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  • Assassin's Creed Mirage Art Sale Launched | TheOnesWhoCameBefore

    Assassin's Creed Mirage Art Sale Launched Other Share 10 Apr 2024 Written By: Edited By: Colum Blackett (Col_96) Michael Doyle Back To Database We are pleased to announce the launch of our limited edition Assassin's Creed Mirage art print sale in collaboration with Yasmin Page from TOWCB's AC Partnership Program! x12 A5 prints are available for ÂŁ20 + P&P depending on location, printed in high quality full colour glory. Get in touch with TOWCB Admin team to secure yours today! About the art One of the things that makes this piece of art particularly impressive is the lighting. Taking inspiration from the Assassin's Creed Mirage trailer, this incredible depiction merges Basim's transition from street thief to Hidden One with the new insignia, which pays homage to Arabic calligraphy. In the right lighting, the insignia almost glows, something which is especially noticeable in candle light. Own a piece of the journey, as it immortalises Basim's sacrifice required to join the Brotherhood. The collaboration aims to raise enough funds to cover TOWCB's 2024 outgoings, such as website hosting and shipping fees. Secure yours before it's too late! About the Artist Yasmin Page is a Digital Artist based in Melbourne, Australia who discovered the Assassin's Creed series in 2019. Since then she has fallen in love with the franchise and created beautiful realistic digital artworks of several of the main characters. Works Instagram | ArtStation | Tumblr Ordering Prints To order a print, simply contact the admin team via social media to finalise payment by bank transfer. By ordering a Basim initiation print, you are actively supporting TOWCB admin team as we look to take our community to the next level. We work in the dark to serve the light. We are Assassins. 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 Year 1 Post-Launch Roadmap Full Breakdown | TheOnesWhoCameBefore

    Assassin's Creed Shadows Year 1 Post-Launch Roadmap Full Breakdown News Share 30 Apr 2025 Written By: Edited By: Zephryss Colum Blackett Back To Database Ubisoft has finally unveiled an extensive post-launch roadmap for Assassin's Creed Shadows, aiming to enrich the player experience with lots of free content updates, gameplay enhancements, and a major expansion. Here's a full overview of what's on the horizon for the game: 1. Claws of Awaji Expansion The first DLC for Assassin's Creed Shadows is scheduled for release later in 2025, this expansion continues the journey of Naoe and Yasuke on the island of Awaji, a brand-new region for players to explore which continues Naoe and Yasuke's story right after the end of Shadows' epilogue. There will be new enemies, abilities, and the introduction of a new weapon called Bo staff for Naoe. Those who pre-ordered the game will receive this expansion at no additional cost. 2. Story Drops Ubisoft plans to roll out multiple free quests for Assassin's Creed Shadows named "Story Drops," which will delve deeper into character backstories and introduce new abilities, new allies and new world activities. The first quest titled “The Works of Luis Frois”, is set to launch in early May, offering players a deeper look at the titular historical Jesuit scholar who's work about the Sengoku period of Japan endures to this day. Images via Ubisoft 3. Parkour Enhancements Responding to community feedback, the game will receive updates to its parkour mechanics. In the first update coming later in May Ubisoft will add most requested height-gaining back-ejects, fully re-animated height-gaining side-ejects, and a brand-new parkour move called the Vertical Ledge Jump, allowing both characters to jump and grab onto awnings and lower overhangs. 4. Photo Mode Upgrades The Photo Mode will also be expanded with additional filters, stickers, character poses, facial expressions, and ambient music, allowing players to better capture and share their in-game moments in feudal Japan. 5. Community Feedback Community feedback has been a core focus of Ubisoft throughout development of Assassin's Creed Shadows and there are more to come. The second Community Feedback Update in June, which will allow players to toggle the headgear on during dialogues and cutscenes, as well as customize their immersion further. Players will be free to disable individual visual effects such as weapon glints during combat, black-and-white (and red) ability filters, target assassination celebration effects, and disabling stealth outlines when the character is vanished. The Alarm System will also be expanded and are bringing it to the Open-World to give players even more challenges! 6. Future Updates Ubisoft has also revealed that the future updates of Assassin's Creed Shadows will bring more free Animus Hub content, a pretty fleshed-out New Game + mode, which will also raise the level cap, and for those players looking for a challenge, developers are hard at work on an even tougher difficulty setting for both combat and stealth. We can't wait to see what's next for Assassin's Creed Shadows. Stay tuned here at The Ones Who Came Before for all things Assassin's Creed. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Zephryss is a passionate social media manager based in India who joined TOWCB's Social Media Team in Summer 2024 to help the team prepare for coverage of Assassin's Creed Shadows news and updates. Recently, he completed his Masters degree in Electrical Engineering and is now preparing to take on a PhD. He loves video games very much, and since childhood has enjoyed playing various types of games in different genres He also has 3 gaming channels (Zephryss, Assassin Zephryss & Spider Zephryss) where he uploads gameplay videos regularly. Zephryss

