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- Assassin's Creed Mirage: Basim Ibn Ishaq Cosplay Project by RBF Productions | TheOnesWhoCameBefore
Assassin's Creed Mirage: Basim Ibn Ishaq Cosplay Project by RBF Productions Community Share 15 Sept 2022 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Check out the very first cosplay project for Assassin's Creed Mirage, created by the team over at RBF-productions-NL , a company dedicated to delivering high-quality, custom-made props and costumes. The costume, recreating Basim's Apprentice Robes from Assassin's Creed Mirage, was made and worn by professional cosplayer Rick Boer, who has been working with Ubisoft to create real-life Assassin robes for over a decade! Rick and his incredibly talented team appeared as guests at the Ubisoft Forward Assassin's Creed Showcase Watch Party event in France, where the robes were revealed for the first time! We can't wait to see more Basim cosplay projects as the marketing campaign kicks off, but what an incredible debut this is for Assassin's Creed Mirage, and an absolute treat for all the fans attending the event. You can find more projects by Rick Boer and RBF-productions-NL below: Website | Instagram | DeviantArt 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)
- Evolution of Modern Day Storytelling in Assassin's Creed | TheOnesWhoCameBefore
In this article, community member Ubicypher explores the evolution of the Assassin's Creed Modern Day storyline, and the ways in which it has changed throughout different media formats. Community Lore Analysis Evolution of Modern Day storytelling and structure throughout the Assassin’s Creed franchise. By UbiCypher 27/9/21 Share Save 10% on officially licensed Assassin's Creed Origins merchandise with the code "TOWCB" Top Stories The Assassin's Creed Community are raising money for Ocean Conservancy. Donate today The Assassin’s Creed series is highly praised for beautifully recreated landscapes that allows players to experience the most convoluted eras of history and its major events, as we know all of this is possible due to a high-tech device called “The Animus”. The Animus is what makes it possible for the player to experience not just the modern day, but moments from the past. By stepping into the machine you are able to delve into the genetic memories of the modern day character's ancestor's and relive their memories through their eyes. Edited by Ashlea Buckley About the Author UbiCypher (Joe) is an Assassin's Creed Transmedia expert who has been working on an AC events timeline to help fans of the franchise looking to learn more about the lore. He is especially interested in the present day story, and by joining the program, Joe will have the opportunity to share his lore findings with a larger audience. Twitter UbiCypher (Joe Interview with Magnus Bruun - Eivor Assassins' Creed Valhalla Merchandise Guide Q&A with Abubakar Salim - Bayek of Siwa TOWCB Plans for 2021 Netflix announce upcoming live-action Assassin's Creed series Female Vikings: The Real History Building an Assassin's Creed Community: Getting Started Mentors Guild Announcement Interview with Benoit Richer: Valhalla Co-Dev Game Director Interview with Eric Baptizat: AC Valhalla Game Director Interview with Jordan Van Andel (JorRaptor) Colours in Assassin's Creed: A Short Review 6 ways to stay entertained in the Assassin's Creed Community during isolation Interview with Carlos Ferro - Da Vinci 5 ways you can support TOWCB Interview with Jesper Kyd Top Stories When the first iteration of this franchise came out in November 2007, it was revolutionary. The concept of having history as our playground whilst playing through a fictional plot based in historical fact was amazing, hence our love and passion for this franchise. However, it is important to note that not all of Assassin’s Creed is supposed to take place in the past. We have to remember and keep in mind that when the first entry came out, we were playing as a young man who was abducted by a multinational corporate conglomerate which serves as a front for the modern day activities of the Templars. Which means that they are still present in modern times. The first iterations of the franchise started somewhat bland on the character development of Desmond Miles, only using his persona as a tool for us to understand the modern day situation and what is to come and what to do then. But as the story progressed and hidden information starts to be discovered in the emails from Lucy Stillman’s personal computer, that’s when we could finally get a glimpse of how the modern day storyline was intended to be implemented in the game. It is no surprise that the most part of the modern day plot is revealed via E-mails, notes, messages left over by employees or within the database of the animus itself, due to the limited scope of exploration available to Desmond due to his imprisonment . This method of information discovery is reutilized in future games for the development of the characters knowledge surrounding the brotherhood and Abstergo. When we take a look back at the first games, Desmond was not very well explored until Assassin’s Creed II, where we could see his personality and skills develop in terms of response to danger, his coping with the bleeding effect and involvement after discovering his Assassin Heritage. The follow-up, Assassin’s Creed Brotherhood, allowed us to finally get out of that attic in Italy, and for the first time explore a small modern day environment that made us connect even more with Desmond’s ancestry when exploring the crypt of his ancestor’s family villa. Not to mention that the DLC for Brotherhood “The Da Vinci Disappearance” first implemented the ARG concept of mixing reality with fiction by adding a special set of coordinates that, when googled, would lead us to a random wooded area in upstate New York, which had the fans baffled for many years until Assassin’s Creed III was released shedding light over the mystery behind said coordinates. Assassin’s Creed Revelations picks up where Brotherhood ended, with the stressful cliffhanger (Desmond kills Lucy) making us wonder what would happen next, but instead of making us play an actual modern day section like in the prior installment, we received optional missions in which you navigate through Desmond’s life through the use of flashbacks while he is in the animus in a comatose state. This was actually refreshing as it was a good insight into how Desmond had to recover his past life’s memories, in order to separate the m from those of his ancestors which were overlapping with his and invading his mind, accompanied by those weird and cold yet attractive geometrical shapes and blocks emulating the core systems of the animus. Assassin's Creed III was the end of a cycle. Sadly the end of Desmond Miles’ story on behalf of what everyone expected. In this particular entry of the franchise, Desmond was now a capable Assassin having inherited all of the abilities his ancestors possessed through the Bleeding Effect. The modern day sections of this game are, to this day, considered by many fans as perfect, and what the balance between past & present sections ought to be in any Assassin’s Creed game. Unfortunately for them at the time, little did they know that it was just going to happen for one time only. Moving on to the next entry, Assassin’s Creed IV: Black Flag, that came out in 2013, was the turning point of it all, officially aligning the timeline of the modern day with the real word allowing players to better follow the chronology of the games, which was actually a smart move, as some years in the expanded universe are pretty tough to correctly organize in terms of dates and months. As Desmond’s cycle was now over, it was time for Ubisoft to start thinking outside the box and figure out a way to properly set future instalments without the need of Desmond himself. They had it all at their disposal to write whatever they wanted. That’s where Abstergo Entertainment joins the game. They shifted from the perspective of one character to be the center of a story to multiple points of view, characters and ways of exploring genetic memories. The creation of Abstergo Entertainment was really an incredible idea, the stories could now be “Infinite” because of the introduction of technology which allows you to relieve genetic memories without the direct descendant was genius. It opened up a door to what we would later know as “Helix”. However, Black Flag also started the lore-telling structure that we know today, which did not please everyone, as we went straight from the perspective of one single character experiencing everything continuously, to a lot of different stories and events happening simultaneously in the same game, poorly explained through Emails, files you’d have to find and recover and lots of notes scattered around the offices of Abstergo, thus, thwarting the quality of the Modern Day storytelling altogether. From there on, this procedure would last for every installment to come until 2015, switching between voiceless and non-playable characters, with the exception of Assassin’s Creed Unity and Syndicate which incorporated cinematic cutscenes as substitutes for playable sections. In November 2010, Karl Kerschl & Cameron Stewart in collaboration with Ubisoft, published through Ubiworkshop the graphic novel that would utilize a well known trend in the marketing sector when it came to promote storytelling through different platforms: The Transmedia. From 2010 to 2014 a total of 5 comic books plus reprints were made, besides the already existing novels based on the games written by Oliver Bowden. In which he added more background and lore to characters such as Altaïr and Ezio enriching the universe, but forcing others to buy books and comics in order to obtain knowledge that was supposed to be in the games in the first place. Of course this is not an uncommon tactic, there’s nothing wrong in expanding a universe of fiction which is meant to entertain. But the real problem begins when the very company responsible for annual releases of a franchise (which is supposed to continue expanding the stories set by previous entries, or at least finish what others started in the next one) starts wrapping up important story arcs and plot lines such as Juno’s revenge over the world (Charlotte de La Cruz Saga) - (2015-2018) in a specifically-made line of comics for their conclusion, introducing new characters which makes the Modern Day story even more difficult to get a hold on, as you don’t just have to discover new faces, but you also have to remember all that happened in the previous entries to understand the connections that tie the main games to all these new chapters within the expanded universe. Therefore, totally bypassing these interesting story arcs in the games to come, just as an excuse to apply new settings and expand the IP without any “Artistic freedom restriction tied to the already established lore”, which as we have been witnesses for the past five years, happened with the releases of the new RPG trilogy that according to a now divided fanbase, caused some lore retcon. See Assassin’s Creed Unity for instance. It’s one of the clearest examples of an Assassin’s Creed game being directly affected by the Transmedia in terms of Modern Day storytelling. The game is supposed to take place in November 2014, right when an Abstergo analyst finishes exploring a set of pre-loaded genetic memories belonging to a bodyguard of the Templar Grand Master Jacques de Molay, said to be a sage and thus, person of interest to Abstergo. That’s when the Assassin Technician Bishop comes in and convinces our voiceless, genderless character to work for her and explore a specific genetic memory set that she provides to them, which are those of Arno Dorian, protagonist of Unity. The Impact of Transmedia. (Comics, Novels & Info-Books). Right, let’s backtrack 7 months prior. According to the Abstergo Entertainment Employee Handbook, way more interesting things happened in the time frame of Assassin’s Creed Unity’s modern day. Starting from May, all the way to November, there was another person relieving Arno’s memories, a character named Robert Fraser, who the real-life book is supposed to have belonged to, who has his own story which is worthy of a thriller story on its own. Detailing aspects of the bleeding effect, never seen before in any other games, seeing an interesting character development as he goes mad by falling in love with Élise while he was relieving the memories of Arno, to the point that he was having hallucinations in which he believed himself to be Arno , struggling to maintain his identity separated from his. Why not just wait a little longer and make all of that playable as well? Or why not just make cutscenes in first person for that matter, during modern day, in which you see that character progression and the bleeding effect slowly affecting the character. I’m sure that would give a more in-depth look at how users are really affected by the secondary effects of the animus. So, for now, I’d say that the only way to improve modern day and make it more engaging for the public, would be to stop making comics and books with modern day sections in them. And maybe focus on making a full on game instead. Time changes, civilizations evolve, wars evolve, technology… Yes of course! Assassin’s Creed has always been a game of blades and steel. But let’s be honest, Ubisoft has the potential, gameplay references and tools in order to make a capable and polished modern day only game, with maybe a couple of interactions with the past to complete something in the present if need be. But that would more likely be a secondary thing as I’m talking about a modern day game and not a game focused only in the past. Splinter Cell Conviction and Blacklist have the perfect playability for that hypothetical game as does the recent Watch Dogs Legion (Which recently had an Assassin’s Creed Crossover) But that is something for another day. What about weapons? Well, according to the lore, Galina Voronina, Gavin Bank’s Cell, Jasdip Dhami and so on, use firearms in combat. And it’s not that awful, it’s actually realistic as we have seen in many films and shows where the character would ensue a fight with guns but when out of ammo use his/her fists to neutralize threats. We are too focused on the old fashioned Assassin weaponry which hinders the possibility of having a modern day game as we cannot ask fans make a united decision. I really think that is what we need in order to heal the storytelling or at least make it more appealing to people. Maybe implementing old plots that are yet unfinished or old characters that have disappeared for a while now, such as Harlan and Arend, Gavin, Galina, Kiyoshi, etc. This is all an idea of mine that comes from the analysis of the Modern Day’s lore of course. But I think we should consider pressing Ubisoft for this kind of game in the future. Though, I’ve noticed that all recent transmedia books are only focusing on the past.. Could that mean something? I guess we’ll have to wait and see.
