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- Assassin’s Creed Virtual Photography: 17th to 28th June | TheOnesWhoCameBefore
Assassin’s Creed Virtual Photography: 17th to 28th June Community Share 9 Jul 2024 Written By: Edited By: Aaron Young Colum Blackett Back To Database Welcome to the biweekly virtual photography roundup hosted by Aaron Young from the AC Partnership Program. Every two weeks we will be picking our top 5 favourite Assassin’s Creed shots and showcasing them on The Ones Who Came Before website, in order to promote virtual photography and talented content creators within the community. This theme has been run alongside @ UVioletra the fabulous interviewer for @ ThePhotoMode and @ NVIDIAGFN ambassador. Bianca has been a stalwart of the virtual photography community for some time now and can often be found brightening our day with colourful shots in Assassin’s Creed Odyssey. Bianca was also a winner in the 2023 Ubisoft photo mode competition. 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: Colourful Summer Vacation Game: Assassin’s Creed Odyssey VP Artist: @ _fallenmemory_ The Ones Who Came Before Photo of the Week Judge: @ UVioletra Bianca This photography beautifully captures the essence of grace and beauty. The delicate embrace of the vibrant purple flowers surrounding Kassandra provides a sense of comfort and tranquillity. Despite the visible scars on her body, Kassandra’s unwavering resilience and inner strength radiate through the image. Her serene smile conveys a profound sense of peace and acceptance. Aaron “Tell your boss he can stick it”. Assassin’s Creed Odyssey is probably one of the most colourful in the series and despite the dark undertones of the story it often feels like a happy place. The decision to bring vibrance and humour to the story was brave, especially after the seriousness of Origins. This capture shows the more relaxed side of Kassandra, chilling out on the Greek islands. She is a ferocious warrior but has a heart of gold that has been captured beautifully here. I love how she has been framed by the vibrant flowers, and the choice of outfit makes it seem like Kassandra is on holiday. A truly excellent capture for this week’s theme. Temple of Sekhmet Game: Assassin’s Creed Origins VP Artist: @ summers458 “Let me tell you of him. The legend of Siwa”. The building designs in Assassin’s Creed Origins are incredibly detailed and serve to deliver us an immersive experience. The Temple of Sekhmet which is in Yamu by Lake Mareotis features early in the story as Bayek assists an old friend. This capture has a wonderful composition, showcasing the intricate designs of these awe-inspiring Egyptian structures. The hieroglyphics look amazing, it must have taken the developers ages to dive into this much detail. The colours on show are perfect for the theme adding brightness and joy to an already exceptional construction. Vibrance Game: Assassin’s Creed Origins VP Artist: @ ISnak3I “What a journey I have made”. Assassin’s Creed Origins was the first game to feature a photo mode and allows us to express ourselves in the historical playground of Egypt. It is often stated that the Assassin’s Creed games have a solid photo mode that features a decent number of parameters for us to edit our shots. You can see from this capture that allowing your creative side to take over can produce some radiant virtual photography. I adore how the saturation and contrast have been used here to great effect. The shot is really giving that sun drenched aura, making us feel like we are really there, in the heat of the desert. Sail Away Game: Assassin’s Creed Origins VP Artist: @ SuzuhaBlack “May the Hidden One walk beside you”. The decision to add a navel element to Assassin’s Creed Origins really opened the scope of the map. Not only does the land side of the map live and breath the lives of the people who inhabit it the sea does too. Having people fishing, military boats patrolling, and sea life stalking all adds to the experience. Nick has managed to take quite a remarkable shot of five boats sailing in a row. This must have taken some time to plan or been a huge slice of luck. Either way it is a compelling capture that looks visually stunning. I love the realism of the sea and the blue of the sky, and that inclusion of a camp fire gives us the sense we are sat there watching. Sunset Game: Assassin’s Creed Odyssey VP Artist: @ AkiraAoyama_VP “You promised you would bring him home”. Sunsets and beach walks are the cornerstones of Assassin’s Creed Odyssey, the sense of peace and tranquillity that can be found when in these locations is quite something. I feel like this is not a coincidence and has been developed to have this impact on the player. I don’t think you could wish for a better holiday vibe than this capture. Kassandra is clearly done with all the fighting and ready to put her feet up under that tree. The warmth in this shot is immense and I like how my eye is drawn to look at the sun setting. Once again, the theme has been met in a fantastic manner showing the range of colours in Assassin’s Creed. 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
- Fall of the Berlin Wall: Pitching an Assassin's Creed Game | TheOnesWhoCameBefore
Fall of the Berlin Wall: Pitching an Assassin's Creed Game Wishlists Share 28 Jun 2023 Written By: Edited By: Finn Fletcher Colum Blackett Back To Database Assassin's Creed as a series has been able to survive for so long as a franchise because it is so adaptable, and can be moulded into any time period the development team want. The ideological struggle between Assassins and Templar is histori cally malleable, refreshing the series time and time again as it jumps between the pages of documented events. Ever since I fell in love with it back in 2009, I've seen it one way: historical espionage. It's a spy thriller throughout the ages; what if James Bond was in Renaissance Italy. Instead of death rays and future technology, you're facing corrupt Popes and… well future technology. The people will never know your name or mission, but you fight for their safety. There's even an allegory for weapons of mass destruction in it with the Pieces of Eden, that if the Assassins allow to fall into the wrong hands will lead to world destruction! In that vein, and inspired by a tweet from AC: Landmarks , I wanted to return to an idea I've had for sometime, a true Assassin's Creed spy story. How would the series look if you cranked that idea of historical espionage up to 11? What would it look like in the Cold War? Now there are plenty of reasons I think this period could work: it can be charming and flashy as we've seen in the campier spy stories of the past half a century, is so morally complex there's plenty of narrative and philosophical conflicts to explore with the benefit of hindsight and unlike other ideas for titles focused on a contemporary period, the secrecy of the conflict will help avoid the gameplay problem of it simply becoming a shooter. Going guns out simply wasn't an option, can't risk making the Cold War hot after all, so stealth and blades will still be a main approach. The problem then is making a narrative and choosing the specific time and place. The Cold War was BIIIIG, like far too big to ever condense into a single story. Do you want a Cuban missile crisis or a Vietnam War? At first I felt like international 60s exploration would be good, moving from city to city, collecting information on targets, but its scope felt too unrealistic. It's when I settled on what I think to be the perfect setting for this type of game: the fall of the Berlin Wall. For those who don't know (which I assume won't be many people), I'll do a very quick overview of this period in history. After World War 2 Germany was split, with Western Germany going to the Allies and Eastern to the Soviets. This also included the capital city of Berlin, however because the city was located in the Eastern side of the country, Western Berlin was walled off, with the Soviets hoping to stop their citizens fleeing to the West. After two decades of this walled off city, in 1989, the communist leaders were ousted from power and the wall was torn down by citizens and soldiers alike. By many historians, this is seen as the last breath of the Cold War. This will be as modern as the series would have gone, and explore something that people still alive today experienced, maybe even players. This wouldn’t be the first time a game would do this (Call of Duty has used the Cold War as a setting plenty of times), but it is important to show respect to the reality of the suffering. Know that I did my research into the period, and believe if Ubisoft were ever to do this they should consult people who were their to best understand the era. Like Syndicate, the narrative will take place over a single year, as you take the final actions to ensure the wall is destroyed. The player, a German Assassin looking to reclaim her nation, will travel between West and East Berlin, gathering and manipulating information, taking down targets, and setting up the final nail in the coffin of the Cold War. Now I said that this was inspired by a tweet from AC: Landmarks and this is where I’ll tie it back in. Landmarks posted a question, would you like to see another Templar lead Assassin's Creed game, and honestly I think this game would be an excellent opportunity to return to that concept. The protagonist would be an Assassin, but rather than relying solely on the Brotherhood, I imagine this period being an excellent opportunity to return to the ideas of a Templar Assassin unity. Cold War inspired insignia by Reddit user ThatOneEnemy The Cold War was complicated, and the Assassins Creed lore matches that. Templars seemingly had power over Stalin while pushing corporate America through Abstergo. So I’m imagining it as such: Templars attempted to twist Russia into a totalitarian state but it was an experiment that they lost control over, by the 80's when Gorbachov was in power they had no footing in Russia. Meanwhile they were hedging their bets in Abstergo Industries which would become their main operation going forward. Now both Assassins and Templars have a reason to want to bring an end to the Cold War, and annihilate the threat of a nuclear war. You could even have Templar traitors be working with the Soviets, prepared to counteract any Assassin activity. It’s an interesting position to be placed in. The player, a German Assassin named Matilda, simply wants to free her home, while the Assassin Brotherhood is hoping to turn Germany into a new Assassin stronghold after nearly a century of defeats. Abstergo and the Templars offer help, arguing that this is an issue everyone wants to see resolved, but really are just hoping the Assassins will fight their battles for them. Matilda becomes a pawn in all this, pushed and pulled in every direction, her own struggles manipulated by others for their own gain. This can then affect gameplay. While I do love Rogue, it failed to fully capitalise on the “Templar fantasy”. If we’re going to be allied with Templars we should pick up some of their tricks, so missions will not only be focused on eliminating targets but manipulating information. Imagine sequences focused entirely on breaking into military compounds to alter records and data; the player could even be given a selection of choices, with opportunities to alter guard routes, or cause in-fighting. Your goal after all is to destabilise a decades old government, that doesn’t just happen by getting rid of a few people. In this game we'll be pulling the series into the "information age", with 24 hour news, television and mass broadcasting. The manipulation of information was becoming a warfare tactic, one the Soviets had mastered for decades with altered photography and repressed journalists. The gameplay mechanics will reflect this, you're no longer a blade in a crowd but also a pen, ready to tear up falsified "facts" with a single swipe. This could be exemplified by the removal of the real East Berlin ruler Erich Honecker, a man responsible for multiple atrocities who was in charge of the construction of the wall and was forced to resign less than a month before the walls destruction. He would make a perfect final target, wherein the player must maximise their use of Templar tactics, to establish a wide conspiracy and expose the truth in a way that would see Honecker's reign