  • SisterlyThrower

    SisterlyThrower is a Twitch streamer who began streaming in 2019. While initially covering a variety of different topics and games, he eventually leaned into one of his first loves of modern gaming, Assassin’s Creed. While he was playing through the series much, much later than most everyone else, he quickly grew to love the lore, the gameplay, and yes, all those pesky achievements. This love for Assassin’s Creed has blossomed into his current suite of projects, lovingly entitled, “Assassin Academy”. Working to learn more about the Assassin’s Creed universe, Assassin Academy places SisterlyThrower into what will soon be a whole host of different themed videos and streams. Currently, SisterlyThrower is conducting a series of playthrough streams under different challenges (Assassin 1001 – Fundamentals of Assassin-ing). While not streaming or looking up achievement lists, SisterlyThrower spends most of his time with his wife, WifeyThrower and their two cats: Mary, who was supposed to be SisterlyThrower’s cat at first, but of course glommed onto WifeyThrower and won’t let go, and Jimothy, the quintessential essence of what happens when you give a cat only three brain cells and he loses two of them. SisterlyThrower also enjoys making videos under his other moniker, The Video Game Therapyst, where he utilizes his real-world expertise as a therapist to analyze the mental health messages found in today’s games. Previous Next SisterlyThrower Video Content SisterlyThrower is a Twitch streamer who began streaming in 2019. While initially covering a variety of different topics and games, he eventually leaned into one of his first loves of modern gaming, Assassin’s Creed. While he was playing through the series much, much later than most everyone else, he quickly grew to love the lore, the gameplay, and yes, all those pesky achievements. This love for Assassin’s Creed has blossomed into his current suite of projects, lovingly entitled, “Assassin Academy”. Working to learn more about the Assassin’s Creed universe, Assassin Academy places SisterlyThrower into what will soon be a whole host of different themed videos and streams. Currently, SisterlyThrower is conducting a series of playthrough streams under different challenges (Assassin 1001 – Fundamentals of Assassin-ing). While not streaming or looking up achievement lists, SisterlyThrower spends most of his time with his wife, WifeyThrower and their two cats: Mary, who was supposed to be SisterlyThrower’s cat at first, but of course glommed onto WifeyThrower and won’t let go, and Jimothy, the quintessential essence of what happens when you give a cat only three brain cells and he loses two of them. SisterlyThrower also enjoys making videos under his other moniker, The Video Game Therapyst, where he utilizes his real-world expertise as a therapist to analyze the mental health messages found in today’s games. Twitch | Twitter | Instagram | TikTok | Tumblr Work Assassin's Creed Shadows - First Impressions, Naoe & Yasuke, Gameplay & World & More News New member SisterlyThrower joins TOWCB Video Content Creation Team News