- Will Black Flag Resynced "Replace" The Original? | TheOnesWhoCameBefore
Will Black Flag Resynced "Replace" The Original? Breakdown Share 27 May 2026 Written By: Edited By: Hayden Bird Gargudon Back To Database One question many Assassin’s Creed fans are facing right now, while the wait for the highly anticipated Assassin’s Creed Black Flag - Resynced continues, is will this reiteration of one of Ubisoft’s most iconic and household games ever, also having left its mark on gaming history overall, “replace” the legendary 2013 original? This is something that has the potential to cause strong debate amongst fans; some might feel this remake is a replacement of the original game, that fans and critics alike loved and praised, and for others it is merely a more enhanced version of the original. Fans will flaunt these ideas around until they get to play the game for themselves, when it arrives this summer on July 9th. Assassin's Creed Black Flag - Resynced promotional screenshot This reiteration of Assassin’s Creed IV Black Flag, comes at a time where remakes and remasters of games are all the rage in gaming. Technology in gaming has rapidly improved in a short period of time, and it makes sense to rebuild classic games, taking advantage of today’s enhanced technology, taking games to a new level, maybe even making them reach their full potential as always intended. Back in the day, certain developers would built their game with the technology they did have, but always envision more, but that simply was not possible to implement given the technology of the time. Whether it be character models, environment, gameplay mechanics, or other aspects. One good example of this is probably still another one of 2013’s landmark releases, Grand Theft Auto V . Originally released for PS3 and Xbox 360, this original version pushed those consoles to the very limit technically, but still achieved so much under the circumstances. Mere 14 months later, the game was re-released for the new generation of consoles, in the form of the PS4 and Xbox One, and the game had been severely enhanced in a number of ways, at last reaching its full potential, and becoming what it was likely always meant to be. Grand Theft Auto V PS4 & Xbox One promotional screenshot (2014) Many are seeing Black Flag - Resynced as a tribute to the original, as it is well known that the 2013 classic is irreplaceable and incredible in its own way, and nothing could ever change that. So far, it is pretty clear that this remake is a faithful adaptation of the original, that stays true to it and does not dampen the legacy of the first game, but simply builds upon what made the original so great. It is easy to see this remake not as a replacement, but more of a testament to what the original game did for gamers, and seeks to merely empower and enhance the original, and not disrespect it in any way. Another thing that proves Ubisoft is treating the original game with respect, is that the game is not going to be delisted from digital storefronts following the release of this reiteration. The classic game will stay available for purchase everywhere, despite the anticipated remake inching closer to release. In some cases, it has become an unfortunate trend, that when a remake is released, the original game is removed from storefronts, and is basically abandoned and forgotten by the developers. This does not seem to be the case at all for Ubisoft. They understand very well that this game is very special to many people, who have made memories with it over the years, whether they’ve been there since day one in 2013, or discovered it years down the line. Based on much of the footage we have seen of Black Flag - Resynced so far, the game clearly intends to be a faithful adaptation of the original game, not a completely revamped experience, that transforms the game into a full blown RPG like most newer instalments in the franchise. It seems Ubisoft understands making changes that drastic would not sit well with many fans, so this reiteration merely builds upon the excellence of the first game, and simply enhances it with modern visuals and improved gameplay. Ultimately, there were also a few aspects of the original game that do not necessarily hold up by today’s standards, so Resynced shows improvement upon the select few things of the original game that were more unpopular, such as the stealth mechanics, tailing missions, and clunky combat system, all of which are being improved with modern technology. When the original game was released, it also came out during a much different era of the gaming industry, where certain features of the game that felt normal then, do not necessarily hold up well in modern standards. This was natural to have happened, as the gaming world advances faster than one can keep track of. Resynced intends to fix these minor flaws of the original, and create an as close to “Definitive Edition” of the game as possible that honours and sticks true to the original, bringing its own new life into the legendary game, that was and remains so beloved by fans and critics alike. Black Flag - Resynced , in some ways, is a fresh interpretation of the original game. It builds upon what the original did well, while adding new features that make it unique, rather than a full on retelling. The game does a great job at bringing new life, into a game that is over a decade old, and does not attempt to replace the original, but uses it as a stepping stone to all the advanced technology of today, that creates a fuller and more complete version of a game, that is considered the best game in the series by many, and that says a lot with how long the franchise has been around, and how many other games have released both before and after the 2013 classic. Still, the full picture of what has been improved, and what might ultimately have been removed from Resynced remains to be seen. So far, it is still unclear if features such as 100% total sync and optional objectives in main story missions will return, latter which were some to players’ liking, while others thought them annoying and pointless. If this or other drastic changes yet to be seen are introduced in Resynced , it is very likely a lot of fans of the original game, will hop off and lose interest quickly, feeling the original game is being disrespected after all. If this was to happen, it is likely some fans will be very dissatisfied with this remake, and will instead just stick to the 2013 original. This has happened with remasters typically called ‘The Definitive Edition’ before, either being too different from the original, or having bad launches that quickly impact their reputation, making players just stick to the old version. In recent times, this was apparent for the release of the GTA Trilogy - The Definitive Edition in 2021, the three games - Grand Theft Auto III, Vice City & San Andreas - being a buggy mess for some players at first, quickly damaging their reputation, and quickly making players just return and stick to the 2004 PC original of San Andreas for one. No matter what, the 2013 original has one of the strongest legacies in the franchise, and depending on Resynced’s reception, that could grow even stronger, depending on how this new version stays true to and respects the original in the very end. The original has its legacy, Resynced has the opportunity to leave its very own one, in the end making both games different and unique and each their way, with each their unique legacy. In the end, the debate of whether or not this remake will “replace” the original will go on, but so far all signs point to Resynced merely being a faithful adaptation, that simply takes what the first game did correctly, and enhances it by fixing the flaws, upping graphics and mechanics, and adding additional content, all bringing new life to the game. While the wait for the game’s release continues, fans will have the opportunity to decide on this topic for themselves, but when July comes around, many will be able to make more accurate assessments, on what Ubisoft did right, and what they could have improved upon. Will you be buying Assassin’s Creed Black Flag - Resynced when July comes around, maybe even having pre-ordered the game already, and are you excited for it? Be sure to let us know in the comments, and stay tuned here on The Ones Who Came Before for all news and more content on the game! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Hayden is a passionate Freelance Writer based in South Carolina who joined TOWCB's Writing Team in 2020 during the Covid-19 Pandemic, writing articles on all things Assassin's Creed Valhalla. He left the group to focus on studies, joining our Alumni program, but triumphantly returned with fresh ideas in 2024 to pick up where he left off, only this time covering Assassin's Creed Shadows. In 2025, Hayden took on the position of Team Leader for TOWCB's Writing Team, overseeing article releases, assisting with recruitment and providing assistance with internal operations. Hayden Bird
- Assassin's Creed Shadows: TOWCB Spoiler-Free Review | TheOnesWhoCameBefore
Assassin's Creed Shadows: TOWCB Spoiler-Free Review Review Share 18 Mar 2025 Written By: Edited By: TOWCB Team Colum Blackett Back To Database Banner by Frame Hold Photography. Thanks to Ubisoft for providing a code for the purposes of this review Contributions by: Colum Blackett Taylor McKay UbiCypher Aaron Young Frame Hold Photography Turið Torkilsdóttir ''Japan is a land of danger. Navigating it will take some thought and skill, as enemies lurk in the shadows. It’s a truly immersive experience.'' Described by one developer as ‘Ubisoft’s suicide note’, Assassin’s Creed Shadows could be the single most important game that Ubisoft has ever released, as the fate of the company may ride on its success. It’s a game that media outlets have pitched as a ‘make or break’ title for Ubisoft after a difficult financial year, so does Assassin’s Creed Shadows do enough to turn the tide? Early on in the marketing campaign, the development team dubbed it ‘the ultimate Assassin’s Creed game’, a bold statement considering the success of former releases. In this review, we will outline its strengths and weaknesses, dissecting it bit by bit to rate it not just as a video game but as an entry into the Assassin’s Creed universe, with the full weight of history and lore that came before stacked against it. After 2018’s Odyssey, Ubisoft Quebec moved on to 2020’s Immortals Fenyx Rising while envisioning their next AC in pre production. Full production began in 2021 leading Shadows to have the longest development cycle since the 2007 original, leading to a reinvention and re-evaluation of the core mechanics of AC. The game was also delayed twice, which massively increased expectations, but also gave the development more time to polish and finalise, something which is clear in the finished product. Shadows massively delivers on the majority of core Assassin's Creed pillars, and provides an engaging narrative which serves as a major cornerstone for the game's triumph. Promotional image for Assassin's Creed Shadows (2025) Narrative and Story 1579 Feudal Japan Our story begins in the Iga province of Japan in 1579 with a young woman named Naoe, training as Shinobi to protect Iga from Oda Nobunaga, who is conquering Japan into one united unit under the Shogun and Iga wants to remain independent. leading the game to open during Oda’s invasion in 1581. The game is set during a time where Portuguese influence was growing across Japan, and deals were being struck to increase the freedom of trading and movement for the Church. In return, Nobunaga gets a a new weapon in his arsenal, in the form of gunpowder called Toppo. This makes him and his forces a deadly adversary as they seek to conquer under one banner. Dual protagonists return in Assassin's Creed Shadows, connecting two personal stories into a shared arc which aligns at connected intervals, forming an engaging and interwoven narrative that drives the player forward. The game uses history to weave together a powerful story, in a way that has never been done before in the series. The attack on Iga event is seen from both perspectives, something which is new to the franchise, acting as a major lifechanging event for both Yasuke and Naoe. The connected story, which provides 9 main targets (the Shinbakufu), is incredibly satisfying. They can be completed in numerous ways, taking the original idea of a 'sandbox assassination' to another level. Both characters are incredibly driven in their pursuits and put themselves in danger to achieve their goals for the people of Japan. There are personal quests for each character, which demonstrate their personality in different ways. Many of the quests are calm and don't require combat, giving the players a glimpse at the humanity of each protagonist. They are both very likeable for various reasons: Naoe ‘’The life of an Assassin is pain’’ (Ezio Auditore) Naoe is the embodiment of this, and channels it, using her pain as motivation to strike against her enemies. She has to live with pain caused by her enemies, suffering a tragic backstory, as many Assassin's Creed characters do. It is used as motivation that fuels her. Anger turned into calculated risk. She is incredibly intelligent for her age considering her youth, and not rash when hitting back in response. She was trained as a Shinobi by her father for two years prior to the start of the game, giving her a great grasp of parkour and a sense of righteousness. As she is a native Japanese she has a clear understanding of the culture and world making her feel very part of the world. Although things are very different in her village compared to the rest of Japan, she is able to blend into society by keeping her true thoughts and motivations for only her most trusted allies. The flashbacks to Naoe’s past are excellent. They do interrupt the flow of the main campaign but they are used to further the audience's connection to her, making her history, a clear part of her future. She looks both backwards and forwards at the same time. Yasuke Yasuke is an outsider in a foreign land, possibly Mozambique in Southeastern Africa, who gains the interest of Oda Nobunaga, who sees his potential from the offset. Initially known as ‘Diogo’, a slave captured by the Portuguese, he takes back control of his situation by learning the language and customs of Japan. He is a stranger in a strange land. He is immediately an outsider, not only due to his skin colour but also his height as he is taller (6 foot) than the Japanese in general (average is 5 ft 4 inches) so they see him as giant. He has to fight for his place among the Samurai and Nobunaga’s presence as well as forging a name for himself. But once a samurai he has interactivity in the world as NPCs will bow to him when walking around the world and he will be acknowledged by other Samurai making him feel part of the world He is a tank, as when you control him he feels very heavy and slow to move: think of Eivor but with more physicality. The ‘One man army’ storms across Japan, making an impact, but there is also a more human and softer side to Yasuke that makes him likeable and caring about the plights of others. He begins his journey as a victim, but rises well above his expected station by becoming a respected warrior for Oda Nobunaga, winning battles and helping to unite Japan. He does not let power go to his head, but uses his new position to help people on a more personal level. Think of the homestead activities or world events in Assassin's Creed Valhalla, but with more opportunities to help and gain reward and status for doing so. Joint story The Joint story involves both Naoe and Yasuke hunting down the remaining members of the Shinbakafu as they each have a personal stake in seeing the order ended. They will each go through a personal journey and grow and develop and thus learn to work together with their skill sets. The story is engaging and aligns itself more with Origins than the previous few entries. Shadows is a slow burner, and requires a bit of patience. It is well worth it though once the game opens up and Ubisoft does what it knows best. With the possibility of 60+hours to complete the main storyline, players will haver plenty of time to get to know both Yasuke and Naoe. Both the main characters are very strong in their own right. We believe that Naoe is the most compelling and we wouldn't be surprised if she is able to match Kassandra as a fan favourite. That being said, Yaskue has his own playstyle and mystery so you