come to an end. It would be a perfect distillation of the idea of covert war, wherein an Assassination would only cause more chaos and fear but information could lead to a peaceful solution. Honeckers life is genuinely fascinating aswell; in his youth he rebelled against the Nazi party, being sentenced to hard labour by the Gestapo. Once freed by the Soviets he built a thriving political career in East Germany and enforced totalitarioan rulership, reportedly leading to the death of around 1,000 civillians. His role as a Templar defect seems to write itself, joining the order after the fall of Nazi Germany only to leave to follow his own beliefs, before being ousted and sent to trial in his old age. The city would also aid in this idea of mixing tactics, with the division forcing different kinds of approaches. East Berlin would have a heavy military presence, with a strict wanted system. Killing isn’t a particularly viable option, because if a body is found major sweeps of the area would be conducted by heavily armed soldiers. Espionage and Templar tricks will be your main tool here, you’ll have to distract not attack. It would also allow a return to the AC1 style of Assassination missions, where once a target has been taken down the city will go onto red alert and you’ll be detected in an instant. West Berlin will function more like a traditional AC game, where you’ll have a chance to use your tools and gadgets more freely. Your focus will be taking down targets who for different reasons are doing everything in their power to make sure the war carries on. These could be war profiteers, or bigoted generals who just want to see the “Commies” annihilated at all costs. Travelling between the sides will also take effort. The “wall” wasn’t just a wall, in fact there were two heavily armed walls with the Death Strip (a trench full of mines and other deadly traps) between. Traversing this will be a parkour and stealth challenge, where you’ll be forced to consider the risks and take effort when manoeuvring the territory. The difficulty will encourage players to finish all the tasks in either half of the city before travelling to the other, providing them with more obstacles. Other historical figures can aide in this, such as the Pastor Christoph Wonneberger who helped rally people to protest against the Soviets. While in real life he was positioned in Lepzig (a city south of Berlin), he couuld The narratives end then will be bittersweet; after taking down Honecker you will watch over the people as they tear down the wall. Yet as one by one the bricks removed, many of the secret powers who started all of this remain unharmed. The Templar allies you’ve made are now enemies again, and Matilda’s simple goal is twisted by the powers that be. She will even have to reflect on the actions she took, considering whether her alteration of information is moral, and if it will evevn be sustainable. Germany is a free nation again, but the fight never ends. Related Articles Aztec Empire: Pitching an Assassin's Creed Game Chinese Pirates: Pitching an Assassin's Creed Game comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Finn is a creative writer from Rotherham, UK who has previously supported TOWCB's Fundraising events, and raised awareness surrounding Men's Mental Health. Finn's writing covers a wide scope, with releases including reviews, interviews and stories. He is known in the AC Community for his 'Pitching an Assassin's Creed Game' series, all of which you can find here on TOWCB website! In February 2026, he left the team to focus on real-world opportunities as a journalist, writing for a newspaper! We're thrilled to see Finn using his skills to build a career! Finn Fletcher
- This Week in Assassin’s Creed Virtual Photography: 13th to 19th November | TheOnesWhoCameBefore
This Week in Assassin’s Creed Virtual Photography: 13th to 19th November Community Share 22 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: Minimal Desert Traveller Game: Assassin’s Creed Origins VP Artist: @ NIKOOO_WOLF “I cannot shed my past like a snake sheds its skin.” The foundation of Assassin’s Creed Origins is the setting. Egypt was highly coveted at the time and the announcement we would finally be going there in 2017 was a dream for many fans. This beautifully minimalistic shot of the desert not only fits the theme but also represents Bayek’s home. I adore the different colour tones on show here, and how they are split into sections. The sun is extremely powerful at the centre and the shadow work at the bottom allows for an elegant silhouette of Bayek on his camel. A remarkable capture that would look exquisite hung on the wall. Link to set: Backflip Game: Assassin’s Creed Mirage VP Artist: @ tn_taurus “We are what we choose to be.” The essence of the creed is often shown through moments within the games. One of those that will always be iconic is the leap of faith. I think the move itself is even cooler when performed as a backflip. It just adds to the danger and shows the faith of the Assassins. Here we have a fantastic action shot of Basim leaping from a vantage point. For me the minimalism is on point with that beautiful blue sky dominating the shot. Having Basim in the white robes makes for such a classic Assassin’s Creed feel. Excellent timing and composition from Julio. Link to set: Balance Game: Assassin’s Creed Mirage VP Artist: @ Cll3ar “The training is nothing. The will is everything.” If there is one thing I wish we had more of in Assassin’s Creed Mirage, it would be street thief Basim. It was so fun to play as him in the early stages of the game. I was getting real Batman Begins vibes from the prologue, especially when sparing with Roshan. This shot is so minimal and clean, the colour tones are on point and the composition is exceptional. Raven is always so good at taking shots I haven’t seen before. Be sure to check out the whole set using the link below, together they make for a truly remarkable selection. Link to set: Guardian Game: Assassin’s Creed Mirage VP Artist: @ _Liamism_ “You either die a hero, or you live long enough to see yourself become the villain.” The Harvey Dent quote above fits Basim perfectly. One of the reasons I fell in love with this glorious series is the links to media such as Batman. The whole vigilante protecting their city and fighting injustice is a real draw for me. This capture is exuding Dark Knight vibes, in fact there is a scene in the movie that isn’t too dissimilar. I adore the lighting and details of this shot, the brilliant white background helps to elevate Basim and the wooden structure. Everything is so clean and crisp, I definitely think this is one of my favourite Mirage captures. Longship Game: Assassin’s Creed Valhalla VP Artist: @ playpausephoto “We can raise the sail here Eivor.” Vikings are raiders, but they were also adventures capable of crafting excellent longships to cross the seas and find new lands. They are often branded as violent and bloodthirsty but actually they were just trying to seek a better way of life. What better way to showcase minimal than a Malin Valhalla shot. The black and white contrast is so eye catching, I did have the pleasure of seeing the colour version too which is equally beautiful. I think what makes this shot so special is the negative space, capturing half the longship was such a genius idea. This is such a striking capture and fully deserving of capture of the week. The Ones Who Came Before Photo of the Week Judge: @ cop_filip I am a fan of the unique top down view and how it works with the stark black and white contrast. The oars are like needles piercing into the dark unknown, almost like a phalanx. There is an excellent use of negative space that introduces a veil of mystery, and an entirely new graphic aesthetic to the image. It all works together beautifully to create a truly striking and unique Image. A simply spectacular capture. 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
- What AC Mirage's Expansion & Revival Means for the Franchise & Ubisoft | TheOnesWhoCameBefore
What AC Mirage's Expansion & Revival Means for the Franchise & Ubisoft Breakdown Share 5 Nov 2025 Written By: Edited By: Gustav Poulsen (Gargudon) Hayden Bird Back To Database Two months’ time ago, Ubisoft made a surprise announcement. Out of the blue, it was revealed that Assassin’s Creed Mirage, almost two years after its initial release, would be receiving a free expansion before the end of the year. This expansion now titled “Valley of Memory” would take players to Al-Ùla in Saudi Arabia, a UNESCO site and key part of Saudi culture and history. These news were as said definitely a surprise, but were mostly met with praise and excitement from fans, even if it was odd this expansion was coming this long after release. But why is that? Was this always secretly planned, is it a desperate business move, and is it related to Ubisoft’s new supposed partnership with Savvy Games Group, an investment firm based in Riyadh in Saudi? We explore the different aspects of this, from business decisions, fan reception, its impact on the AC franchise and more. Let’s dive into it! Ubisoft, Savvy Games Group & Business Last year in 2024, Ubisoft CEO Yves Guillemot reportedly accompanied President of France Emmanuel Macron on a trip to Saudi Arabia, to meet with Crown Prince Mohammed Bin Salman and other Saudi leaders, with the goal of spreading the impact and reach of French culture. Based on an internal company Q&A published by GameFile, this caused dissatisfaction within the company and was not to everyone’s liking, one employee specifically asking if supposedly partnering up with a nation against the company’s democratic values, is another hit to their already damaged and dwindling reputation. Ubisoft did not make any direct comments on this claiming “We do not comment on rumours” , and reportedly afterwards stated they believe there’s a difference between the controversial Crown Prince and the Public Investment Fund, Saudi Arabia’s sovereign wealth fund, as well as Savvy’s parent company. Some time after Guillemot and President Macron’s trip in January this year, French news outlet Les Echos reported Ubisoft had supposedly entered a partnership with Savvy Games Group, leading to the creation of DLC for Assassin’s Creed Mirage, despite multiple previous claims the game was meant to be a standalone experience without plans for additional expansions. Ubisoft have neither confirmed nor denied a partnership with Savvy or Saudi Arabia in general, but nonetheless the DLC was conveniently announced by Guillemot in Riyadh in August, during the New Global Sport Conference. Despite no official confirmation of a partnership between Ubisoft and Savvy, the timeline, alleged business decisions and the fact the DLC comes at no additional cost, does indeed raise the question, is the choice of developing this DLC purely a creative decision, or a direct result of Savvy’s likely investment in Ubisoft, possibly in an attempt to promote Al-Ùla and attract tourists? As mentioned also, the fact that the DLC is free - also compared to expansions for previous AC games as well as years of (infamous) microtransactions - can indeed feel odd, also taking into consideration the current state of Ubisoft and their recent financial struggles. Could they really afford to put money and resources into developing an expansion they wouldn’t make a dime off, or is it being free a result of funding from partners? At the most, a spokesperson from Ubisoft has stated "This title update to Assassin's Creed Mirage was made possible thanks to the support of local and international organisations, through access to experts, historians, and resources to ensure the creation of an authentic and accurate setting.” . Fan Reception & Impact on the Franchise Business decisions and potential controversies aside, as mentioned, despite the suddenness of the announcement of a free expansion, it was mostly met with praise and excitement from fans, some even stating it absolutely feels like the right decision, and the timing of it comes along at the perfect moment. It is very likely there is some truth to this. Bringing new life to one of the company’s most critically acclaimed titles in recent years - especially coming off of said financial struggles and the intense and controversial marketing campaign for AC Shadows - can ultimately serve as a bit of cleansing, and help restore