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- The Gaming Library: How Assassin’s Creed Influenced My Interest in History Books | TheOnesWhoCameBefore
The Gaming Library: How Assassin’s Creed Influenced My Interest in History Books Other Share 12 Feb 2024 Written By: Edited By: Michael Smith Colum Blackett Back To Database Banner by Thea Marie Rivedal (Moonchildgecko) from TOWCB Art Team. Collecting has been my favorite hobby since I was a child. Whether it be games, comics, trading cards, or random items with a shared theme, I was always driven to collecting. As I grew, my focus would change and my collections would be the funding to help me start my next pivot at reaching an undetermined and unmet goal of having an interest to talk about. This would continue with only one collection ever growing, my gaming library. Each year (or sooner) I would find myself bored with my current system and with no way of getting money to purchase something new, I would gather what I owned, go to a game store and trade it all in towards a different console, usually something older as they were cheaper at the time. In 2020 I made a decision to pivot my collecting of games for the Nintendo Switch, to the Xbox family of systems. Selling most of my games, I was able to fund a secondhand system (and later a Series X) and start a new collection of game series that I had interest in or had played before and wanted to revisit. It was a quick way to build my library up again and play games that I actually wanted to and not ones that I felt like I had to because I purchased them for my shelves. One of these series was Assassin’s Creed. A few months after starting this new gaming journey, I began expanding my collection for the Assassin’s Creed series. Purchasing all of the games, their respective strategy guides, novels, art books, and anything I could get my hands on that were considered content for the full world of this franchise; in addition to collectables like statues and figures. My plan was to layout all of the content and transmedia into one large timeline and play/read everything from the oldest historical time periods to the most recent. This is something I have openly shared in other articles written for The Ones Who Came Before and one of the biggest accomplishments in my years of gaming. Starting with Assassin’s Creed: Odyssey, I explored and absorbed the history of Ancient Greece. I wanted to search every inch of the map to complete the game in its fullest form and try to catch up on the series as I was very behind, with Valhalla being the current game at the time. After finishing the game and reading the extra content in the strategy guide and art book, I moved to the novelization of the game and then onto AC Origins. This trend will continue as I work through the series, where I am currently in the 18th Century during the Golden Age of Piracy. As I continue, I keep revisiting older centuries while new content is released, waiting for more from Assassin’s Creed Mirage at the time of this writing. In June of 2022, I was walking around a local bookstore and saw a series of museum photo books for Ancient Greece, Egypt, Rome, and the Viking era. I gathered them and flipped through a few pages to see what they were and sparked the idea of building a library to help me learn more about the real world history that is laid out in the Assassin’s Creed games so that I could have a better understanding and experience when I replay the games in the future. Prior to this visit, I had finished reading Kate Heartfield’s first entry in the Assassin’s Creed Engine of History trilogy; The Magus Conspiracy . In this story, Assassin in training, Simeon Price studies under the mentorship of Oscar Kane and is tasked not just in the art of stealth and combat, but also studies to better his education. Listed in various parts of the book, Simeon reads tomes of great historical value to mankind. This was the first time that an Assassin’s Creed story has provided insight to the materials an Assassin would study. Opening the digital copy I kept on my phone, I went to my highlighted notes and looked at the books Simeon read. Two of them I knew to be easily available so I searched for them with the assistance of an employee and left with the four previously mentioned museum books and a copy of the 1818 text edition of Mary Shelley’s Frankenstein and Anne Bronte’s The Tenant of Wildfell Hall . The former was a book that Simeon was tasked in reading and the former was used in comparison of the creation and rebellion of Frankenstein’s monster to that of the humans to the Isu race; the ancient civilization behind the lore of the Assassin’s Creed franchise. I purchased these two books and when I returned home, I started my comment thread on Twitter to catalogue and share my progress on this new project. Over the course of the next few months, I started scrubbing through the Assassin’s Creed transmedia items in my collection, looking for references to any book in their pages. When I started a new game, such as Black Flag, I would document the books that were used for the codex, mentioned in conversation, or referenced in the Modern Day content or the supplementary strategy guide and art book. I would continue to do this for each new media I consumed and at some point, I will go through the games I have already finished when I work through my timeline the second time. While doing so I will also make note of figures and events in the games so that I can expand my library past the referenced materials. One of the more entertaining ways of finding books that were used to design the games was through old production videos from Ubisoft and pausing to look at the covers and spines and write down what I found. I luckily had picked up one of these books for Assassin’s Creed Origins titled, Sunken Cities: Egypt’s Lost Worlds without realizing it until I saw the BTS video for it. This just excited me more so when I ran out of videos to review, I reached out to a few people around the internet to gather additional book titles and would ask authors for their lists of research books for the novels I would read going forward. Since I started I have collected 81 books covering nearly all of the time periods that have been depicted in the Assassin’s Creed series. Each section is noticeable, especially next to the games that were based around them, and Ancient Greece seems to be the largest group of books. What is funny about collecting is that I don’t read everything right away, so of the 81 books I own, I have only read 10 of them. I’m reading these sporadically, but collecting is the fun part. It is because of Assassin’s Creed that I have an actual interest in history now. In all games and media that I consume these days, I am listening for period appropriate texts and plan on continuing this collection once I finish the AC series with other game titles. Wanting to learn more about the contents of history so that I can better understand the games is enjoyable and I’ve learned a lot in doing so. I think about the future, of having a library that I can not only enjoy, but share with others. Not knowing where the series will go, or if it will even continue after the next decade, I can guarantee that my exploration of history will continue with other games & media. My most recent purchases have been based around the Middle East and The Golden Age of Piracy. I received books for Christmas tied to Assassin’s Creed: Mirage and Assassin’s Creed: The Golden City in addition to books I purchased about the pirates of the Golden Age of Piracy as seen in Assassin’s Creed IV: Black Flag . I wasn’t aiming to get these specifically, but they were what first caught my eye and I had been wanting a few of them for a while (mainly the pirate books). This weekend I plan on going out again to see what I can find and maybe one day I can find and afford to purchase an original printing of an old book such as The Prince by Machiavelli, or a first edition of The Hunchback of Notre Dame as that would be a great focal point to my library. My love of the franchise has only grown with my yearning to learn more about history. Having the opportunity to look into the process of the developers and how they make the games, studying as Shaun Hastings would to assist Desmond Miles. For now though, I await to see what knowledge I will read from Feudal Japan, the witch hunts of Germany, the Great Wall of China and onwards. History has become my playground, much like Ubisoft sings from this franchise and the creed of the Assassins Brotherhood. 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 Virtual Photography: 6th to 17th May | TheOnesWhoCameBefore
Assassin’s Creed Virtual Photography: 6th to 17th May Community Share 28 May 2024 Written By: Edited By: Aaron Young Colum Blackett Back To Database Welcome to the biweekly virtual photography roundup hosted by Aaron Young from the AC Partnership Program. Every two weeks we will be picking our top 5 favourite Assassin’s Creed shots and showcasing them on The Ones Who Came Before website, in order to promote virtual photography and talented content creators within the community. This theme has been run by the TOWCB VP team. We have been monitoring the hashtag and the community hub to see all your wonderful shots. Keep an eye on the site as more shots are added, we are looking for captures across all Assassin’s Creed games. Tag your photos to #ACFirstCivVP for a chance to be featured. Theme: Assassin’s Creed Wisdom Game: Assassin’s Creed Valhalla VP Artist: @ Majdulf47 The Ones Who Came Before Photo of the Week Judge: @ TuridTorkil Turid Majdulf has a talent for creating mesmerising shots. The strong red background in this one catches the eye while the moody composition of the raven on the skull makes you stay for a while. It’s amazing to see what one can do with two colours. Aaron “Odin smiles on us today”. Although Assassin’s Creed Valhalla doesn’t have the vibrant scenery of Origins and Odyssey it does have the best moody environments. These are hauntingly showcased in the cursed areas within the game. Majdulf has encapsulated the troubled lands of England with his excellent composition of a Raven atop a shrine. Using just the red and blacks elevates this capture to a new level and makes it stand out from the rest. I love the symbolism of Odin through the Raven and the Paganism that still lives within the Saxon kingdoms. Remains Game: Assassin’s Creed Valhalla VP Artist: @ well_jodye “We were three ships in a summer’s dawn”. The Viking longship is key to Assassin’s Creed Valhalla. Without these impressive vessels the Vikings would never have been able to bridge the gap between Scandinavia and the rest of the world. If you spend any time scouting the shores of Valhalla, you will find dilapidated ships taken back by the sea. This is a beautiful capture of just this with two ships long abandoned and consumed by nature. The sepia tones give this shot a vintage feel that fits with the narrative of neglect. I really like the use of fog to add that feel of the sea and the greens really attract the attention. I think the composition is excellent with your eyes drawn up the beach to the longship. The Sea Game: Assassin’s Creed Odyssey VP Artist: @ Jaco8ee “I believe my time here and this trial may help me find the answer”. One of the reasons I play Assassin’s Creed games is for the epic scenery. If you can’t travel the world then at least you can see jaw dropping locations in game. The Assassin’s Creed Odyssey coastlines are some of the most stunning I have seen. Here we have one of these locations with the water looking so realistic. I am impressed with how the shot has been split into two by the arching rock formation. The boats and mountains look fantastic in the distance and add huge depth to the photograph. How could anyone resist performing the leap of faith into that gorgeous location. The Lost Archive Game: Assassin’s Creed Revelations VP Artist: @ cyrielle_vp “Nothing is true, everything is permitted.” I adore covering Assassin’s Creed virtual photography, but it does sadden me how we often lack shots from the old games. I wish there could be a photo mode added to them all. I did not expect to be including a Lost Archive capture in this week’s showcase. The Animus sections of the Assassin’s Creed games are perfect for capturing but unfortunately haven’t featured prominently in the RPG entries. This photo is so unique and breaks the norm for Assassin’s Creed. I am getting serious Control vibes here. The beautiful columns from Subject 16’s memory make for a fantastic shot. Eagle Sight Game: Assassin’s Creed Mirage VP Artist: @ JChoukroun “Our prodigal Hidden One returns”. Assassin’s Creed Mirage certainly lends itself to minimal photography. The vast deserts with their lone trees or rock formations are a dream to capture, but so are Basim and Enkidu. I have really enjoyed capturing the two of them as they scale buildings or cross deserts. Here we have the two posing elegantly atop a sync point. I really like the minimal aspect of this capture but also the old movie making style. Basim is a character that often reflects on his actions, and this absolutely shows that side of him. Synchronization in Assassin’s Creed is all about taking a minute to breath before the famous leap of faith and that for me is what this photo shows us. 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
- Community Questions - JemmaJamArt | TheOnesWhoCameBefore
Community Questions - JemmaJamArt Community Share 24 Jul 2026 Written By: Edited By: JemmaJamArt Gargudon Back To Database Tell us a little bit about yourself! Hello! I'm Jemma, a hobbyist digital and traditional artist. I love expressing my emotions and sharing them with fellow fans through my artwork. Ever since I was young, I've enjoyed drawing my favourite video game characters, especially because of their beautiful and intricate costume designs. As I grew older, I realised that Assassin's Creed was the perfect series to showcase my artistic abilities, thanks to its rich historical settings and grounded realism. I like to take my time with every illustration, despite life's challenges. Focusing on fine details and genuine emotion is one of the most important parts of my creative process, allowing me to create artwork that Assassin's Creed fans can truly connect with and enjoy. Do you have a favourite piece of content from TOWCB? At the moment, my favourite part of TOWCB is how much it values the Assassin's Creed community itself. I really enjoyed seeing the spotlight given to community artists, creators, and fans, because it reflects the idea that everyone can contribute to the series in their own way. What are your hopes and expectations for the future of Assassin's Creed? I hope Assassin's Creed continues to deliver unforgettable stories and memorable characters while exploring new historical eras. I would also love to see remakes of the 2007 original, the Ezio Trilogy, and Assassin's Creed III in the future. More than anything, I dream of seeing an instalment set in Spain. Its fascinating history deserves to be explored in depth. Any Assassin's Creed games you have been playing recently, and which one(s) are you playing next? Right now, I'm focused on Black Flag Resynced , and I'm looking forward to seeing where the series goes next. I still play Assassin's Creed Rebellion every day. I'm also considering revisiting Brotherhood , as I recently picked up the novel. It will be exciting to rediscover the story and uncover the details that the game couldn't fully tell. Which Assassin's Creed game is your favourite and why? My answer might be a little unusual because I have two favourite games instead of one, and they're closely connected; Assassin's Creed Rebellion and Assassin's Creed Brotherhood . Rebellion is my first choice because its main story is centred around Spain, featuring the Spanish and Italian Brotherhoods working together. Every character in the game has their own unique story, and despite its smaller scale, it's the only game that brings together so many