constantly debate switching between the two, opening up more possibilities. Throughout the main storyline, multiple minor characters catch the attention of the audience early on in the game, with their stories slowly developing as you progress. It's nice to see the calmer moments which contrast against the violence, and bring depth to the world. We feel that players will be drawn to the main storyline and a higher number of players than usual will complete the game, as it is incredibly interesting and connects at numerous intersections that provides both satisfaction and at points, emotion. Naoe and Yasuke The World The world of Assassin’s Creed Shadows is incredibly beautiful and full of opportunities. The dynamic weather cycle adds depth to exploration, and also makes it possible to notice the passage of time. Shadows introduces the first fully next gen open world Assassin’s Creed game, built for the latest platforms, pushing technology to be the best it can be. Vibrant colours contrast against the dark night, adding a layer of beauty to a land of war and politics. The weather can massively impact decisions for players, as a windy day can turn into a storm, making it easier to attack, whilst a sunny afternoon makes the chances of being spotted more likely. You can also feel the wind in the game, as trees and nature respond to it. There is a distinct balance of violence and beauty, contrasting between conflict and slower moments such as art, eating, celebrating, ordinary everyday actions that make the world feel more authentic to the period. The new method of synchronization encourages players to unfog the map for themselves, highlighting points of interest rather than revealing everything at once. This leads to more exploration, and takes players deeper into the world of Assassin’s Creed Shadows. Japan is full of opportunities, and provides an atmospheric sense of uncovering the next secret, creating a rewarding journey for players. Throughout the world players will uncover: Shinto shrines, which provide some temporary bonus. Praying at temples, Kodas (Samuari training). Kofun, Shadows’ equivalent to tomb puzzles that reward a piece of gear. Kuji-Kiri (meditation areas that do trigger some flashbacks for Naoe). Sumi-E (Allows Naoe and Yasuke to exercise their drawing skill and draw paintings of animals that can be added to the hideout as pets and decorate buildings with. Horse archery practice Renga-shi (collaborative poetry). Outside of all these, players will also discover white orbs that appear in certain locations and these are the codex entries, similar to how they appeared in 2023’s Assassin’s Creed Mirage. If you wish to find all of them, as they do not appear on the map, you will have to find them. This action and design decision encourages exploration so you may find several each time you play. Although the scenery is visually appealing, Japan is also a land of danger. Navigating it will take some thought and skill, as enemies lurk in the shadows. It’s a truly immersive experience. Animals in the game are peaceful, and are to be admired, not hunted like in previous games or the Far Cry series. The danger comes from enemies scattered across the land, posing a threat in restricted areas. The best way to proceed is by building a network of spies and scouts who can provide intel when deployed correctly, or assist players when called upon. Just like in Assassin's Creed Brotherhood, the scouts patrol nearby and eliminate threats from stealth positions. The world of Assassin's Creed Shadows is incredibly detailed and beautiful, and we can't wait to see the photo mode captures at launch! Promotional image for Assassin's Creed Shadows Stealth This is by far the most ambitious, care taken, polished and refined stealth since the days of AC1. This is where the game really shines, from allowing you the ability to go prone and the inclusion of an expert mode for hardcore players. The introduction of prone l the team to completely rethink the standard Assassin’s Creed control mapping, which shows the dedication and commitment of the team to revamp this essential core pillar of the series. A s the title of the game implies, stealth is an element which is pivotal to the series. Valhalla did a good job at creating opportunities for stealth, but a lack of tools and an imperfect social stealth system made it difficult to master. Shadows introduces fresh ideas and tools, such as the ability to extinguish lights to operate in the shadows, perform double Hidden Blade assassinations and new tools such as the kukri (throwing knife), bells (to distract enemies), Shuriken, and of course, the return of the classic smoke bomb. Tall grass is new, and can be used to go prone in. It can also be destroyed if detected or hit with a weapon. The useful 'Last detected shadow' once again appears, allowing you to see where enemies lost sight of you allowing you to react. A simple feature is back with the whistle, which can be used to lure enemies away from their guarding positions. You can draw enemies towards a certain death if used correctly. Hiding spots return such as haystack, a coffin, a closet and a chandelier on the roof. Naoe is the master of stealth, but it can be challenging to use it effectively. Time and thought is needed for the player to also become the true stealth master. She is very fast and agile and you can feel the difference when playing as both characters. Something in particular which is incredibly satisfying in the game is the unlockable Shoji door assassination, which takes inspiration from old school Ninja movies. On the other hand, Stealth is challenging for Yasuke, with limited options available. Although he can go prone, it feels like his character is built purely for combat, although we have no doubt some players will master stealth for Yasuke, using the rifle to dispatch enemies from the bushes. You can infiltrate castles and hunt down samurai Dashos, who's death leads to a reward by gaining a mastery point. Clear all of them in a castle to unlock its gear chest. As restricted areas house many enemies, it is rewarding to use stealth to enter and dispatch enemies. Eagle vision is restricted to Naoe only but you can tag enemies with both characters; you can also play as Naoe to tag enemies, then switch to Yasuke and the tags remain. This is because Naoe observes her surroundings differently to Yasuke, due to her training and discipline. It is worth mentioning that social stealth has been removed. Blending, distracting enemies by sending large groups and bench sitting have all gone, but we feel that it is acceptable as Naoe operates in the shadows rather than in plain sight. For her to expose herself too often could lead to increased danger, and she has enough new tools, abilities and kill moves to make stealth both fun, challenging and rewarding. Stealth promo image for Assassin's Creed Shadows Parkour Naoe is lightweight and nimble, moving effortlessly across the rooftops. The revamped parkour system has been fully redeveloped. Gone are the days of every surface being climbable since the days of Origins. This has been replaced with a similar system seen in the Ezio and Kenway games with a definite parkour start and finish alongside path markers like bridges and robes, as well as the “yellow” paint with player guidance. Naoe’s rope can allow her to reach high places but it can’t be used as a rope between buildings. The tree swing assassination encourages parkour, so players will find themselves looking down on opponents frequently throughout the game to get the satisfaction of death from above. Naoe bring the delicate balance of precise manoeuvres, mastered during her time in Iga. She can quickly gain a vantage point and tag enemies or observe surroundings from above. Parkour feels useful again. Enemies no longer frequent high places, as was the case in Mirage and previous games, as parkour is limited to a select number throughout Japan, such as Shinobi. The game does a really good job at taking Naoe from street level to a high place in the blink of an eye, either by using the rope or by climbing structures. Some buildings are still in development, and Naoe can climb up the wooden beams before a roof has been added, also allowing her to enter and loot chests. Parkour has a host of new animations and flips which make it both fun and energetic. It's clear that Ubisoft put a lot of thought and effort into this, as Naoe moves effortlessly. The Parkour up and down functions serve the game well, providing opportunities to move with speed and purpose. Yasuke’s heavy build means that parkour is limited. He can climb on to roofs but not tall buildings making him ineffective in stealthy castle infiltrations. We feel that players will switch to Naoe if they wish to get a parkour experience, as Yasuke's physique makes it difficult to do more than jump from ledge to ledge or climb basic platforms. Overall, we're really impressed with the new parkour system. It doesn't feel sticky, and the player feels like they have full control over movement when freerunning. The animation team did a really great job at updating a system that hasn't really changed in recent Assassin's Creed games. It's great to see that the series still shows such a willingness to adapt and evolve. Naoe throws a smokebomb above her target, using height to her advantage. Combat Combat is a very different experience for Naoe and Yasuke. Combat for Naoe is a mixture of light and heavy attacks, carefully waiting for the opportunity to strike. She is better at waiting for the right opportunity to strike, rather than lashing out in haste. Due to her small size, a heavy attack can do major damage to Naoe. Yasuke has increased health due to his stature and heavy armour. He is lethal in combat due to his huge arsenal of weapons and abilities. In combat, players have the objective of destroying armour before delivering the killing blow, breaking down opponents and catching them off guard. Yasuke tends to block or parry rather than dodge, the favoured approach by Naoe due to her size. Each character has their own arsenal. Naoe has her aforementioned tools alongside a Katana, Tanto, and a Kusarigama, a long range weapon. Yasuke has a more varied arsenal with a Long Katana, a Kanabo, a Naginata, alongside ranged weaponry consisting of a bow and a Teppo (early firearm), exclusive to him is the ability to parry unblockable attacks as well as more health and two more health rations. He can also charge doors, which in missions can allow allies to join the fight. One thing that Naoe can do to even the odds is use silent arrows, which can pierce armour and break down an opponent before she even has to consider close quarters combat. The brutality of combat is immediate, with decapitations common and increased blood. A new series of kill animations will shock players, as Naoe can flip behind a player and slit their throat. Both players can cut an enemies head clean off its shoulders, making it easily the most fierce combat system in an Assassin's Creed game, beating the brutality of Valhalla. Yasuke has many unlockable abilities for combat, all of which make him more deadly when facing enemies. His kick in particular is strong, knocking enemies of all sizes to the ground. Think, Sparta Kick in AC Odyssey without the need for a Piece of Eden powering it. His size is pure muscle and strength, which he channels in combat. Even though Yasuke is a huge man, the enemies he faces are varied in size, so he doesn't always feel overpowered. Smaller foe like Shinobi are much quicker and can surprise with quick reflexes and multiple attacks at once. Learning the best course of action will keep players occupied when choosing the more direct approach. We thoroughly enjoyed combat in Assassin's Creed Shadows, but the majority of our team prefer the stealth approach in AC Title. That being said, both playstyles have their own benefits in AC Shadows that will keep players swapping depending on the situation or quest requirements. Yasuke in combat Modern Day Assassin’s Creed Shadows introduces a new present day story which is connected to the Animus Hub platform, the new overarching platform which acts as the home of Assassin’s Creed content. Immediately players are introduced to the ‘Animus Ego’, an incredibly powerful piece of Abstergo marketing which is hacked by an unknown digital entity known as ‘The Guide’, a hologram which provides cryptic digital support. It’s without a doubt the most visual and immersive Animus experience yet, but it would be a mistake to overly praise a modern day Animus experience that strips away gameplay entirely. ‘Welcome to the dark’. From the offset, it’s an engaging Modern Day storyline that calls back to the darker tones layed out in previous titles, channelling the easy vibes that were present during the Clay Kaczmarek glyphs and the Erudito Animus hacking cutscenes in Assassin’s Creed Liberation. The Modern Day air of mystery returns, something which will be a relief for old-school fans of the Assassin’s Creed Initiates platform, as completing activities in-game unlocks information and data that is stored in the Animus Hub database. Plus, the references to Carl Gustav Jung from which the Animus Ego is named after referencing his archetypes from which “The Shadow” is conveniently one of them, and the fact that it is a new type of Animus managed by an AI “Ego” that is able to harness the power of the Bleeding Effect by overloading the user's senses in order to subdue them and render then totally controllable. A new story arc revolving around Tatyana Dane and Joel Eastman in what seems like an “almost apocalyptic world” hunted down by operatives in Marrakech. The name Geoff Eastman also appears and is implied to be somewhat of an “Assassin” archetype as he is apparently the main reason why Joel (his son) is doing what he's doing in Morocco; “To change the world and make a difference”. Through the Animus Hub, you have memories, projects, exchange and vault Memories: Here players will be welcomed to a timeline and are greeted with images of the protagonist from recent Assassin’s Creed titles such as Basim, Kassandra and Eivor, booting up their memories, as the Hub acts as an all-in-one game launcher. Right now only Origins, Odyssey, Valhalla, Mirage, and Shadows are available. Projects : Data streams are corrupted. These quests are tied to the projects tab within the Animus Hub, these act as mini battle passes, and completing these tasks reward helix keys, you can also find them randomly strewn across the world. You can use these Keys at the exchange which replaces Reda’s shops with daily rewards. Exchange: This is Shadow’s version of Reda’s shop from Origins and Valhalla where you can see the deal of the day or gear to spend those hard earned helix keys earned through projects. The Vault: Here you can find text, voice or video files related to the modern day overarching narrative that are unlock through progression of shadow’s story and through levels completed through projects. There's a lot to look forward to in the Modern Day storyline, but it's disappointing to see a lack of playable missions. Shadows is another attempt at making the present day story optional, and running in the background via the Animus Hub. After Valhalla and Mirage helped to establish Basim as a new threat in the Modern Day, it would have been very interesting to learn more about his activities, rather than completing missions to gain intel. After years of stripping away Modern Day Assassination missions, should we even be surprised at this point? Things you missed We have exclusive information from Akim Milne, Director of Cinematography from Ubisoft Quebec who gave a fascinating presentation at the UK Assassin's Creed Shadows Community Launch event, showing the incredible depth of research and thought that went into the game's development. Camera Angles and references The game uses a wide range of camera angles which take inspiration from a number of sources, such as Japanese cinema, anime, Western cartoons and mainstream Western depictions of the East. These reference points can be seen throughout the game and have also appeared in the marketing campaign for Shadows. For example, Crash zooms, which appears in a number of films by Director Quentin Tarantino, famously appearing in the Kill Bill series. In Assassin's Creed Shadows, when an enemy of rank is revealed, the camera zooms in, revealing the true title of enemy. The team really pushed to get Japanese film references into the game, for example callbacks to Seven Samurai (1954), which were even present in early mood boards. When presenting Iga, the team wanted to show that all members of the community were constantly practicing martial arts, as is customary throughout Japanese cinema. More recently, in the film 47 Ronin (2023), an infiltration with grappling hooks takes place in the daytime, and this is something which the development team wished to replicate as players can't change the day and night cycle due to the dynamic weather feature. Another film reference is Naoe's rope dart which draws inspiration from Mortal Kombat when used in combat. Cultural references from a wide range of historical sources have been included in the game. The Hideout represents this, and shows the normality of everyday life, with NPC’s performing everyday tasks such as washing clothes. Due to the notable size differences between Naoe and Yasuke, during cutscenes, low angle lenses were often used to make Naoe feel small in a gigantic world, grounding the camera work and giving perspective against the ever present landscape. Many times throughout cutscenes, over the shoulder camera angles were used to highlight distance, creating a sense of awkwardness. For example, when Naoe meets leaders, the camera angles purposely build tension by showing her as a small figure who is meeting someone of power, raised on a platform. There is an ever growing sense of danger should she say the wrong thing. At times, there is a focus on forefront details as things go on in the background to draw viewers to facial expressions, an intentional artistic decision to highlight emotions, often fear, and show the power dynamic between the one kneeling, and the one standing. For example, a sacrificial beheading scene. It's worth noting that Akim believes that Naoe at times is faking the submissive role, not making direct eye contact, looking away, something which causes tension. Iga is independent and remote, so didn't adhere to social hierarchy. As an Igan shinobi, she has been trained as an equal, but must succumb to the hierarchy and customs of respect that were prevalent in the period, or at least pretend to do so. Eye contact changes throughout the game depending on the relationship Yasuke or Naoe have with the character. This changes depending on the level of formality, as they wish to present themselves correctly. The game presents the historical mandatory distance for addressing a person of power. The intentional awkwardness of being on the floor, giving a full bow, feeling a sense of fear, and no eye contact really comes across in the final product. Some cutscenes aim to be fully immersive, with no talking whatsoever. Lots of cinematic shots in the game also look like paintings. The team really wanted to demonstrate the relationship between ink and blood, often using tones of red when calligraphy is represented to give the sense that war is always looming, and the spill of blood can be caused by the beautiful and peaceful act of ink painting, such as giving an order. The colour grade in the game is intentionally noticeable. The colours in Spring pop, and contrast the darkness of night, which are incredibly dark compared to previous AC titles, making Naoe practically invisible. The hyper saturated colours also mean that the cherry blossom trees stand out in a vivid shade of pink. Completely different light rigs were used for the two protagonists. Naoe has young skin lighter, creating shadows on her face. Yasuke beard, and darker skin complexion natural uses contrast to show colouring, with natural tones of orange and purple to add warmth and naturalise complexion in different lighting. Performance and Animation Focus on cultural gestures, bowing, early animation tests, authentic, came about from research. Minimalist approach was taken. Often in games, gestures exaggerated in approach. The team went back to drawing board and carefully select ones that felt legit to time, before creating their own. Traditional poses, Samurai would sit in Agura pose, proper way of sitting. Correct posture and stances were to feel minimal, and authentic. Mocap is used to capture moves etc, and are then sent to the animation team, who use them to embody scenes they shoot, rather than static storyboards. They are a reference to animation team rather than doing full body mocap like in the past. Performance capture is dots on faces, and records exact performance, but is very expensive, due to it requiring the full film crew, actors and stunt doubles. Combat moments are done this way. The voice actors include Japanese tonality phrasing of sentences. The actor who plays Yasuke would embody character, mentally transform, becoming larger in his posture. When Naoe talks to an ally, she can be herself. This is seen in her eye movement and facial expressions. Naoe weaponises her decision to use eye contact, faking it at times to infiltrate and gain information, pretending to be subservient. Yasuke will full bow at the start of the game, and do less as he gains rank. Bows are a major part of Japanese culture, so a wide variety of bow animations, depending on hierarchy and situation were created. They vary in length, show respect, and have different levels of eye contact too depending on circumstances. Villagers will bow to Yasuke, as Samurai have power and respect. There are situations where player needs to remember which bow is appropriate 700+ cutscenes feature in the game. As there are weather differences, height and body differences, the team had to create every cutscene independently as camera angles can't be shared. Also choices may branch differently, so a lot of time went into creating cutscenes. They had to Test animations in each and every scenario to make sense, ground the scenes and make them immersive regardless of time or day. The Transmog system can vary in depth, ranging from changing the look of a certain weapon to stripping it part by part, creating ultimate version of a weapon Conclusion After an insensitive marketing campaign struggled to drum up hype for the game until late in production, due to questionable marketing practices and lack of research, the game itself is overall a wonderful balance of old and new, bringing together the most complete relationship between the old games and the newer RPG titles, all within a well crafted immersive world. Strengths Voice acting performances and dialogue. Facial expressions and animations are much improved. Music is excellent throughout Atmosphere balances light and dark. Connected narrative, seen from both perspectives. Stealth options. Revamped parkour system. Naoe and Yasuke are both interesting protagonists. Negatives Lack of playable Modern Day The main Templar group feels undeveloped as characters The character not in use doesn't really do anything No hunting and crafting Removal of social stealth OUR Initial SCORE 9/10 OUR Final SCORE 7/10 6 Months Later We realise now that Assassin's Creed Shadows is a game that dips in quality narratively, failing to provide satisfying motives or even an ending to the main game. It actively avoids interacting with established lore, and instead creates an offshoot of the Brotherhood which fails to reclaim it's identity. Shadows has little substance, and we were initially impressed with the demo copy provided by Ubisoft, the full version has very little lore, memorable characters or moments of interest to discuss. Closing Remarks Aaron Comments The opening sections of the game suffer with some flat lighting which makes the game feel a little outdated. However this becomes less frequent once the prologue has been completed. In fact I think the lighting can be quite impressive, especially in darker areas later in the game. I do feel like the skin textures of some characters feel a little off. Naoe especially has less facial details than Eivor or Basim. The Score is fantastic, really complimenting the story. You can feel the Japanese influence. At times there is a Taratino vibe when aspects of the game collide with this quirky soundtrack. The combat is a huge step up from the previous games. There is now a real sense of satisfaction from timing and a smoothness that enables encounters to flow seamlessly. The Animus Hub is a fantastic idea and presents itself very well to the player. I love the fact you can launch the previous RPG AC games from there. The animations of the characters are great and I love that for Shadows both protagonists wear what you currently have on in the game. The menus in the game are very clean and impressive. I like the dark backgrounds as it makes everything seem really professional and easy to read. Codex entries function like they did in Mirage. I actually enjoy this way of learning about the world. It does make me sad that we might not get a Discovery Tour though. I think it would be wise to mention the chromatic aberration. This was a contentious issue with Mirage. Once again it is turned on as default. If you are a virtual photographer it might be worth switching it off from the start. I found it negatively impacted the photo mode. Photo Mode Congratulations to Ubisoft for braving a new Photo Mode. It would have been easy to just copy paste from Mirage. The old PM is so user friendly, albeit a little outdated. You now have a completely different layout for the PM. There are tabs to switch between, similar to what we saw in Star Wars Outlaws. All the parameters in the Photo Mode are slow to adjust. This makes editing a shot a lengthy process, especially when compared to the previous games. The filters are such a cool edition, allowing players to diversify their captures. The red dragon is a particular favorite. I still believe that adding expressions for the characters would have further enhanced this photo mode. Unless you are in combat both Naoe and Yasuke have the same look on their face. With Star Wars Outlaws getting a time of day function, it is pretty disappointing that Shadows misses out. Especially as we can be locked in a season for quite some time. I am really sad that the fog option has been removed. This was such a unique feature to AC photo modes. The only saving grace is that the natural weather in the game produces some very nice fog. The depth of field is now aligned to a real camera. It functions well enough but can be hindered by the slow movement. It is tricker to use than the previous games and may become a barrier for new virtual photographers. With the lack of a bird companion in this game the range is now an issue. I think you can move the camera further than in the previous games but without the height of an eagle those long distance shots will be tricky. The Photo Mode does allow for nicer shots, with less post editing than we are used to. Once again you can post your shots straight to Ubi Connect or upload them to your console. Seeing everyones capture on the world map is always a joy. The frames are more aligned to Odyssey’s PM which I know will delight a few people. Frame Hold Photography’s Comments: Assassin’s Creed Shadows is a visually stunning and immersive game, and I have had so much fun with it during my early access preview. This latest entry into the Assassin’s Creed series truly takes advantage of all the newest tech to provide a gorgeous rendition of Feudal Japan for players to explore. The new dynamic weather and season systems are fantastic. It is incredible how much the world changes as you progress through the seasons and how the environment affects your play. Tall grass that was in one location in the summer is dead by winter, and water that you could once swim through freezes over. Snowstorms and thunderstorms can aid in your stealthy approaches toward camps, castles, and forts, while sunny summer days make it easier for guards to spot you. These elements are playstyles that never had to be considered in previous Assassin’s Creed games, making Shadows all the more unique and impressive. Shadows does not include a bird companion for Naoe or Yasuke. I was a bit upset when I first heard this news since the recon Senu, Ikaros, Synin, and Enkidu provided was extremely useful for tagging enemies, loot, and mission markers. Once I started playing Shadows, I soon understood why a bird companion wouldn’t fit into this game's pace, style, and philosophy. Everything in Shadows encourages players to slow down, calculate their movements, plan attacks, and admire the natural world and its beauties. The new Observe Mechanic better fits into this philosophy since it has players look around their environments, climb to higher places to have better vantage points, and pay attention to more minor details. While the bird companion was a much quicker and instantly gratifying tool, the Observe Mechanic is a new way to immerse players into the world. The combat and stealth systems in Shadows feel great. Combat feels weighty, parrys feel powerful, and abilities change the tides of fights. I’ve been enjoying the three weapon types both Naoe and Yasuke have access to. My favorite for Naoe is the Tanto blade since it’s fast and incorporates hidden-blade combat again! For Yasuke, I have been enjoying the heavy weight of the Kanabo. While slow, this weapon can absolutely decimate enemies. When it comes to stealth, Naoe’s grappling hook makes it easy to scamper up buildings quietly, and the ability for both characters to go prone opens up a host of new stealth opportunities. I have only experienced a fraction of the whole game, but the writing and character development within the first 20 hours have been rich, exciting, and outright shocking at times. Much like the Odyssey, the beginning of Shadows is starting to form a core ensemble of characters, and I am excited to see how they all develop throughout the main story. Lastly, I’d like to comment on the game’s music. The Flight, who composed the soundtrack for Odyssey, also composed the soundtrack for Shadows. The soundtrack weaves traditional Japanese instruments with modern Japanese Rock, creating a diverse range of sonic tones for the game–from peaceful and meditative to action-packed and adrenaline-filled. I love that this mix of styles pays homage to the musical history of Japan. Gentle tracks accompany the player as you explore the vast world, and heart-pumping rock songs set the tone for boss fights and intense game moments. Overall, I am incredibly impressed with what I have experienced so far in Assassin’s Creed Shadows and am excited to continue my playthrough! Taylor's comments The story is an interesting part of shadows. It is very dark and serious in tone, not comedic in any way. The pacing does suffer a little bit as unfortunately the prologue feels a little rushed and chopped up making the beginning feel off. In addition Act 2 also suffers pacing issues due to its non linear structure, think of a procedural case of the week TV show. While Naoe and Yasuke's personal quests let them shine. Some of the antagonists/targets feel underdeveloped as villians. The soundtrack is fantastic but i felt in some scenes it ruined the atmosphere or the music choice didn't fit. The world design impressed me with the variety of biomes as well the Codex entries have to be found by exploring, this encourages the player it really impressed further. This was further illustrated by the ?s really highlighting the culture of Japan with praying at Shinto shrines and meditating, it really makes the world feel that more real. I also appreciate the effort taken to provide Japanese and Portuguese audio as it adds to the historical accuracy. However I found some flaws that gave me concern. Side quests aren't marked for what character leading to tedious character switching. Season timer is not explained and needs more tutorialzation. When a character isn't in use they don't really do anything just sit in the hideout and it makes me upset as they feel more Avatarish than an inhabitant in the world. I feel that the English VO is kind of flat either due to a lack of direction or interpretation. Another thing I noticed is when it snows or rains in the game, their clothes get wet or snow on them but their hair is clear of any such blemish. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author A collection of articles from The Ones Who Came Before team. TOWCB Team
- This Week in Assassin’s Creed Virtual Photography: 25th to 01st October | TheOnesWhoCameBefore