players’ faith in and love for the company. Also taking into consideration the perception of Assassin’s Creed in recent years - the series going in a drastically different direction with most new games, causing polarisation amongst fans - bringing new life to the most critically acclaimed instalment in a long time that was a fresh breath of air, being as much of a return to roots as possible, reintroducing classic as can be Assassins (Hidden Ones) VS. Templars (Order Of The Ancients), with a story structure and gameplay formula reminiscent of the 2007 original, does indeed feel like an easy, yet effective and nostalgic move, and it shows. The fact that the DLC trailer also officially naming it Valley of Memory in early October, got more views in 24 hours than the trailer for AC Shadows’ recently released Claws of Awaji expansion got in a month is telling something. It says that despite its young age, players are already starting to have a nostalgic relationship with Mirage given its classic formula, and it is slowly leaving a legacy other recent instalments in the series have failed to, and tells that despite its successful and fateful launch and mostly positive reception, even the newest entry of Shadows might not be sticking with some players for the long run. This also raises the question, why is Ubisoft not just sticking to a formula for their flagship franchise that is more or less always met with praise, and instead doing all this push and pull, first removing than re-adding elements to new instalments that only result in polarisation? This is not saying the series has to be repetitive and every game the same, and it does indeed need to evolve adding completely new elements every now and then. One of the most household titles of the franchise - Black Flag - did exactly this to most players’ surprise, but in the end to positive reception. Every game can introduce a new narrative, new locations, gameplay elements and more, but in the very end, does it need to rely upon the same backbone and structure more or less, to keep a loyal fanbase and leave an enduring legacy? Among the many instalments in the franchise, it is really only a few games that have really left their mark in gaming history - up there with games like Grand Theft Auto V, Red Dead Redemption II, The Witcher 3, The Last Of Us and more - but even the older ones that didn’t do so on that level, are starting to be looked upon in a different, more nostalgic light by everyone from players simply missing the classic AC formula, the modding community starting to bring experience enhancing mods to these games, to those only experiencing them for the first time even to this day. This adds further to the fact that most newer instalments have so far failed to create an enduring legacy on the same level, with Mirage now becoming the odd one out, that given the circumstances and new life being brought to it at the perfect time, could end up having a legacy on the levels of Black Flag and Assassin’s Creed II. Nostalgia & What Can Ubisoft Learn? Even if it is odd suddenly bringing new life to a two year old game, it is as said clearly the right move, and tugging on the nostalgia strings, is an easy and cheap, yet clearly very effective move. This raises the question, given the current state and perception of the AC franchise, does it need to rely more on nostalgia, and could it ultimately survive on that for so and so long? Overall we live in a time where nostalgia overall clearly sells, be it music where genres like Pop-Punk & Nu-Metal have reached levels of popularity not seen since their inception 20-25 years’ time ago, with massive festivals and many of their biggest names today playing stadiums, or movies where a film like Top Gun Maverick in 2022 turned out one of the biggest and most critically acclaimed hits in newer times. So is there really any reason for Ubisoft to not try and tap into this even further? Perhaps similar to the Inside The Mind DLCs for Far Cry 6, bringing back iconic villains of previous games, if this was done for Assassin’s Creed, bringing back say the “big four” - Altaïr, Ezio, Connor and Edward - it is certainly likely it could almost become a main selling point. For now and the foreseeable future though, it can be as simple as a game with a backbone and structure reminiscent of the 2007 original, to old and new fans’ liking, creating a game like Mirage, that with new life also reintroducing classic elements like replayable missions and optional objectives, is bound for a legacy few instalments have achieved. Conclusion To slowly wrap things up, even if it is sudden and regardless of any alleged and potentially controversial behind the scenes business deals and partnerships, bringing the Valley of Memory expansion, to the most critically acclaimed and classic instalment of Ubisoft’s flagship franchise in recent years - slowly also achieving legacy status already - is without a doubt the right move for both the franchise and the company, coming along at the perfect moment in time. Following almost two years of financial struggles, maybe the most and intense controversial marketing campaign in gaming history, a dwindling reputation and trust towards and more, putting out a free expansion reintroducing even more classic elements, will ultimately serve as a bit of a clean slate, reminding players what it is they love about the franchise and company. Source: https://www.gamesindustry.biz/ubisoft-workers-raised-concerns-over-alleged-deal-with-saudi-arabia-says-new-report 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: Assassin Cat designs shared by Ubisoft 3D Character Artist | TheOnesWhoCameBefore
Assassin's Creed Mirage: Assassin Cat designs shared by Ubisoft 3D Character Artist News Share 2 Mar 2024 Written By: Edited By: Colum Blackett (Col_96) TOWCB Team Back To Database Assassin's Creed Mirage: Patch 1:0:7 introduced a very special character to the game, in the form of an Assassin cat which seems to spawn at random throughout the game. It was recently sighted wandering the streets of Ukbara, a small town found on the North bank of the Tigris river, but I was unable to find it myself. In a special post on ArtStation by Valentin Yovchev , 3D Character Artist at Ubisoft, new details about the design and close-up images were shared which will benefit those looking to create costumes for their own Assassin cats at home. ''It was a great honor for me to work on Assassin's Creed Mirage, and I'm happy to share that I had the pleasure to design and create this outfit for the latest Easter egg in the game that was introduced in patch 1.0.7. Congrats on Lieven Ledegen , he was the first one to find this new purr assassin (the video is from him). Also since I saw in some posts on reddit that people will want to make a real outfit for their cat, I've decided to share the raw measurements of the outfit for people to use as guides if they ever want to build this outfit for their cat in real life And for everyone curious how to find this furry assassin in the game. Just walk around, and look for cats and eventually you'll run in to him, just be prepared to pet him Cheers! Valentin'' The first set of character models shared by Valentin Yovchev show a number of key details such as a snake-inspired knife belt and engraved Assassin collar. The next set of designs are for those looking to create the costume at home. Let us know if you plan on taking on this challenge! Have you found the new Assassin cat in Assassin's Creed Mirage yet? Share your captures @ ACFirstCiv for a chance to feature on the website! comments debug Comments (1) Write a comment Write a comment Sort by: Newest Guest Mar 22, 2024 🤑🤑🤑 Like Reply 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: 1st to 7th May | TheOnesWhoCameBefore
This Week in Assassin’s Creed Virtual Photography: 1st to 7th May Community Share 9 May 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: Portraits & Quotes Basim Game: Assassin’s Creed Valhalla VP Artist: @ Majdulf47 “A man you trust with anything, can take everything” a quote that sums Basim up. He works in the dark but not necessary to serve the light, although his origins story may expand on this. I admire this shot so much. I love the lighting across his face as he exits the shadows. The level of detail in this capture is excellent. I am in awe of how good his facial features look. A really stunning Assassin’s Creed portrait. Ragnar Lothbrok Game: Assassin’s Creed Valhalla VP Artist: @ JinxyVP This shot gives me massive Ragnar Lothbrok vibes. The way Eivor/Havi is staring into the abyss is reminiscent of Ragnar in the TV show Vikings. I can hear him saying “Don’t waste your time looking back, you’re not going that way.” This is such an atmospheric shot amplified by the striking background. The short hair and the beard help with the Viking feel and I admire that face tattoo as it adds something different to the shot. Guided by the Light Game: Assassin’s Creed Valhalla VP Artist: @ Its_Gurly “The truth of a man lies not in the land of his birth, but in his heart. A king must be a king on his own terms. He cannot be his father, he can only be himself”. I feel like this quote and capture go together so well. Eivor spends most of his time with regret about his father’s death and the lack of ambition from Styrbjorn his adopted father. I feel the shot symbolises Eivor breaking free of his past and stepping out of the shadow of Sigurd. A beautiful capture that amplifies every detail, kudos for the shadow work truly spectacular. My Saga has ended Game: Assassin’s Creed Valhalla VP Artist: @ KeenEyeVP This week’s #Thorsday shot had to be Eivor deep thought about her time in England. There is a sadness to this shot. “My road forward has been a muddy one. Slick with blood and tears, but we can reach its end together”. I felt this quote best summed up this shot. Once again the shadow work here is excellent and that face tattoo brings some nice Origins vibes. Eivor always gets you with her eyes though, so mesmerising. Spinner Game: Assassin’s Creed Valhalla VP Artist: @Cll3ar You would think this shot was right out of The Witcher. The three spinners play a big role in Norse mythology and also in Eivor’s journey. “Deep under the earth, where the corpse serpent gnaws at the roots of Yggdrasil, the tree of life, there are three spinners. Three women who make our fate” Eivor feels like she is in control of her destiny but we all know that is not true. This moody and gothic shot embodies the quote in exquisite fashion, the lighting is on point to make it incredibly eerie. The Ones Who Came Before Photo of the Week: Judge: Gustav Poulsen (Gargudon) from TOWCB Video Content Creation Team Taking the title as Photo of the Week this round is "Spinner" by @Cll3ar . A perfectly framed shot, with a very special and mysterious tone and look to it, where Eivor and her brightly coloured outfit shines perfectly in the otherwise dark. This shot also feels like something that could be a poster for a movie / show, or and album cover, with its simple yet very cinematic style. 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 May 10, 2023 Fantastic Article! Thank you for including me with other incredible Virtual Photographers. I look forward to your next ~Jinx 💙 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
- The Ones Who Came Before: Plans for 2021 | TheOnesWhoCameBefore