protagonists from across the series in one place. As for Brotherhood , it's the game that, to me, truly showcases what it means to be a leader. It follows Ezio after all the hardships he endured, revealing the wise and inspiring Mentor he became - one whose legacy is remembered not only within the game's world, but also by fans in real life. I have to admit that this is my favourite version of Ezio. That said, I can't overlook Assassin's Creed II . Italy has been a country I've loved since childhood, and even today I still can't get over how beautifully the Renaissance era was brought to life in that game. Have you visited any locations from across the games in real life? Yes, specifically Istanbul. I visited the Hagia Sophia mosque and stayed near the Galata Tower. Sadly, I was too young then to fully appreciate the beauty and historical significance of those remarkable places. These days, my biggest dream is to visit Italy, where so many of my dreams reside, and one day live in Turkey again. Have you attended any events related to the Assassin's Creed community? Not personally. Most of my participation in the community has been through sharing my artwork online and connecting with fellow Assassin's Creed fans. Do you have a favourite Assassin's Creed Community moment / story you would like to share? Yes, I have many great memories, but the one that stands out the most is when Malek Teffaha complimented one of my artworks. I was absolutely thrilled once I realised who he was. What would be your dream setting and location for a future AC instalment? Spain, because I believe the events introduced in the Assassin's Creed movie were only briefly touched upon and deserve to be expanded into a full game. What would you say is your most significant AC community achievement to date? I've had the opportunity to achieve several memorable milestones thanks to Assassin's Creed . I created a series of fun stickers for the Assassin's Creed Rebellion Discord community, some of which were inspired by popular memes. I also collaborated on that project with the Malaysian artist vek_torian. Later, I worked with the community moderators to create a special artwork as a gift for a former Ubisoft Halifax employee. I'm also honored that Ubisoft Middle East follows my artwork on Instagram. Additionally, both Lee Majdoub, the voice actor for Basim, and Magnus Bruun, the actor behind the voice of Eïvor, liked the posts in which I featured their characters. Finally, one of my proudest achievements was winning the art contest for the Reverse: 1999 × Assassin's Creed collaboration event. I received a set of limited-edition prizes , and I see them as a meaningful recognition of my work and artistic journey. What are your favourite things about the AC community and your part in it? I love how creative this community is. From artwork and cosplay to photography, music, and story discussions, it's always inspiring to see the different ways people celebrate their passion for Assassin's Creed . My role is simply to contribute through my art, and I hope the pieces I create can bring a little enjoyment to fellow fans of the series. Do you collect AC merchandise? If so, what is your favourite item? Yes, I have two favourite collectibles. The first is a Chibi Ezio figure, which I received as a birthday gift and still treasure. The second is a very special handmade plush doll, created by the talented German artist alrakia_serpent. She crafted it with great care from fabric and leather, and it depicts one of my favourite Assassin's Creed Rebellion characters, Girolamo da Luca. It's one of the most meaningful pieces in my collection. Where can our followers find you online? You can find me on Instagram as @jemmajamart , where I regularly share my Assassin's Creed inspired artwork, along with my other artistic creations. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author JemmaJamArt is a traditional artist who joined the TOWCB Art Team in July 2026, in an effort to widen the variety of art styles on the team. She is known online for her unusual art style, which can be described as a mix between comic book panels (manhwa), manga and chibi! Throughout 2026 and beyond, Jemma will be working alongside TOWCB's Art Team on a variety of projects, which range from creating art for fundraising, art projects to celebrate game launches and landmark anniversaries, and art pieces in collaboration with the social media team. By joining the AC Partnership Program, we aim to boost her profile within the community and create a meaningful relationship with Ubisoft. JemmaJamArt
- This Week in Assassin’s Creed Virtual Photography: 13th to 19th February | TheOnesWhoCameBefore
This Week in Assassin’s Creed Virtual Photography: 13th to 19th February Community Share 21 Feb 2023 Written By: Edited By: Aaron Young Ashlea Blackett Back To Database Welcome to the weekly virtual photography roundup hosted by Aaron Young from The AC Partnership Program. Every week I will be picking our top 5 favourite Assassin’s Creed shots and showcasing them on The Ones Who Came Before website, in order to promote virtual photography and talented content creators within the community. Aaron is a keen virtual photographer and loves to post his journeys through Assassin’s Creed on Twitter. Keep an eye on the site as more weekly shots are added, we are looking for captures across all Assassin’s Creed games. Tag your photos to the #TOWCBWeeklyCapture for a chance to be featured. This week’s theme: Assassin’s Creed Guardian Game: Assassin’s Creed Origins VP Artist: @ Pibu_Ra First up this week we have a gorgeous shot of Bayek stood atop a building. The burning colours of the sunset are just delightful. The silhouette of Bayek in the Horus outfit with Senu on his arm is just perfect. I must mention the birds in the sky too. Everything is aligned so well in this capture. It reminds me of the moody cinematography of The Dark Knight Trilogy. Link: https://twitter.com/pibu_ra/status/1595458460878925827?s=46&t=YewA56R-1GGtit5lI2FR IQ Taking Flight Game: Assassin’s Creed Origins VP Artist: @ VirtualCaptures Next up we have a shot that represents the beauty of Assassin’s Creed Origins. This capture is from a stunning set of four shots that are all magnificent. What drew me to this photo is the deep, rich colours that are a staple of Origins. I love the bird taking flight and the NPC in his straw boat. The cloud formations above just add to the elegance of this shot. Link: https://twitter.com/virtualcaptures/status/1625296015296266240?s=46&t=YewA56R-1GGtit5lI2FRIQ Senu Game: Assassin’s Creed Origins VP Artist: @ blackdog_vp I could not resist selecting this shot for the weekly showcase. Despite an abundance of Senu/Ikaros shots recently, this one stood out due to it amazing perspective. Senu looks elegant as ever soaring over Alexandria. Capturing the lighthouse in the background with the smoke rising from the top is nothing short of genius. The Ones Who Came Before Photo of the Week: Judge: Colum Blackett (Col_96) This is such a unique capture that demonstrates a clever use of the photo mode tool. I particularly like the contrasting colours within this shot, and use of perspective to create an optical illusion where the eagle appears to be a similar size to its surroundings. Seeing Senu in flight passing the Lighthouse of Alexandria immediately makes me think of Bayek the protector, keeping a watchful eye over his beloved Aya. This would make a great phone background. Daredevil Game: Assassin’s Creed Valhalla VP Artist: @ MissEvieFrye A new hashtag from our friend’s @CreedScholars brought about this unbelievable shot from Miss Frye. I am a massive fan of this VP artist, and this shot is up there as one of my favourites. I am getting huge Daredevil vibes from this capture. The hood, eye mask and wild hunt tattoo make for such a striking shot. I would not be messing with Eivor looking like this. Eivor Varinsdottir Game: Assassin’s Creed Valhalla VP Artist: @ TuridTorkil We end this week with a beautiful black and white portrait of Eivor. Black and white VP can be so impressive but often under used. There is a clean look to this shot and that really helps highlight the amazing details on Eivor’s face. I love the hair and tattoo combination with the face scar really prominent. The winner though is her look, excellent camera positioning. 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
- Why Assassin's Creed Remakes Will Succeed | TheOnesWhoCameBefore
Why Assassin's Creed Remakes Will Succeed Wishlist Share 12 Jul 2024 Written By: Edited By: Hayden Bird Colum Blackett Back To Database Ubisoft CEO Yves Guillemot announced recently that some of the classic original Assassin’s Creed games would be getting remakes, which means completely rebuilding and overhauling the original games in the series to hold up better against modern gaming years later since the beginning days of the series. Given the technology in the gaming industry has rapidly advanced since the start of this franchise, it makes sense for Ubisoft to use this modern tech to their advantage. The Assassin’s Creed series has been active and alive for over 15 years and counting, and over that time the games have changed a lot. The original games from the beginning were ground-breaking games in the industry that still have impacts to today’s game development. The stealth and parkour formula became an inspiration for other games following this same template. Even today, stealth themed games are in some way created by the foundation that is the Assassin’s Creed series. Now that Ubisoft has shown more interest in their roots of the franchise, only good things can come of this development direction from the company. Assassin’s Creed as we know it is unlike its past. Which has been a change for the good, as certain aspects of the older games simply do not hold up today, like oblivious side characters and enemies, old reused mechanics, or features from the original games that would make the current state of these games seem outdated and considered being out of touch with the rapid change of the gaming industry. Times have changed in this business, and to survive, Ubisoft has to evolve with the median, otherwise the series would remain stuck in the past and unoriginal. Ubisoft shows they not only care about the future games of the franchise, but also showing their appreciation to their beginnings. Creating these remakes is a huge step forward for this world-wide game industry giant, as they are aware that Assassin’s Creed is still as popular as ever, and doubling down on their best franchises is the way to succeed as a company. The future of the series already has several games announced and rumored, and now the idea of remaking the older games would be great for the reputation of these all time classic games. While the originals still are impressive and great, some of them do not hold up well in today's standards, both graphically and mechanically. The technology used in 2007 is much different than what we have today. The tech industry is a quick and ever evolving business, meaning you're forced to adapt with the change, or you could be left behind. The graphics from the original games were considered impressive at the time of their release, but now in an era where games can be created in almost life-like visuals, the state of the classic games look outdated. So, remaking these games can do justice to their legacies by improving on what are already industry-changing games, and making them hold up in our modern standards. Ubisoft has many years to plan and decide on the exact direction to take for these remakes, but from what we know already, fans should be excited for what to expect in the future. Ubisoft could make these games impressive in today’s vision by not only improving their visuals, but also going in depth into development and changing the way these games are played that would match what we expect today. It's clear Ubisoft knows that to create these remakes, the games should be updated but not abandoning its core. A way Ubisoft could approach this idea is by changing the more outdated mechanics of the past, but keeping the concept the same. Such as updating the parkour from the original games, by cleaning up the outdated parkour such as accidentally ejecting off tall building one has climbed by pressing the wrong button, which, thankfully, has been changed in the more modern Assassin’s Creed games where accidentally jumping to your death is not very possible anymore by not allowing it to be so easy to fall down. Ubisoft could also update these games with adding enemy AI awareness. In the past when playing the game it sometimes would be easier to pretend to be spotted until the enemy notices enough to come and investigate your position and you could take them down from there. This altered the way enemies are traditionally supposed to react, and is unrealistic to how modern enemies in gaming are. Which makes you have to be more careful about being spotted, instead of using it as an unfair advantage. Ubisoft is capable of perfecting these remakes to the point where it plays similar to current Assassin’s Creed series mechanics. The graphical updates could also have the game look as the developers would have originally envisioned, given the lack of advanced technology at the time of the games creation. Now, since games look so close to life-like graphics, these classics will look like they would have if the gaming world had today's technology available years prior. It is up to Ubisoft on how to approach these remakes. Whether it be remaking all of the originals, or remaking the ones they think would play best in modern standards. Ubisoft has plenty of options to choose from as the production could begin in the near future. However they decide, fans should trust that the vision Ubisoft has selected for these remakes will be a faithful adaptation of these all-time great gaming masterpieces. It is smart Ubisoft is investing their efforts so much into the Assassin’s Creed franchise, and not only focusing on future installments, but other ways to bring this beloved franchise to life. Remakes of these games are a brilliant idea from Ubisoft, as it will cater to all fans of this series, and those who may be new to Assassin’s Creed . Now that remasters and remakes are all the rage now, plenty of popular classic games are getting that treatment, so Ubisoft has picked a smart time to take advantage of this rise in popularity, and honor the roots of this franchise with remakes that rejuvenate the history of the series and perhaps one day have all the rather outdated Assassin’s Creed games match modern standards and once again have them become a staple of the industry, just as the did when they originally released many years ago. The Assassin’s Creed fan base should be excited for the future of these games, and Ubisoft’s dedication to admiring and adapting their massive money-making franchise. comments debug Comments (1) Write a comment Write a comment Sort by: Newest YoverAar1 Feb 06 Assassin's Creed II remake Like Reply 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
- Early Assassin's Creed Shadows Box Art Designs Revealed | TheOnesWhoCameBefore
Early Assassin's Creed Shadows Box Art Designs Revealed News Share 29 May 2024 Written By: Edited By: Colum Blackett (Col_96) TOWCB Team Back To Database Creative Studio Two Dots have revealed that they had the opportunity to work alongside Ubisoft to create the stunning visuals and box art designs for Assassin's Creed Shadows. From intricate details of the characters’ posings to the majestic landscapes, every aspect of the visuals were crafted with care and precision. The images that interest us the most are the ones which give us a look at early concepts which inspired the finished pieces, with the close-up images also providing a better look at the finished designs. TwoDots have worked alongside Ubisoft on previous Assassin's Creed marketing campaigns, and have created some of the most iconic imagery for the series in recent years. Colour tests on "Standard" Concept Sketch Final Colour Concept Sketches From Greyblock to Color/Mood to Final "Standard" art Final Designs Standard Edition Close-up Gold Edition Close-up Ultimate Edition Close-up Stay tuned for more news and updates on Assassin's Creed Shadows. 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 Assassin's Creed Game: Caledonia (Scotland Part 2) | TheOnesWhoCameBefore