This Week in Assassin’s Creed Virtual Photography: 25th to 01st October Community Share 3 Oct 2023 Written By: Edited By: Aaron Young Colum Blackett Back To Database Welcome to the weekly virtual photography roundup hosted by Aaron Young from The AC Partnership Program. Every week I will be picking our top 5 favourite Assassin’s Creed shots and showcasing them on The Ones Who Came Before website, in order to promote virtual photography and talented content creators within the community. Aaron is a keen virtual photographer and loves to post his journeys through Assassin’s Creed on Twitter. Keep an eye on the site as more weekly shots are added, we are looking for captures across all Assassin’s Creed games. Tag your photos to the #TOWCBWeeklyCapture for a chance to be featured. This week’s theme: Assassin’s Creed Origins White Senu Game: Assassin’s Creed Origins VP Artist: @ PodToGo “Be my eye, Senu” The friendship between Bayek and Senu is heart-warming. She is his only friend while gallivanting around the desert. Senu is Bayek’s eyes in the sky, spotting danger before it is too late. Her ability to distract guards and hunt animals make Senu a powerful alley. This capture of the special white feathered Senu is so good. I love the composition with Senu nestled beautifully between the pyramids. The contrast of colours are charming with the luscious green of the trees popping behind her. I have to applaud the timing, Senu looks so graceful coming in to land on Bayek. Let’s Dive In Game: Assassin’s Creed Origins VP Artist: @ Defalt368 “Fear not the darkness, but welcome its embrace!” Ezio’s Brotherhood robes seem to be a staple for all Assassin’s Creed games. The legendary Italian is a real fan favourite. He went from young tearaway to Master Assassin thanks to the tragedy of house Auditore. In that sense he mirrors Bayek, making it fitting the Medjay should wear his robes. What I love about this capture is the classic Assassin’s Creed feel. The leap of faith always looks fantastic but add to it those amazing reds from the flags and we have one hell of a shot. The positioning and depth of field really help to showcase the shot, with Bayek nicely in the centre of the flags. You could not wish for a better framed shot. The Hood Game: Assassin’s Creed Origins VP Artist: @ giraph_1 “Every morning of my childhood, my father and I spoke the Prayer of the Medjay, a promise to those in need” The Egyptian Hedj outfit is definitely one of my favourites in the game. It has such distinguishing features and works perfectly to help Bayek hide in plain sight. I was over the moon when Ubisoft added it to Valhalla. This shot immaculately showcases the finer details of the hood, allowing Bayek to look just like an Egyptian Assassin. The angle is brilliant permitting us to only see his nose and mouth. The sandy tones are beautiful, but the darkness entering from the right really epitomises Bayek’s story. A wonderful capture that tells of Bayek’s fight against evil. Link to Set: The Wonders of Egypt Game: Assassin’s Creed Origins VP Artist: @ Cll3ar “We will find you. We will find you, in your sleep” There is an elegance to Assassin’s Creed Origins thanks to the beautiful landscapes of Egypt. It must have been a dream for the developers to recreate such a famous place in history. However underneath the visage is a deeply corrupted Order who Bayek must put to the sword. This gorgeous capture could easily be mistaken for a painting. I adore the colours and the framing, and those trees either side of the columns look exquisite. I think Raven has captured the beauty of Origins in this shot, and it shows us why Bayek and Aya were so keen to protect their beloved Egypt. Link to set: The Hidden One Game: Assassin’s Creed Origins VP Artist: @ KaiVirtualPhoto “You are the Medjay from Siwa” Bayek is one of the last Medjay of Egypt and the co-founder of the Hidden Ones. His time training with his father prepared him for the duty he would later endure. The death of his son to the Order ignited a vengeful streak that saw Bayek cross Egypt in search of those responsible. This cinematic style shot of Bayek is so good. I am loving the assassin come warrior look with the Anubis sword at his side. The desert sandstorm feel is really elevating the shot with those stunning particles blowing pass him. The level of detail here is insane, and I cannot believe how lifelike he looks. I cannot wait to see what Kai can do in the Mirage photo mode. The Ones Who Came Before Photo of the Week Judge: @ DaveWoodwardAC ''The reason I have selected this shot for feature of the week is I absolutely love the colour tone which is a big stand out for me. The use of the sun in order to capture this image is fantastic.'' 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
- AC Mirage VP Hub | TheOnesWhoCameBefore
Assassin's Creed Mirage Virtual Photography Hub
- Chinese Pirates: Pitching an Assassin's Creed Game | TheOnesWhoCameBefore | TheOnesWhoCameBefore
In our new article, we begin to imagine an Assassin's Creed Black Flag style game set during The Golden Age of Piracy in China. The Assassin's Creed Community are raising money for Ocean Conservancy. Donate today Community ? Assassin's Creed IV: Black Flag and Addiction Save 10% on officially licensed Assassin's Creed Origins merchandise with the code "TOWCB" Top Stories 16/9/22 By Finn Fletcher Edited by Ashlea Blackett Share It's 2013, you're 13 years old and waiting for what would become one of your favourite games. You've always loved pirates, spent your childhood watching the Pirates of the Caribbean films so obsessively you nearly know them word for word. You could tell people the difference between a schooner and a brigg, and have visited the last remaining sailing ship of the era docked in London. It's 2013, you're 13 years old and you learn you'll never see your dad again. He introduced you to Pirates of the Caribbean when you were probably too young. He'd bought history books for you, and had plastic sword fights throughout the house with you when you were younger. He's gone now, and you don't know why. 9 years have passed and you still think of that strange autumn, the wild month around your birthday which went from excitement to depression. You remember being too young to really understand what's going on, what account documents you're being told about and the will you've been left with. In all honesty you don't care, what does stuff matter now, just leave me to play my games. Interview with Magnus Bruun - Eivor Assassins' Creed Valhalla Merchandise Guide Q&A with Abubakar Salim - Bayek of Siwa TOWCB Plans for 2021 Netflix announce upcoming live-action Assassin's Creed series Female Vikings: The Real History Building an Assassin's Creed Community: Getting Started Mentors Guild Announcement Interview with Benoit Richer: Valhalla Co-Dev Game Director Interview with Eric Baptizat: AC Valhalla Game Director Interview with Jordan Van Andel (JorRaptor) Colours in Assassin's Creed: A Short Review 6 ways to stay entertained in the Assassin's Creed Community during isolation Interview with Carlos Ferro - Da Vinci 5 ways you can support TOWCB Interview with Jesper Kyd Article may contain ads that support TOWCB. Top Stories 9 years have passed and you still replay Black Flag, no game has ever come close to completely absorbing you since. You remember swimming between islands just to see if you can, and finding a glitch to keep your hood up (because honestly who wants it down). The story progresses, and you realise that it's got more to teach you than you thought. Suicide, you've heard the word before but never really understood it. It was mentioned in bible class when you were younger, but like everything it just washed over your head, a word without any real meaning. Alcoholic is said now and again, you get the concept but now why people end up like that. "Just stop drinking," you'd think, "it's not that hard." Edward Kenway hits rock bottom, he's pushed away all his friends, his families halfway across the planet, hope has disappeared. He tumbles through the memory corridor, an area that's become symbolic for beginning your journey, and the success of defeating another target. Now, it's nothing but the falling ground for a man with nothing but a bottle. It's strange how art can affect you, what it teaches you without you ever expecting. No one went in to Black Flag for an emotional revelation about what it feels like to be hopeless, to give up and turn to bad habits to survive. The fun swashbuckling adventure has slowly peeled away to reveal the sad truths of the heroes of children's books and films, the reality of feeling without a place in a growing world. I struggled to understand my dad, he was distant and strange, without any explanation. He lived in a village in the middle of nowhere, he was part of a church whose rules he didn't follow, and seemed rudderless in everything he did. It's hard to express what being a child and seeing that feels like, trying to comprehend emotions you're too young or naive to experience feels like. That confusion can become resentment, misplaced anger or endless sadness. It's easy to repeat the cycle, act out without reason and continue the self destruction. If it weren't for an odd little game about Pirates and hooded Assassins. This month marks the 9th anniversary of that tumultuous year, and a lot definitely happens in your teen years. You go through your own heartbreak, learn your own lessons, get to experience some of the emotions that once seemed so alien. About the Author Finn is a creative writer from Rotherham, UK who has previously supported TOWCB's Fundraising events, and raised awareness surrounding Men's Mental Health. On a blog dedicated to writing, Finn has been sharing reviews, stories and thoughts. By joining the AC Partnership Program's Writing Team, we are hoping to take Finn's passion for writing to the next level. Finn Fletcher Community Hub Blog Twitter Instagram The best part of growing up is being old enough to hear the full story, to learn details that were understandably kept secret. But that journey, surprisingly of all, started with Assassins Creed showing a real, human and flawed character. It's strange to look back, after games with demigods and narrative choices, to think about how personally impactful watching a pre-written story about a Welsh dude with a few too many guns was in comparison. I know that to many Assassins Creed is pulpy historical fun, like marvel with dysentery. But it can't be understated, especially now in the age of "content" and "games as a service", how important it can be to include these darker moments and themes in your games. Black Flag was undeniably a fun romp, and the team behind it were exceptionally successful in making a great sandbox that you can jump back into after a long day. It's just amazing that through that medium, Darby McDevitt, Matt Ryan, and all the other actors, writers and developers made something that can, at least for one gamer, be life changing. It's soppy and melodramatic sure, but these fun corny games can be so impactful. They can last for nearly a decade in the minds of players by trying something, by trying to make a statement or express an emotion. I don't want to interfere in the lives of developers, but there's something so personal to the narrative of Black Flag, a passion to its presentation and themes that shines through. If we don't discuss depression, addiction, greed and imperfections, we're doomed to leave people clueless. Entertainment and art can teach so much, and even without realising, can help improve our understanding of the human experience immeasurably. I love Assassin's Creed, I love it's gameplay, philosophy and history. I just hope to see more stories from more creative, that touch upon something with such raw truth as Black Flag did all those years ago.
- This Week in Assassin's Creed Virtual Photography: 9th April - 15th 2022 | TheOnesWhoCameBefore
This Week in Assassin's Creed Virtual Photography: 9th April - 15th 2022 Community Share 17 Apr 2022 Written By: Edited By: Aaron Young Ashlea Blackett Back To Database Welcome to the new weekly virtual photography roundup hosted by Aaron Young from The AC Partnership Program. Every week, we will be picking our top 5 favourite Assassin’s Creed shots and showcasing them on The Ones Who Came Before website, in order to promote virtual photography and talented content creators within the community. Aaron is a keen virtual photographer and loves to post his journeys through Assassin’s Creed on Twitter. Keep an eye on the site as more weekly shots are added, we are looking for capture across all Assassin’s Creed games. Tag your photos to the #TOWCBWeeklyCapture for a chance to be featured. 1) Fox Games: Assassin’s Creed Valhalla This week’s first capture comes from @Gwyn_VP over on Twitter. A few weeks ago I featured a fox and now we have another one. This is such a cool capture! I love how the ears are up as if startled by Eivor’s presence, whist at the same time remaining hidden in the undergrowth. Valhalla is now the benchmark for foxes. Let see who can take the crown next. 2) Wingspan Game: Assassin’s Creed Odyssey Photo number two comes from @DanielDonner82 over on Twitter. Sticking with the animal theme I managed to find this brilliant shot of Ikaros. I am liking how much this showcases this beautiful bird. Nice use of the depth of field function to give the sense of Ikaros scanning the land from up high. The eagle is such a great symbol of Assassin’s Creed, and I hope it makes a return soon. 3) Traveller Game: Assassin’s Creed Brotherhood This week’s third shot comes from @giraph_1 over on Twitter. A first entry for Brotherhood in our VP collection. This picture looks more like a painting than an in-game screenshot. Ezio is so striking with his white Brotherhood outfit, particularly when up against the darker background. I love how the sun is blazing out from behind the castle. Such a fitting of capture of the Master Assassin. 4) Paris Game: Assassin’s Creed Unity VP number four comes from @Memento_Gallery over on Twitter. This capture is all about style and attention to detail. Unity never received the love it deserved, because behind all the issues, the game was on another level. An excellent capture of the street level sites that await around every corner when exploring this beautifully detailed game. I just really love everything about this photo. 5) Dragon Game: Assassin’s Creed Valhalla The final capture of the week comes from @Amaya_Nocturna over at the ACFirstCiv VP Twitter Community. Game of Thrones is exactly what I think of when looking at this shot. I am not the biggest fan of the mythical parts to Assassin’s Creed but this is cool. I really like how the dragon’s wings are in mid-flight, and the dark foggy background. This capture really makes the Dragon seem huge, when really it’s not much bigger than the Raven. 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
- AC Community Questions: RS (WonDerNooB) | TheOnesWhoCameBefore
