came about during a casual discussion with [narrative director] Darby McDevitt, where I was telling him about my passion for languages and creating them. When he mentioned creating one for the Isu, I thought it was just one of these crazy ideas you come up with in a discussion for the fun of it. Even though we were both excited, I didn't think he was serious at all. Months passed and I thought that would be the end of it. Then one day, out of nowhere, Darby contacted me to see how we could make it happen!" "The process of creating the Isu language was writing in reverse a history of how humans learned it from the Isu, and how it then evolved over time to become Proto-Indo-European. I started from old languages in that family (Latin, Ancient Greek, Sanskrit, etc.) and academic reconstructions of what Proto-Indo-European could have been like, and worked my way backwards from there." ''We completely intended for the community to decipher some of the language, but I would have never imagined that they would go as far as they did. They managed to break down words and rules that I didn't even think could be identified! I am amazed by their passion and dedication. As a creator when you see this, it really makes the effort worth it." It's fair to say that fans have impressed the Assassin's Creed Valhalla development team with their codebreaking skills, but the community has now gone one step further by compiling all of the translated words and phrases to form an Isu- English dictionary! This new community resource will no doubt be an indispensable tool for helping fans unlock even more secrets in future codebreaking efforts, and can be found here on Reddit thanks to the work of user IMHOZen1. '' Codex Transferendum is now a full-fledged Isu language guide, from writing, to translating, to now even speaking every single bit of Isu text we see in Valhalla!'' IMHOZen1 details in his post. With the help of Reddit user / bool0011 , the Isu vocalizations for each character were successfully decrypted. The 25 page document is available for free, and will no doubt be a central resource for all those wishing to learn the mysterious language of the Isu. We would like to extend our admiration to all the fans who helped in this incredible community effort. 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
- Rally the Creed Video Podcast #1: Assassin's Creed Mirage, New Podcast Format & Choices in AC | TheOnesWhoCameBefore
Rally the Creed Video Podcast #1: Assassin's Creed Mirage, New Podcast Format & Choices in AC Podcast Share 10 Apr 2023 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database The Ones Who Came Before Team are proud to launch the reboot of our original podcast, Rally the Creed! The original mini-podcast series aired back in 2020 during lockdown, but for the reboot, we have decided to make two major changes. Each episode of Rally the Creed (2023+) will be released in three versions: Video, Audio and Transcript, as to create a more personal experience, and allow for viewers to enjoy the podcast in multiple ways. The second and most important change is host rotation, as we plan on getting different members of TOWCB Team to host each episode. We hope that this new and exciting structure keeps the podcast fresh, and helps it to stand out from other fan projects. The new series will cover a huge range of topics relating to the Assassin's Creed series, and give a voice to community members. For some, the podcast will provide the opportunity to step out of the shadows for the first time, and introduce themselves to the community, whilst for others, it becomes a meeting place for long-time fans of the series to discuss all things Assassin's Creed. In episode #1 , Col and Michael from TOWCB Core Team discuss Assassin's Creed Mirage, the new podcast format and choices in Assassin's Creed. Listen here on Spotify! 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)
- This Week in Assassin’s Creed Virtual Photography: 23rd to 29th January 2023 | TheOnesWhoCameBefore
This Week in Assassin’s Creed Virtual Photography: 23rd to 29th January 2023 Community Share 31 Jan 2023 Written By: Edited By: Aaron Young Ashlea 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 + Ezio Legacy 1) Make the Square Game: Assassin’s Creed Valhalla VP Artist: @ Jonnybubs First up this week we have an excellent shot of Eivor in a duel with what looks to be another Viking. I love the positioning of this capture, and how it portrays the fight. Highlighting Varin’s axe with all those amazing details is a genius move. It is also a nice touch adding the Assassin’s Creed Valhalla logo, as it make s the shot feel like a movie poster. 2) Parkour Game: Assassin’s Creed Origins VP Artist: @ ophotongame Photo number two is simplicity at its best. For me this shot exudes class. The silhouette of Bayek, Senu and the statues are all perfectly captured . It takes fantastic timing to catch Bayek mid jump, as it's not always easy to enter the photo mode at the right time. Origin’s parkour wasn’t too bad, but I can’t wait to see what this artist can do with Mirage. The Ones Who Came Before Photo of the Week Judge: Peter Strat - TOWCB Video Content Creation Team This shot is just wonderful! Such a different type of screenshot too with the white background contrasting the focal points of the image. Excellent timing with the shot of Bayek flying gracefully through the air and Senu ever present. And if you've ever tried to take a perfect shot with one of the birds as a part of it, you'll know how much of a pain this is! :D Truly exemplifies simplicity! 3) England Game: Assassin’s Creed Valhalla Platform: Xbox VP Artist: @ Chris25551 No matter what you say about Assassin’s Creed Valhalla the scenery and the world building is top draw. If there is one VP artist who captures it brilliantly it's CBVP. This capture is from a set that are all equal in beauty. I picked this particular shot because the mist combined with the rays of light make for one stunning photo. I really like the water details here. It looks ridiculously realistic. Link to set 4) Out for a Stroll Game: Assassin’s Creed Valhalla VP Artist: @ FrameHoldPhotos FrameHold deserves this shoutout. One for helping me put together the Ezio Legacy weekend, but also for her thoughtfully put together Ezio shots. I can instantly see the love and care that has been put into this capture. It is very Ezio , the background could easily be Italy. I must say that I am very impressed with the little details too, notably the lack of beard and that lovely shadow across Eivor’s body. 5) The Goat Game: Assassin’s Creed II VP Artist: @ Prophets_Codex We end this week with a classic Ezio shot from one of our new Community members. It is difficult to produce excellent shots in the older games where cameras cannot be manipulated as freely. What’s striking about this shot is Ezio’s outfit. The white pops so much, drawing your eye to every unique detail of this legendary outfit. 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 (1) Write a comment Write a comment Sort by: Newest Guest Jan 31, 2023 Thanks for the words Aaron! I'm the creator to second shot :) Like Reply About the Author Aaron is a passionate Assassin's Creed fan who joined our AC Partnership Program as an Online Article Writer back in 2021 after the release of Assassin's Creed Valhalla. After building momentum and interest on TOWCB website for Virtual Photography, Aaron established TOWCB Virtual Photography Team, of which he is now Team Leader. Throughout 2024, TOWCB VP Team will be sharing community captures in dedicated articles, and providing a positive environment on Twitter for gamers to share their shots. Aaron Young
- This Week in Assassin’s Creed Virtual Photography: 24th to 30th July | TheOnesWhoCameBefore
This Week in Assassin’s Creed Virtual Photography: 24th to 30th July Community Share 1 Aug 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: WIGVPAC Leap of Faith Game: Assassin’s Creed Valhalla VP Artist: @ alisjansendotir “This gift we call a Leap of Faith. It is one of our Brotherhood’s most sacred rites.” A staple of Assassin’s Creed right from the start. The leap of faith is an integral part of the brotherhood and forms part of the initiation process. Despite being a hugely dangerous thing to do it is loved by the fans and is essential to any Assassin’s Creed game. Eivor isn’t really an Assassin but still learns this flamboyant manoeuvre. This shot is actually both epic and daunting, as it seems as if Eivor is jumping into the abyss. It is also remarkable how beautifully lit up Eivor is despite all the darkness around her. In that sense this shot makes for the perfect Assassin’s Creed photo. The Hyena Game: Assassin’s Creed Origins VP Artist: @ _Virtualtourism “When the Order wants something, as in Siwa, it does not hesitate to crush all in its path” When travelling around Giza, Bayek reveals that the order member known as the Hyena is close by. He discovers that her name is Khaliset and confronts her in a tomb. Her story is tragic and I do not believe she was completely evil. Both characters had suffered a loss and reacted not too dissimilarly. I feel this capture represents Khaliset in a better light, although the sadness in her eyes says otherwise. I am loving the colour tones here with the sandy background and that incredible red from the scarf. The white face paint just explodes, giving her a warrior look. Aya