Pitching an Assassin's Creed Game: Caledonia (Scotland Part 2) Wishlist Share 7 Oct 2025 Written By: Edited By: James Davis (TopChef1288) Colum Blackett Back To Database In this article, I will be exploring Scottish mythology and how it could be woven into an Assassin’s Creed game set in Scotland. In part one, we pitched an Assassin’s Creed game set in Scotland under the leadership of William Wallace. Scottish Brotherhood of Assassins by Okiir Mythology has been part of Assassin’s Creed since the very beginning, with the introduction of the Isu. Over the years however, its role has grown; almost becoming a central pillar of the franchise. From Origins to Shadows, mythology has shifted from being a subtle undertone to taking center stage. This evolution has divided the fanbase. It has become something of a “marmite” element, and you either love it or hate it. Personally, I have enjoyed it. I think if done correctly, mythology can enrich the story and open up new creative avenues. That being said, I also appreciate the way Shadows handles mythology. Mythical creatures weren't portrayed as literal monsters, but rather as people disguising themselves as these legendary monsters. It grounded the myth in a way that fit perfectly within the Assassin’s Creed world. Loch Ness Monster: Few tales from Scotland are as enduring as that of the Loch Ness Monster. Known affectionately as “Nessie” the creature is said to haunt the deep murky waters of Loch Ness. Descriptions vary, but most paint the same picture in your mind. A vast, long necked shape gliding through the water, with what appears to be humps breaking the surface before vanishing back to the depths. The legend stretches back nearly 1500 years. Early chronicles tell of strange beasts in the lochs. With one account describing a monster near Inverness that pulled a man beneath the waves. By the late 13th century, the story of “Nessie” was already whispered across the highlands. Part warning, part curiosity and always tinged with fear. The Surgeons Photograph (1933 hoax b y Robert Kenneth Wilson) How it could work in Assassin’s Creed: Because the game we pitched in a previous article is set during 1290-1307, the Loch Ness Monster could be woven into the story two different ways. Depending on how to play the myth, the best way. Firstly, we could make the monster a reality. “Nessie” could be tied directly to the Isu. Rather than a flesh and bone beast, it could be a by-product of the ancient technology buried beneath the loch. Something designed for war or perhaps a guardian left behind to protect Isu relics. To the people of 13th century Scotland, it would appear as nothing less than a monster lurking in the deep, dark and murky waters. Encounters would be rare, but enough to feed the fear and spread the legend among the locals. Secondly, the Loch Ness Monster could be nothing more than a story, cleverly twisted by the Templars. During the War of Independence, the loch and its surroundings could serve as key routes for moving troops or even collecting Isu relics. By spreading tales of a deadly creature in the water, the Templars ensure that locals and any one a danger to their operations; stay away. Anyone who disappears near the loch isn't the victim of a beast at all. But of Templar blades. Band art by Schammasch, resembling an enemy faction in Assassin's Creed The Kelpies The Kelpies are one of Scotland's darkest legends. Said to haunt rivers and lochs, these supernatural water horses often appear as strays by the shore. They are depicted as usually dark grey or black, with a mane that is dripping wet. To the unsuspecting eye, they look harmless and even inviting to some. But the moment someone climbs onto its back, the Kelpie drags them beneath the surface to a watery grave. Stories of the Kelpies were more than just folklore. They served as a warning against the dangers of the fast moving rivers and deep lochs; where accidents and drownings often happened. By the 13th century, these tales were already widespread across Scotland, shaping both fear and superstition in everyday life. Kelpies by Mandy Bake r How could it work in Assassin’s Creed In the Assassin’s Creed universe, the Kelpie might just be a simple rare creature that few have ever seen. Half-horse & half-water spirit, it lives quietly in Scotland’s lochs and rivers, slipping between the mist. To most people, it is nothing more than a glimpse out of the corner of their eye. Something there but not, never caught and never explained. Not a monster, not a threat but a reminder that the natural world still holds some mystery beyond human reach. Secondly it could be that the Kelpies are no more than just a myth, stories born from fear of the water & the lives it claimed. Drownings, loose horses or strange shapes in the mist have all become proof of a spirit horse waiting to drag the unwary beneath the waves. Over time these tales have hardened into warnings, passed down through generations; as a way to keep people safe from dangerous rivers and lochs. But it could be used, shaped and amplified in Assassin’s Creed by Templars. They might lean on the legend, encouraging it to spread. As their way of controlling where locals wonder, so they can conduct their business uninterrupted. A drowning man is quicker to blame Kelpies rather than the Templars. The fear of the myth would ensure they continue unopposed. This way the Kelpies become less a creature of flesh and blood and more of a tool. One that keeps people in line and questions unanswered. Band art by Schammasch, resembling an enemy faction in Assassin's Creed Bruce and the Spider One of the most enduring legends tied to Robert the Bruce, is the tale of Bruce and the Spider. After his defeat at the Battle of Methven in 1306, Bruce fled into hiding. Alone and on the edge of despair, he is said to have watched a spider attempt again and again to spin its web across a gap. Bruce watched as the spider never gave up and tried again and again without failure, until finally the spider spun its web bridging the gap. Bruce found strength and reassurance from watching the spider and he rose, returning to fight for Scotland’s freedom. Bruce and the Spider How it could work in Assassin’s Creed In the story of Assassin’s Creed, the spider may not even be a spider after all. It could be a man. He could be known as the “Spider” , a hermit, hiding away from Templar eyes. He’s named for all the webs of spies at his disposal. Bruce stumbled upon him and the “Spider” became an unlikely mentor, teaching him the values of patience and persistence. Assassin records suggest this figure could even be an ally to the brotherhood, guiding Bruce at the moment when Scotland’s future hung in the balance. In this telling the spider is not a creature of chance. But a deliberate lesson, one that would carry Bruce to Bannockburn. But the spider could also be a tale that some believe was never rooted in truth. Instead it was crafted by those loyal to Bruce as a story to inspire loyalty. A king who rose from defeat needed more than victories to help him win Scotland’s freedom. He needed a legend. Wanderer image via History.co.uk Unicorn The unicorn is Scotland’s most famous emblem, a creature of purity and unyielding spirit. The unicorn has been celebrated in poetry and heraldry. But unlike fleeting folklore, it has become a national symbol that has endured for many centuries. Maerten de Vos, Unicorn , 1572, Staatliches Museum Schwerin, Schwerin, Germany. How could it work in Assassin’s Creed In Assassin’s Creed, it might be able to trace the unicorn’s roots into the Isu. Perhaps it was a horse bred or engineered as a guardian, its spiral horn forged from alloys lost to time. Over generations, human memory reshaped this animal of Isu design into a beast of legend. Alternatively, the unicorn may be nothing more than a Templar construct. Understanding the power of imagery, they spread the unicorn as an emblem of divine right and untamable authority. To bind it to Scotland’s kingship was to bind its people to a symbol they controlled. What seemed to a nation as a mark of hope, may in fact be a tool of Templar influence. Celestrial Unicorn mount in Assassin's Creed Shadows via Reddit Conclusion Taken together; these legends show how myth and memory intertwined with history. Some may be echoes of the Isu, their forgotten creations lingering in stories. Others may be deliberate inventions, spread by Templars to inspire obedience or cloak their real intentions. And some may still simply be myths, purity and terror that give meaning to hardships. For me, what makes these stories so compelling is not just whether they’re real or not, but the role they could play in the bringing of Assassin’s Creed Scotland to life. Legends that would make the landscape feel alive, by adding some texture to the world as well; layered with belief and meaning. I think weaving them into the game, whether they are myths, Templar tools of manipulation or something more. It would make the highlands feel more authentic and alive. Each tale, giving the player a reason to stop, to listen and to wonder. They’d remind us that Scotland isn't just a battlefield for power and relics. Where myths inspire hope or fear & where whispers by the fire can shape the course of history. To me, that's the heart of what would make the setting unforgettable. Not just wars and the kings but the sense that every glen, loch and ruined castle carries a legend waiting to be discovered. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author James is a UK-based video creator who joined TOWCB's Video Content Creation Team in June 2025. James was originally brought on board to help TOWCB with TikTok news coverage and to establish a consistent Twitch streaming schedule, but he also took on the Video Content Creation Team leadership position until personal circumstances changed in Summer 2026. He is a big fan of the Assassin's Creed series, and runs the Rally the Creed podcast alongside TOWCB Team Leader Col, consistently hosting weekly episodes. By joining the partnership program, we aim to provide James with opportunities to grow and further his relationship with the AC Community and Ubisoft. James Davis (TopChef1288)
- Assassin's Creed Mirage: TOWCB Spoiler-Free Review | TheOnesWhoCameBefore
Assassin's Creed Mirage: TOWCB Spoiler-Free Review Reviews Share 1 Jan 2023 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database ''A solid entry that recommits the series to providing a memorable stealth experience'' Assassin's Creed Mirage is here, and our admin team over at The Ones Who Came Before headquarters were lucky enough to play the game early thanks to the Community Development Team at Ubisoft! Taking players back to 9th century Baghdad, Assassin's Creed Mirage is a thrilling stealth game that will surely act as a turning point for the whole series. Recent entries delivered expansive narrative arcs that can be overwhelming for players, but Mirage does everything it can to d eliver a more focussed narrative experience, with a main storyline which can be completed in 15-20 hours. This is a breath of fresh air, and a much needed change, as the risk of getting lost in its own size was beginning to seep in. The biggest strength of Assassin's Creed Mirage is that it isn't afraid to embrace it's identity, proudly reclaiming control over it's own image. The series found itself in a period where it began to lose itself, but Mirage is AC rediscovering itself after an identity crisis, and once again finding what makes it special. The game acts as a very reflective piece of content, and shows great awareness from the development team over the recent issues fans have had in general. I t r eintroduces mechanics which should never have been removed, and builds on the past to deliver an extremely strong and well thought out story that feels like the ultimate culmination of what came before. There's no doubt that Mirage is a solid entry that recommits the series to providing a memorable stealth experience. It really is a special game, and fans around the world are in for an absolute treat. After a lackluster marketing campaign, the main driving force of the marketing pushing general interest has been the passion of the development team who have been vocal in their belief in the project through intervews and dev diaries. After the announcement back in 2022, the community immediately got behind the time period and main character, as Basim is someone who immediately generates interest after his intriguing appearance in Assassin's Creed Valhalla. More importantly though, Mirage promised to return Assassin's Creed to its roots, and it certainly delivered. Comparisons can be drawn to just about every other game in the series, most obviously AC1 and AC2, with a parkour system inspired by Unity. The charm of the game is how it acts as a prequel to the original, released back in 2007, but drives the series forward by reintroducing elements from later games such as a notoriety system. To spark interest, Mirage soesn't need to do anything too innovative, past games laid the groundwork for mechanics, and the game just needed to reintroduce rather than reinvent. Rather than trialling new systems, Mirage examines what worked in previous titles and brings them back in a triumphant blend of past and present, colliding to produce the future. ''A triumphant blend of past and present'' Graphics and Stability I was immediately impressed with how stable the game feels at launch, encountering no bugs or glitches whilst running the game on PC with Ultra settings. In what feels like the most stable release in recent memory, Mirage runs on PC at an uncapped framerate, meaning high-powered machines can deliver an incredible experience for gamers. Baghdad and it's surrounding area are incredibly impressive, with the game doing a great job at bringing a real sense of individuality to the Round City, with each district feeling different from the next, something which was also featured in the original game. It's noticable how poorer districts of Baghdad are run-down, and the living conditions for those living there are insufficient. It's clear that the team did their homework when creating the city, taking great care with its overall creation and delivery. Mirage re-introduces impressive crowds, and along with it, the notion that an Assassin is but a blade in the crowd, waiting to strike. One thing that makes the city feel alive is how NPC's react to Basim's presence when he raises his notoriety. You can hear guards discussing his acts, or comment on his likeness to the culprit they are searching for. Regular civilians will even report Basim to the guards, in the hope that he will be reprimanded for his crimes. This is a first for the series, and a really nice feature to be introduced. Baghdad is a living, breathing environment, and the regularly changing day and night cycle and quest opportunities keep it interesting through the playthrough. The controls feel familiar, something which will be a relief for long-time fans. Change can take a long time to adapt to, but the controls for Mirage feel right, with no remapping needed. Safe parkour routes can be navigated by holding down space, and parkour down returns by pressing 'C', a nice and simple system that is made more dynamic through the flair of freerunning the game adds. One thing I did spot however graphically is how the faces sometimes let the game down. I found that Basim's facial expressions can be comical at times, especially in cutscenes. making him look wide-eyed and youthful. This may be something which the team choose to address in future patches, as releasing a stable and issue-free game at launch is more important. I