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- 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 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
- Interview with Carlo Rota (Basim/Loki in Assassin's Creed Valhalla) | TheOnesWhoCameBefore
Interview with Carlo Rota (Basim/Loki in Assassin's Creed Valhalla) Interview Share 30 Apr 2021 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database We are proud to release our interview with Carlo Rota, who provided the voice and mo-cap performances for Basim and Loki in Assassin's Creed Valhalla. This is the fourth interview in our Valhalla series, covering the game with the cast and crew that brought it to life. Please note that this interview contains FULL SPOILERS for Assassin's Creed Valhalla Colum: Hi Carlo, thanks for joining us today! Please can you tell us a little bit about yourself, and your time working on the Assassin's Creed series. Carlo: Hello AC world and thank you Colum for the invitation to answer a few questions about this excellent game that Ubisoft has made. In looking over your questions I realize that this is a welcome chance for me to debrief myself about the amazing time that was spent being involved with Valhalla and all the talented individuals I was lucky enough to work with. My last day of physical work on the game was on Friday March 13th 2020. For most of us in N.America, that was the last day of normalcy before we stepped into the COVID whirlwind from which we are still to emerge. Here is to emerging soon!!! But in the meantime let me dive right in: So yes, I’m Carlo Rota and I’m an actor with quite an extensive and varied resume ( I’ve actually been in some really good projects and sad to say, maybe not so good ones…). I normally live in Los Angeles with my wife and kids which is where Ubisoft would shuttle me back and forth from to shoot and record the game in Montreal. I say normally, because at the time of writing, I am living as a refugee in Toronto. It's where my family and I escaped to, because we thought things were getting too hairy in LA and we wanted the kids to attend school, which have been open here. Of course I use the term refugee in a tongue in cheek way. I actually used to live in Toronto and yes, surprisingly to many, because I certainly don’t sound like it, I’m happily Canadian as well as American as well as a UKer. I am a total mixed bag culturally with major connections to Italy but grew up in a lot of different places that spanned from England to Hong Kong and many countries in between. If you presume that I am culturally confused you are entirely correct. Perhaps this is a cry for help?? Colum: Before working on the game, did you know much about the franchise? Carlo: The short answer is, no and full disclosure here, I have had scant gaming experience. Yes , I have played early versions of games like Doom and GTA and Uncharted but I hadn’t touched a gaming console in years. I haven’t even played another lovely Ubisoft project that I had a significant role in a few years back , Splinter Cell. Anyhow, everything changed the very first day I arrived at Ubisoft HQ, Montreal. Lead writer Darby McDevitt swooped down on his Irish educated wings and ensured I received a head spinning and rapid AC PHD. Not only did he introduce me to all the main players involved in making the game but he also gave me a super involved history of the Franchise with more detail and precision then my noob brain could possibly handle. Magnus (who plays the lead character of Eivor) and I had this running joke that when Darby spoke about the game he would always start by saying “Let me give you a quick five minute explanation about……” then an hour and a half later of detail upon story upon history, your head felt cudgeled and buffeted! Like you’d smoked something intensely psychedelic. ( not that Magnus or I would know of such things, we are, after all very innocent family men. Very innocent ). Essentially, what Darby was eloquently explaining was that Assassins Creed is SO much more than a game. The fact that the word Creed is in the name is very apt. Search the meaning of the word and you find…”a set of beliefs or aims which guide someones actions” This holds true not only for anyone playing the game but also for those making it. The AC world is so layered and textured and honoring that world is so vital to Darby and his colleagues it's practically a philosophy. The beauty of the game is also that if you only want to dip a toe in and play a super enjoyable TPS with killer artwork and action and not worry too much about the Isu thing then that’s amazing too. And speaking of which after my introductions and education at Ubisoft I was packed off back to my hotel with a copy of “Origins”. I played it in my room like I was possessed. You know, ordering room service and not washing for 48 hours. I think the hotel staff thought of me as some weirdo shut in. Fun! Colum: Have you had the time to play Assassin's Creed Valhalla since its release? Carlo: YES! I had to return to LA November last. I was asked to appear for my interview for my US citizenship and because of COVID you are asked to be in the country at least 2 weeks before the interview. So I holed up in a friends apartment in Venice and he had the game. What a blast! Loved seeing it all in its finished glory. The art and detail create a visual feast. Strange seeing Basim and hearing my voice. Certainly , Basim is more beautiful then me. Not much more!