The Ones Who Came Before: Plans for 2021 News Share 29 Dec 2020 Written By: Edited By: Colum Blackett (Col_96) Ashlea Buckley Back To Database 2020 is nearly over, and it's been a crazy year for everyone. Although we were all limited due to restrictions, we here at TOWCB tried to make the most of it . The new year is almost here, so in this article we will be outlining some of our plans and goals for 2021. Huge thank you to everyone who has supported TOWCB this year, and especially to those who have been shopping via our Amazon links , helping to keep the site running and ad-free. Assassin's Creed Valhalla Review Look our for our review for Assassin's Creed Valhalla, which was delayed due to the sheer size of the game, and time required to complete. By pushing our review back, we have given our fans a window to explore the game for themselves, and make up their own minds. It also gave fans who received the game for Christmas a chance to play without spoiler-related discussions appearing online. Here's a sneak peak: "There's never a dull moment whilst exploring the world of Assassin's Creed Valhalla, as it continues to find ways to surprise the player at every turn. It's the first game in the series to properly fill the open world, making it feel dynamic and life-like" Anti-Spoiler Filter Removed We will also be removing our Anti-Spoiler filter in January, meaning we will finally be discussing plot points and other elements that we have not yet covered. It's a great opportunity to dive into some Isu lore and dig our teeth into the real history that inspired the game. With the help of our Partnership Program team, we will be covering fresh aspects of the game that we have not yet explored. More opportunities and giveaways We were recently invited to join The Mentors Guild, an official community program that bridges the gap between community members and developers. So far, Ubisoft has so far arranged two giveaways (Valhalla codes) along with constant social media support, creating numerous opportunities for members of the AC community. We are looking forward to working closely with Ubisoft in the new year on the program, and strive to make the most of our new position. Wedding Prep! Ash and Col from the admin team are getting married in November! As you might expect, the wedding may have one or two Assassin's Creed related elements! Keep an eye on our social media channels for updates, or check out the Rally The Creed podcast Reboot The AC Partnership Program In 2021, we are looking to do a soft reboot of our AC Partnership Program, a community initiative that provides a platform for content creators to shine. We are always looking out for the next wave of passionate AC fans who are creating content on a regular basis, and we hope to discover new talent in 2021 to join us. If you are interested, simply message our social media channels and send some of your projects our way. Fundraising projects 2020 was our biggest year so far for fundraising projects, and we would like to recognise the efforts of Ashlea Buckley and Lisa Zaman who helped raise over £500 for The Italian Red Cross! These efforts provided resources for Italy in it's time of need, and brought the entire community together. We will be doing even more fundraising in the new year, and Ashlea, who is now our Charity Project Coordinator, will be taking charge of these efforts. Keep an eye on our social media channels for updates. We hope that you enjoyed our last article of 2020! As you can see, we have a lot planned for 2021, and we can't wait to get started! See you all in the New Year! 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)
- Pitching an Assassins' Creed Game: Building the Perfect Game | TheOnesWhoCameBefore
Pitching an Assassins' Creed Game: Building the Perfect Game Wishlist Share 9 Nov 2024 Written By: Edited By: Hayden Bird Colum Blackett Back To Database For any fan of the ‘Assassin’s Creed’ game series, there will always be a personal wishlist, whether it be hopes for new parkour elements, combat techniques, or a new story direction. I always found it fun to brainstorm ideas for a potential new game in the series with a list of additions I would love to see. I think fans can all agree that each and every ‘Assassin’s Creed’ game could have different features that could slightly impact the quality of the game. Ubisoft does an excellent job already in creating these games, and they do a fine job of taking fan feedback into consideration, so the realistic gap between anyone’s wishlist can be small due to the great response that Ubisoft offers its fans. As good as any game can be, no matter what it is, there is always room for improvement as it's how the gaming industry works. I am going to build an ‘Assassin’s Creed’ game that would satisfy my expectations as a long-time fan of the series. I hope other fans will do the same as Ubisoft may very well be listening to our feedback, and there's always a chance the suggestions you make may one day be implemented into one of their games. Image via Ubisoft. I will start off with the basics, which is the overall formula. ‘Assassin’s Creed’ , in recent years. Has undergone some very significant changes. This has divided some fans, as some prefer the way the old games used to be played. But now, there are plenty of fans who love and appreciate the new style the more recent games have taken. The newer ones have also done a great job at creating new fans to the ‘Assassin’s Creed’ series. There are many fans who never played any of the older games, that are now fans of the series thanks to the major reboot that took place back in 2017. I am a fan of both formulas, but I won't deny I see the appeal for each argument. I think there should be a balance of some sorts. Basically a bridge between old and new. I think combining both could easily satisfy both the older fans and the new ones. Doing this, however, would prove challenging to the developers at Ubisoft because they would have to sacrifice content from each different formula to mix them together. Meaning one aspect of the game would lack something important, which would impact both formulas in its own way. I think to find this ideal balance, there should be a mixture of these elements, but also something new and fresh, so that this hypothetical game would not only honor both the past and the present, but would also make an impact as a new and innovative game rather than feeling repetitive or recycled. This would prove quite the challenge creatively, and would take extensive research and brainstorming from the team at Ubisoft, but in the end, this company employs some of the best creative minds in the entire industry. Offering a new challenge for the team might prove beneficial in the long run. Promotional banner used to tease the reveal of Assassin's Creed Origins. Source: Ubisoft Next on the list, would be the parkour. Free-running and parkour have been a staple of this series since the beginning of its inception. Each game has always brought a unique aspect of the parkour that is so well known in these games, and fans often look back at different eras of the mainline games and how far the parkour has developed. For the original games, parkour was monumental at the time, now it's seen as an iconic part of gaming history. Looking back at how far the free-running and climbing has come, it's easy to forget all the fun parkour we have now, would not exist without the main inspiration of the original games. During the early days of the series, parkour was seen as basic, but effective. It was a treat for fans to be able to run across rooftops or scale the tallest building in the city in the beautiful settings all the games took place in. Many fans see 2009’s ‘Assassin’s Creed II’ as one of the best, if not the best game in the series for many reasons, and one of those would be the gorgeous setting of Florence and Venice in Italy in the 14th century. It was incredible to climb real life buildings and monuments that still stand in Italy to this day, and be able to look out to the city in either Florence or Venice. Parkour, of course, has changed a lot over the following years. Which also depended on the setting of the game. ‘Assassin’s Creed III’ , for example, took place during the American Revolution, and had to change some features in the parkour to match that of the setting. For example, the playable characters in the game were able to scale and climb trees, which was new and exciting for fans to experience, but also a great creative change from Ubisoft to adapt to that timeline, and not stick to only what they were familiar with, but to branch out and stay authentic to the time period in history. As a fan of the series since its creation, I think the ideal parkour would be to once more adapt to the setting of the game. Not every aspect of the new games that will follow a different time period will be the same as the last, some will have different terrains or cultures to adapt to. I think to match this authenticity, the team at Ubisoft will have to do what they do best. Study the era inside and out to come up with a solution that not only satisfies fans, but also matches the setting of that particular game. Capture from Assassin's Creed III by Col_96 The next bullet point to follow would be combat. I think Ubisoft has adapted the combat in the series very effectively. The original games had specific combat loopholes that made the need for the traditional fighting less important, where instead some fans could easily manipulate that feature by using the loopholes left in the games. Ubisoft has done an excellent job in cleaning that up and making the combat realistic to the era, and also mechanically fluent in terms of game development. I think Ubisoft would be wise to stick to the current style of combat, if I had a say in this, I would mostly leave it as it is. Ubisoft has perfected the art of combat in modern video games. Changing this would not make sense as it wouldn’t match that of today's standards. However, one thing Ubisoft could continue in its combat mechanics are the extended use of special abilities while fighting enemies. These abilities allow the developers to get creative. There's a lot of potential in creating these special abilities to give the player an aid in combat by having these unique skills be authentic to the game's time period. Ubisoft has already accomplished this in the past, for example in ‘Assassin’s Creed Odyssey’ , one of the special abilities you could use and equip was the infamous Spartan kick. The game was set in Ancient Greece, and this technique is well known today by being shown in different types of movies and TV shows, as well as the actual inspirations of Greece during that time period. The game adopted this type of ability specifically for ‘Odyssey’ as it fit perfectly in the Ancient Greek lore. Lastly, one thing I would add to create my picture perfect ‘Assassin’s Creed’ game would be the continued use of the skill tree. The universal use of skills in ‘Assassin’s Creed’ games only became a part of the series in more recent years. Almost all games created in today's era have adopted the same use of a skill tree. It has become a staple of the gaming industry. Any new ‘Assassin’s Creed’ game could further take advantage of this option by being “different” in their use of a skill tree. It will be creatively challenging, but if Ubisoft were to create a skill tree that looks and acts differently that the usual of what we see today, it would bring publicity to the game by having a unique aspect of it that so many other game developers have typically recycled this part of their game, which is understandable as most skill trees are supposed to be basic, as developers would not want to confuse fans with an overly complicated skill tree feature that could end up worsening the experience and creative gamble they would take. I think a good example of this would be what we saw in ‘Assassin’s Creed Valhalla’ where the skill tree was turned into a system that changed skills into “power”. This was a healthy change in what we are so used to in games today. ‘Valhalla’ did a great job at their attempt to be unique in the skill tree aspect of their game. Assassin's Creed Valhalla Skill Tree from TOWCB 'How to' Guides I think overall that these specific aspects, along with the great foundation Ubisoft has already built for the ‘Assassin’s Creed’ series, would create a game for everyone. I think blending the elements of both past and present could be a pleasant surprise for any fan of the games. These are, of course, hypothetical suggestions, as this is all a personal wishlist for me, but it is a wise thing to do as a fan of ‘Assassin’s Creed’ because one day, if enough fans were to create something similar, the creators at Ubisoft may very well take interest in our suggestions, and perhaps a new ‘Assassin’s Creed’ game could fit our personal wishes. Anything is possible in today's era of the gaming industry. Which is why the hobby of gaming so many fans enjoy, is the best form of entertainment in the entire world. Related Articles Aztec Empire: Pitching an Assassin's Creed Game Chinese Pirates: Pitching an Assassin's Creed Game comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Hayden is a passionate Freelance Writer based in South Carolina who joined TOWCB's Writing Team in 2020 during the Covid-19 Pandemic, writing articles on all things Assassin's Creed Valhalla. He left the group to focus on studies, joining our Alumni program, but triumphantly returned with fresh ideas in 2024 to pick up where he left off, only this time covering Assassin's Creed Shadows. In 2025, Hayden took on the position of Team Leader for TOWCB's Writing Team, overseeing article releases, assisting with recruitment and providing assistance with internal operations. Hayden Bird