would be keen to see enhanced details on faces added in a future update later down the line. In order to capture the beauty of the game, Photomode has been available at launch, something which will no doubt thrill the virtual photography community, who are eager to dive in and explore the world. During my playthrough, I frequently found myself stopping to capture the moment with the familiar photomode tool. I can't wait to see what the community manages to produce. ''Mirage re-introduces impressive crowds, and along with it, the notion that an Assassin is but a blade in the crowd, waiting to strike.'' Parkour Parkour is encouraged at every turn in Assassin's Creed Mirage, and the city of Baghdad provides many paths to elevation that compliment the enhanced flair of Basim's movement, which takes inspiration from Assassin's Creed Unity. The dynamic new parkour system is a break away from the wooden, sluggish freerunning styles recent games have provided, opting for a complete overhaul that introduces a splash of intensity and charisma. It feels as if the team behind the parkour animations really wanted to give Basim some personality within his movement, moving away from an uninspired, dated system. Elevators can be found on the streets to take Basim to the rooftops in seconds, giving him the element of surprise over unsuspecting enemies. Movement across the city is aided by the return of the corner swing, which featured heavily in Assassin's Creed Revelations. Ropes bridge the gap between buildings, providing clear routes to navigate. Mirage introduces a new mechanic for parkour, the pole vault, a balanced piece of wood which can be used to cross gaps between buildings or even water. This is a particularly usefu l feature when Basim is being pursued by guards, as each pole has a one-time use, meaning he cannot be followed. Speed of movement is adjustable in the settings, meaning players can tailor their parkour experience. Basim is faster and more agile than Eivor, and animations were produced specially to give players a sense of speed when running, jumping, vaulting and free roaming. Players will notice how the new parkour system allows Basim to glide over objects, moving seamlessly with flair. Also noticable is Basim's ability to jump further than previously possible, leading to more opportunities when on the more. I actually found the new parkour system to be much more realistic than what Assassin's Creed fans have been working with recently, leading me to wonder if the team possibly took inspiration from real-life parkour artists / freerunners. The range of movement in this game is seriously impressive, and it's only a matter of time before we s ee masters honing their craft and navigating the city of Baghdad with creative variety. You can climb fallen trees, which I found to be incredibly useful to gain an aerial advantage. In what is certainly the first 'traditional' Assassin's Creed game in years, Basim certainly has the moves to match his status within the Brotherhood. The game brings back Open windows for Basim to climb through, like in Assassin's Creed Unity,making the game feel more open and lifelike. Overall I think the game lends itself well to parkour, hinting at it's existence at every opportunity. I felt that it was especially pushed within the layout of Baghdad, and missions seem to provide routes for parkour which make quests easier when followed correctly. A good example of this are the tailing missions which make their return. I think Mirage's parkour is way better than the sluggish system we saw in Valhalla, and the introduction of new animations and fluidity makes it interesting and useful rather than a painful hinderence. ''Basim moves seamlessly with flair.'' Stealth Stealth in Assassin's Creed Valhalla was a step in the right direction, but Mirage goes even further fixes all of the issues players had in the previous title. Social stealth has been restored to it's former glory, and feels more alive than ever before. Basim can blend with crowds, pay groups for cover, use benches and hay bales for cover, and finally, stealthily enter a roof garden to dispatch a nearby guard with a whistle. It feels like the series has come full circle, bringing back the original stealth mechanics in a more lively open world. I like how guards are inquisitive, but don't spot you straight away like in Assassin's Creed Valhalla. The player can once again hide in long grass and bushes to keep out of sight, waiting for the perfect moment to strike. Basim can hide in prayer booths, and use them to hide bodies. The same can be said for the roof gardens, which featured in Assassin's Creed I. The most noticable change from Assassin's Creed Valhalla though are the new kill animations. Whilst waiting on a corner, Basim will cleanly dispatch an enemy with the hidden blade to then calmly drag their body out of sight. It's an instinctive but deadly manouver, and it very often prevents other enemies from spotting a body. Basim also has 'Assassin focus', a rapid series of moves that take out enemies so fast, the Animus simply can't keep up, resulting in a glitch effect. This feature was heavily controversial at first as some fans felt it was a supernatural fast-travel power, but it has since been explained as Basim's lightning fast reflexes. It can be incredibly useful to get out of tricky situations. The system stems from a similar thought process to what we saw in Assassin's Creed Syndicate, where Evie Frye could practically turn invisible by controlling her breathing. Air assassinations are the best they have ever been in the series, aided by Basim's long distance jumps, you can take an enemy out from further away than usual. You don't have to be directly above the target, which makes it fun to run and jump down on a target, dropping in to deliver a killing blow. The game provides great variety when it comes to assassination animations, so with practice, fans will soon be performing incredible speed runs featuring a balance of parkour and aerial assassinations. Death from above is extremely satisfying, and it seems that Basim and his Eagle Enkidu have more in common than first realised, moving swiftly like an Eagle above the crowds. The notoriety system returns in Assassin's Creed Mirage, and will affect all players as it did in the Ezio games. Tear down Wanted posters or pay heralds to reduce Basim's notoriety, reducing the heat as he moves through the city. When the wanted level is at its peak, the city will turn on him, making it incredibly difficult to operate undetected. For the first time, civilians will inform the guards of Basim's actions, and call for them to intervene should you commit a public offence. Information gathering plays a crucial role in the game, with all assassination missions starting out with an investigation. This is a real throwback to the original game, where Altair also had to conduct investigations to discover information before he could act. This is because he was demoted to the rank of a novice, which Basim is at the start of Assassin's Creed Mirage. Eavesdropping returns, and is once again a clever way of gaining information. During my play sessions, I have found it quite rewarding to once again sit on a bench and listen out for intel which could aid a later assassination mission. Basim's tools are essential to unlocking the full potential of stealth, with each tool in his Assassin arsenal acting as a lifeline in the right circumstances. The smoke bomb provides cover, masking his actions. This can be useful for assassinations or even for disorienting targets in order to pickpocket. You can escape guards in a cloud of smoke, as was demonstrated in the first trailer for Assassin's Creed Mirage. The Trap is a bomb which condures a plume of gas that renders guards immobile, giving Basim the chance to swoop in and deliver the finishing blow. The blowpipe, which returns from Assassin's Creed IV Black Flag, can be used to either knock out or poison enemies from distance. Throwing knives are similar, providing clean kills from distance. As the game does not allow for Basim to carry a bow, this is the main option for long-range distance kills. The noisemaker is a distraction device that can create a diversion, moving guards away from certain areas or clearing the path long enough for Basim to move. Finally, the flame, to light dark tunnels. This is my least favourite tool as I have not yet found a way of making it work in a stealth situation. Ideally, I would like to be able to throw the torch to set oil spillages on fire or even tents, but so far they have simply burnt out. Overall, the tools are incredibly important to increasing Basim's chances of a successful stealth mission, so I recommend unlocking them all as early as possible when playing Mirage. Finally, Basim's Eagle Enkidu can be used to look for opportunities in the world, and highlight the presence of nearby enemies. After a while I found the eagle mechanic to be quite jarring, as it hones in on a particular point of interest, but it certainly gets better with upgrades. Overall, I found the stealth system in Assassin's Creed Mirage to be excellent, restoring old mechanics and making it deadlier than ever. Basim has the killer instrinct, and his actions feels decisive and calculated. I think fans will be extremely pleased that Assassin's Creed is once again focussing on its stealth roots, and is now pushing itself to be better than ever before. ''The player can once again hide in long grass and bushes to keep out of sight, waiting for the perfect moment to strike.'' Combat In Assassin's Creed Mirage, combat is a last resort for Basim. Before enhancing skills, the game provides a primitive combat system, which amplifies the overall commitment to providing a masterful stealth experience. Attacks are hit-for-hit, and stamina depletes quickly, so it can be tough for the players who wish to battle their way through Baghdad. It certainly can be challenging, especially when facing numerous adversaries. Basim will be cut down in the street as his stamina depletes. Some attacks cannot be parried, leading Basim with just one option, dodge out of the way, a move which heavily depends on stamina. On hard mode, it's frequent to die whilst trying to take on numerous enemies, something which was never a problem in the RPG games. I like that this is the case though, as it really encourages players to reconcide their method, and resort back to a stealth approach. Skills add another element to the combat system, introducing features that make it easier when facing opponents. 'Kick Back' is a skill which introduces a powerful kick attack upon completion of a successful parry, which can be used to disorientate or even cause the death of an enemy by kicking off buildings or even into wooden structures which can collapse. This skill is similar to the Sparta Kick from Assassin's Creed Odyssey. 'Counter Roll' allows Basim to quickly move out of the way as an unblockable attack is about to land, moving him into a strategist position behind the enemy where he can inflict damage. Finally, 'knife recover', which is also a useful skill for stealth, which adds auto-collecting throwing knives which have already been used. In close-quarters, throwing knives can be used to eleminate enemies who are charging towards the Assassin. Although combat is quite basic in comparison to previous entries, it does provide a real sense of progression, as Basim climbs the ranks within the Brotherhood. The once-charistmastic thief uses his new training to defend himself in a scrape, and that's what the game does well. It feels like Basim only uses combat if there are no other options, as a true Assassin should act as a blade in the crowd. Plot Assassin's Creed Mirage follows the transition of Basim from a street thief to a Master Assassin. Players begin the game in Anbar, where Basim the thief uses his skills to steal money and food to help those around him and him self. The early on pickpocket tutorial introduces players to the timing mechanic, which can be tricky to master, but essential if you wish to avoid conflict. He wants a better life for himself and others around him facing poverty. He is a conflicted character, carrying a family burden, as his father Ishaq was an architect who was simply forgotten after the construction of the Great Mosque of Samarra was completed, when another took credit for the project. Ishaq was exhiled, and died in poverty, scarring Basim foreve r. He also finds himself experiencing nightmares, where a Jinni torments his resting hours. This is the first time seeing recurring dreams in the series, showing their intensity and effect upon his life. Fueled by confidence in himself and his abilities, Basim seeks a better life for himself, setting his sights upon the Assassins, an illusive group who provide work for street thieves. Desperate to prove himself, but lacking discretion, a trait worthy of The Hidden Ones, and something which is noticed by Mentor Roshan, rejecting his initial advance s to join. Basim is aware of the existence of The Hidden Ones and aspires to aid them more, but not to help their cause, but to better his own position in life. The game quickly evolves from tutorial missions to a main mission which gives the player a reason to care about the enemy faction, The Order of Ancients, which Basim stumbles upon. The opening main mission, the Winter Palace infiltration sets this up nicely, introduces the organisation as a powerful faction operating from the shadows, controlling the leaders of the land, and through their influence, the people. The Order operates ina similar way to the version we saw in Assassin's Creed Origins, hiding behind masks and nicknames to keep their identities secret. Upon joining the Assassins, Basim must hunt them down one-by-one to aid the cause of the Assassins. Additional areas in the game are a nice surprise, as the game was purely advertised as Baghdad. In fact, players can also visit the outskirts and other areas such as Alamut and Anbar for plot purposes. Basim is moved across the map seeking information on his targets and reporting to various Hidden Ones Bureaus. In this sense, the game feels very much like Assassin's Creed I, where Altair would travel across The Holy Land. Although short, Mirage features one of the strongest Isu stories we have seen so far, and makes it more personal and import ant than ever, continuing the reincarnation narrative outlined in Valhalla. Unfortunately the game continues the trend of gradually stripping away Modern Day gameplay that has left players with very little since the Desmond games. The narrative pushes an interesting modern day story through cutscenes, which is certainly better than it's entire removal which would probably be easier for new players to understand. For fans following the ongoing Modern Day narrative, Mirage has a lot to be excited about. I like how the Modern Day seems to be once again moving towards making the threat for humanity , similar to what we saw in Assassin's Creed III, where momentum came to it's conclusion as Juno escaped her prison and unleashed herself upon humanity. Shorter stories work so well in the Assassin's Creed series when told correctly, and what I like about Assassin's Creed Mirage is that it feels like it found clever ways of connecting the past and future. Hopefully this trend continues one-day with the introduction of 'Assassin's Creed Infinity', a project which is set to introduce a launcher which features all past and future content. Mirage reflects Basim's clever and cynical nature in Assassin's Creed Valhalla, revealing his troubled past and journey tow ards becoming an Assassin. Basim's actions have consequences, and Mirage takes the time to remind players of what more recent games in the series have been missing. Conclusion Assassin's Creed Mirage delivers a strong narrative which serves as a poignant tribute to Russell Lees, a writer who sadly passed away during the development of the game. Immediately after booting up the game, the award-worthy music takes hold and doesn't stop, providing atmospheric and moving tracks and sounds throughout. Basim becomes the embodiment of the Brotherhood, acting as its blade from the shadows. He is the stealthiest Assassins yet, using his tools to take down targets, masking himself in the crowd and creating opportunities to lure out targets to strike. The Voice acting was excellent throughout, with highlights from Shohreh Aghdashloo ( Roshan), Lee Majdoub (Basim), and notable performances from the voice actors behind Fulash and Rayhan The stand-out performance from Mirage is Baghdad itself, a city which feels bustling with life and diversity. Each district has it's own personality, and the use of Arabic speaking voice actors abd script writers makes the experience feel more authentic. Finally, I think fans will be particularly impressed with how the team behind Mirage hits pause on the RPG direction of the franchise, and sets a new course, rediscovering what makes Assassin's Creed special and reintroducing cut features which feel familar and refreshed. The game feels extremely satisfactory for old fans of the franchise, and is a great place to start for new players looking to kick off their Assassin's Creed journey. I hope that the developers behind Assassin's Creed Mirage go on to work on future AC projects, and that we don't suddenly have a huge surge of rushed content after this huge step in the right direction. Assassin's Creed Mirage: 9.5/10 'A solid entry that recommits the series to providing a memorable stealth experience'' comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)