…. Joking. Basim is the man I’ve always wanted to be. Colum: How did you find the motion capture experience, and how does it compare to other methods of acting? Carlo: That's a great question. Motion Capture or MOCAP as it is called is both extremely liberating and a little bit confining at the same time. Liberating because performance can be freer without being too precious of camera angle and marks. MOCAP is all performed in the “Volume” (forgive if I'm repeating stuff you already know). The Volume is essentially a huge room with scaffolding that holds a “shitload” (official term) of cameras. These record the movement of those little white balls on our mocap suits. There are also handheld cameras that record more intricate stuff. Also, each performer wears a basket like headpiece with lights and cameras to record facial movements. So, essentially its like performing theatre in the round where the audience surrounds the stage. Your actions can also be bigger and more lifelike then the limited amount that’s allowed with close up camera work in TV or Film. Also when participating in mocap you can really live in your imagination. Like, BIG in your imagination. After all, the actors are not dressed in the clothes they will eventually be seen in, the props are rudimentary: spongy swords and styrofoam axes ( spoiler alert; the Staff of Eden was a glorified painted broom handle ). With the keen help of the extremely professional producers, directors and crew at Alice Productions where the game is shot, mocap can be a very rewarding and enjoyable experience. As far as the previously mentioned; "little bit confining", goes; that is almost exclusively related to the headpiece that you are forced to wear. I’m sure as technology continues to unfold this headpiece might become more user friendly but for now it can literally be a pain in the neck. It’s lights and cameras need incessant “fiddling”. I found myself constantly bashing into other actors with it thus causing a stoppage in shooting so that fiddling the cameras and lights back into proper position could occur. The headpiece also inhibits the touching of ones own face or head as well as getting too close to other actors faces which is sometimes necessary. In the scene where Loki is comforting his wolf son, my actors inclination was to kiss his head, like I would if I was comforting my own son. Not possible. Another example of living in ones imagination. Which, even as I write this, makes me smile at my own ridiculousness. After all, on the day we shot this scene my" wolf son “ was neither a wolf nor my son but a talented local actor who was lying on the ground in a mocap suit making remarkably lifelike injured wolf noises. Colum: Did filming during lockdown present any challenges? Carlo: We were lucky enough to have wrapped up filming by the time I left Montreal in March ’20. There was still substantial voice to be recorded which did present a challenge. Since it all had to be done remotely I tried several times to create a pro environment at home in LA to record but ultimately it was decided to choose a safe studio in LA that did a great job of providing safe and spectacular connectivity with Montreal for recording. Colum: Players are introduced to Basim early on in the game, and his true intentions remain a mystery until the very end. Did you do anything in particular with your voice to make the character come across as such an enigma, or was it mainly in the dialogue? Carlo: As you probably know, voicing a game makes up the majority of an actors work. The ratio of voice work to mocap is hundreds to one! The first day I attempted Basim was classic. I was lucky enough to work with Thor Bishopric, famous Montrealer and veteran voice director. It turned out that my first day was also his first day. We worked all day but since neither of us had a handle on Basim or how and why he delivered certain lines it was kind of like the blind leading the blind in a dress rehearsal. Needless to say, we repeated the first whole day after things had been explained by the likes Darby ( cue the psychedelics …). Finding Basim’s “voice” was a nuanced process and I have to thank Thor immensely. The trick was to not go too “Bad Guy” with him early on. In fact, having played my fair share of bad guys in TV and Film I have often argued for a more nuanced performance because I firmly believe that characters that have secrets and do underhanded things are far more interesting if you can relate to why they are doing what they are doing….Basim has a deeply, insanely hidden agenda. And his agenda is family driven. What can be more important than that?! Ok so his son was a wolf. Big deal. Surely everyone knows someone that has a child with Canid tendencies….but I digress... So to specifically answer your question, YES! Much thought was given to Basim’s enigmatic qualities. The fact that you ask the question gives cause too celebrate. Hopefully we achieved close to what we wanted to which was to have Basim float through the early parts of the game without having too big a label on him. He was the eponymous Assassin. May he rise again!! Colum: The campfire scene between Eivor and Basim has been deemed by many fans to be the best moment of the game, and one of the best cinematic moments in the entire franchise? Do you agree with this, and what are your memories of recording the scene? Carlo: This is such an amazing question (s). This was a beautifully written scene with great depths of story that percolates in the background. It also has what eludes so many scenes in the gaming world; a real conversation with emotion and backstory that teases something much bigger without hitting that thing on the head! It was also the first scene that I was shown assembled and I was blown away by it. I think everyone thought it was special from the get go. The fact that anyone else saw the beauty in the scene is super gratifying. Shooting the scene was a bit of a surprise because it was scheduled to be shot the following day but we were ahead of schedule so it was decided that we shoot it when neither Magnus nor myself was really 100% ready. Luckily Magnus, being