of Alexandria Game: Assassin’s Creed Origins VP Artist: @ MissEvieFrye “The irony of freedom. We are free of each other, yet it brings me no happiness.” One of my favourite characters in the franchise. My hope is one day we may get a Basim style game for her. Once Aya joined the Hidden Ones she travelled to Rome where a new bureau was set up by her. In doing so she changed her name to Amunet. This would make for such a great game. Miss Frye always captures portraits in such a unique manner and it is a pleasure to see them on my timeline. This shot stood out for me due to the gorgeous tones and the heroic stance. I love the details on show and seeing Aya with her hood up is so cool, and those eyes look fantastic under that hood. Artwork Game: Assassin’s Creed Odyssey VP Artist: @ ISNAK3I “Humanity’s fate will be decided by the choices you make” It is often said how much Kassandra looks like Wonder Women, and I am getting that vibe again from this capture. Kassandra maybe a daughter of Sparta but she spends most of the game conflicted as to where she belongs. I loved this aspect of the game, and I liked how you could pick which side to represent. This capture is so different, and stands out amongst the crowd. I like that it has an artwork feel, almost as if it has been painted in her honour. I adore the positioning and the choice of outfit, they work so well with the blackout background. Taking Aim Game: Assassin’s Creed Odyssey VP Artist: @ giraph_1 “Beware, the snakes in the grass” Kassandra’s travels across the Greek world saw her come face to face with many a foe. The most secretive of those are the Cult of Kosmos. Hunting these order members down was a real highlight of Assassin’s Creed Odyssey. This capture reminds me of the many times I put an arrow into these evil cultists. The warm colours of the shot are so inviting, and the fire on the arrow blends beautifully into the background. I like that Kassandra is covered by a shadow representing one of the assassin traits, but equally it works as a contrast to the light of the flame. The Ones Who Came Before Photo of the Week Judge: @ Defalt368 I selected this shot because I like the warm colours of the shot, and the way the bow breaks up the orange from the darker reddish orange. The darker colour is a nice contrast to the flame, allowing it to stand out. I also like how the shadow is cast across Kassandra. 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 Virtual Photography: 20th to 31st May | TheOnesWhoCameBefore
Assassin’s Creed Virtual Photography: 20th to 31st May Community Share 12 Jun 2024 Written By: Edited By: Aaron Young Colum Blackett Back To Database Welcome to the biweekly virtual photography roundup hosted by Aaron Young from the AC Partnership Program. Every two weeks we will be picking our top 5 favourite Assassin’s Creed shots and showcasing them on The Ones Who Came Before website, in order to promote virtual photography and talented content creators within the community. This theme has been run by the TOWCB VP team. We have been monitoring the hashtag and the community hub to see all your wonderful shots. Keep an eye on the site as more shots are added, we are looking for captures across all Assassin’s Creed games. Tag your photos to #ACFirstCivVP for a chance to be featured. Theme: From Red to Shadows Red Game: Assassin’s Creed Valhalla VP Artist: Rosshiro (@ q9j9p ) The Ones Who Came Before Photo of the Week Judge: @ CapturesByRenzo Renzo A few weeks ago, AC Codename Red was finally revealed as Assassin’s Creed Shadows, set in feudal Japan. In order to celebrate the occasion, we decided to run the “From Red to Shadows” theme. During the last couple of weeks, we saw many amazing shots from the AC community, but this particular photo stood out. Taken in Assassin’s Creed Valhalla, this shot from Rosshiro captures the essence of the theme, showing Eivor in the Yurei Bushido armour set, as well as their mount and their loyal raven Sýnin. The colour splash was perfectly executed and makes the red tones stand out from the rest of the scene. Let’s not forget about the great composition. Take all these elements and you get a winning shot. Congratulations Rosshiro. Aaron (@ FalconSwift9 7 ) “We must honour their sacrifice”. What I enjoyed about last year’s Assassin’s Creed Mirage announcement was the creativity we saw from the virtual photography community in recreating shots in Assassin’s Creed Origins. This time an even bigger challenge has been set with the Japanese theme proving trickier. That being said, this capture fully embraces the theme with the red colour splash and the Assassin’s Creed Shadows logo present. The Yurei Bushido armour set means you’re a far cry from Assassin’s Creed Valhalla and fully embracing the Japanese setting. Excellent work from Rosshiro and fully deserving of shot of the week. Blade in the Dark Game: Assassin’s Creed Mirage VP Artist: Raven (@ Cll3ar ) “Where has my path brought us?”. I am expecting Assassin's Creed Shadows to bring a lot of katana photo opportunities. This weapon is one of the most elegant swords in history. The unmistakable curved edged blade with that magnificent square guard and wrapped grip is a sight to behold. Raven has managed to replicate that grace with her beautiful black background shot. Basim’s blade looks deadly with the lighting perfect for showcasing the stunning details of the sword. I also love how the light elevates Basim’s hood. You get a real Assassin vibe from this photo coupled with the darker tones of the Valhalla robe. A truly exceptional piece of virtual photography. Flame Bearer Game: Assassin’s Creed Valhalla VP Artist: @ NickVPgamer “How dare you think your destiny, your greatness, outweighed all of ours”. The torch is a real virtual photographer’s dream, when lighting isn’t quite right it can be deployed to great effect. I remember seeing the early photos from the Assassin’s Creed Valhalla announcement and there were quite a few that featured the torch. Eivor looks so good here with that warming glow from the fire highlighting his Raven Clan outfit. The way the light falls on the hood and his lips leave a perfect shadow across the eyes. That cold wintery background uplifts the capture further enhancing the effects of the torch. An awesome capture that takes me back to the launch trailers for Valhalla. Misthios Game: Assassin’s Creed Odyssey VP Artist: @ _fallenmemory_ “Sometimes the face we show to the world needs to be one of strength, despite the chaos we harbour underneath.” Kassandra has become a real fan favourite, especially for us virtual photographers. Her character design is quite something and lends itself to being captured. Although Kassandra will never be considered a real Assassin, her part in the bloodline is extremely important for what will unfold in Egypt. This striking portrait is completely up my street, with the gorgeous, muted blacks and the excellent shadow work. I adore how the red of the Misthios outfit blends with the dark to really encapsulate this week’s theme. For me this is a real movie moment where the hero appears from nowhere to enact justice. Red Mist Game: Assassin’s Creed Mirage VP Artist: @ ValkyrieQ8 “No enemy is untouchable, no matter how powerful they appear”. The theme from red to shadows encompasses the life of Basim. He goes from street thief to an apprentice within the Brotherhood. His skill and determination eventually result in him wearing the famous red sash. However, it is this moment in his life that the darkness and shadows betray him, and he is lost to Loki. I think his attire in Assassin’s Creed Valhalla depicts this theme with the mix of red and black. This capture gives such a dream vibe with Basim caught between two paths. I like how his eyes are hidden behind the beak of the hood, with the whites trying to break out. The reds and blacks mix almost signifying the confusion in Basim's mind as he fights to find out who he really is. And that sums it up for this Assassin’s Creed virtual photography recap list! Thank you for checking out the photo collection. This would not be possible without the virtual photographers out there so a huge thanks to them. Until next time keep those shots coming in! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Aaron is a passionate Assassin's Creed fan who joined our AC Partnership Program as an Online Article Writer back in 2021 after the release of Assassin's Creed Valhalla. After building momentum and interest on TOWCB website for Virtual Photography, Aaron established TOWCB Virtual Photography Team, of which he is now Team Leader. Throughout 2024, TOWCB VP Team will be sharing community captures in dedicated articles, and providing a positive environment on Twitter for gamers to share their shots. Aaron Young
- This Week in Assassin’s Creed Virtual Photography: 30th to 5th November | TheOnesWhoCameBefore