- Product Reveal: Secretlab Unveil Stunning New Assassin's Creed Collection | TheOnesWhoCameBefore
Product Reveal: Secretlab Unveil Stunning New Assassin's Creed Collection News Share 15 Jul 2022 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database JULY 15 2022 - Secretlab have today unveiled the incredible new Assassin's Creed Collection, a collaboration between the award-winning gaming chair designers and Ubisoft, marking the 15th Anniversary of the iconic AAA fan-favourite franchise. The stunning collection features the Secretlab TITAN Evo 2022 Assassin's Creed Edition gaming chair and MAGNUS desk accessories, created with fans in mind, paying ultimate homage to the series. Press Release: Inspired by the Animus and the characteristic colours of the assassin's robe, the Secretlab TITAN Evo 2022 Assassin's Creed Edition is upholstered in Secretlab Neo Hybrid Leatherette and features a tonal red checkered pattern and futuristic Animus detailing on the side wings. The sigils of the Assassin's Creed series are embroidered on the backrest as a timeless ode to its legacy, designed specially for fans who have followed the series since 2007. Built on the award-winning Secretlab TITAN Evo 2022 series and available in sizes Regular and Xl, fans can enjoy world-class comfort as they revisit their favourite elements of Assassin's Creed or take a deeper dive into the lore of the highly-acclaimed series with the ongoing 15th Anniversary celebrations Alongside the Secretlab TITAN Evo 2022 Assassin's Creed Edition gaming chair, Secretlab are also launching MAGNUS desk accessories, which contains the following products, created specially for the Secretlab MAGNUS Metal Desk. Secretlab MAGPAD Desk Mat Assassin's Creed Edition. Secretlab MAGNUS Cable Management Bundle Assassin's Creed Edition. Alaric Choo (Co-founder and Chief Strategy Officer at Secretlab) ''The compelling plotlines, stunning visuals and unique soundtracks have earned Assassin's Creed its countless awards and nominations. As one of the best-selling games of all time, we wanted to create something timeless to celebrate the 15-year legacy of the franchise by integrating its most iconic elements into the chair. With numerous new titles coming up, I can't wait to jump into the Assassin's Creed universe and this time, in my own Secretlab Assassin's Creed edition chair.'' Addie Dorsey (Global Consumer Products at Ubisoft) ''The 15th Anniversary of Assassin's Creed is a huge milestone for us. We wanted to make it extra memorable for fans in every way, and creating a real-life chair inspired by the Animus ticked all the boxes. We've always admired the attention to detail Secretlab puts into their chairs, and with over 50 awards under their belt, they were the obvious choice when it came to bringing this idea to life. This chair, along with the MAGNUS desk accessories, is a must-have for any fan to complete their Assassin's Creed set up'' Available now for pre-order now from Secretlab.com , estimated release date 9th September. The Secretlab x Ubisoft collaboration brings to life a dream for many fans. To own an Animus. The TITAN Evo 2022 Assassin's Creed Edition gaming chair acts as the ultimate form of escapism, providing award-winning comfort and support for players as they lean back and follow in the footsteps of Desmond Miles and dive into history. We are also excited to announce that we here at The Ones Who Came Before will soon be teaming up with Secretlab! Keep an eye on our social media accounts (listed below) for more information! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)
- Best Quotes in Assassin's Creed Odyssey | TheOnesWhoCameBefore
Best Quotes in Assassin's Creed Odyssey Share Written By: Edited By: Reporter Name Back To Database Welcome to a new series written by TOWCB Team, outlining our favourite quotes from the franchise. For some, Odyssey is a controversial game for numerous reasons, such as the decision to introduce two playable characters, or even the fact that is set before the time of Assassin's Creed Origins, making it a prequel to a prequel. That said, the game still has a dedicated following. It is unapologetic, and plays around with a new brand of fun different from anything else we have seen in the franchise, focussing on player choice and dialogue options. Fans love Kassandra and Alexios, so for the quotes selected below, we have gone with the canon version of events to avoid confusion. ''I was protecting my brother because you wouldn't!'' (Kassandra) Edit and VP by Turið Torkilsdóttir comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author This is placeholder text. To connect this element to content from your collection, select the element and click Connect to Data. About the Author
- Breaking News: Ubisoft Announces Assassin's Creed Crossover for Valhalla and Odyssey, marking the return of Kassandra | TheOnesWhoCameBefore
Breaking News: Ubisoft Announces Assassin's Creed Crossover for Valhalla and Odyssey, marking the return of Kassandra News Share 13 Dec 2021 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Ubisoft has today officially announced a new project titled 'Assassin's Creed Crossover Stories', which will add new content to previously releases entries, see the return of fan favourite characters, and answer the many unanswered questions that the series still poses. Launching December 14th 2021, the crossover event will see the immortal Misthios Kassandra meet Eivor the Wolf Kissed. The announcement follows months of speculation fuelled by datamining discoveries and leaks. At it's core, the crossover content is fan service, and a great way of getting players to return to Ancient Greece, alongside introducing new players to previously established characters. The short but free experiences are split between two entries, with each storyline lasting 2-3 hours per game. The crossover kicks off with an addition to Assassin's Creed Odyssey titled 'Those who are Treasured'. The Misthios (Kassandra or Alexios) must learn to live with her new found immortality, and is persuaded by her friend Barnabas to go on a treasure hunt, leading to the discovery of a Piece of Eden. The Valhalla crossover titled 'A Fated Encounter', has Eivor travel to the Isle of Skye in search of a mysterious object that has been causing the locals to experience nightmares. In a teaser trailer released earlier today, she initially mistakes Kassandra for Randvi, something which fans will no doubt pick up on, as during the marketing campaign for Valhalla, theories circulated that Randvi could actually be Kassandra in disguise due to their similarity in appearance. Kassandra and Eivor clash, creating a battle that will no doubt be a challenge for players. Also added to each game are new areas of the map to discover, with the introduction of Korfu (a Greek island in the Ionian Sea) and the mysterious Isle of Skye in Scotland. It's also worth noting that Ubisoft have decided to stick to canon for the Valhalla crossover storyline, only allowing Kassandra to meet Eivor on the Isle of Skye, something which is to be commended after two very one sided marketing campaign for both Odyssey and Valhalla, which heavily featured the non-canon protagonists. https://www.youtube.com/watch?v=08BAVRV6dBc Official Crossover Promo Image Although the crossover storylines are on paper, fan fiction, the team seem to have found a way of bringing it to life in a lore friendly way. It could perhaps be that the concept is the first real glimpse at what lies ahead with 'Assassin's Creed Infinity', a project that is being led by a new cross-studio collaborative structure that will see one group within Ubisoft made up of multiple teams working on Assassin's Creed coherently. The new content is also potentially a big stepping stone for the series, as only a few years ago, the pitching of a crossover storyline within Ubisoft may have found itself side-lined to transmedia material such as a comic book. Execution is everything when it comes to adding new content to previously released games, as it risks creating lore errors and inconsistencies which could lead to retcons. If done correctly though, it has the potential to establish a platform that can be used to tie up loose ends and finally answer the many lingering questions that still remain years after release. For example, what happened to Arno Dorian, and did Connor and Shay ever meet, Although fans will no doubt be excited about the crossover storylines, they are not a new thing for the series. Unity and Rogue shared a narrative bridge as Shay Cormac travelled to Paris to assassinate Arno's Dorian's father, a moment we see in both games. In Assassin's Creed Liberation, Aveline de Grandpré is sent to New York to assist fellow Assassin Ratonhnhaké꞉ton / Connor with a mission. The concept of the pair becoming love interests was initially explored during pre-production, in a pairing dubbed 'Connorline' by the internet, but the two were ultimately decided to be incompatible by the development team. The possibilities for 'Assassin's Creed Crossovers' are endless, and we here at TOWCB can't wait to experience the new storylines. Look out for our reviews over the coming weeks. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)
- The Future of Assassin’s Creed at UbiForward 2023 Part 1 - Pre-Show & Assassin's Creed Nexus | TheOnesWhoCameBefore
The Future of Assassin’s Creed at UbiForward 2023 Part 1 - Pre-Show & Assassin's Creed Nexus Breakdown Share 15 Jun 2023 Written By: Edited By: Michael Smith Colum Blackett Back To Database Banner by Thea Marie Rivedal (Moonchildgecko) from TOWCB Art Team. Welcome to the first part in a new series breaking down all of the Assassin's Creed content presented at Ubisoft Forward 2023. In part one, we take a look at the pre-show and Assassin's Creed Nexus reveal! Related articles The Future of Assassin’s Creed at UbiForward 2023 Part 2 - Assassin's Creed Codename Jade The Future of Assassin’s Creed at UbiForward 2023 Part 3 - Assassin's Creed Mirage Story Trailer The Future of Assassin’s Creed at UbiForward 2023 Part 4 - Assassin's Creed Mirage Gameplay Trailer Pre-show We kick things off by joining a team of architects researching Assassin's Creed Unity, and video game architecture! In an effort to understand not only the creation of the games, but the architecture used in the games. Assassin’s Creed Unity is used for teaching classes taught by You+Pea. The full video (which was released in May, 2023) can be found on YouTube here and is part of Ubisoft’s Carte Blanche series. Captain Laserhawk: A Blood Dragon Remix In the preview for Adi Shankar’s Captain Laserhawk: A Blood Dragon Remix one of the “rebel outcasts” that Super-soldier Dolph Laserhawk will be working with to break out of the Supermax prison, is a frog Assassin that reminds me of the Assassin’s Creed series’ Ezio Auditore. This animation is coming to Netflix in Autumn, 2023. Adi Shankar was once slated to produce an animated Assassin's Creed series, but no clear update has been given on this project since 2017 Assassin’s Creed Nexus VR (Red Storm Entertainment) The trailer for Assassin’s Creed Nexus opens with a player donning their Meta Quest headset and taking control of Assassin’s Creed III protagonist, Ratonhnhaké:ton/Connor Kenway. Jumping from the rooftops of what looks to be Boston, Massachusetts, Connor sneaks up behind a British soldier and with his tomahawk, dispatches him with a strike to the chest from behind. From here he runs up crates that are being used for barricades in the alleyway and launches himself into the air where he draws his longbow to attack a group of soldiers from behind as one of them turns to see him. The action transitions from Connor, to the player holding the posing simulated control of the bow before transitioning again to Kassandra from Assassin’s Creed Odyssey. She releases the arrow into a Spartan soldier and then turns in first person view to clash swords with another. The sword she is using at first made me think of Nikolaos's Sword but at second glance seems to be a generic blade. Her parry allows her to bring the blade down on the soldier as the video transitions again to the player kneeling post-strike, and switching once more to Ezio Auditore in a crouch on the rooftops of Venice with the Basilica S.Maria Gloriosa dei Frari behind his right shoulder. Ezio stands and parkours over a short section of the canals until he is standing above a group of four soldiers. He releases his dual-hidden blades and performs an assassination on the soldier closest to him, with the video transitioning again as he makes his kill. The video ends with the player performing various actions with a sword and then shows the title card with the three Assassins that you will be able to play with. The English Audio Described VOD from the Ubisoft YouTube channel does not provide any additional information as it does not have the EAD like other trailers in the showcase. From the website and supplemental interview with Creative Director David Votypka for the game provides the following information: Climb & parkour anywhere The levels will be in open map areas Blend into crowds Interact with civilians Perform assassinations and the Leap of Faith Choose how you play, fast or stealth All-New Assassin’s Creed Story This is an All-new Assassin’s Creed story, where Abstergo Industries has retrieved Isu Artifacts and you must sabotage their plan in all new missions as the legendary Assassins. The game will provide 360-degree navigation around historically-accurate open maps where you can traverse and choose how to achieve your objective. This sounds similar to Black Box Missions which are also known to be coming to Assassin’s Creed Mirage. It was also confirmed in the interview with David Votypka, that the Modern-Day story will tie all of the historical periods together. Players will be trying to solve a mystery that requires them accessing the Assassin’s pasts to accomplish. Explore and Parkour Freely In the interview with CD David Votypka, he describes the open world style of the game as “tactical sandboxes” where the maps are not big (such as Odyssey or Valhalla), but if you can interact with anything you can see and climb and parkour both horizontally and vertically. 