- Journey to the East: A Review of Assassin’s Creed: The Silk Road | TheOnesWhoCameBefore
Journey to the East: A Review of Assassin’s Creed: The Silk Road Review Share 14 Nov 2023 Written By: Edited By: Michael Smith Colum Blackett Back To Database Ban ner by Thea Marie Rivedal (Moonchildgecko) from TOWCB Art Team. Article contains Amazon affiliate links which support TOWCB. Major spoilers for Assassin’s Creed: The Silk Road. Adventure stories have been a staple in my personal life since I was a child. From the early years of school where I explored the pages of R.L. Stine’s Goosebumps series, to the modern releases from TellTale Games’ The Walking Dead, Batman, and Tales of the Borderlands . I can remember hitting the Dead End or ' You Died' in the middle of a book and rushing back to try and fix my mistake, or starting over to take another path. It’s something that becomes a skill with thinking before a decision that as a gamer, I’ve learned to utilize better in my hobbies and day to day. Being able to choose a path and experience something in a way that only a percentage of other people may have done previously is one of the reasons I still play games to this day. In 2021, Hatchette Heroes announced a new entry in the Assassin’s Creed transmedia line, Le Livre Dont Vous Êtes L’assassin: La Route De La Soie , or in English, The Book Where You are the Assassin: The Silk Road (in short, Assassin’s Creed: The Silk Road). This new interactive novel, written by Mathieu Rivero, puts you in control of the French Assassin, Oisel. His story starts in Chinon, France where Oisel is tasked by his Mentor to travel to Antioch at the start of the historical Silk Road to locate and assist Master Assassin, Basim Ibn Ishaq (protagonist of Assassin’s Creed Mirage ) in investigating a new enemy. It is here that he learns of a branch within the Order of the Ancients called 'The Snake Eaters' and of their plans to take control of the Silk Road to control the trade and wealth that travels across the Eastern World. With the assistance of your close friend Matthias, and additional allies through the story, readers must choose the direction the Assassin follows to defeat this enemy and save The Silk Road from The Order of the Ancients. I waited for a while before I purchased the book as I had hoped that one day, AC: The Silk Road would be released in English. Yet, after a few years I decided to order and take the time to translate the book myself into my native language. Much like Oisel had to adapt to the Arabic and Sogdian languages of the Silk Road, I had to adapt to the French language using the only tool at my disposal, Google Translate. So with my phone and a word document, I spent two months scanning, formatting, and eventually reading AC: The Silk Road . During this time I would “read” the contents of the book and even have to spoil some aspects of the story so that I could better my future self’s experience reading the book. However, with all of the content that I scanned while editing punctuation for English and dividing each paragraph into individual sections for my outline, I didn’t feel that I ruined the overall experience. The day before I started writing this review, I spent an afternoon reading through my first take of the book and ended with one of five endings in the story, reaching what I believe to be the most positive ending, Future Mentor. What that means, I won’t spoil for you but the overall experience was enjoyable and made me feel like I was playing a solo campaign of Dungeons & Dragons . Navigation, Combat, and Tests made decisions for my overall outcome. Choosing which path to navigate through the various points along The Silk Road, planning my attacks in combat against drunkards and members of The Snake Eaters, and performing Tests using the books built in randomizer of icons printed in the corner of each page made this reading of the book and all future readings, unique. Assassin’s Creed: The Silk Road provides plenty of direction on how to read through and interact with the book. During the first two chapters, small sections of red text with the image of a Hidden Blade will explain the mechanics of the book from the mechanics that I shared above; Navigation, Combat, Tests, Obtaining skills and items, and the Appendices. These are embedded in the Paragraph that you are currently reading, or will direct you to a different paragraph to read the text if it was the currently read paragraph is printed after the initial notice. With 198 Paragraphs divided over 5 Chapters and 95 Appendices, there is plenty of content and replayability with the combination of five endings and various choices. On my first playthrough, I interacted with an estimated 100 individual sections and appendices, leaving a lot of text untouched. You are able to track your progress using the included bookmark (which can be reprinted from the publisher’s website). This bookmark provides a “save file” with the front Synchronization section, as well as the boxes for your Stamina, Max Stamina, and Stealth Damage. The back provides space to list the skills and items you have found and a space to lock them in once you have synchronized your progress. Unfortunately for me, I purchased the book second hand and did not receive a bookmark, but the one provided from the website was great, and to be honest I would have printed regardless as I don’t like marking items with my books. Later on in the book readers will find a pair of puzzles that present a challenge which provides not only a change in content, but makes the reader think like a member of the Brotherhood. In my playthrough, I put myself in the shoes of Oisel and thought hard about my options, keeping the tenets of the Brotherhood in mind and how my decisions could change the relationships with those that surround the lead character. The immersive storytelling from Mathieu Rivero made this experience meaningful as I felt joy, sadness, and fear as my tale brought me to the brink of desynchronization multiple times and excitement when I overcame an obstacle. It's a story that I loved so much that I began playing it again with my wife, allowing her to make all the decisions. After reading the first chapter, she was just as excited and wanted to see what would happen next. While she hasn’t finished it yet, I was super excited to see all aspects of Assassin’s Creed (even those outside of the Genetic Memory…) present in this story. Now, as often seen with mass printed media, I hit a few errors in my reading of the book. Two sections from my playthrough directed me to a paragraph that was either an alternative option to a scene I already completed (ie. choosing to train with one person over the other), or to a scene that was not relevant to the text at all. I was able to identify the errors’ correct paragraph (or what I believed it to be) and continue my reading without additional issue. While not game breaking, it was a disruption in my immersion. Yet, I don’t hold this in a negative light as the complex process of publishing such a book can be handled by multiple parties or departments in a company. I also found myself confused at a few points where I was unsure if I was supposed to recover stamina at the start of a new section, or only if a paragraph informed me that I was healed. Luckily for me, at the end of the story with only 2 HP remaining, I was able to finish the story with no further damage. There were also times where I felt the Test mechanic felt one-sided, or easy to manipulate. Each page has symbols of varying success or failure in the lower left or right corner and are used for the Tests by flipping through the book and stopping at a random page to get your symbol and gather the outcome from the text based on that. My wife said that she felt she could remember by feel, where an Eagle was (the highest success) and could potentially aim for this each time. Yet, I would watch her try, and end up “rolling” a Snake instead (the highest failure). However, this mechanic works for the book and can make the action scenes have an intensity to them when you are trying to roll a combat move multiple times and watch your health, or the opponents fall quickly. One of the unique aspects of the experience I had with this book was that I learned of the author, Mathieu Rivero’s work as a translator. Reaching out to him on the fact that I was translating his book opened a conversation which gave me the opportunity to ask a few questions about the book and his process. In a short back and forth over a few days, I asked the following and have provided his answers to highlight his experience with AC: The Silk Road . What were some of the challenges you had with writing an Assassin’s Creed adventure novel? When you talk about challenges for writing an AC novel, I’m reading “IP complications”. While writing for an IP is undeniably difficult, it also brings its own niceties. What’s difficult, and daunting, is the sheer amount of pre-existing material. I’ve scoured the AC fan wikis in search of many things and, whenever you’re talking about such things as an IP, there are legacies to consider. I wanted to incorporate the social element of AC, and that translates to the Antioch market, whereas the stronghold is all about infiltration. Each sequence is centered about one specific part of the AC experience that I wanted to put in the game. Sadly there’s no crafting and no min-maxing and some of the goofy AC humor isn’t there (while there are a few places where it gets lighthearted). Of course Ubisoft had its own agenda, and told me a few select details that should or should not be there. Overall I would say that while it gives you a humongous set of constraints, it has the benefits of bringing its own universe, its tropes, and constraint breeds creativity, that’s for sure! Did you use any reference materials for the story, such as books about the Silk Road? If so, would you share what you used for those that want to read more about the time period? Weirdly, I did not buy any books for this. I’ve always been a history buff, and the first novel I finished writing was about the Arabian Nights (not available in English, sorry, though the title would translate as 'Of Night and Gold'). So let’s say I already had a headstart when I started designing the story. However, I vividly recall spending evenings reading websites about the Silk Road, about power struggles in the area, about the dialects that were used at the time or trying to figure out how to describe Antioch the way it was, geographically. For Antioch, for instance, I had to look at the maps of the ruins, figure out where it would sit on Google Maps, and then make a mental picture of how the arrival would look like – all that for a puny sentence or two that probably no one cares about or would notice. I like research, but I’m in the camp of calling a spade a spade, and fiction can and should stray from reality at times. There are a few gaps in the book, and some historians might pursue me with a pitchfork… one day, when they read the book. Also I did not want historical accuracy [to] make things feel foreign and pull readers out of the experience. Were there any mechanics or content that you wanted to write about that didn’t get published? The way we worked with Ubisoft (and Hachette, the publisher of the book) was very helpful in not having cut content. First I did a test – which became the Chinon prologue, with some editing, and a grand plan, a structure and a game design document for the entire novel, so that Ubisoft would approve me writing stuff. Then I proceeded to work on the book and then submitted everything back to Ubisoft. They had a few nitpicks with some scenes, thought one of the endings needed some more love, so I touched up whatever needed to be touched up. With my publisher at Hachette, we had defined a certain scope that we did not want to go past, and I did go a little bit overboard. Not too much, though. I had not foreseen the endings would take as much work as they did! So no, no cut content per se. I scrapped a bunch of things to