  • The Bold Assassin's Creed Syndicate | TheOnesWhoCameBefore

    The Bold Assassin's Creed Syndicate Analysis Share 9 Aug 2024 Written By: Edited By: Hayden Bird Colum Blackett Back To Database ‘Assassin’s Creed Syndicate’ was released by Ubisoft in October 2015, and was immediately greeted with fan love and appreciation. This game was the next title in the long-running ‘Assassin’s Creed’ franchise, and it had fans excited because the historical setting of this game would be the most “modern” game yet in the series, meaning it is the closest time period yet to modern day, set during the year 1868 in London, England during the famous Industrial Revolution. This era in history was a great setting for the ‘Assassin’s Creed’ series to visit, as ‘Syndicate’ had to change things up in order to accurately match the authenticity of London during this time. Previous games in the series were set further back in history, so certain elements of the era then were quite different from that of previous historical settings. Specifically the way people lived and acted during the Industrial Revolution. People did not walk around carrying swords on their hip anymore, so Ubisoft had a challenge to be different from the past games, while also making the game realistic to players. Ubisoft took a different path than what fans were used to in prior ‘Assassin’s Creed’ games, by still giving players the option to carry around and customize their weapons, but not sacrificing the authenticity of the era. Ubisoft introduced new weapons and elements to the game that made sense in this era. Instead of the protagonists carrying around swords and daggers strapped to their belt, they instead introduced weapons like cane swords, which were common during that era, having a large blade hidden inside a cane like one used for walking with. Ubisoft also brought in brass knuckles for the very first time, which also made sense in this era. Gang members and fight clubs used these weapons frequently, making Ubisoft’s attempt at historical accuracy a win for the company, and still giving fans the full experience of an ‘Assassin’s Creed’ game without worsening the experience for players and still being true to the Industrial Revolution in London. Aside from the weapons that were introduced in ‘Syndicate’ , Ubisoft also had to face the challenge of transportation. People in this era got places in different ways. Horse pulled carriages were very popular at the time, the majority of all major streets in the Industrial Revolution London were filled with carriages. So, Ubisoft brought the idea of being able to ride or hijack carriages seen throughout London, and being able to use them as destruction devices. You were able to ram other carriages to damage or destroy enemies pursuing you, or to catch the enemies running away you had to chase down. It was a breath of fresh air for the ‘Assassin’s Creed’ series, as mechanics like this were brand new in the franchise. Ubisoft also had to introduce the important railroad system. Trains were all the rage in this time period in London, the railroads were used for everything back then, meaning Ubisoft had a challenge to implement this important factor in history into their game. Ubisoft took advantage of the opportunity and made the trains a big part of the game itself. A little bit into the story, gamers had access to their own train. It was a full on homebase almost, as everything you did in the game, a lot of it came down to your train. You could earn money through a safe on the train or upgrade your supplies needed within your group. It was a great deal of creativity from Ubisoft, as they had to face big challenges by being authentic to 1860’s London. Ubisoft also introduced the first dual-protagonist system, a first for the ‘Assassin’s Creed’ series. Previous games had you mostly playing as one character throughout the majority of the game, so having the choice to switch characters freely at any time was a welcome addition to the series. Ubisoft also allowed gamers to play as a female protagonist for the very first time. This was significant as every prior playable main character in the games were all males. The two characters were twin Assassins Jacob and Evie Frye, who you could switch to either character at any time during the game. The game even had missions designated for both Jacob and Evie, meaning you got to use both of them equally in the story, and still have the freedom to play as whichever Assassin you wanted while exploring London and what the massive city had to offer. Many fans had been asking for years to finally play as a female protagonist, and Ubisoft delivered in ‘Syndicate’ . The template of a male and female lead-character in an ‘Assassin’s Creed’ game was in a way, a precursor to the future of the series. Each game following ‘Syndicate’ offered the choice to play as either a male or female protagonist, showing the importance that ‘Syndicate’ provided. Ubisoft also brought in a very unique addition to the series by introducing a new way to scale and zip across buildings and towers across London, a new rope launching grappling hook. This device was used to quickly climb buildings and structures without the need to take time to physically scale the walls. This was a very unique addition for fans as it was something unseen in the ‘Assassin’s Creed’ series before. Gamers could use the rope launcher to escape combat against enemies and quickly disappear without taking too much damage or being outnumbered, and the players were also able to use this launcher as a zipline. If two buildings were far apart and separated, gamers could zipline across the two structures and get there fast without having to possibly encounter enemies and be spotted in your stealth mission. There were also unique things you could do while on the zipline, such as assassinating enemies from above. This addition to the game is still a fan-favorite feature in the series that made ‘Syndicate’ more unique than any other ‘Assassin’s Creed’ game. ‘ Syndicate ’ faced a hefty challenge for its release. The ‘Assassin’s Creed’ game released prior to this one, ‘Assassin’s Creed Unity’ in 2014 was met with criticism upon its launch. There were a significant amount of bugs and glitches that hurt the fan experience when the game was released. These issues put Ubisoft in a tough position. They now had to gain the trust back from the fanbase, and also had to deliver a relatively bug-free game after ‘Unity’ . Ubisoft had not been in this position before, so they knew they had to recover with ‘Syndicate’ as expectations were high and fans wanted to see a game that was well-polished and fun to play. ‘Syndicate’ , however, did in fact, deliver to fans who were anticipating its launch. The game ran and played particularly well when fans got their hands on the game in late 2015. ‘Syndicate’ also marks a significant timeline for the ‘Assassin’s Creed’ series. It is considered the “final” game of the original formula that the series was created in. After the launch of ‘Syndicate’ , Ubisoft took a full year off from creating an ‘Assassin’s Creed’ game. This was a major decision from Ubisoft, as all games in the series were annual releases, meaning a new game was launched every calendar year. The tradition of annual releases in the ‘Assassin’s Creed’ series began in the early days of the franchise. The last time an ‘Assassin’s Creed’ game before ‘Syndicate’ took a year break was 2009’s ‘Assassin’s Creed II’ . Which was released two years after the original game in the series which began in 2007. Ever since then, an ‘Assassin’s Creed’ game was released every single year until the break in 2016. Ubisoft decided to reevaluate the series after ‘Syndicate’ and instead of releasing a major game that year, they focused their time on the anticipated release of the ‘Assassin’s Creed’ movie, and also released a collection of remastered games in the series that were heavily popular among fans, which was always labeled ‘The Ezio Collection’ which was a tribute to the franchises most famous protagonist, Ezio Auditore, who had three main solo games to himself, a feat still no other game in the series has yet to touch, as Ezio is still the only main character to receive more than one game. So the launch of this collection of his three games were a requested bundle from fans and gamers alike. While 2016 was technically a year off for the franchise, it was still filled with great and exciting projects for fans to enjoy while they waited for the next installment in the series. ‘Syndicate’ still marks the close of the classic format the series had grown so accustomed to, because after the 2016 pause, Ubisoft rebooted the franchise with ‘Assassin’s Creed Origins’ in October 2017. This game was very unlike any previous games in the series. It introduced new gameplay mechanics the series had never seen, and created features like a new leveling system, RPG elements, an abilities tab where you can equip special abilities to give you an edge against enemies, and even the option to scan and examine your surroundings with your own pet eagle. These features were brand new to the ‘Assassin’s Creed’ series, and for the majority of the fanbase, were a welcome sight. The significance of ‘Assassin’s Creed Syndicate’ still remains evident today. It was clearly the most creatively bold game in the series to date, and also the end of a long run of recurring mechanics and gameplay styles that the series had known for so long. Ubisoft had to be bold with ‘Syndicate’ as they knew the importance of the game, knowing they were under pressure to regain fan trust and to create a game that plays and feels authentic to the Industrial Revolution in London. It took a lot of creative gambles and choices to historically honor this era of history while also remaining true to the ‘Assassin’s Creed’ series and its fanbase. It's unclear if Ubisoft will touch on a similar time period again as we have seen with ‘Syndicate’ , or if the series will visit another era this relatively far up in history, but the importance and relevance of this game remains vital. Ubisoft faced a big challenge while creating ‘Syndicate’ , as they had many important factors to take into account while creating this game. To many gamers today, ‘Syndicate’ remains a fan favorite for the series, and clearly the boldest ‘Assassin’s Creed’ game to date. 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