This Week in Assassin’s Creed Virtual Photography: 30th to 5th November Community Share 9 Nov 2023 Written By: Edited By: Aaron Young Colum Blackett Back To Database Welcome to the weekly virtual photography roundup hosted by Aaron Young from The AC Partnership Program. Every week 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: From the Shadows Jumping In Game: Assassin’s Creed Mirage VP Artist: @ shoe2007 “Our Creed does not command us to be free. It commands us to be wise.” The sun drenched atmosphere of Assassin’s Creed Mirage is arguably the dream scenario for a virtual photographer. The lush golden colours of the sun allow for some delightful pictures but also permit the use of shadows. This vibrant shot has the perfect mix of both. I really like how the shot has been split into two by the shadow of the building. The vibrant colours of the flowers just below add a richness to the shot. Then very fitting for the theme we have Basim’s shadow leaping through the air in a classic Assassin pose. A capture fit for the Creed. Link to set: Athenian Game: Assassin’s Creed Odyssey VP Artist: @ MechXican “Strong legs mean you’ll thrust your spear with more force” The battles between the Spartans and the Athenians in Assassin’s Creed Odyssey is something to behold. These large scale encounters really make you feel like you’re a part of a historic battle. None more so than the opening of the game, that really did give me 300 vibes. This capture is all about the warrior. The shadow work and the lighting are exceptional, coupled with the head turn we have got ourselves a very cinematic shot. I love the blue and white on the helmet, it’s the only colour in this shot so stands out beautifully. This capture has a very powerful presence and fits the theme perfectly. Link to set: Downtown Game: Assassin’s Creed Mirage VP Artist: @ PodToGo “How do you know the angel and the devil inside me aren’t the same thing?” Although Assassin’s Creed Mirage doesn’t quite meet the crowd density levels of Assassin’s Creed Unity it still manages to make you feel like you’re part of a lived-in city. Once you make it into the inner circle there are plenty of people going about their daily routines, especially in the market areas. This shot from Pod sums up my expectations of Mirage. I could not wait to climb on beams above the streets hunting for Order members. I am getting a real Daredevil feel from this capture. I love the silhouette of Basim and the rays of light breaking through the canopy. This shot is Assassin’s Creed, the vigilante working in the shadows to protect his city. Shadow Walker Game: Assassin’s Creed Valhalla VP Artist: @ m_nt_13 “I have your soul Gorm” Customisation is such a cool aspect of Assassin’s Creed Valhalla, you can dress your Viking in so many different ways. The Draugr set is such an ominous style to use and is fantastic for dark and shadowy captures. When Eivor wishes to incite fear in her enemies there is no better way than dress as death itself. In this capture I am loving the shadow across Eivor’s eyes, and the way it blends in with the striking face tattoo. The hood up helps conceal Eivor’s identity while also adding a menacing feel. I really like the composition too with Eivor’s head off centre, it gives you a sense that she is appearing from the darkness. A truly intimidating shot that uses shadow work to precision. Link to set: Sliding In Game: Assassin’s Creed Origins VP Artist: @ MdeavorVP “We see the world as it really is, and hope that on day all mankind might see the same” Freerunning has been part of Assassin’s Creed from the get go, and is one of the core pillars of the franchise. For me it reached its peak in Assassin’s Creed Unity and Mirage has been a nice return to form after the more warrior focused games. That being said Bayek is making use of his freerunning skills in this capture. For me this shot fits into the minimal bracket and that is one of the reasons why I like it so much. The hole makes for a beautiful frame as Bayek slides through. The black and white style works effortlessly with this capture to fit the theme of the week. The capture shows incredible talent for lateral thinking. Link to set: The Ones Who Came Before Photo of the Week Judge: @ Shauna_c_jones ''The original idea of the theme for this was “From the Shadows.” As an Assassin, the goal is to stay hidden. I’m a huge fan of shadow play, so I was really interested to see how people would take this challenge on. I chose this as my photo of the week for the way in which it has been framed by negative space. I’m a sucker for different perspectives and really appreciated how centred the photo is. The capture is really striking and shows an Assassin in action, almost ready to pounce. What a submission. '' 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! Interested in Assassin's Creed Virtual Photography? Share your shots in our Twitter community for a chance to be featured in our weekly VP selection articles! 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: First Impressions and Gameplay | TheOnesWhoCameBefore
Assassin's Creed Shadows: First Impressions and Gameplay Analysis Share 23 Jan 2025 Written By: Edited By: Colum Blackett (Col_96) TOWCB Team Back To Database We are now just two months away from the launch of Assassin's Creed Shadows, and we are thrilled to reveal that two of our team members, Col and Taylor were selected by Ubisoft to participate in a remote early-access play session event along with other content creators and media outlets around the world. Below you will find the initial thoughts and feelings written by Assassin's Creed Community Ambassador @ Col_96 after a four hour play session, brand new screenshots, and exclusive gameplay captured during the session. Keep an eye on the page as we will continue adding content throughout the week! Enjoy! Possible spoilers for Assassin's Creed Shadows First Impressions Hello Assassins. I'm Col, Team Leader for The Ones Who Came Before, and I was lucky enough to participate in an early access event for Assassin's Creed Shadows thanks to the AC Community Development team at Ubisoft. I'll start off by saying that I had a really positive experience, as the world of Assassin's Creed Shadows is incredibly beautiful, intertwining two stories in a way that creates an experience that is both shared and standalone, as Naoe and Yasuke, two outsiders in the world, find comfort in each other's pain, and try to make a difference to heal Japan. I think what the development team at Ubisoft has done is incredibly clever, weaving history into the main characters for the first time, selecting Yasuke, a historical character, and Naoe, the fictional daughter of real life ninja Fujibayashi Nagato. For me, both characters make perfect sense, and show a different perspective on the brutal history of the time period. AC Shadows takes a stab at bringing back a sense of mystery that long-time fans of the series will love. The game encourages you to uncover the next secret in a land of danger, something which is incredibly rewarding for players. The passage of time is interesting too with a fixed day/night cycle that provides atmosphere as every storm is different. You can feel the effects of the wind as your riding through an open field. Lightning can flash across the sky and light up the whole scene. Naoe ''The life of an assassin is pain , You suffer it, you inflict it, you watch it happen in the hope that you can make it disappear in time.'' Ezio Auditore I feel that this quote perfectly describes Naoe. Although not strictly an Assassin during my playthrough, or at least, that word was never said, her quest for revenge after the attack on her village is fuelled by a hunger for vengeance. Rather than blind rage, she is incredibly focussed, seeking those who are harming Japan and its citizens. You can feel her pain, and she takes no joy in inflicting it upon others. It is a necessary evil. Throwing knives are lethal when timed correctly, but can also be used to extinguish candles from a distance, creating darkness and the perfect environment for a stealth attack. I particularly liked the dialogue options, as they can make a difference to the outcome of a mission. This is why the team added a canon mode, so that the Animus makes the decision for the player. I like how Naoe is the sum of her history, learning from the past, but also taking onboard the teachings around her. She is thoughtful, reflective, and resourceful. She will no doubt be a fan favourite. Yasuke An outsider in a foreign land, Yasuke has to learn the true meaning of honor and respect when he is stripped of his name, all authority and ownership of his own decisions. He shows a willingness to survive in a hostile environment, learning the language, customs and more, and is rewarded with his life. Often shown as a 'one man army' Yasuke is all that and more. There is a kind side to Yasuke that makes him relatable and more human in side quests. He is not the brute he has been portrayed to be. I was really surprised by this as I suspected it would be the case that he was the brawn and Naoe the brain, but that's not the case. He shows intelligence and understanding, opting for a more physical approach to quests due his size, but I also found stealth with Yasuke to be incredibly satisfying considering his limited capabilities. Combat is great, as Yasuke can take a lot of damage, giving you the chance to recover, reset, change strategy and break down enemy armour before delivering a brutal finishing move. I can see players being very happy with the weapon choices, enemy types, finishing moves and overall effort that is gone into crafting a brutal combat system that is all about breaking the opponent down and destroying their armour. Things I liked The Scout System: You can recruit scouts and send them to attack enemies. It's extremely satisfying, and you can customise everything from their weapons to outfits. Building the network of spies