360-degrees of how they choose to play, stealth of fighting, rooftops or streets. The first few missions will be linear to teach players how the controls in VR work, but the remainder of the campaign will be up to the player to decide how to play. The game can be played room-scale, stationary, standing, or seated, but standing in room-scale is the most immersive way to play. Intuitive Combat Players will be able to block, parry, counterattack, and duel with reactive enemies using real-world motions. There will be a large arsenal of weapons including: Hidden Blades (All) Swords (Ezio & Kassandra) Tomahawk (Connor) Bows (Connor & Cassandra) Crossbow (Ezio) Throwing knives (All) Smoke bombs (Connor & Ezio)* David Votypka describes which Assassins will use which weapons (*not confirmed) in his interview and describes the actions used to deploy your Hidden Blade. Players will perform the same action as the characters they will embody, flicking your wrist (while holding the top trigger). The team really wanted to have a tactile motion to this weapon. Ezio and Connor will have dual-blades, but Kassandra will only have one. Stealth Players will be able to use traditional stealth as well as social stealth. While controls have not been released yet, it is assumed that you will be able to crouch physically to sneak up on enemies, or hold a button to perform the same action (a way to provide Accessibility controls). You will also be able to perform air assassinations, but there has been no indication of other types such as bench, haystack, or ledge assassinations yet. Interactive World Players will be able to explore in the open maps, interact with historical figures, and see the reactions of civilians and enemies when they perform actions using cinematics that will provide a unique immersive experience. Innovative Comfort Settings Accessability does appear to be kept in mind as various settings will be included to combat nausea, vertigo, and fear of heights. These are: Peripheral vision blocking Teleportation Additional settings not listed In the interview listed above, David Votypka states that players can use the stick on the controller to move around, which has to be done regardless of how you play. There is also a focus on sitting to play as not everyone can stand for multiple hours. He also informed that there is a dedicated team that worked exclusively on comfort features. Some of the things they worked on was allowing players to teleport without breaking the stealth experience, but an awareness warning where enemies would see the path you are taking if you were crossing a street for instance. You can also use the teleport feature for parkour, avoiding free locomotion. Having played the Assassin’s Creed Escape Games’ AC Odyssey: Medusa’s Gate, AC Origins: Escape the Lost Pyramid, and Prince of Persia: The Dagger of Time on the HTC Vive, I am very confident that the teleportation will remain an immersive experience. The peripheral vision can be adjusted with dynamic vignetting (blacking out the edges of the screen which was first shown in Eagle Flight (a 2016 VR release from Ubisoft). This feature is used when you are near objects and only in needed areas. Additionally on the subject of fear of heights, a subliminal grid can be used to give you a sense of the ground beneath your feet while standing above the maps you are exploring. The Assassins The site also provides small Codex entries on the three Assassins. This includes their name, when and where they were born, and what they have done previously to the Nexus game. It also provides information on what has happened recently in ties with the new title. When explaining the choices made to uses these characters, the decision was based on fan-favorites, poster-characters, and the interesting environments of their historical settings. Ezio Auditore da Firenze Born: 24 June, 1549 CE Active during the Italian Renaissance and a Master Assassin. Assassin’s Creed Nexus VR will follow Ezio in 1509, two years after his time in Rome during Assassin’s Creed Brotherhood. He will reunite with the Auditore Family (his sister Claudia and his mother Maria) as well as friends such as Leonardo Da Vinci. The story is noted to contain harrowing conflict, stolen treasures, and revenge. Kassandra Born: 458 BCE A Greek misthios (mercenary) active during the Peloponnesian War. Assassin’s Creed Nexus VR will reunite players with Kassandra 20 years after the Battle of Amphipolis (where Brasidas and Kleon were killed). The historical event of this mission set will be during the “ Reign of the Thirty Tyrants ” rule of Athens. Connor Born: 4 April, 1756 A British American Mohawk active during the American Revolution Assassin’s Creed Nexus VR will have Connor working a contract for Achilles to rescue an imprisoned Son of Liberty in Boston. It is described as a story of espionage, intrigue, and betrayal. The Sons of Liberty were active between 1765 and 1766 and had a major role in fighting back against The Stamp Act of 1765. In Boston, where these missions are based (or at least start) The Sons of Liberty burned an effigy of Andrew Oliver , who could have a role in this story. The missions take place between 1776 and 177; between Sequence 7 & 8 of Assassin's Creed III. Assassin’s Creed Nexus VR is set to release Holiday 2023 on the Meta Quest 2, Meta Quest Pro, and Meta Quest 3. It can be Wishlisted on the Oculus website, here . Our coverage for UbiForward 2023 will continue over this weekend, so please make sure to follow us on Twitter & Facebook to stay notified of the next article. 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 Community Meet-up at Wales Comic Con 2018 - Part 2 | TheOnesWhoCameBefore
Assassin's Creed Community Meet-up at Wales Comic Con 2018 - Part 2 Event Share 1 Dec 2018 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Our admins Col and Ash joined AC UK at Wales Comic Con for a community meet-up! 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)
- Cards, Blades and Detection Rolls: A Review of Assassin’s Creed: Brotherhood of Venice | TheOnesWhoCameBefore
Cards, Blades and Detection Rolls: A Review of Assassin’s Creed: Brotherhood of Venice Review Share 6 May 2022 Written By: Edited By: Michael Smith Ashlea Blackett Back To Database As an Assassin Apprentice, you have been picked by the great Assassin, Ezio Auditore to help prepare a defense against the Templar Order led by Cesare Borgia. Ezio has tasked you with rescuing the four key members of his new Bureau in Venice while he hunts down his adversary in Navarra, Spain. Equipped with nothing but a parachute and the help of fellow apprentices, you must break the Assassins out of the Templar prison and escape without being detected. Can you answer your mentor’s call, or will you fall to the sword of the Templar? This is a description of the first level titled “Prisoners” in the new tabletop RPG, Assassin’s Creed: Brotherhood of Venice (BoV) by Triton Noir, in association with Ubisoft. From this board game comes a new way to experience Assassin’s Creed with the use of a tile constructed map and dice based combat system. With a combination of skill cards, abilities, weapons, and allies players must work together to help build the Brotherhood of Venice from nothing. A task that will be littered with a rogues gallery of enemies, familiar faces, and secrets of the past and future. 1 - 4 players can play the game, and levels are quoted to last 30 - 45 minutes each. Due to the content of the game, it is advised that players are at least 14 years old to play. Released initially as a Kickstarter, BoV was successful at reaching its initial goal by raising nearly CA $1.4M via nearly 6,800 backers. After its initial campaign, Triton Noir opened its offerings via their website where I was able to order the base game, expansions, and some additional gameplay items for a hefty price tag (nearly $500 USD). After a few months of production, I received my copy of BoV and began my adventure into a continuation of the Assassin’s Creed Brotherhood story, starting alongside the final mission of the PC and Console release title. The base game for Brotherhood of Venice is offered as a Collector’s Edition on www.triton-noir.com for $239 USD. Recently, the company announced that a retail edition would be released next year at a lower price. This would remove the included figurines for cardboard game pieces and a smaller packaging to allow more players access to their game. What's Included? Within the collector’s edition, players will find highly detailed plastic minifigures, map tiles and boards, playing cards, custom dice, tokens and counters, sticker sheets, and game booklets. When you first open the box, you will find perforated sheets that contain the tiles, player boards, compass, and game pieces alongside the Rulebook and Campaign Booklet. Once you have released the pieces from their frame, you will be greeted with a detailed sheet that shows the contents of the first tray of 140+ minifigures so that you know exactly where to store each piece when you finish your session. A second tray of figures and visual guide follow and then the final tray rests at the bottom with the mission envelopes, game piece storage, and a plethora of hidden figure boxes that are not to be opened until the campaign tells you too. The sheer amount of content found within these trays is exciting and a bit intimidating for someone that has never played a figure based a tabletop game before. Getting Started Both the Rulebook and Campaign Booklet are filled with wonderful original artworks to mentally put you in the mindset of an Assassin in Venice. From the Contents page in the Rulebook, players will find images and counts of each component of the game so that they can verify what they should have and know the names of each piece that will be used multiple times during their campaign (additional rulebook revisions have been released and are available on Triton Noir’s website). The Introduction pages, starting with Rule 0 give an overview of the game as well as steps on how to learn to play this intricate game. The players have two options, “Learning Through Play” and “Reading All the Rules Before Playing”. The first option will have you read the rule points on the page, a glossary, and how to set up your player board with a generic male or female Assassin Apprentice (Note: Players that are playing a solo game must play two assassins for the game to work properly). From here, players are directed to the Campaign Booklet to start playing. Those that choose to read the full rulebook can do so at this point and start gameplay afterwards. Each level is divided within the Campaign Book by Sequence and Memory number, much like the Genetic Memory strands in the videogame. Starting with Sequence 0, Memory 0.1 “Prisoners” players are provided a synapsis of the level for the story element and any additional gameplay notes that need to be provided before the 4 - 5 step setup. By providing an organized breakdown, players can follow at their own pace and learn the rhythm of the game before and after play. With the first step, players are provided a list of tiles to gather from the gamebox to build the grid based map that the level will take place. These tiles will layout roofs, streets, indoor rooms, and large set piece maps that can house towers, canals, and other environments. The images on the tiles vary but are easy to determine what they are considered for the map so each level can have a different feel in its corner of Venice, from grassy streets to fountains, dungeons to lavish offices and the various tiled roofs of the city. Once the map is laid out per the provided picture, players will add additional items such as objective tokens and bases, starting enemies, and reminder pieces that will be used alongside rules or conditions of the mission; for example, for this first mission, three reminder tokens are used to help remember to roll a Detection Test when entering a tile that contains a Templar Crossbowman. Lastly players set to the side of the map an Alert State token (the guard alarm in the videogame), and red dice that are used for the detection tests noted earlier. Before continuing to the second step, players are directed to return to the Rulebook and read rule points 2 - 5 to learn about Game Turns, divided into Event, Assassin, Enemy, and End of Turn Phases. These phases will help understand how event cards work, how an assassin can use their three action cubes (each), how the enemies enter the map via reinforcements and move or enter combat, and how to wrap up the turn so that the next one can begin. Next, the Assassins will open the labeled envelope for the current memory and follow the steps within. When an envelope is opened, players are greeted with a large red card to provide warning of the contents. Each mission requires reading the red card in detail to set up the Event and Equipment decks for the game without spoiling things like rewards and discoveries. For this first mission, players are asked to reveal the 4 small Equipment cards and split them between the Assassins Apprentices that are playing. These starting cards are the consumable item “Parachute” which include a new rule point (#24) to learn about Equipment cards and the differences between single use items and gear (such as weapons and armor). After the equipment deck is ready, players shuffle the included 5 Event cards and set them face down next to the map. These cards provide special circumstances for a game turn. Lastly, players are informed to leave the 5 small Reward cards in the envelope without revealing them. Last but not Least, players are given final rules and notes, sometimes Codex entries about key characters or locations of the game. For Memory 0.1, players are directed back to the Rulebook to learn about Stealth. Incognito, Exposed, Detection Tests, and Alert State are all explained in fine detail. Additionally rule point 15 teaches how to use a Fast Travel Station to enter and exit the map and end the mission. At the end of the Memory page within the Campaign Booklet, an “Important!” label is posted informing players not to turn the page until the memory is completed. If you read further, spoilers for the story and following level information will be seen which can ruin the surprise for everyone. Now that the map and decks are ready, players can turn the red card from the envelope for a cheat sheet to remind them how gameplay turns are ordered and what they can do with their action cubes.Once you have completed the memory, you can turn the Campaign Booklet page to learn how the story progresses, receive your reward cards (weapons or blueprints), and learn how to fill out your “Diary of Memories”; a checklist at the back of the Campaign Book to track XP gained and objectives met. Sheets of stickers are provided in the game box as physical trophies of your accomplishments. Seeing your XP raise as you move towards higher levels and fill out your objectives is very satisfying and a great way to motivate you to play another memory. With the first mission completed, players are able to choose one of the four Assassins from the game and start training their character to be a Master Assassin. The cast of characters are diverse and each has their own specialties. Alessandra, the tank of the group, has the ability to boost her attack strength and heal during missions without additional medicine. Bastiano is a master of stealth and has the ability to avoid Detection Tests and remain incognito during missions that would start the player in an exposed state. Claudio is a cunning and swift Assassin with abilities that allow him free use of his Hidden Blade and to draw enemies away from objectives. Lastly, Daria with her abilities to gain extra action cubes can help boost the duration of the Assassin Phase and accomplish mission objectives faster. The freed Assassins return to their Villa to recuperate and prepare for the next memory. The Campaign Book will direct again to the Rulebook so that you can choose to save your game and learn how to store your game for the next session. Gameplay Returning back to the Game Turn, I will explain more about how a level is played. Players start by turning over an Event card and reading the details printed upon it. For Event “Dark Night” one time only during this