AC Community Questions: RS (WonDerNooB) Interview Share 4 Jan 2026 Written By: Edited By: RS (WonDerNooB_VP) Colum Blackett Back To Database Welcome back to another article in our Assassin's Creed Community Questions series, made up of interviews with Assassins based around the world. This week, we are joined by RS ( WonDerNoob ), who joined our Assassin's Creed Partnership program as a member of the Virtual Photography Team in 2025. Col: Hi RS, thank you for joining me for this introductory interview. Please could you tell us a little bit about yourself and your role within the Assassin's Creed Community. RS: Hiya Col, I'm chuffed to even be considered for an opportunity to join the team, and even be interviewed. I'm RS, based in Malaysia. I'm a father of a 5yo girl and 3yo boy, and I work a white-collar job so they don't starve ;D I have been doing VP since Feb 2024, starting with AC: Odyssey, and it is by coming across TOWCB and TPM that opened my eyes to the wider VP community outside of Reddit and the in-game photo-mode sharing in the game itself. When it comes to the Assassin's Creed Community, I see myself merely a contributor to the amazing VP community that helps bring out the best of the games' visuals, captured in photos. Profile picture for RS Col: In July 2025, you joined The Ones Who Came Before's Assassin's Creed Partnership Program, known as the Isu_Network. How have you found working alongside the virtual photography team? RS: The team is absolutely great - I find it interesting that most, if not all of us have families of our own and still find the time to pursue this little hobby of ours. Aaron's written commentary in the #ACFirstCivVP articles again was one of my first introductions to actual commentary on VP outside of the generic "nice shot!" you'd get elsewhere, so I'm glad I get to be a part of that currently. Col: How excited are you for the future of Assassin's Creed? RS: Quite excited - outside of the overall studio and the series' direction, I'm glad to see more photo-mode features rolled out in the recent AC: Shadows update which enabled time-of-day, poses, expressions - all of which should be considered a baseline for games' photo modes. Col: Which Assassin's Creed game have you been playing recently, and which game are you playing next? RS: It is AC: Odyssey. Playing since early 2024 until only recently, I've just put it down and considered it the end of my Odyssey (ha!). If my PC allows it, I'll probably move to either one of Valhalla, Mirage, or Shadows for my next AC game. Col: Have you visited any of the locations from the games? RS: I've studied in England, so I probably have visited some cities that are in AC: Valhalla - London, York, to name a few. Map of the UK in Assassin's Creed Valhalla Col: Which Assassin's Creed game is your favourite and why? RS: It's probably a common answer, but AC II was my gateway drug into the series - everything about being nigh invincible, climbing structures, the story's explanations in Ezio's introduction game hooked me in. I might be looking at it through a nostalgic lens but it was groundbreaking for its time. Col: Have you attended any events within the Assassin's Creed Community? RS: No Col: Do you have a favourite Assassin's Creed community moment/ story you would like to share? RS: I guess one of the bits of info that ties in with this story is that I'm an avid Redditor, and I post semi-actively in the AC: Odyssey subreddit - most of what I post is (you guessed it) virtual photography, and getting a large amount of engagement with the Odyssey subreddit on some of my posts would be my highlight. I've also made some friends from there, as part of the wider VP community Col: What would be your dream setting for the upcoming AC Netflix TV show or future game? RS: I'd like a show that is set during The Crusades - I guess something like a series focused on Altair or somebody else during that time period Promo image for Assassin's Creed (2017) Col: Do you have any personal AC goals you would like to achieve? RS: It's VP-related of course, winning a VP competition using shots from an AC game! Col: What would you say is your most significant community achievement to date? RS: I think getting to join TOWCB/Isu Network would be it. Col: What is your favourite part of being a community member? RS: Getting to engage with others! Col: Do you collect AC merchandise? If so, what is your favourite item? RS: I don't, but I'd love to have a hidden blade or Leonidas' spear. Col: What advice do you have for people looking to get into content creation? RS: I don't consider myself one, but content creation to me should be quality over quantity, with a baseline quantity. You still need consistent enough engagement for your stuff. Col: Where can our community members find you online? RS: Bluesky: wondernoob.bsky.social comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author RS (WonDerNooB_VP) is a virtual photographer who joined TOWCB in 2025, helping the team to grow and expand across multiple platforms. Since joining the team, RS has provided assistance with theme coordination, VP article launches and testing our photo mode features, releasing incredible lifelike captures. In 2026 and beyond, we hope to continue building our relationship with both RS and the Assassin's Creed virtual photography community, and look forward to seeing all future VP content. RS (WonDerNooB_VP)
- 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
- Assassin's Creed Movie: Trailer 2 Breakdown | TheOnesWhoCameBefore
Assassin's Creed Movie: Trailer 2 Breakdown Breakdowns Share 18 Oct 2016 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Minor Plot Spoilers below. (Our admin Col_96 has seen the first 20 minutes of the film, so has inside knowledge on the trailer) In this article, we look at the bits you may have missed in the new AC Movie Trailer. Joseph Arrested: At the start of the Trailer, we see Joseph Lynch being arrested for the murder of his wife. (Fun fact. The young Joseph Lynch is played by Brian Gleeson, whilst his father Brendan Gleeson plays the older version) Abstergo Pin: Alan Rikkin is wearing an Abstergo Pin. Abstergo Guards using Batons: The scene where Cal takes on the Abstergo Guards reminded me of AC2, where Desmond and Lucy are in a similar situation. The guards use Batons to immobilise. Familiar Weapons: The first weapon is the Star, used by Maria. This weapon was on display at Gamescom. The second weapons are Edward Kenway's Flintlock Pistols, from AC4. The third items on display are bombs, similar to those used by Ezio Auditore in Assassin's Creed Revelations. The fourth weapon on display is Jacob Frye's Cane Sword. The cane itself is missing, but the Eagle blade remains. Assassin initiation: This part of the trailer looks like an Assassin initiation ceremony. Could it be for Aguilar? Other subjects: When Cal is running around the Abstergo facility, you can see the other subjects watching him. Return of Lin: Lin is another subject being held by Abstergo. "Lin, a Chinese Assassin linked to an ancestor who "is well travelled and hardened by the struggles of life for a woman in 16th century China". Source Could Lin be a descendant of Shao Jun? Return of Moussa: Moussa is another subject being held by Abstergo. Games Radar previously revealed that he is the descendant of Baptiste, seen in Assassin's Creed Liberation. Abstergo Belts: All the Security Guards are wearing Abstergo Belts. Altair's Short Blade: If you watch the trailer in slow motion, and stop it at exactly 56 seconds, you can see a short blade that looks very similar to the one used by Altair in AC1. Could it be Altair's Short Blade? AC2 Animus: At 1 minute and 4 seconds into the trailer, you can clearly see the Animus from AC2 behind Sophia! Animus chord: We finally saw the Animus chord clip into Callum's neck. Looks painful! It also explains the marks on his neck we previously saw. Aguilar's Finger: We can clearly see that Aguilar is missing a finger on his right hand. Other images from the film show him with all 5 on his right hand. This means that a finger has been removed in an Assassin initiation ceremony at some point in the film. It also means that the poster showing Aguilar syncing a vantage point is wrong, as it shows him with four fingers on his left hand. Rope Launcher: Aguilar has a device hidden inside his gauntlet that looks very similar to the rope launcher used in Assassin's Creed Syndicate. What could it be? New Assassin: The Trailer introduced a new Assassin. Could he be a member of the Spanish Brotherhood? Throwing Knives: The Trailer showed us Maria using throwing knives several times. She's pretty accurate with them! Moussa uses smoke bombs: Blink and you'll miss it! Watch the trailer in slow motion at exactly 2 minutes in, and you'll see Moussa using smoke bombs on the guards. Likely the start of the prison break that occurs later. Assassin Insignia: At the very end of the trailer, Cal and Sophia are talking. Behind Sophia you can see the Assassin Insignia on the wall. Did you spot anything we missed? Let us know! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)
- Assassin's Creed Shadows: First Impressions and Gameplay | TheOnesWhoCameBefore
Assassin's Creed Shadows: First Impressions and Gameplay Analysis Share 23 Jan 2025 Written By: Edited By: Colum Blackett (Col_96) TOWCB Team Back To Database We are now just two months away from the launch of Assassin's Creed Shadows, and we are thrilled to reveal that two of our team members, Col and Taylor were selected by Ubisoft to participate in a remote early-access play session event along with other content creators and media outlets around the world. Below you will find the initial thoughts and feelings written by Assassin's Creed Community Ambassador @ Col_96 after a four hour play session, brand new screenshots, and exclusive gameplay captured during the session. Keep an eye on the page as we will continue adding content throughout the week! Enjoy! Possible spoilers for Assassin's Creed Shadows First Impressions Hello Assassins. I'm Col, Team Leader for The Ones Who Came Before, and I was lucky enough to participate in an early access event for Assassin's Creed Shadows thanks to the AC Community Development team at Ubisoft. I'll start off by saying that I had a really positive experience, as the world of Assassin's Creed Shadows is incredibly beautiful, intertwining two stories in a way that creates an experience that is both shared and standalone, as Naoe and Yasuke, two outsiders in the world, find comfort in each other's pain, and try to make a difference to heal Japan. I think what the development team at Ubisoft has done is incredibly clever, weaving history into the main characters for the first time, selecting Yasuke, a historical character, and Naoe, the fictional daughter of real life ninja Fujibayashi Nagato. For me, both characters make perfect sense, and show a different perspective on the brutal history of the time period. AC Shadows takes a stab at bringing back a sense of mystery that long-time fans of the series will love. The game encourages you to uncover the next secret in a land of danger, something which is incredibly rewarding for players. The passage of time is interesting too with a fixed day/night cycle that provides atmosphere as every storm is different. You can feel the effects of the wind as your riding through an open field. Lightning can flash across the sky and light up the whole scene. Naoe ''The life of an assassin is pain , You suffer it, you inflict it, you watch it happen in the hope that you can make it disappear in time.'' Ezio Auditore I feel that this quote perfectly describes Naoe. Although not strictly an Assassin during my playthrough, or at least, that word was never said, her quest for revenge after the attack on her village is fuelled by a hunger for vengeance. Rather than blind rage, she is incredibly focussed, seeking those who are harming Japan and its citizens. You can feel her pain, and she takes no joy in inflicting it upon others. It is a necessary evil. Throwing knives are lethal when timed correctly, but can also be used to extinguish candles from a distance, creating darkness and the perfect environment for a stealth attack. I particularly liked the dialogue options, as they can make a difference to the outcome of a mission. This is why the team added a canon mode, so that the Animus makes the decision for the player. I like how Naoe is the sum of her history, learning from the past, but also taking onboard the teachings around her. She is thoughtful, reflective, and resourceful. She will no doubt be a fan favourite. Yasuke An outsider in a foreign land, Yasuke has to learn the true meaning of honor and respect when he is stripped of his name, all authority and ownership of his own decisions. He shows a willingness to survive in a hostile environment, learning the language, customs and more, and is rewarded with his life. Often shown as a 'one man army' Yasuke is all that and more. There is a kind side to Yasuke that makes him relatable and more human in side quests. He is not the brute he has been portrayed to be. I was really surprised by this as I suspected it would be the case that he was the brawn and Naoe the brain, but that's not the case. He shows intelligence and understanding, opting for a more physical approach to quests due his size, but I also found stealth with Yasuke to be incredibly satisfying considering his limited capabilities. Combat is great, as Yasuke can take a lot of damage, giving you the chance to recover, reset, change strategy and break down enemy armour before delivering a brutal finishing move. I can see players being very happy with the weapon choices, enemy types, finishing moves and overall effort that is gone into crafting a brutal combat system that is all about breaking the opponent down and destroying their armour. Things I liked The Scout System: You can recruit scouts and send them to attack enemies. It's extremely satisfying, and you can customise everything from their weapons to outfits. Building the network of spies has its benefits as they can also be sent out to collect information across the map! Eagle Vision can be used indefinitely: I didn't notice Eagle Vision timing out, which means it can be used without the worry of it disappearing. You can use it to highlight points of interest or observe and tag enemies. Voice Acting : I was really impressed with the voice acting, from all age ranges. Music: Absolutely incredible score! This will be a soundtrack that players will adore for sure, as it captures a mix of emotions. Sadness, anger, and hype! I was really motivated by an incredible fast paced track at a key moment early on in the game. Facial Expressions: Game looked absolutely incredible on my PC (Nvidia RTX 3070 TI), and the facial expressions, especially in cutscenes were so lifelike! Parkour: Feels quick, rebuilt from the ground up. Naoe is easily the fastest character in an AC game. It feels like a mix of balance and precise manoeuvres. She is lightweight and nimble, moving silently Grappling Hook: Like the rope launcher but more useful. You can swing from trees to perform air assassinations. Extremely satisfying. Tall grass, low grass and prone: The introduction of prone is perfect for an Assassins' Creed game, and I particularly like that AC Shadows has heights of grass. Brutality during combat: Decapitations, impaling, you name it, AC Shadows will shock and surprise with it's brutal combat system. The World has so many opportunities: Uncovering secrets, side quests and moments of tranquillity create a game of many tones, dark and light, and I feel like it encourages the player to get lost in the world. You have to unfog the map yourself, as viewpoints only uncover so much. This is great news for completionists. Enemy Types: Guardians are my current favourites. You'll see why when the game launches! Very similar to the mercenaries in AC Odyssey that hunt the player! Visuals: I didn't get to use photo mode but I know that players are going to have a great time with this game. It's incredibly beautiful. Stealth: It will take some practice, but with more time, I can definitely see players perfecting stealth and using all the tools at their disposal to their advantage. Things I Didn't Like The night is incredibly dark: I had to turn the light off in my office to see the screen as when the game takes place at night, it is incredibly dark. Hills and thick trees: Without the pathfinder, my horse would still be stuck up a mountain somewhere trying to find a way past the incredibly thick trees. Hunting isn't in the game, or at least, I didn't find any way to kill a deer. I thought it would be similar to AC III where pelts could be used for crafting, but I didn't see this in my playthrough. Health potions don't fully heal , or at least, with my current skill level and abilities during the playthrough, I needed to use two to fully reset the health bar. Yasuke doesn't have Eagle Vision: I understand that this could be for a lore reason, but it would have been a useful addition. I didn't see any Modern Day Gameplay. Animus Hub has huge potential though. Enemies can literally walk away from smoke bombs and be unaffected. I died so many times when playing as Naoe in combat situations. Some of the enemies have huge health bars compared to Naoe, and thick armour so it's a real challenge to defeat them in combat. I will say that it is incredibly satisfying when you do though, but similar to Basim in AC Mirage, the game encourages a stealth approach. Not a bad thing, just worth mentioning for those looking for a fight. I genuinely think that fans will be surprised when they pick up Assassin's Creed Shadows in March. There's a lot to love about the game, as you'll see in our exclusive gameplay below! Enjoy! Dev Comments We reached out to the development team at Ubisoft Quebec regarding our experience and received a response from Game Director Charles Benoit! ''I think once settled, you could play with contrast setting for the night. We wanted to have a black night, not a blue one. About Hunting, we saw the hunting wasn't a big thing compare to the respect of nature, so we wanted to turn hunting in something more positive, it's why we introduce the Sumi-e activity instead. For healing potions, it's with some Hideout upgrade that you can boost it. You can boost efficiency and quantity. And about the smoke bombs, it's Only Samurai that deny it by running away, we wanted to avoid cookie cutter strategy and have some enemy "smarter" than other. And yes, Naoe and fight can be challenging, Preview is not the ideal learning curve. But Naoe can be very lethal if you build your gear in some was, using the fight system in the best way too.'' We would like to say a big thank you to Charles for reading our first impressions article and for providing insight into the creative decisions! Animus Hub https://www.youtube.com/watch?v=knzOQ2LQYWU Welcome to the Assassin's Creed Animus Hub: An Explanatory video by Ubisoft showcasing the Animus Hub, a new platform and gateway to Assassin's Creed content which launches alongside Assassin's Creed Shadows. Analysis by UbiCypher Exclusive Gameplay https://www.youtube.com/watch?v=8BWnZBIpDcI Stealth and Combat Youtube TikTok Sumi-E Painting Boars Youtube TikTok Naoe Combat Youtube TikTok Desyncronization Youtube TikTok Cherry Blossom Trees Youtube TikTok Deploying scout, combat Youtube TikTok Syncronization Youtube TikTok Shrines Youtube TikTok Failed Assassination Attempt Youtube TikTok Naoe Projectiles Youtube TikTok Assassination Compilation Youtube TikTok Leap of Faith Youtube TikTok Brutal Naoe Finisher Youtube TikTok Naoe Customisation Options Youtube TikTok Yasuke Customisation Options Youtube TikTok Switching Character Youtube TikTok Synchronization Youtube TikTok Horseback Riding Youtube TikTok Yasuke Sumi-E Activity Youtube TikTok Bamboo Destruction Youtube TikTok Brutal Finishing Move Youtube TikTok Sumi-E Activity Youtube TikTok Killing a Guardian Youtube TikTok comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)