has its benefits as they can also be sent out to collect information across the map! Eagle Vision can be used indefinitely: I didn't notice Eagle Vision timing out, which means it can be used without the worry of it disappearing. You can use it to highlight points of interest or observe and tag enemies. Voice Acting : I was really impressed with the voice acting, from all age ranges. Music: Absolutely incredible score! This will be a soundtrack that players will adore for sure, as it captures a mix of emotions. Sadness, anger, and hype! I was really motivated by an incredible fast paced track at a key moment early on in the game. Facial Expressions: Game looked absolutely incredible on my PC (Nvidia RTX 3070 TI), and the facial expressions, especially in cutscenes were so lifelike! Parkour: Feels quick, rebuilt from the ground up. Naoe is easily the fastest character in an AC game. It feels like a mix of balance and precise manoeuvres. She is lightweight and nimble, moving silently Grappling Hook: Like the rope launcher but more useful. You can swing from trees to perform air assassinations. Extremely satisfying. Tall grass, low grass and prone: The introduction of prone is perfect for an Assassins' Creed game, and I particularly like that AC Shadows has heights of grass. Brutality during combat: Decapitations, impaling, you name it, AC Shadows will shock and surprise with it's brutal combat system. The World has so many opportunities: Uncovering secrets, side quests and moments of tranquillity create a game of many tones, dark and light, and I feel like it encourages the player to get lost in the world. You have to unfog the map yourself, as viewpoints only uncover so much. This is great news for completionists. Enemy Types: Guardians are my current favourites. You'll see why when the game launches! Very similar to the mercenaries in AC Odyssey that hunt the player! Visuals: I didn't get to use photo mode but I know that players are going to have a great time with this game. It's incredibly beautiful. Stealth: It will take some practice, but with more time, I can definitely see players perfecting stealth and using all the tools at their disposal to their advantage. Things I Didn't Like The night is incredibly dark: I had to turn the light off in my office to see the screen as when the game takes place at night, it is incredibly dark. Hills and thick trees: Without the pathfinder, my horse would still be stuck up a mountain somewhere trying to find a way past the incredibly thick trees. Hunting isn't in the game, or at least, I didn't find any way to kill a deer. I thought it would be similar to AC III where pelts could be used for crafting, but I didn't see this in my playthrough. Health potions don't fully heal , or at least, with my current skill level and abilities during the playthrough, I needed to use two to fully reset the health bar. Yasuke doesn't have Eagle Vision: I understand that this could be for a lore reason, but it would have been a useful addition. I didn't see any Modern Day Gameplay. Animus Hub has huge potential though. Enemies can literally walk away from smoke bombs and be unaffected. I died so many times when playing as Naoe in combat situations. Some of the enemies have huge health bars compared to Naoe, and thick armour so it's a real challenge to defeat them in combat. I will say that it is incredibly satisfying when you do though, but similar to Basim in AC Mirage, the game encourages a stealth approach. Not a bad thing, just worth mentioning for those looking for a fight. I genuinely think that fans will be surprised when they pick up Assassin's Creed Shadows in March. There's a lot to love about the game, as you'll see in our exclusive gameplay below! Enjoy! Dev Comments We reached out to the development team at Ubisoft Quebec regarding our experience and received a response from Game Director Charles Benoit! ''I think once settled, you could play with contrast setting for the night. We wanted to have a black night, not a blue one. About Hunting, we saw the hunting wasn't a big thing compare to the respect of nature, so we wanted to turn hunting in something more positive, it's why we introduce the Sumi-e activity instead. For healing potions, it's with some Hideout upgrade that you can boost it. You can boost efficiency and quantity. And about the smoke bombs, it's Only Samurai that deny it by running away, we wanted to avoid cookie cutter strategy and have some enemy "smarter" than other. And yes, Naoe and fight can be challenging, Preview is not the ideal learning curve. But Naoe can be very lethal if you build your gear in some was, using the fight system in the best way too.'' We would like to say a big thank you to Charles for reading our first impressions article and for providing insight into the creative decisions! Animus Hub Welcome to the Assassin's Creed Animus Hub: An Explanatory video by Ubisoft showcasing the Animus Hub, a new platform and gateway to Assassin's Creed content which launches alongside Assassin's Creed Shadows. Analysis by UbiCypher Exclusive Gameplay Stealth and Combat Youtube TikTok Sumi-E Painting Boars Youtube TikTok Naoe Combat Youtube TikTok Desyncronization Youtube TikTok Cherry Blossom Trees Youtube TikTok Deploying scout, combat Youtube TikTok Syncronization Youtube TikTok Shrines Youtube TikTok Failed Assassination Attempt Youtube TikTok Naoe Projectiles Youtube TikTok Assassination Compilation Youtube TikTok Leap of Faith Youtube TikTok Brutal Naoe Finisher Youtube TikTok Naoe Customisation Options Youtube TikTok Yasuke Customisation Options Youtube TikTok Switching Character Youtube TikTok Synchronization Youtube TikTok Horseback Riding Youtube TikTok Yasuke Sumi-E Activity Youtube TikTok Bamboo Destruction Youtube TikTok Brutal Finishing Move Youtube TikTok Sumi-E Activity Youtube TikTok Killing a Guardian Youtube TikTok 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)
- Valley of Memory Spoiler-Free Joint Review | TheOnesWhoCameBefore
Valley of Memory Spoiler-Free Joint Review Review Share 6 Dec 2025 Written By: Edited By: TOWCB Team Colum Blackett Back To Database Contributors: Zephryss Eric Allen James Davis Colum Blackett Taylor McKay The latest update for Assassin’s Creed Mirage adds the Valley of Memory DLC, a compact yet emotionally powerful adventure that expands Basim’s journey in meaningful ways. Ubisoft Bordeaux delivers a story-rich experience supported by improved cutscenes, new gameplay features, and a beautifully crafted environment that players are sure to enjoy exploring. Assassin's Creed Mirage was released October 2023, so many were shocked to hear that a previously released title would be receiving a free expansion in late 2025. The DLC came to fruition after a p artnership between Ubisoft and Savvy Games Group, a Saudi-backed corporation set up and financed by the Public Investment Fund, which comes directly from the sovereign wealth fund of Saudi Arabia. Many were naturally sceptical at first, expecting the expansion to act as an advertisement for Saudi Arabia, or portray a highly censored experience, removing creative control from the developers, but the expansion would go on to surprise fans and critics alike. Valley of Memory is poignant and reflective, demonstrating the best of what Assassin's Creed can be on a personal level. In this review, the team here at The Ones Who Came Before will unpack what makes the expansion such a triumph. Narrative Valley of Memory is short and sweet, taking roughly 4-6 hours long depending on playstyle, and really highlights the impact of a linear Assassin's Creed narrative, in a time of non-linear structures of the past few entries. The success of the expansion is proof that linear storytelling for the series is the way to go, as it's memorable, impactful and acts as a worthwhile addition to the main game. The story is emotional and has weight to it, feeling like Ubisoft at their best for many years. Despite being a shorter DLC, the writing and presentation are outstanding. The story is heartfelt, well-paced, and more emotionally impactful than many recent Assassin's Creed DLCs, perhaps even surpassing some full game stories. The ending genuinely moves players, and is some of the best writing we've seen in Assassin's Creed for many years. This is where Valley of Memory really shines. The linear pacing of a plot inside an open world is handled expertly here. Noticeable major improvements are the cutscenes and dialogue in comparison to the main game. Presentation is everything. The expansion takes its time to explore character relationships, concepts and ideology. Although some of the themes can be compared to Claws of Awaji (finding a parent, enemy is a consequence of past actions, travel to a new area), it is executed much better than what we’ve seen in recent AC games, where the narrative has been a weakness. Ubisoft Bordeaux really nailed it. One of the things on display here is the main conflict which is established early on in the expansion. Both Basim and the main antagonist of the DLC are foils to each other in this story, both are seeking the same goal and deal with the consequences of their actions. Ultimately the story is about retaliation and seeking a conclusion, but it has a deeply personal focus, and Lee Majdoub does an amazing job bringing real emotion to Basim. Majdoub really shines as Basim in the more emotional moments and trauma, something