streamline a few moments, but rarely did our plan fail! Was the Silk Road story your decision, or was it pitched to you by Ubisoft? Ubisoft approached one of their former employees, who knew a publisher with whom I had spoken about adventure books, a few years back. My name was submitted unbeknownst to me, and I was contacted by Hachette. As mentioned above, Ubisoft had their own agenda and they wanted the story to happen around the Silk Road, they wanted a Basim cameo (why, of COURSE!) and they also wanted to have a male Hidden One named Oisel (old French for Bird). They wanted him to be of a mixed ethnicity, and the year 850 mark is perfect for that – the Moors had invaded, so a deserter could have had a child. That also helped come up with the excuse for Oisel speaking – kinda – French, Arabic, the dialects of Central Asia, and Chinese. They had an idea about an open world but clearly that was not possible (unless we did a choose your own adventure encyclopedia) in book form so we settled for a few select vignettes. I brought them the entire arc, what I wanted to do with Oisel (and Matthias), and they were on board with that. Having a somewhat canon ending meant the end could not go too far. We had to have a specific direction and a fixed end point. If you were to write another adventure book, would you write a sequel to this story, or would you visit another period and location? I’m not opposed to writing another adventure book. I’m handling a few different projects and writing books as your day job is a tough one, so I’ve dialed this back a bit. I’ve pitched something else to Hachette but they weren’t too much into it (it was a rogue like dating sim adventure book. Do what you want of this weird piece of information). I have other ideas, like an adventure book on a diviner with abilities to foresee pieces of the future. What I like most about this type of game is the involvement a player can have in the story, how emotionally invested you can be. I want to try experimental stuff. I have other things cooking but I can’t talk about them at the moment as they haven’t been announced, but it’s more on the side of board games than books. Writer's Commentary My time reviewing books for Assassin’s Creed has provided me with great insight to the authors that are building the future of the series. While we wait through the development process of each video game, the transmedia for the series is where I believe we will find the most world building and viewpoints of the global Assassins that lived in the timeline of Assassin’s Creed . Mathieu has opened a door for a new format that I would love to see continue with the transmedia, more adventure books with different characters and time periods that while the outcome could not be considered canon, the overall story could be. When I explain the lore of AC: The Silk Road , I would inform of the challenges the Assassin’s Brotherhood had with the Snake Eaters along the Silk Road in the 9th Century, but that the character lore should be considered “unverified” (when speaking in a historical sense) as everyone would be able to tell their own story, or what they believe happened. It's an opening for fun conversation and similar “this is what I did” moments that I love seeing from the games. If I was to suggest a new story for this, I would love to see either a sequel to this book with references to The Silk Road , or maybe a story that is based in a time of war such as WWII due to the amount of history and stories that have come from those periods that could be adapted for an adventure story. Assassin’s Creed: The Silk Road is available in physical format online for anyone to purchase. I made my purchase via Amazon, and we will share an affiliate link at the bottom of this article if you would like to purchase a copy for yourself. While the book is in French only, I would still suggest this book to anyone that wants a new avenue for the AC series and maybe one day we will see an English option from Hatchette Heroes. We would like to say a big thank you to Mathieu for joining us for this interview! Amazon Affiliate Link 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
- New Member Dave Rutter joins TOWCB Virtual Photography Team | TheOnesWhoCameBefore
New Member Dave Rutter joins TOWCB Virtual Photography Team News Share 15 Oct 2023 Written By: Edited By: Colum Blackett (Col_96) TOWCB Team Back To Database We are pleased to announce that Dave Rutter ( @ dpruttz_vp ) is the latest member to join our @ Isu_network , taking on the role of Engagement Strategist for the Virtual Photography Team! Dave first started playing Assassin's Creed back in 2020 when Valhalla launched, capturing memorable moments using his expertise with the photo mode tool. By joining the program, Dave will have access to our social media platforms and website from which he can use to promote his captures and virtual photography in general. He will also take on new responsibilities as a moderator for our VP Twitter Community, making him a recognisable leader in the AC VP Community. Team structure We look forward to working with Dave & the rest of the Virtual Photography Team as we aim to shine a spotlight on community captures. Twitter Community Do you plan on using photo mode in Assassin's Creed Mirage? If so, it's time to share your captures in our Assassin's Creed Virtual Photography Community! VP Safe Space Here to support the #virtualphotography community. Because sometimes everyone needs a #safespace & someone to talk to. VP Save Space is a DM support service for the Virtual Photography Community for people who need someone to talk to. Here to support you when you need it with a place to reach out, vent or for a friendly chat. You are NOT alone. 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: 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
- Breaking News: Ubisoft reveal sneak-peak at Ubisoft Forward 2023 line-up | TheOnesWhoCameBefore
Breaking News: Ubisoft reveal sneak-peak at Ubisoft Forward 2023 line-up News Share 8 Jun 2023 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Ubisoft has spent the last week giving fans a sneak-peak at the upcoming Ubisoft Forward showcase event by sharing promotional images and videos of upcoming Assassin's Creed projects to build anticipation for the event. New images and teasers for Assassin's Creed: Mirage, Nexus and Jade have been shared, and we can't wait to cover all three in full when more information drops at Ubisoft Forward and beyond! Assassin's Creed Mirage Learn more about Assassin's Creed Mirage Friday June 9th, when episode one of a special three-part video series dedicated to the game's development releases. Screenshots from the promo video Here we see an underground staircase for Basim to use in a resticted area. This may be one of the ways in which players can achieve a non-confrontational mission playthrough, which stealthily brings him to his target area without being detected. Next up we see a new piece of concept art for Assassn's Creed Mirage showing two Assassins freerunning around Baghdad. Notice the similarities between the robes worn here and the Levantine Brotherhood in Assassin's Creed (2007). Here we see another piece of concept art, this time showing a masked figure hiding from a guard in a poor area of Baghdad. Could this be Basim in disguise making his way through a slum? Although poor quality due to being a recording of a monitor, we can briefly see tree parkour in action. Basim jumps from a wooden plank and onto a tree branch. Here we see a 3D render of an Assassin, likely Basim produced during the development stages of Assassin's Creed Mirage. On the left you can see another screen showing an Assassin wearing a hidden blade / vambrace gauntlet. The next shot is a sketch showing a diagram of a rope lift, something which first appeared in the Ezio games. It's great to see this mechanic return in Mirage as it is a quick and easy way to access rooftops. On the left, you can see the new Pole Vault mechanic, which allows Basim to jump across buildings. Here we see the pole vault in action, as demonstrated in the Assassin's Creed gameplay trailer. Towards the end of the video we see social stealth in action! In a return to its roots, Assassin's Creed Mirage is set to fully reimagine stealth, starting with blending. Hide in plain sight. A blade in the crowd. This is an essential part of being an Assassin. Using your surroundings to mask your appearance. The outline around the NPC's shows that they are unaware of Basim's presence, and also means that enemies will not notice his approach. Assassin's Creed Mirage will be unveiled in full at #UbiForward , on 12th June, 6PM BST. Assassin's Creed Nexus VR Assassin's Creed: Codename Jade Stay tuned for more Assassin's Creed coverage as we prepare to fully immerse ourselves in Ubisoft Forward and all the news it may bring. Check out our social media platforms below for further updates. 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)
- Discovery Tour by Ubisoft: The Educational Software and Books for Exploring History | TheOnesWhoCameBefore
Discovery Tour by Ubisoft: The Educational Software and Books for Exploring History Breakdown Share 14 Sept 2021 Written By: Edited By: Michael Smith Ashlea Blackett Back To Database Assassin’s Creed was first introduced to the gaming world in 2007 with the release of its titled release “Assassin’s Creed”. The game told a fictional story of two warring factions seeking an artifact of unknown power during the real historical setting of the Third Crusade in the Holy Land (modern day Jerusalem). Throughout the game, players were provided information via game dialogue and recaps from the perspective of the protagonist to provide historical insight of the world around them. This idea of historical education embedded in an action stealth video game would progress further as the series continued, adding codex libraries of reference data for historical locations, people, and various additional subjects. Ubisoft, the publisher of the Assassin’s Creed games, decided in 2017 alongside the launch of Assassin’s Creed Origins, to release a new game mode titled Discovery Tour: Ancient Egypt where players and those interested in history would be able to control a character within the digital representation of Egypt and participate in walking tours that educated them on the history that influenced the flagship series. This was successful enough that a second entry of the new mode was released the following year with Discovery Tour: Ancient Greece. In 2020, Larousse (a French publishing house) released a physical print of the Discovery Tours via the Discovery Book by Assassin’s Creed Series, titled Ancient Egypt and Ancient Greece. Within these reference books, 1001 facts about the eras were collected with their pages. At the time of this review, these books have only been released in French, but are advertised on the Great Britain and French Assassin’s Creed Stories publishing sites. For this article, the Ancient Greece version of the Discovery Tour and Book will be examined after completing the full game mode, and reading the book with Google Translate. In both the book and the game, the history of Ancient Greece is broken down into “Themes” and within those themes are the “Tours” that educate on one of 30 different subjects. Within the game mode, the player can select a character from a list of fictional and historical persons, such as the main protagonist Kassandra/ Alexios or a simple farmer from that era, some of the characters must be unlocked by completing a set number of tours or themes, as well as a horse to travel from location to location without having to worry about combat and stroll through the vibrant environment designed by the Assassin’s Creed team while listening to a narration of the history of Greece. The player is greeted at the start of the tour by one of a small handful of tour guides, such as Herodotus and Aspasia. The player can ask the guide questions about themselves to learn of these historical figures/characters from the game. From here, the game's narrator will highlight numerous stops that players will traverse the environment by following a lighted pathway to get to a stop and interact with it to play the audio information about the subject of that stop. Once completing the tour, players will return to the tour guide at the end of the guided pathway and take a short multiple