turn, players can ignore the results of 1 Detection Test and reroll any of the red dice that landed on an Exposed Eye (sets off alarm) or Exposed Alarm Eye (only exposed if alarm is active) side. This could save the Assassin from combat and allow them an extra chance to dispatch a guard or continue towards their objective. No two are the same with these cards and each replay of the memory will be different from the time before. In the Assassin Phase, actions are able to be made freely between the Assassins on the board and a player does not have to use all three of their actions before the next player can go. Players should plan out and talk with each other about what they want to do, how they want to divide objectives and how to reach their end goal. Player movement, combat, and use of skills and equipment are performed during this phase. In my first playthrough of “Prisoners, I divided my two Apprentices to the West and East of the map, each one moving to release two Assassins, using rooftops and their parachutes to take out guards without being seen and escape the map within a few turns.” The Enemy Phase continues the turn by having the player flip the Reinforcement Deck’s top card to reveal how many ranged and melee enemies enter the map, and from which entrances they enter from. The number of enemies is determined based on the number of Assassins on the map and if the alarm is in an active or inactive state. If a mission has too many enemies on the map to the point that additional guards cannot be added, the mission is considered a failure and the Assassins must start over. Once enemies have entered the map, the Event Card instructs which direction the guards will move. Each guard can move one space in the direction of the compass (unless hindered by walls or roofs with no ladder access). When you finish moving the guards, enemy combat will take place using the black dice of the game which have two icons on their sides, Attack and Defend. These determine a collective amount of damage dealt to or blocked by the Assassin. The rule points will help understand how to divide damage amongst multiple Assassins or Guards based on who is attacking. If an Assassin is brought to critical health, they have one more turn to recover via skills or healing items or be placed in the hospital for the next memory, replaced by an Assassin Apprentice (who have lesser abilities). My Thoughts on BoV I played Assassin’s Creed: Brotherhood of Venice over the course of four months, starting in November of 2021. My overall playtime was somewhere between 50 - 100 hours total as I had to restart a few times due to not reading the rules correctly which resulted in hard stops because I broke the game. During my first playthrough I didn’t notice I had to play as two Assassins for a solo game and after my first sequence I realized I could not complete the 100% objective as I had no reinforcement deck and no enemies to fight. My second time I learned I was not using a mechanic correctly and had completely destroyed my progress thus far due to that error. I don’t remember what the issue was at the time but I was learning as I went and was able to finish after that second restart. In addition, my playtime was lengthened as I took photos and notated them with “Madden” style lines to share on my Twitter playthrough thread (available to all via my LinkTree pinned on my profile). Each session took me about 1 - 3 hours depending on my attention level and how I was feeling that night. Having played a few levels in a separate game with a friend, I learned that solo play can be boring at times or just a lot to manage when you have a flood of enemies surrounding you, low health, and an objective on the brink of failure. I learned how to plan my turns more and more to the point that I would nearly script my turns before rolling any dice or making any movement. Towards the middle of the story where the focus is directed towards building your Brotherhood and recruiting members, I found my desire to play to dwindle. The game was enjoyable, but the work I had to put into setting up, breaking down, and actually playing the game was time consuming. It wasn’t like the video games where I could burn through missions or entire sequences within a few hours, I had to actually build my maps and station enemies and objective points. However, once I pushed past my own hindrances and made it to the second half of the sequences, where the secret boxes were opened and new characters and environments were introduced, I fell in love with the game again. Fighting huge bosses and using weapons from other entries in the Assassin’s Creed universe, uncovering secrets and seeing fan favorites make their debut was exhilarating. I played with Alessandra and Claudio as my two characters. They had awesome artwork on both their player cards and miniatures. Alessandra’s ability to rush into a group of guards and take them all out without damage was awesome and the fact that they made her the tank compared to the hulking male that you would normally see was a breath of fresh air. Claudio was a suave swordsman similar to Edward Kenway, and has an awesome companion that he can unlock at his highest level that I won’t spoil. Seeing these two rise in level and learn new skills, finding new outfits, and being the embodiment of Ezio’s vision was the missing half of AC: Brotherhood that I wish I could have played; the half where you are the Assassin in training under Ezio and not the Master Assassin. Gameplay and story go hand in hand as I enjoyed both aspects of the game. I loved the freedom to do what I wanted on the map but from a different perspective. The rewarding snippets of story at the end of each mission fueled my desire to play and learn more about the characters and canonical story in the Assassin’s Creed lore. I did find the luck of the dice roll to be very difficult at times to the point where I was reminded of my time playing “Neverwinter” and not hitting an enemy that I was standing next to. Yet, this wasn’t bad enough to where I wanted to give up. The quality of the miniatures are fantastic in their detail, seeing the beard on Ezio’s face or the folds in the fabric of the courtesans were beautiful, but manufacturing and most likely heat during shipping warped a few pieces to the point that my Crossbowman look like they are in a Michael Jackson video, leaning forward on a crooked base, ladders that are almost twisted in a helix, and swords that are bent towards the tips of their blade. Removing the colored bases for my main characters which provide color identifiers to their unpainted figures (as I haven’t painted my figures), would begin to wear to the point that I worry they may split in half. I take very good care of my pieces but I can see where replacements would need to be ordered in the future, something that I am unaware of their being an option for outside of eBay or secondhand marketplaces. Similar to the miniatures, the envelopes have a light layer of glue holding them together and upon opening a few of them for the first time, I would rip them or watch them unfold due to the glue failing. There are protective sleeves that are sold separately for the cards and I purchased a pack for the large cards and the smaller cards, but learned once I opened my game that I didn’t have enough for all of them and would only be able to sleeve them once the envelope had been opened in the game or spoil the contents for myself. I decided not to use these sleeves but may order additional quantities to protect my cards later on. I purchased the color coded dice that are sold separately so that each Assassin has their own set of four dice that match the color of their miniature base and give more personality than the base white and gold dice that come with the game. All the dice are great to the touch and roll smoothly with no issues of figuring out what you rolled. The game pieces such as objective tokens and entrance labels are made with a good quality cardboard and I haven’t had any issue with peeling or scratches on them. The health and action cubes are a nice plastic and look very clean, but can be hard to find if you drop them on the floor. I would turn the flashlight on my phone to reflect them under my table easier. That brings me to another point, the space required to play the game can be very large. I have a circular table from IKEA that is 103 cm and at times when playing with a dual map set up, miniatures, and two player boards would be completely covered by the game. I made it work but that in itself required its own planning. Overall I think this is a great entry to the Assassin’s Creed Universe and builds on the story of the legendary Ezio Auditore in a way that doesn’t glamorize the character. I love the world building of the game and the references to the older games and mechanics of the video games. While the entry cost for this game was high, luckily there is going to be a cheaper option for those that couldn’t throw down the money required for this detailed and wonderful game. Where and What to Buy I stated earlier that the Assassin’s Creed: Brotherhood of Venice game could be purchased from Triton Noir’s website for $230 USD in English or French. Additional language packs for Spanish, Italian, and German can be purchased for $59 USD each and include the Rulebook, Campaign Book, Booklets for the 3 expansion packs, and all the playing cards both large and small for the core game and expansions (849 cards total). Card sleeves to protect these cards are sold based on size in packs of 100 each for $6 - $10 USD. The character color coded dice I mentioned earlier are available for $19.00 USD and if you want to beef up your maps you can buy the Crows’ Nest tower for $56 USD which comes with a detailed tower and hay cart to perform your Leaps of Faith into. Lastly are the expansion packs. There are three in total that take place after the core game story, and require the core game box to play as they mix old game pieces and cards with new tiles and miniatures. The “Roma” expansion takes the players to Rome where Claudia Auditore is building another bureau for the Brotherhood and needs your help to stop the Followers of Romulus while searching for another artifact. In “Creed vs Crows” players can enter a PVP multiplayer format where the Assassins fight the elusive Crows of Cesare Borgia. “Tokyo XXI” has players take control of Modern Day Assassins like Layla Hassan and Rebecca Crane against the powerful Abstergo. Each expansion pack is available for $71 USD and adds a lot of new content and gameplay. I would advise those that want to get started with the game to purchase the Collector’s Edition first, or if you are into painting miniatures as there are over 140 of them in the box. The Crows’ Nest is a great element to have on the board and looks awesome when you have your Assassin perched on its sync point. The dice and protectors are nice to have but not needed and due to the price of the expansions, I would advise to play the main game first before purchasing, just in case you find you don’t like it and due to the time it takes to finish the main game (estimated 50 hours). Plus, with the retail edition of the core game releasing, there could be announcements for the expansions at a cheaper price. The retail edition is stated to have all the same gameplay and mechanics as the CE but with only the main Assassins and Ezio having figurines. All other character pieces will be standees and the secret boxes will be converted to envelopes. Make sure to keep an eye out on this as I will for an easier way to get into this game. Final Thoughts While I struggled to finish my solo playthrough of this game, I still very much enjoy Assassin’s Creed: Brotherhood of Venice and would suggest that any fan of the series should purchase this game. I would highly recommend finding at least one other person to play with to make the game move quicker and have someone to uncover secrets and accomplish goals with. I plan on finishing my co-op campaign with my friend in the future while I play the expansions on the side. If you are a fan of the series, RPGs, miniatures, or board games in general, I would recommend this game. The passion and care that was put into the game by the Triton Noir team is very visible (such as the hidden message in Arabic under the lid) in this product and I look forward to seeing more from them in the future and may check out some of their non-AC titles at some point. 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
- Why Assassin's Creed Shadows Succeeded | TheOnesWhoCameBefore
Why Assassin's Creed Shadows Succeeded Analysis Share 29 Jul 2025 Written By: Edited By: Hayden Bird Colum Blackett Back To Database Assassin’s Creed Shadows , the long-awaited newest major instalment of the Assassin’s Creed franchise is off to a hot start now several months since launch. It has exceeded Ubisoft's expectations both financially and critically. It became the second biggest launch of a game in franchise history, only behind 2020’s Assassin’s Creed Valhalla , but that was a much different time when the Covid-19 Pandemic was in full effect and gaming consoles and games themselves were highly in demand as most people were staying at home to quarantine and social distance. Shadows has succeeded in a market where Covid-19 is no longer a major crisis, and now in a world once again where going out to work or school is the usual again. Shadows had that as a minor disadvantage, but its sales records thus far and player count has been a massive success despite a time of uncertainty for Ubisoft and some controversies surrounding the game all the way up until launch. Shadows was a success for many reasons, and was the big hit Ubisoft needed most desperately. Yasuke and Naoe in promotional material for Assassin's Creed Shadows Assassin’s Creed Shadows was the best-selling game in the United States for three weeks straight post launch and is currently the second highest selling game in the US this entire year only behind Monster Hunter Wilds . It is impressive that Shadows was able to produce such strong numbers in a much different gaming market that was the norm for several years and despite controversy surrounding the game for various reasons. A lot of people expected the game to fail, but that has not been the case at all. Ubisoft needed a smash hit like this in a time where their company is facing some serious uncharted territory and needs all the hits they can get with their major new releases after a trend of disappointments in the past years. Shadows in a way was their make or break game. If it didn’t succeed the way it has so far, things would have only gotten worse for the company. Thankfully, the fans and gamers alike have enjoyed the game and their journey into Feudal Japan and the sales reports have proven that Shadows became the hit Ubisoft expected it to become. Shadows has most recently been announced to have reached five million total players across all platforms. This is a huge success and really goes to show how strong the Assassin’s Creed fanbase is, along with gamers in general who may not consider themselves to be big fans but enjoyed the ride nonetheless. Having such a large player count shows Ubisoft’s strategy of focusing on their top franchises in an uncertain time is paying off. Shadows certainly can credit a good amount of the game's success to its day-one Steam release. Ubisoft had fully skipped Steam since it released The Division 2 in 2019 after striking a deal with the rival Epic Games Store. Multiple gaming companies have gone down this route with PC gaming yet all of them ended up returning to Steam, where it is still the dominant place that the majority of PC gamers play at. Steam continues to break its all time records in player count even decades later into its creation, so the fact that Steam remains the king of PC gaming was clearly a sign for Ubisoft to launch Shadows day one so their game can reach the maximum amount of players as a lot of PC gamers avoid other platforms like the Epic Games Store and prefer