the main game often lacked. It was fascinating to learn more about his past, demonstrating great character growth by the story’s end. Players will be left empathizing with him more than they did throughout the main campaign. There are only a few side characters in this DLC, but all of them are well-written. You will remember them even after finishing the story. Memorable side characters have been lacking in recent releases such as Assassin's Creed Shadows, but we're certain that players will remember the cast of Valley of Memory fondly. The DLC also gave some philosophical nuance to the righteousness of the Hidden Ones, and the certainty of their actions. Basim is challenged on his ideological position, and gives his reasons for supporting The Hidden Ones and their Creed. This is something which the series hasn't explored properly since Black Flag, so it really felt like the writers of the expansion really understood the Assassins, the Creed, and what it means to fight what they perceive as injustice. It really felt like Basim was seen as a threat for the first time, as he was recognsied as a member of the Hidden Ones. There is a degree of fear due to his actions in the main game, which only improved his overall character, as the writing team did a great job at delivering thoughtful and intriguing dialogue. We also liked how the expansion went deeper in to the connection between Basim and Enkidu, aiding him in his moment of need, and overall acting as a friend during a difficult journey. It was nice to see this relationship develop further, This personal story will be remembered for years to come. We only wish it had a little more to do with his role as a Hidden One, but overall, this story solidified his way moving forward, and acted as a final attempt for Basim to reclaim a shred of his original identity before the inevitable transition in to Loki occurs in Assassin's Creed Valhalla. It's clear that Ubisoft Bordeaux understands Assassin's Creed, and we only hope that they are given more control over projects going forward . It 's i nteresting to note that this particular branch of the company does not fall within the recently established Tencent-funded 'Vantage Studios' umbrella group, which is a subsidiary established in late 2025 to take control over the direction of Assassin's Creed, Rainbow Six and Far Cry. We can only hope that this means they have creative control of projects and are free to work on more unique and memorable projects such as this expansion. World Valley of Memory gifts players a beautifully crafted world, which can be explored within the first hour of the expansion. The map introduced in this DLC is visually spectacular and packed with memorable landmarks. It is divided into six distinct regions: Southern Wilds AlUla AlUla Oasis Northern Wilds Ramm Valley Hegra Each region offers its own sense of wonder, history, and atmosphere, giving players plenty to explore and learn. From the Southern Wilds to AlUla and beyond, you feel the pull of discovery. The smaller map means you don’t have to go too far off the beaten path to find something interesting. The team did a great job at recreating iconic monuments such as the Qasr al-Farid monument and Elephant Rock, the second of which acts as a synchronization point for players. In particular, the deserts bring with them a unique sense of calm in comparison to the blistering heat of Baghdad. It also brings with it a sense of danger, as bandits, known as robbers patrol points of interest and set traps to snare unwary travellers such as Basim and his camel. The lighting in the DLC is wonderful, and we can't wait to see the Virtual Photography shots! Combat There is a new enemy faction in the DLC called Robbers, who wear purple outfits. There is also a new Poison Archetype enemy who uses a sword with poison build-up. In this DLC, you will also encounter ambushes where enemies place traps on the roads, similar to the Claws of Awaji DLC in AC Shadows. Ambush encounters in Valley of Memory work much the same as they do in the Claws of Awaji DLC for Assassin’s Creed Shadows. They continue even after you beat the main story, which is a joy for players who love random encounters in an open world. The expansion lent well in to what makes Assassin's Creed Mirage special, and avoided the inclusion of Boss battles, which were incredibly overpowered in Claws of Awaji. It's great to see that the team behind this expansion didn't cave to the temptation of adding huge boss battles, to compete with RPG titles or past AC releases like Shadows. Basim isn't a combat sponge, and that's a good thing as it encourages the player to take a more stealth-based approach. The expansion does enhance the overall crafting experience, making tools even deadlier through upgrades which can now be achieved at work benches rather than visiting The Banū Mūsā brothers at Bureaus. Tool upgrades include: Corrosive bombs, explosive knives, sleep noisemakers and our particular favourite: The Madness Trap. The new upgrades really add to Basim's arsenal, and gives players more control over situations. Let us know in the comments which upgrade is your favourite! Side Content New Side Activities The DLC brings several fresh activities that expand exploration: Oud Melody: Where you have to chase a music page using parkour. After collecting it, you can play the new instrument, the Oud, at various marked spots on the map. Folktale : Where you sit on a bench and listen to stories. Stolen Goods Clue: You have to pickpocket treasure maps from enemies, read them, and locate the treasure. You can also eliminate the specified enemy and loot the map. Other activities are similar to the main game, such as Historical Sites where you find codex entries about locations or landmarks, and the Tale of AlUla where you must save or find someone to complete the side quest. There are also Contracts in the DLC that reward you with cool items, so don’t forget to complete them. Other Additions Parkour improvements Overall feels responsive and intuitive. Ubisoft has added new moves like Free Jump and Side & Back Ejects. You’ll have to enable these features in the settings first. There is also a new parkour control scheme. Some specific Viewpoints in the DLC require you to follow a parkour route to reach the top, you can't climb them directly. It was really fun. Many players will love the new control scheme. Not only is it fun to freerun through AlUla, but all of the mountains in the wilds and the hidden tombs are highly manoeuvrable as well. Ubisoft is really flexing their muscles here. New Abilities and Outfits We love the new outfits you can find in Valley of Memory. Three of them unlock over the course of the story, but the other three you have to figure out how to get on your own. New Skill and Tool Upgrades There is a new skill called Engineer 2 that lets you unlock all Tier 1 tool upgrades. There are also new upgrades for each tool, and they are especially helpful in the Animus Sequence missions. The tool upgrades are also a joy to use, especially the explosive throwing knives. They come in handy when taking on the Animus challenges. Animus Sequence Missions Animus Sequence missions are fun and challenging. Some missions are easy, while others may take a couple of attempts. There are a total of 31 rewards for completing these missions. After completing a main mission or contract, you’ll find an icon in the same area, interact with it to replay the mission, but this time with extra challenges like no Eagle Vision, no tools, no detection, etc. New In-Game Filters There are 4 new in-game filters added in the update (AC 2, AC Unity, AC Origins & AC Odyssey), and they all look stunning. You’ll unlock them after completing the Animus Sequence missions. Conclusion Valley of Memory acts as a beautiful send-off to Basim’s story before the transformation in to Loki. It features a captivating narrative that delivers rom the opening moments. You know you’re walking into something memorable. The Valley of Memory DLC and the new Mirage update are truly amazing additions to the game. Ubisoft Bordeaux has done a remarkable job enhancing the story, presentation, parkour, and overall gameplay experience. This DLC is a must-play for Assassin’s Creed fans. Our Rating: 9.5 out of 10. This is truly one of the best Assassin's Creed DLCs. We thoroughly enjoyed this DLC and are still astonished that we got all of this for free. Ubisoft did a great job bringing Basim back into the fold. Positives • Pretty meaty for free content • Excellent narrative • A narrative tie in • Attention given to a dark subject • Interactions between Basim and Antagonist • Voice acting • Motion Capture in cutscenes • Philosophical debate • Lighting Negatives • A lot of unused space on the map • ”The Tales of” side missions are very simplistic and feel like extra padding • Confusing environmental context on what's climbable • Blackbox mission feels unnecessary • Ambush mechanic from the Shadow’s Awajii DLC gets repetitive • Tying legacy colour filters behind the Animus rewards system. We would also like to say a massive thank you to the Assassin's Creed team and Ubisoft for this amazing free DLC, early access to assets and for all the support. How To Access The DLC The Valley of Memory storyline takes place before the final events of the AC Mirage main game. The quest appears on your objective board once the mission “The Head of the Snake” becomes available. A mysterious boy awaits you at the Harbiyah Bureau. He directs you to Dervis’ shop, where the Valley of Memory questline officially begins. The DLC can be started in several ways: During your first playthrough Directly in the New Game or New Game Plus After finishing the main story (which is when we played it) 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