choice quiz to see if the player remembers what they just learned. There is no failure to the tour quiz as the guide will correct you and reeducate about the correct answer if necessary. Players can discover new tours by Fast Traveling to the starting location or exploring the map at their own pace and tracking their progress via in-game menus and checkpoints on the Map. Each tour informs of the number of checkpoints, known as Stations, and the estimated time it should take to complete that tour. Tours can take anywhere from 5 minutes to half an hour, but are filled with visuals, camerawork, real pictures and sketches of the subject to compare to the ingame models. Players of the Assassin’s Creed Odyssey title will notice that locations in the Discovery Tour are different than they were in game as the developers adjusted the locations to be more historically accurate and less focused on integration with game mechanics. Players that would like to experience the history of Ancient Greece also have the option of taking the tours in order of the timeline available in the menu. This option is partially how the Discovery Book is organized. The book is sectioned into 9 sections of interest and within those are 42 subjects over 95 pages. The information provided in the book is the same information provided in the game mode, arranged alongside images of items from the real world or screenshots of the game. As you can see in the images below, the information provided is similar, appearing differently due to translation and where said information is provided on the page. The book, while providing the same information as the game mode, provides a better sense of educational value as it reads like a traditional encyclopedia, with the downside of being currently available in French only. However the gamification of unlocking additional characters and mounts as well as traversing the beautiful landscapes of Greece make the adventure of finding and going through the tours more entertaining. With children these days generally more intrigued by computer screens than books, this software provides a great way of educating children and classrooms in a new way. The potential of coming into class and playing a Discovery Tour game versus watching a film would be beneficial to students absorbing information and talking more about what they learned and found while exploring the Greek World. This could also be a great format for museums to expand exhibits and offer new experiences from home via live service updates similar to that of the main Assassin’s Creed games. Both the Ancient Greece and Egypt Tours and Books are a great way to learn about the history that inspired the Assassin’s Creed series and a great addition to any collection. For those that are not interested in purchasing the full games that include the Discovery Tour, the tours are offered as a stand alone product for PC users and videos of the tours are available on the Discovery Tour by Ubisoft website. Previous fans of the game mode will be happy to know that the next entry Discovery Tour: Viking Age for Assassin’s Creed Valhalla will be releasing in the fall of 2021 (October 19th) . In this new era, locations from around the Valhalla game will be explorable, such as Englad, Ireland, France, and even the home of the Norse Gods, Asgard. Players will be able to play as favorite characters and NPCs from the game and explore the real world influences in depth. Information provided by the Ubisoft team working on this mode confirms that it will be more immersive than the previous iterations. This could mean new mechanics such as puzzles to learn secrets of the past, or possibly the introduction of a more interactive tour that is more than a stop and admire version that players are used to with museums and games like this. 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
- Assassin's Creed Shadows Wallpaper Collection Released by Frame Hold Photography | TheOnesWhoCameBefore
Assassin's Creed Shadows Wallpaper Collection Released by Frame Hold Photography Community Share 27 Jan 2025 Written By: Edited By: Frame Hold Photography Colum Blackett Back To Database The launch of Assassin's Creed Shadows is fast approaching and the recently released Story Trailer has only increased excitement for the game. Our very own Frame Hold Photography today released the Assassin's Creed Shadows wallpaper collection, compiled of edits and key moments from the trailer! Let us know your favourites in the comments down below and enjoy Assassins! Desktop Desktop (Textless) Mobile Did you just find your new wallpaper? Show us on social media! Links can be found below. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Frame Hold Photography is a passionate Virtual Photographer who joined our Video Content Creation Team in Summer 2022, as we began our efforts to break away from solely written content. During a period of uncertainty for TOWCB website, FHP stepped up and took on the role of Site Manager, overseeing our restoration efforts. Our website today now sits at the top of many Google searches📈 Outside of AC, she is also a full time editor and visual effects artist on TV commercials, and has been putting her skills to use in the community by creating epic Assassin's Creed tribute videos, miniature figure painting videos and editing episodes of our Rally the Creed podcast! Frame Hold Photography
- Assassin's Creed Shadows: Reddit AMA session highlights | TheOnesWhoCameBefore
Assassin's Creed Shadows: Reddit AMA session highlights Breakdown Share 14 Dec 2024 Written By: Edited By: UbiCypher (Joe) Zephryss Back To Database Refined Mechanics, New Modern Day plot, Retconned Lore and No Basim -"The delay has helped focus and allowed to be able to tweak the game". - Ubisoft Quebec's developer Jonathan Dumont states. Reddit's Official r/Assassin's Creed logo. This week's Reddit AMA session was a delight for the Assassin's Creed community. The developers Charles Benoit , Thierry Dansereau , Jonathan Dumont and Brooke Davies did a good job at answering the majority of the questions providing insightful information ahead of time albeit many spoilery questions that the community attempted to see through -myself included- clearly showing the love and dedication poured into the game, the delay having helped to "Focus on polish, debug and balancing" according to Jonathan, adding that they also had the time to address "stickyness in the parkour, accelerating responsiveness of inputs and fix rooftop behaviours" , which, is one of the main pillars of the upcoming Ubisoft game and seemingly pretending to be a strong rival to the community-praised parkour of Assassin's Creed: Unity. One of the most common complaints in the first two games of the latest RPG trilogy was the loot, which was random, Valhalla addressed this swapping the randomness by progession /exploration-based unlocks which is also returning in Shadows, the loot being more unique rather than acquiring the same bow infinite times since they are now tied to specific locations, special enemies and targets -which will drop the best loot- we'll have to eliminate through the story. The historical aspects of the game as well as its characters will be displayed in a "Codex-like Database" similarly to Assassin's Creed Mirage's fashion, somewhat bringing back that old feel of in-game historical information provided by Shaun Hastings in the earlier games. This is not the only feature borrowed from Bordeaux's game though as the "Target Board" is also returning. Talking about borrowing, Shadows takes from Valhalla's Settlement system as well -as seen in previous blogposts- however the devs mentioned that this time it will have a direct impact on gameplay and highly customizable features basically being its own sim-city like minigame allowing us to build rooms and specific buildings to further boost our stats or NPC relationships. The Photo Mode is also getting a long-craved revamp, so all the VP's out there will have a blast with photo-making throughout 2025 as it won't only be rebuilt entirely and available at launch, but it'll also be updated regularly adding more features as Shadow's life-cycle progressess or so it seems according to the devs, which is cool and also stunning that given games like Far Cry 6 as the latest example with a rich Photo Mode, it wasn't available in such a way in earlier games. Assassin's Creed Shadows' settlement Sim-like building system. Modern Day & The Animus Hub Alas, some information on Modern Day! It was expected that Basim's storyline wouldn't continue in Shadows, or at least, not at launch since the developer Jonathan openly stated that he won't "currently" be part of Shadow's story, meaning that it will possibly make an appearance later and I'd say not to think negatively as this statement aroused suspicious throughout the community, many thinking that he will get the "Juno treatment" which of course, I hope it won't be the case. Basim Ibn Ishaq as depicted in Assassin's Creed Valhalla. Assassin's Creed Shadows "Will have a limited Modern Day story introducing a broader narrative in the Animus Hub" clearly setting the grounds for our expectations on that part of the narrative for the future to come, confirming many rumors and fears of many and also the statements of Assassin's Creed's Executive Producer Marc-Alexis Côté at the BAFTA a few weeks ago regarding their shift of focus setting aside the Modern Day plot favoring the History Plot at the front of the experience. However, Jonathan, the Developer in question that revealed all this information to us also expressed that extra information on Modern Day and the Animus Hub for that matter will be shared soon. Another set of sad news but also to be expected -except for a stubborn egghead like me- Assassin's Creed Memories, a role-playing trading card game exclusive to iOS released back in 2014 that already established the lore concerning Japan and its role in the Assassin's Creed Universe back in the day prior to Shadows, is going to be retconned or at least, some elements, according to the devs who answered my questions, revealing that Hattori Hanzō will be in the game, however, the fate of characters like The Four Guardians of Tokugawa Ieyasu and Mochizuki Chiyome is unknown at this point. Ubisoft Quebec's Developer: Jonathan answering my question regarding AC: Memories retcon. For those invested in the canonicity of the story, fear not as this time Ubisoft is not scared to say what is what instead of discretely set the canon in a novel in oder to avoid backlash due to poor decision making; "Canon Mode" now being a thing. This mode will make several choices for you that you would otherwise make yourself in what is assumed to be the "Standard Mode" , making your playthrough canon from A to Z without any hiccups or inconsistencies due to your decisions. Which is great as this kind of integrations in the game again shows confidence in their project which others previously lacked. Project Infinity - Now Rebranded as Animus Hub. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author UbiCypher (Joe) is an Assassin's Creed Transmedia expert who worked as the Lead Admin for the Isu_Network social media team, providing consistent social media content in the form of Assassin's Creed lore trivia, puzzles and news coverage, spending countless hours researching the series and real history. In 2025, he stepped back from his social media duties to pursue other opportunities. UbiCypher (Joe)
- Rally The Creed: Episode 5 Released w/ Gargudon and Col_96 | TheOnesWhoCameBefore
Rally The Creed: Episode 5 Released w/ Gargudon and Col_96 Podcast Share 6 Sept 2023 Written By: Edited By: Gustav Poulsen (Gargudon) Colum Blackett Back To Database 9 Years of TOWCB, Mirage & More - Rally The Creed Episode #5 w/ Gargudon & Col_96 In this new episode of Rally The Creed, Gargudon and Col look back on 9 years of The Ones Who Came Before, from Col first creating the site in 2014, first getting recognised by Ubisoft, our two guests first getting acquainted, the site growing and expanding, the future and much more. Also touched upon is the imminent release of AC Mirage, what to expect from it and the impact it will have on the community. 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 Virtual Photography: 22nd to 10th October | TheOnesWhoCameBefore