the great actor that he is, was vey enthusiastic to work the dialogue so that it actually resembled a conversation. Again, imagination here was key because the scene was shoot in a corner of the Volume with super bright lights , me sitting on a box, Magnus leaning against some other box, me poking some styrofoam bricks that were supposed to be logs on fire….I think what we managed to achieve with the help of great direction from Laurent Bernier and Felix-Etienne Roque (our shepherds of mocap) was the feeling of a respectful relationship between these two characters sitting around a campfire. Its not an easy thing to achieve but I’m ever so glad its appreciated. Colum: Fans were quick to notice the similarities between Basim's robes, and Altair's from the original game. Do you like Basims Outfit, and do you think Ubisoft should add it in a future update so players can wear it? Carlo: Yes, I’m very happy with Basim’s style. Unlike, live action where an actor may have some input into his clothing , this is completely out of the actors sphere in a game like AC. That creative choice is made further top the line. I also noticed similarities between Altair’s garb and Basim’s but it was never mentioned to me if that was a creative choice or a fine coincidence. I thinks Basims outfit should be readily accessible. I’m going to be Basim for halloween next if returning to parties is ever going to be allowed !! Colum: Loki is the second character that you play in Valhalla, and true to his name, he's mischievous. What do you think is his ultimate end goal, and will there ever be an end to the pain he feels? Carlo: Even in a game as massive as AC Valhalla there is not enough space, not nearly enough narrative bandwidth to do Loki justice. Most people think of Loki as described in Marvel films. A morally compromised mischief maker. In Norse mythology Loki is so much more than that. He is so complex and plain old Norse interesting in his habits, sexuality, children and ability to move from form to form that by necessity to fit into any story ( that is not solely about him ) he needs to be condensed. A trippy headsspin is a simple Wikipedia search of Loki of Norse Mythology. When you get to the mention of Loki in the form of a mare being impregnated you’ll see what I mean. For AC Valhalla purposes, yes Loki is a cheeky bastard whose son happens to be a wolf. This fact, weird and barely covered in the game, is actually a HUGE motivating part of the Valhalla storyline. The name Wolfkissed is not a coincidence and Loki’s ultimate quest in the form of Basim ( I like to think of them as one character that evolves ) is payback! So to answer you question more specifically Loki wants vengeance , vengeance motivated by deep pain/loss. Will that ever go away? I think optimistically yes. As things evolve Loki/Basim could evolve…….though that pain was a mile deep motivator so it’ll have to be replaced by something equally compelling…... Basim looking in the Mirror by SophiaEA16 Colum: Have you seen any of the cosplay / fan art / projects inspired by Basim or Loki? Carlo: Absolutely love the stuff I’ve seen. Some of it is inspirational. In watching renditions of Basim/Female Eivor told with the slant of a love story or rather a lost love story I was blown away. It never occurred to me prior to seeing this and yet it makes so much sense regardless of wether its Female or Male Eivor. Love and hate are two sides of the same coin….. I should also say because I genuinely liked it so much and actually got the chills when I first saw it, Sophia’s "Basim looking in the Mirror" is wonderful. Colum: What would you say is the first step to getting into voice acting work, and how people prepare for it? Carlo: Practice practice practice. Get a decent mic and start recording yourself. Read from scripts or books or transcripts of ads. Don’t just mimic someone else’s read. Discover your own voice through practice. The microphone is a very interesting device. It records intent and emotion in ways that are not necessarily obvious. Voice lessons have some value but beware that voice work is an insanely crowded and competitive field and anyone who says their lessons will lead to voice work is probably not worth the money! For me, the voice work I am lucky to do is almost incidental to being an Actor. So really a truthful ( for me ) answer to your question is you prepare for voice work by becoming and actor and preparing as an actor. Colum: Other than Basim and Loki, who would you have liked to have voiced in the game? Carlo: Sorry for this short blunt reply but Basim/Loki file me. I couldn’t think who else I’d like to voice. Colum: If you could meet Basim in real life, what would you ask him? Carlo: I’d ask him what is it like to have such great hair and WHO cuts it??!! Joking, I’d ask him about the ability caused by and consequences of, fierce undying intent. Also , what wisdom must be acquired when you are aware of the incredible longevity of your existence. What a historian Basim must be! What things he must have seen! He’d make a fantastic interview, hell he’d be an entire awe inspiring jaw dropping documentary series! So many questions. Basim Explained : 40 Thousand years of wit and wisdom. Narrated by Carlo Rota……can’t wait! We would like to thank Carlo for joining us for this interview! Assassin's Creed Valhalla is available now on Xbox Series X|S, Xbox One, PlayStation®5, PlayStation®4, PC and Stadia. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)
- 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
- Weekly Assassin's Creed News Recap: 31st July - 6th August 2022: | TheOnesWhoCameBefore