- Ubisoft UK Community Celebration Awards 2022 Photo Log (Jan 2023) | TheOnesWhoCameBefore
Ubisoft UK Community Celebration Awards 2022 Photo Log (Jan 2023) Events Share 3 Apr 2023 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Back in January, I had the pleasure of joining fellow UK community members at an awards ceremony in London hosted by Ubisoft. It was such an incredible experience, and so nice to see content creators and fans of Ubisoft titles recognised for their contributions. Here are my photos (and a few others) from the event. This was by far one of the best events I have ever attended, so a big thank you goes out to Marcus and Neale from Ubisoft for hosting, and for inviting TOWCB members. We are so proud of our very own Lisa Zaman from TOWCB Art Team for winning the 'Artist of the Year' award! It was also a surreal experience to be nominated for the 'Editorial Piece of the Year' award, a prize deservingly won by the Let's Talk Assassin's Creed team. Huge congratulations to all the winners! The Afterparty comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)
- Assassin's Creed Valhalla: Cinematic World Premiere Trailer Released | TheOnesWhoCameBefore
Assassin's Creed Valhalla: Cinematic World Premiere Trailer Released News Share 30 Apr 2020 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Ubisoft have just released the Cinematic World Premiere trailer for Assassin's Creed marking the dawn of a new era of the series. The next chapter set during the Viking age will take players on the adventure of a lifetime, travelling from Scandinavia to distant lands. Download now in HD What did you think of the trailer? Are you excited for the game? Let us know in the comments! 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)
- TOWCB Recap: Reddit AMA with the Assassin’s Creed Mirage Dev Team | TheOnesWhoCameBefore
TOWCB Recap: Reddit AMA with the Assassin’s Creed Mirage Dev Team News Share 13 Jul 2023 Written By: Edited By: Michael Smith Back To Database Banner by Thea Marie Rivedal (Moonchildgecko) from TOWCB Art Team. The official Assassin’s Creed Twitter account announced this last week that the devs of AC Mirage would be holding an AMA (Ask Me Anything) on Reddit’s r/Assassin’s Creed on the 13th of July, 2023. Present for the AMA were Creative Director Stephane Boudon, Narrative Director Sarah Beaulieu, and Art Director Jean-Luc Sala. The Q&A session lasted for about 3 hours with 23k reported views (via Moderator u/WhiteWolfWhispers) and we have gathered and trimmed all of the questions and responses from the devs below for you to read in an easy and organized fashion. You can read through the full subreddit thread here . Game Development and Design u/WhiteWolfWhispers: Just curious, at what point during Valhalla was it decided to make Mirage a full game instead of a dlc and why? Sarah Beaulieu: Hi! We decided to make Mirage a full game in the following weeks after starting working on it. The opportunity of working on the city of Baghdad, and on the character of Basim, was too good to be missed! u/SparkedSynapse: Is there a chance of Assassin Focus being visually retouched to add more digital-artifacting, Animus distortion, floating text, and the like? Stephane Boudon: The walkthrough trailer was still work in progress and we continue to improve the visual of the game. u/andyreloads-YouTube: How long will it take in hours to complete the game (100%) & how big is the map in KM? Sarah Beaulieu: In terms of playtime, we are closer to the first AC games. u/SparkedSynapse: Is there any chance of quest replay or mission replay being made available in a potential post-launch update? Stephane Boudon: For now, Mirage has no plan for DLC or extensive post-launch u/Ras_AlHim: Maybe a silly question, but will there be credits playing at the end (unlike the past few ACs)? Sarah Beaulieu: Not a silly question! Yes, you'll be able to read the names of everyone who worked on Mirage at the end of the game! u/ClaudioACSy: I would like to know what accomplishment you're the most proud of and what is the hardest challenge you've faced during the development of this game? Sarah Beaulieu: I'm especially proud of the cast of characters and actors we gathered for Mirage. The talents brought passion and authenticity to the story, and I'm so grateful for this. When working on a complex and huge lore such as Assassin's Creed, the hardest challenge is to stay consistent, while creating bridges with existing lore elements, and new ones... This is key! Story u/NeedleworkerPure5092: The game is set in the period called “Anarchy at Samarra”. Then, why doesn't it include Samarra, Basim’s birthplace and the Abbasid Caliphate’s capital at that time? It’s the city where all of the caliphs lived and most important historical events happened. Sarah Beaulieu: The city of Baghdad was the center of the world at that time, home to many scholars and artists, so we decided it was the perfect place for our story. And back then, caliphs came to Baghdad regularly. We tell the story of the origins of the rebellion, and tie it to the Hidden Ones'. u/PapaSmurph: Why give Basim an Eagle companion when he had no such companion in Valhalla and Eagle Vision makes the Eagle companion almost obsolete? Sarah Beaulieu: Hello! About the eagle, and on the story side, you'll get an answer in Mirage on why Basim doesn't have his eagle in Valhalla… u/Sir-Fluf: Could you explain your decision to not include modern day within this game? Will we still see some in the future? Sarah Beaulieu: Hi, thanks for the question! As the game is more condensed in terms of narrative, we decided to focus on Basim's story during his time in Baghdad, since it was already so dense. There is a scene at the beginning of the game where you will have the modern day context, then the experience will focus on Basim's evolution as a Hidden One. u/fabled765: What is the approach to weaving philosophy into the story of Mirage? Does Basim seek liberty for all or just himself? Sarah Beaulieu: Freedom is actually the core theme of the conflict. Basim is torn between his strong will to bring back justice in Baghdad, and his own struggles. This supports the whole story and character evolution. u/NoTax20: Will there be any ties/connections to Origins or the Babylonians? Jean-Luc Sala: The visual identity we chose for the masks of the Order of the Ancients has a connection to AC Origins, which also suggests a presence of the Order during the Babylonian era. We also have in-game items that will definitely remind you of Origins. u/OlgaBaikova: Why did you choose Basim to be the main character of this game? We've seen the end of his story in Valhalla, and if this game becomes an absolute success, there will be not much left to explore about Basim's life in case of a sequel; unlike the mysterious other assassin, Haytham, whose life we know almost nothing about, and who is the "real deal", if you know what I mean. Sarah Beaulieu: Basim's origin story was basically a blank page, so we saw this as a great opportunity to explore his complex personality. He is the kind of character I love working on. How did he become the character from Valhalla? What happened to him? And as the team really wanted to explore Baghdad's history, Basim made even more sense! u/lillchicken126: What books did the team read to get ready for this period? Jean-Luc Sala: A lot, but Guy Le Strange book "Baghdad During the Abbasid Caliphate From Contemporary Arabic and Persian Sources" was a solid start for us. Historians, specialists of the topic, inside and outside Ubisoft helped us a lot. Gameplay u/yautja-hunter: Will there be assassin headquarters like in the earlier games? Also, can we train our own assassins and use them in combat? Sarah Beaulieu: Each district in Baghdad has a Hidden Ones Bureau, where you will report to the rafiqs and collect assassination contracts. The experience is centered around Basim becoming a Master Assassin, therefore he does not train any other assassins yet! u/Assassiinuss: Also in the gameplay walkthrough the player picks up a contract from a board - are those contracts handcrafted and limited in number (as in you can do every contract only once) or are they randomly generated out of a set of locations, objectives and other modifiers like for example the quests from the message boards in the Wrath of the Druids DLC? Stephane Boudon: All the contracts are handcrafted and limited in number, no random generation. u/SparkedSynapse: How possible and available are Ejects during movement? Stephane Boudon: For Parkour we are focusing on fluidity and control and building our own thing, taking inspiration from several ACs. Back ejects and side ejects as in the pre-AC3 games are not part of our Parkour system, but we put a lot of effort working on small details to make sure players have the best control on Basim. We are still fine-tuning the Parkour to reinforce even more this control and the feeling of fluidity and agility when traversing Baghdad. Abilities u/SparkedSynapse: If they have