to keep all their games in one place on Steam. Ubisoft's choice to return to Steam for the first time in over five years clearly was a smart one. Promo image for Assassin's Creed Shadows Ubisoft has a lot more in store for Shadows post-launch, as they have multiple DLC’s, which stands for downloadable content, that are planned to release in the following months that will give players who have already completed the main story and side quests more content to enjoy and new storylines to further expand on the ending of the main game. Fans are highly anticipating the upcoming releases such as the DLC called ‘ Claws of Awaji ’ that takes gamers to a new location based on Awaji Island near Osaka Bay, which are all in real life Japan as well. This DLC is heavily anticipated as fans cannot wait to continue the story of the two main protagonists, Naoe and Yasuke, and see where their journey leads them next after the events of the main game. Along with this DLC, more add-on content is planned with features such as New Game Plus, which offers gamers a chance to play through the story of the game again but without losing their progress and not having to start all over. This feature has become highly common amongst games released in the previous years. Along with the New Game Plus, an enhanced Photo Mode option is coming in the near future too. A lot of gamers love the feature of the Photo Mode, where they can create digital captures of things they see in game that can be enhanced via the options the game usually gives players to customize their photos like having filters, color changes, and lots of features to make your capture beautifully the way you'd want it. Assassin’s Creed Shadows has been everything fans could’ve asked for, and it couldn’t have come at a better time for the developers at Ubisoft who relied on this game to be the hit they expected it to be. The future of the game is bright, and there’s plenty to look forward to for gamers who enjoyed the game that want to see more content for both the story and the gameplay as well. Ubisoft made a very successful game that had fans waiting for a long time for, and this big hit only shows that Ubisoft has truly doubled down on the Assassin’s Creed franchise as a whole and the future of not only Shadows , but the entire series as a whole, is undeniably bright with endless possibilities ahead. Promo image for Assassin's Creed Shadows comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Hayden is a passionate Freelance Writer based in South Carolina who joined TOWCB's Writing Team in 2020 during the Covid-19 Pandemic, writing articles on all things Assassin's Creed Valhalla. He left the group to focus on studies, joining our Alumni program, but triumphantly returned with fresh ideas in 2024 to pick up where he left off, only this time covering Assassin's Creed Shadows. In 2025, Hayden took on the position of Team Leader for TOWCB's Writing Team, overseeing article releases, assisting with recruitment and providing assistance with internal operations. Hayden Bird
- Assassin’s Creed Virtual Photography: 18th to 29th November | TheOnesWhoCameBefore
Assassin’s Creed Virtual Photography: 18th to 29th November Community Share 17 Dec 2024 Written By: Edited By: Aaron Young Renzo 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 Malin (@ playpausephoto ) the queen of minimal VP. Malin is an established virtual photographer within the community, and her beautiful VP often catches the eye. She is also well known for her love of Red Dead Redemption 2 and is a member of the VPRT team. You can also find Malin hosting the @ VPMinimalism account with weekly spotlights on community members. Malin’s arrival in the Assassin’s Creed VP space has brought new and refreshing ideas which is a joy to see. Keep an eye on the site as more shots are added, we are looking for captures across all Assassin’s Creed games. Tag your photos to #ACFirstCivVP for a chance to be featured. Theme: Assassin’s Creed Minimal Free Running Game: Assassin’s Creed Odyssey VP Artist: @ WonDerNooB_VP & @ wondernoob.bsky.social The Ones Who Came Before Photo of the Week Judge: Malin Malin WonDerNoob went all in on the minimalism theme and presented so many fantastic photos. However, it was love at first sight with this one. The column is perfectly centered at the bottom of the image. Kassandra, positioned to the left, caught in her acrobatic act, invites the negative space from the right so beautifully. The soft blurred background blends perfectly with the sky and leaves all attention to the subject. The composition, together with the monochrome tones, creates a stunning minimalist photo worthy as capture of the theme. Aaron I cannot claim to be an expert at minimal photography, but Malin has taught me a thing or two over the years. I find it quite fascinating how well Assassin’s Creed virtual photography fits with the minimalistic approach. WonDerNoob has produced many fantastic photos since joining our community, but I agree with Malin that this particular shot is special. I love the negative space and how this capture could so easily be used as a phone wallpaper. The forward role in a hood atop a Greek column could not really be anymore Assassins Creed. This shot just takes me back to all those breath-taking CGI trailers of Assassin’s scrambling around on rooftops. Alignment Game: Assassin’s Creed Odyssey VP Artist: @ SpideyTwoShoes & @ edneyone.bsky.social Animal photography in Assassin’s Creed is extremely common but this shot is taking it to a whole new level. The way Ubisoft populates the worlds with nature really enriches the experience. This capture has a cheeky tone that is a reminder to us that VP should be fun. I adore that the bird is so wonderfully placed between the horns. The dark silhouette against the white background creates a playful and striking minimalist photo. The goat is clearly the Templar watching on as the Assassin prepares to strike. Jump In Game: Assassin’s Creed Odyssey VP Artist: @ cyriellevp.bsky.social Being able to dive into the water is taken for granted now but I still remember the days when characters could not swim. I think the addition of the sea to Assassin’s Creed furthers the expansion of the RPG formula. A minimalistic photo can create a sense of scale to the viewer. Here, we can clearly see how small Alexios is compared to the vast ocean he so bravely dives into. I find the blue tones add to the range with the waves ebbing and flowing in front of him. It just shows that for all his power and strength Alexios is but a small part of this beautiful Greek world. Leap of Faith Game: Assassin’s Creed Origins VP Artist: @ dlazdagaming & @ dlazda.bsky.social The leap of faith is so iconic to the series that it would have been a shame not to feature it here, especially as it lends itself perfectly to minimalism. The most sacred of rites to an Assassin, but not one of violence but of centring one’s mind. I feel minimalism is very much the definition of this. There is so much calm to be found in photography like this. What makes this photo stand out is the colours, the clean contrast and the generous amount of negative space. Bayek is always in need of meditation as the fight for vengeance takes its toll on him. I would like to think he is at peace in this moment. Bonds Game: Assassin’s Creed Mirage VP Artist: @ AggzGaming Basim and Enkidu have such a bond in the beginning, and you sense it as the story develops. They are two silent predators, hunting for the kill. Here the beautiful composition emphasizes the strong bond between the two subjects, even when there is distance between them. Aggz did not hold back on the negative space, which I love about this photo. I find it fascinating how this shot works for their relationship both at the opening and the end. Basim’s mind is one of great complexity and I could definitely see him needing the healing power of minimalism to find his way back to the light. 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
- Turið Torkilsdóttir
Turið Torkilsdóttir is a member of the Isu_Network Virtual Photography team, and a moderator of our VP community. Back in 2020, she began sharing her Virtual Photography captures on Twitter, and interacting with the gaming community. In 2023, she joined TOWCB VP Team, and has been working behind the scenes on a number of social media and website strategies that spotlight community captures. She has also been contributing towards our VP projects, such as our bimonthly articles and showcase videos. You can normally find Turid interacting with community members in our Twitter VP community, spreading positivity and words of encouragement Previous Next Virtual Photography Team Turið Torkilsdóttir Turið Torkilsdóttir is a member of the Isu_Network Virtual Photography team, and a moderator of our VP community. Back in 2020, she began sharing her Virtual Photography captures on Twitter, and interacting with the gaming community. In 2023, she joined TOWCB VP Team, and has been working behind the scenes on a number of social media and website strategies that spotlight community captures. She has also been contributing towards our VP projects, such as our bimonthly articles and showcase videos. You can normally find Turid interacting with community members in our Twitter VP community, spreading positivity and words of encouragement Instagram | BlueSky Work
- Assassin's Creed Black Flag Resynced: First Impressions | TheOnesWhoCameBefore
Assassin's Creed Black Flag Resynced: First Impressions Review Share 21 May 2026 Written By: Edited By: TOWCB Team Colum Blackett Back To Database We are thrilled to announce that three members of TOWCB Team have had early access to Assassin's Creed Black Flag Resynced across two events hosted by Ubisoft, which took place in April 2026. The first was the Paris Preview event, which TOWCB Team Leader Colum Blackett attended, with the second taking place in the UK in Woking, which our very own Aaron Young (VP Team) and James Davis (Video Content Creation Team) attended. The impressions embargo has now lifted, so here are our initial thoughts and feelings about the upcoming title! https://www.youtube.com/watch?v=zRUm8Cr4dGY ''It’s visually stunning and I would say it’s the best looking game Ubisoft have ever made. Being able to dive anywhere at will, is a massive improvement & it’s vibrant, beautiful and alive'' Huge thank you to Ubisoft for the early access opportunities. Assassin's Creed Black Flag Resynced releases July 9th 2026. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author A collection of articles from The Ones Who Came Before team. TOWCB Team
- Futuristic Time Jump : Pitching an Assassin's Creed Game | TheOnesWhoCameBefore
Futuristic Time Jump : Pitching an Assassin's Creed Game Share Written By: Edited By: Reporter Name Back To Database Could the 'present-day' be replaced by a futuristic storyline? TOWCB Team members Gargudon and Ubicypher (Rally the Creed #6 ) pitched the idea of transporting the modern day segments into the future. They noted that Ubisoft have always been extremely cautious about real-life current affairs, avoiding mention of wars or ongoing issues, even recently glossing over the Covid-19 pandemic by only referencing it in an in-game email. Dataminers uncovered an unreleased cutscene in the files for Assassin's Creed Mirage which featured a conversation between two Animus operators, discussing DNA found by Assassin Mentor William Miles. The pair refer to the 21st Century as 'Ancient History', suggesting that they are much further ahead in time https://www.youtube.com/watch?v=SFVbinhDu_Y The Evidence Canon In the Assassin's Creed Brahman graphic novel, Jasdip Dhami, a member of the Indian Brotherhood of Assassins encountered Abstergo Operatives wearing futuristic head gear, a mission to locate the Koh-i-Noor diamond (Piece of Eden) which ended in failure, and the deaths of Siobhan Dhami (Assassin) and Monima Das (actress). Jasdip returned in the Assassin's Creed Uprising comic book series (2017) by Titan Comics, continuing his search for the Koh-i-Noor diamond, this time representing the Instruments of the First Will after leaving the Assassins. This shows that technology which could be classed as 'futuristic', or ahad of its time still exists within the Assassin's Creed universe. The armour worn by Sigma Team in Assassin's Creed Origins (2017 ) is somewhat reminiscent to Predator, giving it an almost-alien-like feel. The team returned in the long-running Assassin's Creed: Forgotten Temple manhwa (online graphic novel), wearing the same outfit. Non Canon In the 'Assassin's Creed Visionaries' comic book series, issue #2 variant cover art by Moy R. Marco featured a giant Assassin robot, similar to a Transformer. The cover was created to showcase a short story within the issue written by Kevin Roditeli, titled 'Project Altair'. Synopsis by AC Wiki ''For the past two years, giant creatures have appeared at random to cause destruction, razing everything in sight and vanishing as quickly as they appeared with apparently no rhyme or reason for it. Humanity has finally developed a possible way to counter these monsters: giant robots. Atop a building, Minerva watches another monster attack. She removes her cloak and performs a Leap of Faith down into her giant robot, Altaïr-01. Her support team confirm that all systems are ready and, from the command chair, Minerva activates her plasma Hidden Blade and, with it, the machine. Minerva then maneuvers the robot towards the creature and engages it in combat, having Altaïr-01 strike it with its own Hidden Blade.'' Fan Content Over the years fans of the franchise have dreamt up countless possibilities for future projects, including a game set in the future. Seeing all the great ideas brought to life by artists makes us here at TOWCB wonder if it's only a matter of time before Assassin's Creed takes the leap forward in time Pitching a Futuristic Assassin's Creed With the difficulties that come with setting a game in reality, Ubisoft could commit to a time jump where Abstergo have finally taken over civilisation through technology, and the Assassins are fighting back. This could look very similar to 'In Time', or 'The Hunger Games'. Access the Animus released a really intriguing article (written by ) on the topic, piecing together a number of hints towards an upcoming shift in time. History is our playground simulation ultimately end with someone taking control over humanity, whether that be a branch of the Templars, such as Abstergo, the Isu returning, or something new entirely. cycle of comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author This is placeholder text. To connect this element to content from your collection, select the element and click Connect to Data. About the Author
- Strat
Strat is a Youtuber / Streamer who has been a fan of the series since the very beginning. He loves the games and transmedia, and has been around the in community now for a number of years. He has been making stealth content on YouTube since 2014, starting with Black Flag. His goal has always been to make stealth content focused on how an Assassin would complete the mission. He recently started streaming on Twitch with a focus on stealth and AC, but with some variety sprinkled in. Peter joined our Video Content Creation team in Summer 2022, so keep an eye on our socials for new videos and streams. Previous Next Video Content Strat Previous Partner Strat is a Youtuber / Streamer who has been a fan of the series since the very beginning. He loves the games and transmedia, and has been around the in community now for a number of years. He has been making stealth content on YouTube since 2014, starting with Black Flag. His goal has always been to make stealth content focused on how an Assassin would complete the mission. He recently started streaming on Twitch with a focus on stealth and AC, but with some variety sprinkled in. Peter joined our Video Content Creation team in Summer 2022, so keep an eye on our socials for new videos and streams. Twitter | Twitch Work



