- Ubisoft Secures Multi-Year Partnership With Funko and Good Smile For Assassin's Creed and Rainbow Six Siege | TheOnesWhoCameBefore
Ubisoft Secures Multi-Year Partnership With Funko and Good Smile For Assassin's Creed and Rainbow Six Siege News Share 19 Apr 2020 Written By: Edited By: Ashlea Blackett Colum Blackett Back To Database Ubisoft are set to expand their range of collectables for Assassin's Creed and Rainbow Six Siege by securing new deals with both Funko and Good Smile Company. According to Licence Global , Funko will create Pop! Vinyl figures for a range of “Assassin’s Creed” titles and “Tom Clancy’s Rainbow Six Siege” in North America and Latin America. Also in development is a new range of Funko art-style apparel and accessories. The products will be available online and in stores in early 2021. “Partnering with both Funko and Good Smile Company allows us to amplify our immersive worlds our fans love in our games and allow them to experience and collect their favorite characters in highly collectible formats that are high-quality, unique and innovative,” Sarah Buzby, vice president consumer products at Ubisoft. Also in development is a new range of Assassin's Creed figures by Japanese manufacturer Good Smile Company for their Nendoroid line, a popular range of collectable figures. The company are also creating Assassin's Creed action figures for the Figma series, which have smooth joints and full range of motion created by Max Factory. These products will be available globally. "Ubisoft has been a trusted company in the gaming industry for over 30 years and they continue to bring authenticity and creativity in every game they publish,” Takanori Aki, CEO and founder of Good Smile Company. “The formation of this partnership between Ubisoft and Good Smile Company creates new avenues for fans to connect with the games they enjoy and to continue to expand the successes of both organizations. We at Good Smile Company are excited to see this partnership come to fruition.” Merchandise collectors have been asking for new Assassin's Creed Funko Pop! figures for years, with the most recent release being for the movie in 2016. Look out for the new range of products in early 2021, and keep an eye on our social media channels for updates. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Ashlea is the Editor/ Charity Project Coordinator for The Ones Who Came Before on its wide variety of social media platforms. Her main responsibilities for TOWCB involve creating and editing articles, organisation of events and coordinating our charity fundraising, as well as hosting the Rally The Creed Podcast. Ashlea Blackett
- Assassin's Creed Valhalla: Dawn of Ragnarok Press Event Round-up | TheOnesWhoCameBefore
Assassin's Creed Valhalla: Dawn of Ragnarok Press Event Round-up Events Share 13 Feb 2022 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database We can now reveal that on the 2nd February 2022 we attended an online Assassin's Creed Valhalla: Dawn of Ragnarok Press event! Here are some of the key points! - Dawn of Ragnarok (DOR) kicks off Year 2 of Assassin's Creed Valhalla Content. - It follows the personal saga of Odin, as he attempts to rescue his son, Baldr. - DOR Expands Viking Mythology: Svartalfheim, a realm torn by war. - DOR Introduces Dwarven Race. Odin needs help from the Dwarves, who are hidden in 'shelters'. Follow clues to find them. Shelters vary: unusual crystal caves with vendors that can help Odin. - Odin's powers enhance core pillars. - New Divine Quality gear. - New 'Arena' Combat Game Mode - Players see a new side of Odin's personality. - Surtur's family introduced. Son of Surtur, Glod (below) - New weapon: Atgeir (polearm) - AC III DLC style powers: Upgradable. Shapeshift into a raven. X3 powers equipped at a time. System based on 'Hugr'. Rip the life force from enemies. Power of Rebirth. Reanimate the dead to join Odin. You can exchange health for more Hugr. - Power of Muspelheim: Odin becomes a Musphel to leave combat. Social Stealth Tool. Blend In. - New DLC HUD. Greener. - You can exchange health for more Hugr. - New enemies: Musphels. There are various Musphel enemies: Flame Keepers can reanimate fallen foe so best to kill them first. Fire combat: Musphels use lava attacks - Recommended power level: 340. - Game requires you to adapt: change powers often. We would like to say a big thank you to Ubisoft_UK and The Mentors Guild for the opportunity! Assassin’s Creed Valhalla: Dawn of Ragnarök, the most ambitious expansion in franchise history releases 10th March 2022. 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)
- Introducing Sounds Of History - an original Assassin’s Creed inspired instrumental project by Gargudon | TheOnesWhoCameBefore
Introducing Sounds Of History - an original Assassin’s Creed inspired instrumental project by Gargudon Other Share 25 Feb 2023 Written By: Edited By: Gustav Poulsen (Gargudon) Ashlea Blackett Back To Database We are pleased to announce “Sounds Of History”, an original Assassin’s Creed inspired instrumental project by our very own Gargudon ! A unique fan project, never really seen before in the Assassin’s Creed community, featuring five original tracks written, arranged and produced by Gargudon, each inspired by different AC games. A tribute to the soundtrack, to sneaking, fighting and free running throughout the years, and the composers behind them who have shaped the sound of the franchise. French Highlands - Inspired by the Parisian Medieval remnants of Assassin’s Creed Unity …Away From The Crowds… - Inspired by the mystery, abandoned undergrounds and ominous ambience of Assassin’s Creed II & Brotherhood 60’s - Inspired by British (Soft) Rock, the spirit of which partially originated during the era of Assassin’s Creed Syndicate Eagle’s Path - Inspired by the Native beliefs, Colonial settlements and history of a nation birthed during the era of Assassin’s Creed III Tales Of The Winds And Waters - Inspired by the colonies, cultures and waters of the Caribbean and West Indies explored, settled and sailed upon during the era of Assassin’s Creed IV Black Flag Coming soon! Stay tuned here on The Ones Who Came Before for updates. https://www.youtube.com/watch?v=YvFmigArf3o comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Gustav / Gargudon is an active community member, who started out in podcast hosting in 2016 - hosting the discussion based show “The Memory Corridor” - but today mostly specialises in video creation, interviews and composing. He joined The Ones Who Came Before in 2019 for a merger, publishing new episodes - and reviving the show following nearly a year of inactivity - on our platforms, until phased out in 2023. Today, among other things he is known in the community for the Sounds Of History project - an original Assassin’s Creed inspired instrumental music project, featuring five tracks inspired by as many different games - other original fan themes plus covers of iconic AC tracks, as well as video interviews with a number of high profile names in the world of AC, from Roger Craig Smith, Jesper Kyd and more. Fun fact, among his growing colourful tattoo collection, Gustav is the only member of our team to have the TOWCB logo inked. Gustav Poulsen (Gargudon)
- Assassin's Creed Odyssey: Greek Glory | TheOnesWhoCameBefore
Assassin's Creed Odyssey: Greek Glory Breakdown Share 24 Jun 2025 Written By: Edited By: Hayden Bird Colum Blackett Back To Database When Assassin’s Creed Odyssey launched worldwide in October of 2018, many fans and gamers alike were eager to see how the developers at Ubisoft would take the franchise next after a major series reboot began with the previous game, Origins. 2017’s Assassin’s Creed Origins was a major success for Ubisoft and served as a solid and necessary rethinking of the overall franchise. The series was in dire need of something new after the financial disappointment of 2015’s Assassin’s Creed Syndicate which was a direct fan response after many gamers starting feeling that the series itself had run its course after a near decade of its existence, and was badly needing fresh and new life into it. Ubisoft followed the path of a full reboot and after the positive reception from both critics and fans of Assassin’s Creed Origins , Ubisoft had serious momentum heading into 2018. Promo image for Assassin's Creed Odyssey showing Alexios Before the announcement of Assassin’s Creed Odyssey , fans were not even expecting a new game in the series that year as Ubisoft pointed out the need to pause their old strategy of annual installments, as they released a new Assassin’s Creed game every year since 2008 at the time. The series took a full year off before Origins released, and many fans expected much of the same, a quiet 2018 with a potential release the year after. Ubisoft surprised fans at E3 2018 by announcing Odyssey . Fans were very excited to finally be able to explore the heavily requested historical location of Ancient Greece. Odyssey was set to build upon everything that was great and loved with Origins . The fan feedback was positive of the reboot with new RPG style gameplay elements and more advanced character customization than previous games experienced. Ubisoft set themselves up in a good position to deliver with Odyssey and clearly understood they simply had to expand on what everyone enjoyed with its predecessor rather than changing up the format too much again. Ubisoft was in prime position to capitalize on their own success, and they did just that. Assassin’s Creed Odyssey was also a significant first in the series. The ability to choose a character to play as. Ubisoft tried this idea in 2015 with Assassin’s Creed Syndicate by allowing players to switch between a male and female character, but this was the first time you could play as your chosen protagonist for the entire game. Odyssey also allowed gamers to play as a female protagonist for the very first time. The character, named Kassandra, was the fan favorite amongst the pair, while the second playable character was a male named Alexios. The story of the game made it so you choose your own character, but the character you do not select still plays a significant part in the game itself, that way no character is being forgotten. Players also loved the option to choose your own dialogue responses in game. It took the RPG side of the game to a whole new level, as the game before, Origins , did not have an option to select a variety of dialogue choices and featured a single male protagonist, whereas Odyssey switched things up and gave players their own freedom to choose a character of their liking. So, Seeing these big changes for the first time really excited fans all around the world. Promo image for Assassin's Creed Odyssey (2018) showing the Cult of Cosmos Assassin’s Creed Odyssey also took different parts of their game and made them bigger and better than before. The game's map was larger than that of any prior game in the Assassin’s Creed series, by quite a lot as well. The map was measured to its full length at 250 square kilometers. A good example of how big this map really was is that if, in game, you made your way through the map from end to end, it would take you two full hours to make it across. The map was unique and was full of famous Greek islands and the many spots of ocean which is known as the Mediterranean Sea in Greece. In the game, the player could earn and acquire a ship to sail across the many plots of the ocean spread out across the map, making traversing the playable area a lot faster and smoother. The fan feedback of this large map was mostly positive, as some loved having such a massive area of land and sea to explore, while others argued the time spent travelling across the map to your different quest objectives got exhausting and they’d rather be able to quickly maneuver the map. But overall, the idea and reality of such a large playable area was appreciated by the fans. Assassin’s Creed Odyssey had many great parts to not only its story, but gameplay as well, but one area of the games fans enjoyed a lot was the DLC, short for downloadable content, that was released and added onto the games story ending. The DLC story arcs were split into chapters where one chapter would be released at a time and fans would have to wait to continue their adventure until the time the next chapter released. The story DLCs were very admired by fans who spent the extra money on the game's season pass in order to get access to these missions. The DLC features two main storylines that were each split up into three chapters. The DLCs were called ‘Legacy of the First Blade’ which told the story of how the famous and iconic signature weapon used by the Assassins in the series that was known as the hidden blade, came to be in the world. The second DLC was called ‘The Fate of Atlantis’ which focused around the fabled underwater kingdom of Atlantis. Both of these expansions were well received and offered the players additional hours of new gameplay after the completion of the main story. Promo image for 'Legacy of the First Blade' The season pass of the game also offered an incentive for fans to spend the extra money on it as it offered a remaster of the 2012 game Assassin’s Creed III along with the standalone expansion, Liberation . The remaster and expansion were later offered as a separate purchase outside the season pass, but it goes to show how much content Ubisoft packed into these DLCs. Two major story expansions along with a remaster of a fan-favorite game in the series. It was a serious payoff for fans who spent the extra money to get access to these great additions to the game. Ubisoft put all their effort into not only the game, but the future of it and player experience post-launch. It is safe to say that Assassin’s Creed Odyssey was a very strong follow-up to a massively successful series reboot. Ubisoft took the correct path by building off the momentum they created a year before, but to still add new things and different changes that were fresh to gamers and made it a worthy journey into Ancient Greece. Ubisoft played their cards right in trying to continue to satisfy longtime fans, but to also introduce new players who could’ve been unfamiliar with the series, and Odyssey was their first experience in the franchise. It catered to all fans both new and returning. Odyssey will certainly be remembered for a long time, as it set the bar high for similar games and the Assassin’s Creed series as a whole. It managed to please fans who were looking to enjoy more of what its predecessor offered, but also include unique elements that made it feel like a true and full mainline Assassin’s Creed game that it certainly was. Kassandra in Assassin's Cred Odyssey (2018) 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 Mirage Concepts by FrameHoldPhotography | TheOnesWhoCameBefore