the resource for it, can a player activate Assassin Focus during any state? (Walking, Jumping, On A Wall, etc) Stephane Boudon: You can only activate the Assassin Focus outside a conflict. u/SixKeys: How does the skill tree work? Can we obtain skills in any order and ignore ones we don't care for, or do we have to buy certain skills to unlock the rest? Can we unequip skills and armor for a no-upgrades run? Stephane Boudon: We’re still fine tuning the skill tree. Skills are dependent on each other so you will have to unlock a path to access the next skill. You can unequip most skills except the ones concerning an additional tool we newly added. Armor/Outfit can’t be unequipped, but you can override them visually with a Costume. u/Ti2738: What are your thoughts on the backlash towards the new “Focus Assassination”, specifically towards the comments on how it ruins the game by being too fantasy-like visually. Is it too late to change the look of this ability and, in your honest opinion, do you agree with what people are saying or do you stand by how the ability looks currently? Stephane Boudon: Basim is an incredibly agile and efficient Assassin, and when using the Assassin Focus he is so fast that the Animus has a hard time keeping up with his movements - that's what we convey with the visual effect. From a game design point of view the Assassin Focus is an incentive for players to use Stealth, as you need to do Stealth kills to fill in your gauge. It is also a way to reward the player with a possibility to eliminate in a blast the remaining targets of a specific location. But using it is completely optional and it will be your choice to invest or not skill points in the ability to upgrade it. When triggering it, you will also have to be very careful about where Basim will end after the last kill, or you could be easily detected. Stealth u/SixKeys: Can you tell us more about social stealth? Can we blend with anyone or just certain groups? Is blending automatic or do we need to press/hold a button like in Valhalla? Stephane Boudon: You can blend with any civilians in AC Mirage (except children) as soon as you have three people in Basim’s vicinity, however you can also trigger a patrol blending. Equipment u/BrunoHM: Outside of the 6 tools shown, are there more to be revealed? Could we get more examples of how we can change their properties? Stephane Boudon: Yes, Basim will be able to access 3 tiers for each of the five tools he will unlock (Torch is not upgradable). Each tier will allow you to choose a new modifier. For instance, a smoke bomb can be turned into a healing vapor refilling Basim’s health or throwing knife can be charged to deal more damage. u/Assassiinuss: In the gameplay walkthrough it is said that tools will get branching upgrades - are those choices permanent or can they be swapped/rolled back? Stephane Boudon: You can roll back or swap those upgrades at the bureau if you want. u/MedicinalM1Abrams: What differentiates costumes from outfits? Are they disguises that the player can wear to better blend in and sneak into enemy compounds(like a guard costume that lets Basim walk right through the front gates of a restricted area?) Jean-Luc Sala: Costumes are official costumes Basim would wear in "real life" (like the assassins costumes) and outfits are to player discretion. You can dye the outfits and not the costumes. In certain circumstances the game will require [you] to wear some specific costumes in order to infiltrate a location. Outfit[s] give you specific perks. u/Enviromental-Crew66: Will there be an option to toggle Basim's hood during gameplay? Either like Valhalla with a quick access wheel or in Origins with a menu button? Stephane Boudon: No, you can’t do it. For us, Basim is a predator that must remain hidden. It was for us natural that Basim keeps his hood on every time he’s on [a] mission in Baghdad like Altair will do later. Of course, you will be able to witness Basim without his hood in bureaus or when Basim is with his fellow Hidden Ones. u/MedicinalM1Abrams: What exactly are talismans meant to be? Do they have any tangible gameplay benefit or are they trophies/trinkets taken from any one of Basims targets that we can wear for further aesthetic customization? Sarah Beaulieu: The talismans are cosmetic only! But I can already tell you that some of them are well hidden in the world… u/andyreloads-YouTube: Is there an ISU armor set to obtain in Mirage? Sarah Beaulieu: About the Isu elements, we definitely have some surprises in store! Exploration u/BrunoHM: After the prologue, how much freedom do we have in regards to the main targets and map exploration? Will our Rank restrict us in the same way "Levels" or "Power" would? Stephane Boudon: The first target is mandatory in Baghdad after that you’ll be free to start your investigation in one of the 3 other bureaus of Baghdad. u/BrunoHM: Exploration-wise, are you using Valhalla's Artifacts, Mysteries and Wealth? What type of activities, and rewards, will we find around Baghdad and Alamut? Stephane Boudon: Like in AC Valhalla you will be able to discover unique world events, treasure maps and loot but we have also new specific activities, such as pickpocket contracts and roaming target to tackle inside the world. u/BusyBizBusyBiz: Even if the main story is shorter than previous installments, will we be able to keep playing with challenges and exploration? In the same vein, is there a new game plus planned for this release? Sarah Beaulieu: Apart from the main story, you will encounter world events as you explore Baghdad and its surroundings: you will meet characters and experience short narrative moments! You will also have assassination contracts that you will collect from the Hidden Ones Bureau, as well as world activities. All of them support either the world, the lore, or Basim's characterization. World & Environment u/Max-full: How did you reconstruct the city of Baghdad during this period ? Was it difficult? Jean-Luc Sala: Was it difficult ? Well bringing back to life a lost city is for sure always a challenge. Historians inside and outside Ubisoft were a great help. We will give details on this topic in our next Dev Diary. We based our work on Guy LeStrange['s] incredible book about Baghdad. The map of Baghdad in the game is very close to the Le Strange reconstruction. Le Strange book : Baghdad during the Abbasid Caliphate. u/neelabh2818: How dense is the city? Jean-Luc Sala: The city is very, very large. From an urbanistic point of view : it depends on the district, we have some intricate streets in the poor districts like in the city of Anbar and the workers district. Some other areas have large avenues. You will have the feelings of Mazes in the Round City. From a population point of view: you can expect more people in the commercial district of Karkh. u/Ras_AlHim: How different are the districts of Baghdad visually, what makes them unique? Jean-Luc Sala: The type of people and activities to be found in each city will affect their look and feel. Each District surrounding the Round City has a dedicated role. One is mostly industry and workers houses, the other is dedicated to trading and the last is about knowledge and science. You can expect very typical landmarks for each, [such] as factories, Great Mosque, Prison, Grand Bazaar, sellers streets and markets, Pharmacy, Hospital (Bimaristan), House of Wisdom, to name a few. The heart of the empire is the Round City and you can expect in this specific part of the city, the most exquisite display of Abbasid architecture and gardens, Administrations, Harem, a zoo and the Caliphal Palace at the very centre of the City. u/norranradd: What part of Baghdad did you enjoy building the most, or what part of the city is the most beautiful? Jean-Luc Sala: It's hard to choose :) I love the reconstruction of Dur-Kurigalzu (An ancient Ziggurat) and the southern marshes with flocks of Flamingos. The Western movie vibes of the Nestorian monastery is also one of my fav places. Of course the jewel of the empire is the round city, but the vibes in the bazaar district and the district of wisdom are really places I love to wander. As you see, it's hard to choose. :) Game Options & Modes u/SparkedSynapse: Was the Quick-Save feature visible in recent screenshots of the Inventory screen made available due to the consideration that Mirage leans harder on Stealth, and thus more punishing combat than Assassin's Creed previously has in many years? Stephane Boudon: In a way, we noticed stealth players love quick saving and we decided to make it more accessible. The game difficulty is a factor of course. u/SparkedSynapse: How does the Quick-Save feature work, and how "reliable" is loading your Quick-Save? In Origins, Odyssey and Valhalla for example, loading a save sometimes caused guards to be mispositioned or for guards "killed in a previous timeline" (IE, killed before you loaded the save) to still be dead. How "bulletproof" do you feel Quick-Save is? Are there important limitations for us to be aware of, with this feature? Stephane Boudon: This is part of our debug process, and we are committed to give you the best level of quality for AC Mirage. u/virtualtourism: Will there be a photomode to capture Basim and Baghdad? Will it be improved from the previous titles to have a photo mode? Jean-Luc Sala: Yes we still use the photo mode and you will have a lot of opportunities as Baghdad and surroundings are really visually stunning. You can also try to photo safari the now extinct Arabian Ostriches. We'll have the same feature set as for ACV, but you will also be able to play in-game (and capture shots through Photomode) with our AC1 nostalgic filter. u/Moon_Logic: Will there be a Discovery Tour or at least a no enemies free roam mode? How hard was it to recreate a city that was destroyed so long ago? Is accuracy even possible? Jean-Luc Sala: The recently announced feature "History of Baghdad" is our way to bring the historical content forward in your game experience. It felt important to us to share all the historical research and knowledge that went into the making of the game. Even if the city was destroyed in the 13th century, a lot of information can be found about [the] city . The reconstruction started with us learning the architectural Abbasid style in order to find back "the spirit of Baghdad". Bringing back the codex is also part of our "back to the roots" overall take on the game :) So what are your thoughts on what we learned today? Share your thoughts here or on our @ ACFirstCiv Twitter and on Facebook. 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