Assassin’s Creed Virtual Photography: 22nd to 10th October Community Share 11 Nov 2025 Written By: Edited By: Aaron Young Turið Torkilsdóttir Back To Database Welcome to the monthly virtual photography roundup hosted by Aaron Young from the AC Partnership Program. Every four weeks we will be picking our top five 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 @ ACFirstCiv Virtual Photography team. We wanted to celebrate the release of Assassin’s Creed Shadows: Claws of Awaji DLC, with a selection of photos from the community. We hope you all have enjoyed venturing back into Japan with this DLC and of course snapping some photos. 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: Claws of Awaji A Stillness Game: Assassin’s Creed Shadows VP Artist: Hotkey2435 The Ones Who Came Before Photo of the Theme Judge: @Falconswift87 Aaron Assassin’s Creed Shadows already possessed a vast array of environments, all unique and beautifully crafted. So, I became quite intrigued by a darker tone heading into the Claws of Awaji DLC. Afterall, Ubisoft Bordeaux did produce very creepy sections in the Wrath of the Druids expansion. It’s always important to have a balance though and that is where this elegant capture comes in. The composition is exquisite and the colours dreamy. The Autumnal trees look very impressive with their red hue. I love the addition of fog in the distance to add mystery to Naoe’s path. For me the white outfit complements the capture so well, drawing the eye into the centre. This shot has been executed brilliantly, bringing a calmness to proceedings. A worthy winner of the theme. Defensive Stance Game: Assassin’s Creed Shadows VP Artist: OpticsShatter Naoe is such an independent character and one that harbours a lot more under the surface. Her passion and determination drive her to be better. She makes for quite a compelling lead character due to her vengeance not being so clear cut as someone like Bayek. In the Claws of Awaji DLC Naoe will have to adapt to being the hunted one but judging by this capture she is more than ready. I am very impressed with the use of black and white, along with the cool defensive pose. I like how we can see Naoe emerging from the foliage, posed to strike. Her attire really leans into the assassin/ninja ethos. A striking portrait that is compositional interesting but also acing the lighting to bring the vibes of the DLC. Surveying the Area Game: Assassin’s Creed Shadows VP Artist: @XSpartanAimeeX I think one of the reasons fans longed so much for a Japanese Assassin’s Creed is the world it has to offer. Japan with its rich history and bountiful landscapes, coupled with the spectacular buildings makes for the perfect playground for players. This capture is really selling that theory with a stunning photo of Naoe surveying a stronghold from the hillside. The colours are so pleasing on the eye, and the superb white of the structure marries nicely with Naoe’s outfit. The foggy background adds to the atmosphere and serves to further highlight the strong autumnal colours. The layout of the shot is akin to the promotional material produced by Ubisoft themselves. It really is a beautiful capture that makes me want to jump back into the game. Bo Master Game: Assassin’s Creed Shadows VP Artist: @TakaSanGames Over the years I have played many games and for the most part enjoyed taking photos in them. I've always had a soft spot for portraits and I think Assassin’s Creed lends itself so well to capturing them. With Shadows implementing the pose option within the photo mode, a whole host of opportunities have now opened up for us VP artists. Taka, known for producing impressive portraits has once again delivered with this captivating shot of Naoe. There is so much to appreciate here from the shadow work to the soft colour tones. It’s impressive how you cannot see Naoe’s eyes shrouding the picture in mystery. I love how realistic this capture looks, almost as if it is a professional shoot. I know Taka mentioned going for a magazine cover style, I think that has been impeccably achieved. The Many Faces Game: Assassin’s Creed Shadows VP Artist: @ marcromanbravo Ubisoft Bordeaux have consistently delivered this generation. They have produced a fan favourite in Mirage alongside too very impressive DLC’s. Both of which have balanced story with a side of horror. I felt the Druid approach worked really well in Valhalla, creating a very different feel from the main game. The Awaji DLC has worked in a similar way. I can’t quite believe this capture is from an Assassin’s Creed game. At first glance you would think it’s a horror title. The focus on Naoe is so unnerving, coupled with one of the many poses you can use in the game. The lighting on her face and the highlights of gold and red make this extremely terrifying. The atmosphere is heighten by the pouring rain and the creepy figure appearing behind Naoe. I am really enjoying the mask just out of focus, adding layers to this frightfully good capture. 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: Feb 26th - 5th March 2022 | TheOnesWhoCameBefore
This Week in Assassin's Creed Virtual Photography: Feb 26th - 5th March 2022 Community Share 21 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) Renaissance Game: Assassin’s Creed II This week’s first capture comes from @hannyafoxdie over on Twitter. The scenery in Assassin’s Creed 2 is immense. The city of Venice is so vibrant, and this capture reflects it extremely well. I am always a fan of the protagonist standing on a rooftop. The colour of the tiles really pops in this image. I certainly appreciate the larger buildings in the distance and the waterway just below. 2) The Seaside Game: Assassin’s Creed Odyssey Photo number two comes from @FeRa0408 over on Twitter. This capture is so colourful and striking. Kassandra walking through the red plants is very iconic, giving me Gladiator vibes. There really is a lot going on here, with the flock of birds in the sky and the two ships floating in the water. This is possibly one of my favourite Odyssey shots. 3) Sunlight Game: Assassin’s Creed This week’s third shot comes from @realKICKFLIPKID over on Twitter. Once again, we travel back to where it all began. I have not yet played the original since I entered the VP world. This is definitely a capture I would attempt, though. I love the bright sun blazing in from the right and the birds circling in the air. I am particularly impressed by the hidden blade sticking out as if Altair is about to strike. 4) Black and White Game: Assassin’s Creed Valhalla VP number four comes from @DagNammit86 over on Twitter. Black and white shots can often get missed, but this one stood out to me. I really like the depth of field drawing your eye to the archway which seems to make this image so bright. The simplicity is a breath of fresh air, minus the civilian this shot is pure environment. 5) Egyptian Hedj Game: Assassin’s Creed Origins The final capture of the week comes from @nkeiiin over on Twitter. Bayek and Origins captures are my favourites. Once again great use of the depth of field, really makes Bayek stand out amongst the burning sun. Nice to see Bayek in the Hedj robes, such an underrated look. I was so happy when they returned in Assassin's Creed Valhalla. 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 Codename Hexe Teaser Analysis | TheOnesWhoCameBefore
Assassin's Creed Codename Hexe Teaser Analysis Analysis Share 11 Sept 2022 Written By: Edited By: Preston Carbonaro Ashlea Blackett Back To Database Fans of the franchise were given a goodie bag filled with treats at the Ubisoft Forward Assassin's Creed Showcase event , ranging from a gorgeous cinematic trailer for the much-awaited Assassin’s Creed Mirage, updates on the upcoming Netflix show, a new mobile game, and tantalising teaser trailers for future games. One short, eerie trailer in particular - for Codename Hexe - featuring barking dogs, bare trees, and an open fire, has left fans and codebreakers alike intrigued and perplexed. In his segment during the Ubisoft Forward event, Marc-Alexis Côté – executive producer of the Assassin's Creed franchise - said that he’ll leave it up to us to spot the little secrets. So, let’s get down to business! Starting from the most prominent object in the image. The Assassins symbol, of course. As you can see, it is made out of twigs and twine; very primitive in design. Personally, I couldn't help but think of handmade Halloween decorations when I saw this. More specifically decorations used by pagans during Samhain. Which brings me to my second observation. What seems to be an eight-pointed star (octagram) drawn in chalk on the wall behind the AC insignia. Octagrams have various different interpretations and meanings in various religions around the world, but I decided to focus more on Paganism and Occultism as that seemed to be the theme of the content. Lo and behold, my research eventually led me to The Wheel of the Year, an annual cycle of seasonal festivals, observed by many modern pagans, consisting of the year's main solar events (solstices and equinoxes) and the midpoints between them. A few more searches further confirmed my hunch. The images below are similar to what is seen in the Hexe reveal trailer. Writer’s note: The Yule, Ostara, and Lammas festivals all feature in Assassin’s Creed Valhalla. There was also The First Night of Samhain quest. And what of the text in the Hexe diagram, you ask? My first guess was the Theban alphabet, also known as the Honorian alphabet, Runes of Honorius, or witches' alphabet due to its use in modern Wicca and other forms of witchcraft. However, upon further inspection and more research, I concluded it to be from The Alphabet of the Magi. A variant of the Hebrew alphabet, it was used for inscriptions in talismans in 17th-century occultism. It also seems that the chalk wall behind the Assassin's Creed insignia hold a secret, as discovered by Community Member Boukhari Adam. The letters are actually from the Magi alphabet, and spell out ''We work in the dark to serve in the light!''. See how everything is linked? Let’s analyse further... “Codename Hexe” (pronounced hex-uh). ‘Hexe’ is the German word for ‘witch’. In English we use very similar words like ‘hex’ or ‘hexed’, which mean: to cast a spell on; to bewitch. So, taking into consideration all of these ideas and how closely related they are to each other, I am assuming that Codename Hexe will revolve around the witch trials which took place in 17th century Germany. Namely the Würzburg witch trials of 1625-1631. Let us know what you think. Would you be interested in playing an Assassin’s Creed game which involves such themes? And what do you think about the possible setting? One thing is for sure. Dark times lie ahead. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Preston is a long-time Assassin's Creed fan of both the games and the soundtracks. He works as a primary school educator, and is also a part-time actor. He takes a keen interest in mythology, symbology, codes and puzzles. Some of his passions include writing, reading, art, gaming, football, and music. Preston Carbonaro
- Assassin's Creed Watercolour Art Dump by Shaya Fury | TheOnesWhoCameBefore
Assassin's Creed Watercolour Art Dump by Shaya Fury Community Share 22 Mar 2024 Written By: Edited By: Shaya Fury Colum Blackett Back To Database We are pleased to present the works of TOWCB Artist Shaya Fury who has created a series of watercolour creations inspired by the world of Assassin's Creed. Enjoy! We particularly love this art journal, as each page brings the world of Assassin's Creed to life. The Isu architecture left behind by the First Civilisation is recognisable in all mediums, and Shaya has done a great job at representing the long forgotten mechanisms once used by humanity's ancient ancestors. Ways to support the artist Art Lessons Shaya is now giving art lessons online, teaching both traditional and digital styles, starting from the basics, colour theory, different materials and more! If you're interested, send her a message on Twitter. Etsy Shop You can purchase art by Shaya Fury on Etsy , or contact her for commissions. Patreon Shaya has six levels of subscription on Patreon, offering different levels of access. Shaya Fury LinkTree comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Shaya Fury is an Artist/Freelance Illustrator who blends a mix of traditional methods with digital designs to create art pieces that are bursting with colour. Shaya Fury




