Assassin's Creed Mirage Concepts by FrameHoldPhotography Art Share 9 Sept 2022 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Our very own FrameHoldPhotography from the AC Partnership Program's Video Content Creation Team has created x3 concept images for the next title in the series, Assassin's Creed Mirage! The game, which will seemingly transport players back to the Middle East before the events of Valhalla, is hoped to be a turning point for the series, reinventing pillars of the franchise in need of a reboot such as stealth and parkour. The concepts below created by FrameHoldPhotography imagine a game featuring beloved member of the Hidden Ones, Basim Ibn Ishaq in his younger years. The images merge together photomode captures from Valhalla and Origins, and are edited using Photoshop to create some ideas of what AC Mirage might look like! We can't wait to learn more about Assassin's Creed Mirage at Ubisoft Forward! 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)
- AC Movie Press Event London (First 20 minutes (From Memory & Notes) | TheOnesWhoCameBefore
AC Movie Press Event London (First 20 minutes (From Memory & Notes) Events Share 12 May 2016 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database I recently attended The AC Movie Press Event in London, and saw the first 20 minutes of the upcoming Assassin's Creed Movie (Amongst many other things). This article is written from my memory and a few notes. (MAJOR SPOILERS FOR THE ASSASSIN'S CREED MOVIE) So the movie begins with an Eagle soaring over New Mexico, showing us a high angle shot of the sand below. After flying over several isolated buildings, we zoom in on a small town. The music playing is Young Dead Men by The Black Angels , a song that I thought worked very well with the scene. The lyrics especially made it work. "Run for the hills, pick up your feet and let's go" The Eagle flies off, and we focus in on a hooded young boy riding his bike through a quiet, dusty town. After several cinematic shots showing the boy biking, he bikes towards his home and gets off the bike. The lively introduction music that was playing fades out, and we the boy slowly enters his home. A new song starts playing through a record player, creating a creepy atmosphere. The boy calls out for his mother as he comes in through the back door. The next shot we see is of a woman sitting in a chair, staring across the room. Blood can be seen on her chest, and it becomes apparent that she has been stabbed. The camera slowly pans across her body, and we see that she is holding a strange looking necklace with the Assassin insignia. The necklace is wrapped around her hand, and is covered in blood. The boy walks towards his mother slowly, looking at the injuries inflicted on her. The camera pans towards the right hand side of the room, and we see a hooded man facing the other way. Whispering to himself he says "Laa shay'a waqi'un moutlaq bale kouloun moumkine." (Nothing is True. Everything is Permitted). It was nice to hear the Maxim of The Creed again, but this was a super creepy scene! He turns around, and the camera zooms in on his face. He is a bearded man, and looks like he is possessed. The boy nervously says "Dad", and the man begins to walk towards the boy. The camera focusses in on his hidden blade, dripping with blood. His dad, looking menacing in a dark green hoodie, walks towards his son. In the distance we hear sirens approaching, and Joseph says to his son "Your blood is not your own Cal." As the police cars slowly pull up, Callum runs out the door as his father is arrested. As the cars pull up, we see a Templar Cross Necklace (The Ubiworkshop one) danging from the inside car mirror. (It was the exact same one that I was wearing at the time, and Justin Kurzel had actually noticed we wearing it earlier that day) As the police enter the house, the camera pulls away and focusses on Cal, freerunning accross the rooftops. We see several slow motion shots, as he jumps from roof to roof. As the sirens fade away, we cut to present day, and Lynch is now sat in a prison cell drawing. We see his wall, and the entire segment is filled with dark sketches. several seconds of watching Cal sketch away in his cell, we see a guard talking to a priest. "All he does is draw. It's against the rules, but what can we do. Man likes to draw" says the guard, looking at Cal on the CCTV monitors. We are then told by the guard that Callum beat someone to death. The priest enters the cell to speak to Cal, and sits down beside him. Lynch looks at the priest and says, "Are you here to save me". The priest asks Cal if there is anything he can do to bring him comfort. Cal says that there is a poem that his mother used to say to him as a kid. (It's an extract from " After Apple Picking" by Robert Frost) . The priest and Cal recite the poem together, and then we see Cal being taken to the Execution room. In the room Cal is strapped to a machine that will give him a lethal injection. Lynch appears to show no remorse, as he looks at the family members of the person he killed through the glass. He is asked if he has any final words and he says "Tell my father I'll see him in hell". With this the clock hits 18.00, and we see the liquid being pumped into his arm. This is quite a horrible scene, as Lynch realises that he about to die. Bits of this execution scene can be seen in the first 30 seconds of the trailer . As Callum falls asleep, the camera goes blurry then dark. He then wakes up next to a woman, who tells him that her name is Dr Sophia Rikken. He's in a hospital bed, and is extremely weak. "Where am I" he asks. "At 6pm yesterday evening, you were executed, and pronounced dead. You no longer exist". She tells him that he needs to take some time to recover, as they have to use a liquid so strong that it makes the prison guards think that the convict is dead. "It's the only thing strong enough to get past the guards". She tells him that he is now her patient at an Abstergo facility, and she is going to help him get better. Cal gets out of the chair and tries to escape. As soon as he gets up, his legs give way and he falls into the corridor. Sophia says that it's okay to the guards, and Cal slowly limps around the facility. He sees many other patients wearing the same white outfits that he is wearing. The Abstergo Facility looks like a hospital, and is extremely white and clean. Cal slowly runs underneath the Abstergo logo, and stumbles onto the floor. Getting back up, a little girl says to him "Your blood is not your own". This is the same line that his father said to him earlier in the movie. Cal gets up and continues his slow run around the facility. He enters a room that is filled with trees and plants, being attended to by other patients in the facility. Cal slowly walks towards the edge, where he bumps into Michael K. Williams who says Nothing is True. Everything is Permitted. (In Arabic) Cal walks towards the ledge, and we are shown the building that he is being kept in. The Abstergo facility is in an old church in Madrid. Cal looks out at the city and he is told that there is only one way to escape this facility. Cal gets up and continues his slow run around the facility. He enters a room that is filled with trees and plants, being attended to by other patients in the facility. Cal slowly walks towards the edge, where he bumps into Michael K. Williams who says Nothing is True. Everything is Permitted. (In Arabic) Cal walks towards the ledge, and we are shown the building that he is being kept in. The Abstergo facility is in an old church in Madrid. Cal looks out at the city and he is told that there is only one way to escape this facility. Sophia enters the room with Abstergo guards and Michael K. Williams says "The walls have eyes". Cal looks at the guards, and at the height below, considering whether to jump or not. "You are not a prisoner here" Sophia says to Cal. "You can leave whenever you chose". We are then shown Alan Rikkin, watching the entire thing. Panning across his office, we see the Aguilar's crossbow on his desk. We also see a vast collection of weapons, including hidden blades. Cal looks around the room, and is hit with a tranquiliser dart. Sophia is furious that her patient has been subjected to violence already, but the guard replies tells her that her father ordered it. We are then shown Aguilar and Maria running away from a group of Templars. The fight through several buildings, using several weapons including throwing knives and bow and arrow. Maria is especially talented with hidden blades.The fight breaks into several houses, and after killing many enemies, the two Assassins take to the roof tops. We see several long jumps across buildings, as the Assassins are chased by their enemies. They both jump into a tunnel, and kill the remaining Templars with hidden blades. The fighting is quick and clean, something that can be seen in the trailer. We then cut back to modern day as Callum wakes up. Sophia says "Prepare the Animus" and Callum is strapped in. This scene needs to be edited digitally, as it currently just shows Cal climbing wooden planks. It's like an indoor freerunning course, but with editing, will probably look more like the structures that Aguilar is actually climbing. I really enjoyed the event, and the footage was amazing! Images from UbiBlog 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 History of Baghdad during the 860's (Anarchy of Samarra) | TheOnesWhoCameBefore
The History of Baghdad during the 860's (Anarchy of Samarra) History Share 12 Sept 2022 Written By: Edited By: Michael Doyle Ashlea Blackett Back To Database In our new article, we explore the history of Baghdad during the 860's, and the conflicts which took place during that time. In Assassin's Creed Mirage, scheduled for launch in 2023, players 'follow the transformation of a defiant young man into a refined Master Assassin with a conflicted destiny.' Basim Ibn Ishaq will navigate the bustling streets of ninth–century Baghdad, exploring all four areas, from the industrial Karkh to the lush gardens of the Round City. Here are some of the key events which took place during a period of extreme internal instability within the Abbasid Caliphate. Old Baghdad image via WorldBulletin The Spiral Minaret of Great Mosque of Samarra Via Wiki Baghdad’s House of Wisdom via WembleyMatters 861AD: The anarchy began in 861 with the murder of the Caliph al-Mutawakkil by his Turkish guards, with the support of his own son, al-Muntasir. Upon his death, his son al-Muntasir claimed the title of Caliphate, but this was short-lived. No more than 6-months into his rule, al-Muntasir was dead, having been poisoned by the Turkish Military Chiefs. 862AD: Al-Muntasir was then succeeded by al-Musta’in, who was appointed Caliph by a council of Turkish military leaders. Al-Musta’in was the nephew of al-Mutawakkil and was appointed Caliph ahead of al-Muntasir’s brothers al-Mu’tazz and al-Mu’ayyad, the rightful inheritors of the Caliphate title. They were both quickly thrown in prison and forced to resign their titles to suppress their ability to rightly claim the title of Caliphate. With his competition silenced, Al-Musta’in was then able to persuade the city of Baghdad in 862 to submit to his succession, which was eventually acknowledged throughout the land. However, al-Mu’tazz and his brother continued to rally against Caliph al-Musta’in, and they were ultimately sentenced to death for their actions. Yet, this never came to pass. The Vizier (a senior minister of the Abbasid Caliphate) intervened, saving the brothers, and allowing them to flee. The Vizier was banished to the island of Crete for his actions. 863AD: In 863, al-Musta’in, who was still living in the then capital Samarra (80miles north of Baghdad), still had plenty of conflicts to navigate as the governor of Baghdad. Two Greek priests, St. Cyril and St. Methodius had become missionaries and were spreading the Greek Orthodox version of Christianity throughout the region. al-Musta’in’s was campaigning against Christianity, but this was going badly, even resulting in the death of 8,000 troops and numerous military leaders. These failures to protect the Muslim religion against the rise of Christianity saw riots across the city of Bagdad. Baghdadis cried for a Holy War, prisons were broken into, and bridges burnt, yet the Caliph didn’t listen or care. Saint Cyril 864AD: From 863 to 865 al-Musta’in continued to lose the trust of his people, with much of the region slipping into chaos and fighting men from surrounding provinces having flocked to Baghdad and Samarra to fight and plunder. 865AD: In 865, the rule of al-Musta’in was slowly falling apart. After disagreements with the Turkish leaders, al-Musta’in felt that his life was in danger. So, alongside the company of two other Turkish leaders, Bugha al-Sharabi and Wasif al-Turki, he left Samarra on a boat to East Baghdad. The Turkish leaders, upon hearing of al-Musta’in’s sent a party of captains to apprehend the Caliph and requested that he returned to the capital of Samarra. Al-Musta’in refused, and after a heated discussion with the Turkish speakers, one of them received a blow. This insulted the Turkish officers, and upon their return to Samarra, they brought al-Mu’tazz (the rightful Caliph) out from his confinement and appointed him as Caliph. Within a few weeks, the new Caliph al-Mu’tazz and his brother Abu Ahmad al-Muwaffaq, along with 50,000 Turks and 2,000 Berbers besieged Baghdad. The Abbasid civil war, which lasted for about a year, largely revolved around a prolonged siege of Baghdad and resulted in the continued scarcity of food and money in the city. As the conflict raged on, members of the Abbasid family with Baghdad, without the knowledge or permission of al-Musta’in, had opened negotiations with the new Caliph al-Mu’tazz regarding the surrender of al-Musta’in. The first round of negotiations deteriorated, and thesiege continued whilst the Baghdadi people protested in the streets at the news that leader al-Musta’in, whom they still saw as the Caliph, was to be disposed of. 866AD: Ultimately, in January of 866, al-Musta’in was convinced to abdicate by his fellow Turkish officers, Wasif and Bugha, and he stepped down as Caliph. Upon his abdication, an agreement was set that his life would be spared and that he would receive sufficient income and a home in Medina. On Friday 25th January 866, al-Mu’tazz was acknowledged as Caliph in the mosques throughout Baghdad. Despite the agreement set out upon his abdication, al-Musta’in was not granted a home in Medina and was instead kept within the city of Baghdad. Ultimately, he was executed on the 17th of October 866 by order of the Caliph Al-Mu’tazz, who was playing a game at the time, later awarding the assassin 500 pieces as a reward. AC Mirage Concept Art by FrameHoldPhotography , created using Valhalla/ Origins & Photoshop How will Basim fit into the history of Baghdad? With many high-profile assassinations during the 860s in Baghdad, will Basim and the guild be connected in some way to these assassinations? Will the Vizier play a role in Mirage, his intervention in the murder of the brothers could indicate a connection to the guild? Will the two Greek priests, who spread Christianity across the land be connected to the events of Mirage? We know their actions caused uprising and riots in Baghdad, but will they be portrayed in the game? Will Basim have some role to play in the success or failure of al-Musta’in and his fellow Turkish troops fleeing to Baghdad in 864? Will Basim fight in the siege of Baghdad during the Abbasid Civil War? Will Basim and the guild influence the negotiations between the members of the Abbasid family and al’Mu’tazz? Will any of the Caliph’s during this timeframe be part of the Order of Ancients? comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Michael is a close personal friend of the admin team who has worked alongside TOWCB for many years, lending a hand behind the scenes who is best known for his time leading the Rally the Creed video-podcast. In 2022, Michael stepped out of the shadows and joined TOWCB's Writing Team, where he explored game journalism by expanding TOWCB database, filling it with guides, tips and tricks and more. After a series of article launches, he joined TOWCB's Core Team, where he now works as a Strategist, overseeing major campaigns, establishing internal systems and managing charity efforts for the group. Michael Doyle
- 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



