Weekly Assassin's Creed News Recap: 31st July - 6th August 2022: News Share 7 Aug 2022 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Welcome to a new weekly Assassin's Creed News Recap series, hosted by Colum Blackett (Col_96) from The Ubisoft Star Players Program (Formerly Mentors Guild). Every week, we will be rounding up Assassin's Creed News and sharing it here on The Ones Who Came Before website. Keep an eye on the site every Sunday for more weekly recaps, or check out our social media links down below to stay updated on everything Assassin's Creed. 1) We kick off this week's Assassin's Creed recap with another collaborative project by community members Arshak ( AC: Landmarks ), Zark ( Master Hekate's Ceremonials ) & Science_creed , who once again came together to host a 2-hour long virtual tour and trivia, this time for Assassin's Creed Rogue! In this week's stream, the team covered everything from the Seven Year War to the Lisbon earthquake. A lot of research and thought goes into these streams, so we definitely recommend it for fans of the franchise or history in general. You can find the AC Rogue Virtual Tour / Trivia here. 2) This week, Ubisoft launched two new free additions for Assassin's Creed Valhalla! The Forgotten Saga game mode takes players on a new adventure as they battle a treacherous path through Niflheim. It's a challenging addition to the game, made even harder by the fact that death at any point leads to a complete reset on your progress, sending you back to the start. Odin will face werewolves, musphels and even dragons on his quest to free his son from the final realm of Hel. In this rogue-lite–inspired game mode for Assassin's Creed Valhalla, your decisions ultimately decide your fate. Be very careful, as a hasty decision could cost you greatly. Also released this week was the Sigrblot Festival, which made its annual return to Ravensthorpe. The timed festival runs until August 25th, and offers players the opportunity to unlock exclusive event rewards. It's great to see free post-launch content being added to Valhalla, and we're excited to explore these new additions further. Keep an eye on our social media channels for Forgotten Saga playthrough videos! 3) Also making the news once again this week is the Assassin's Creed event coming to PUBG Battlegrounds. We here at TOWCB revealed exclusive images of the event, giving us a first glimpse of what to expect. The Assassin's Creed crossover event begins August 17th and will be running until September 22nd. 4) We didn't expect to be covering Assassin's Creed alcohol this week, but here we are! In an extremely unexpected collaboration, Antheum Studios partnered up with Tennessee Legend distillery and Ubisoft to release an Assassin’s Creed 15th Anniversary Straight Bourbon Whiskey. ''Crafted in the hill country of Texas and finished in the Smoky Mountains of Tennessee, this 4 year old straight bourbon whiskey carries a rich flavour with rye spice, wheat character, and hints of cherry, vanilla and oak. Appealing to spirit connoisseurs and fans alike, this iconic selection is a worthy addition to any bar. Game hard, drink responsibly.'' According to the Antheum Studios website, a Black Flag inspired Spiced Rum and Valhalla themed Vodka are also in production, releasing September 2022! Although the distribution seems to be US only, our very own Michael Smith from the AC Partnership Program managed to pre-order a bottle of whiskey when sales went live, so you may see a review on the site if he chooses to open the bottle in the near future. 5) Next up we have an exciting announcement which was made this week! Streamer and Cosplayer Gabbie announced that she is now the Nordic Assassin's Creed Ambassador for the 15 Year anniversary celebrations! Huge congratulations to Gabbie on the new position! 6) We announced that five new members would soon be joining our ranks! The AC Partnership Program reboot has been a huge success, and content for TOWCB is more diverse than ever before. Please welcome and support our new member: Peter Strat Frame Hold Photography Quela Finn Fletcher Al 7) Following on from the previous point, Frame Hold Photography reached the 200 follower milestone on Twitter! We love this smiling Eivor piece she created to mark the occasion. FHP now leads our new Video Content Creation Team, and we have a ton of exciting content coming out to mark the 15 Year Anniversary of Assassin's Creed. Keep an eye on our social media channels, especially TikTok! 8) Rumours went around this week about Chinese Gaming company Tencent wanting to buy a majority stake in Ubisoft in an attempt to become the company’s biggest shareholder. Numerous sources, including IGN and Kotaku reported that the gaming giant would soon be making efforts to increase the 5% stake in Ubisoft it already owns in a strategic deal. To do this, Tencent would need to buy directly from the Guillemot family and the public, with the plan of paying double what the stock is worth. The whole process (should it happen at all) is likely to take some time, as the Guillemot stake is valued at around $795 million! According to IGN, Tencent may be prepared to offer 100 euros per share to acquire its additional stake. We'll update you further if more information on this becomes available. 9) Finally, we conclude by sharing two separate community interviews with Kate Heartfield , writer of the recently released Assassin's Creed: The Magus Conspiracy novel. Let's Talk Assassin's Creed Podcast: Magus Conspiracy Interview on Spotify Access the Animus Interview with Kate Heartfield You can also look forward to our own interview with Kate, which is scheduled to release 9/8/22! We hope that you enjoyed this Assassin's Creed News Recap! You can look forward to more articles like this, dropping every Sunday! What was your highlight of the week? Let us know in the comments! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)
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