- Opinion: AC Brotherhood didn't know what to do with Ezio | TheOnesWhoCameBefore
Opinion: AC Brotherhood didn't know what to do with Ezio Analysis Share 15 Apr 2024 Written By: Edited By: Finn Fletcher Colum Blackett Back To Database I recently visited Rome and so - as a nerd - replayed Assassin's Creed Brotherhood in preparation. It's the first time I've revisited the Ezio trilogy properly since 2017, when I marathoned the first five games before the release of Assassin's Creed Origins. I'm having a great time, the music swells a pure childish excitement in me, and Roger Craig Smith is amazing. Unfortunately, I've found the story this time through (my third or fourth playthrough now) quite lacklustre, especially the characterisation of Ezio. He's the charming Assassin hero we all remember, but has little extra depth. He's unstoppable, and since in this game he became the face of the franchise moving forward, feels more like a traditional gaming protagonist such as Master Chief or Doom Guy. Here, he's a white hood and hidden blades, who's smooth with the ladies and an effective killer. But a lot of the self-doubt and anger that plagued him in Two - and I think made him so interesting to begin with - has been stripped back for him to become the ideal Assassin Mentor. It's a shame really, especially considering the story the game sets up. The prologue of Brotherhood recaps Ezio facing the man ultimately responsible for his father's death, realising revenge isn't the answer, before learning that he's not even the main character of his own story. He starts the game finding out his actions don't matter, and that he's nothing more than a messenger or middle-man in a wider story. Following this he loses his home and uncle, a man who had previously given him purpose in the brotherhood. At this point, he'd logically be adrift, homeless, without a guiding figure and burdened with the knowledge that he's nothing more than a pawn in another's story. Mario, the only person who could probably reassure him at this moment and give him a new purpose, is gone, he's more alone than ever. That's a really interesting place for a narrative, and based on his behaviour in Two, would push him to seek revenge. Forgiveness didn't work is a conclusion that would be easy for him to reach after the Borgia’s invaded his home and Rodrigo chose to not repay Ezio’s kindness. Now it's time to take no prisoners. Brotherhood doesn't tell that story, Ezio barely mourns Mario's death or the loss of his home and quickly begins taking down Borgia strongholds across Rome. He's cool, calm and collected, and rarely if ever makes a mistake. The game tries to add intrigue by questioning Machiavelli’s loyalties, but Ezio stays neutral throughout that subplot before exposing the truth. This again could've been interesting, after Mario's death Ezio could become more paranoid, seeing enemies everywhere and calling for the death of Machiavelli before discovering the truth. He's a leader now, with a lot more responsibility, and his mistakes have larger consequences. It could be a moment of reflection pushing him to be better, but instead it's just another situation Ezio swiftly fixes. This is even reflected in his new robes, now pristine white and red, looking as if they were carved in marble. Ezio is statuesque, a perfect figure of Assassin morality and skill. They've lost the rugged swagger of Giovanni’s (far superior) robes, or the put together feel of Altair's armour, which show him putting his own stamp on the brotherhood's legacy. I don't HATE these robes by any means, and they've become the archetype for the series moving forward for good reason, but they're easily my least favourite of Ezio's selection (other than the armour of Brutus but I try and forget that exists). Brotherhood is still an excellent game, it holds up in many ways and as previously mentioned Roger Craig Smith's performance doesn't falter even if the script does. I just feel on reflection it tells a flat story, taking an interesting character and turning him bland. Ezio's other stories are far more interesting, questioning his reasoning and determination. I wish there was more about that here, a mid-life crisis for Ezio as he has to move from student to master and all responsibility rests on his shoulders. This is a time for him to make mistakes, before becoming the ideal mentor in Revelations, who then has to accept he's too old to carry on while reflecting on what made him choose this path to begin with. Instead it's an unquestioning tale of a flawless hero, who now drives tanks, flies bombers, and leads an army. What are your thoughts on Assassin's Creed Brotherhood? Were you happy with the evolution of Ezio? Let us know in the comments below! comments debug Comments (1) Write a comment Write a comment Sort by: Newest nobodycares Jan 05, 2025 Great article, perfectly described my feelings after finishing the game for the first time. Like Reply About the Author Finn is a creative writer from Rotherham, UK who has previously supported TOWCB's Fundraising events, and raised awareness surrounding Men's Mental Health. Finn's writing covers a wide scope, with releases so far including reviews, interviews and stories. He is known in the AC Community for his 'Pitching an Assassin's Creed Game' series, all of which you can find here on TOWCB website! Finn Fletcher
- Assassin's Creed Valhalla: Third Expansion Teased at Ubisoft Forward E3 Event | TheOnesWhoCameBefore
Assassin's Creed Valhalla: Third Expansion Teased at Ubisoft Forward E3 Event News Share 16 Jun 2021 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database E3 2021 kicked off with Ubisoft Forward, an hour-long event where Ubisoft showcased a number of upcoming titles. The show featured a glimpse at several new impressive looking games, such as Far Cry 6, Rainbow Six Extraction and Avatar Frontiers of Pandora. Fans of Assassin's Creed were given a first look at the Siege of Paris expansion, which is set to launch in Summer 2021. It was announced that Black Box Missions (from Unity and Syndicate) would be returning, suggesting that players will be infiltrating hideouts to eliminate targets in the DLC. Assassin's Creed Valhalla Discovery Tour was also revealed, a combat-free historical tool that explores the ordinary lives of those living in 9th Century Britain, and provides educational resources for those looking to learn more about the era. A new game mode titled 'Mastery Challenges' also made an appearance (out now), along with the highly-requested one-handed sword options, which will be added to the game over the coming weeks. Basim's robes cemented Ubisoft's dedication to Valhalla free content, as the company looks to keep players engaged for longer with 'live games' that continuously release new features. As the section on Assassin's Creed came to a close, Ubisoft teased that Valhalla will be getting a second year of live content, including unannounced expansions and many more surprises. It is currently unknown if a second season pass purchase will be required to access the year 2 content. The short teaser for the third Assassin's Creed Valhalla DLC hinted that Odin would return to confront Eivor, and that a new realm would be accessible. Seeing the teaser for the first time, you could be forgiven in thinking it was a glimpse at an upcoming Elder Scrolls game, as it resembles the gates featured in TES IV Oblivion. At the end of the show, Yves Guillemot reflected on a 'difficult year' for the company, but failed to acknowledge the elephant in the room. After a full year of misconduct allegations and investigations within the company, his message missed the mark, and felt hollow for many fans. This really was disappointing, but overall, it was a pretty good show that showcased a nice range of upcoming games. It's an exciting time to be an Assassin's Creed fan, with year 2 of Valhalla content and a ton of transmedia material such as a Netflix TV show (Transmedia Roadmap article) to look forward to. As always, we stand with the victims, and the AC Sisterhood / #HoldUbisoftAccountable movements. You can watch the full Assassin's Creed section below. 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)




