  • Breaking News: Assassin's Creed Mirage Gameplay Trailer revealed at PlayStation Showcase 2023 | TheOnesWhoCameBefore

    Breaking News: Assassin's Creed Mirage Gameplay Trailer revealed at PlayStation Showcase 2023 News Share 30 May 2023 Written By: Edited By: Colum Blackett (Col_96) Back To Database Ubisoft has unexpectedly debuted a gameplay trailer for Assassin's Creed Mirage at Playstation Showcase 2023! After an eight month-long marketing silence, Assassin's Creed Mirage has finally stepped out of the shadows, revealing a colourful stealth game which is returning to the roots of the franchise. Parkour looks much faster, as the trailer demonstrates dynamic fluidity and range of movement as Basim jumps, vaults and swings his way across Baghdad's rooftops, providing the perfect platform for aerial maneuvers. Stealth is a key focus, bringing back beloved features such as throwing knives, smoke bombs and air assassinations, but the game is also set to introduce new mechanics and tools such as detection mines, Eagle marking and multiple takedowns which will make Basim the ' most versatile Assassin in franchise history '. Although the trailer caught the internet off guard, we are now more excited than ever for Ubisoft Forward 2023, which airs June 12th 2023. Assassin's Creed Mirage launches October 12th 2023. Check out the gameplay trailer below! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)

  • Aaron Young

    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. Previous Next Aaron Young Writer 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. Twitter Work Assassin’s Creed Virtual Photography: 22nd to 10th October Community Assassin’s Creed Virtual Photography: 7th to 25th July Community Assassin’s Creed Virtual Photography: 19th to 13th June Assassin’s Creed Virtual Photography: 24th March to 18th April Community Assassin’s Creed Shadows Photo Mode Review Community Assassin’s Creed Virtual Photography: 17th to 28th February Community Assassin’s Creed Virtual Photography: 3rd to 14th February Community Assassin’s Creed Virtual Photography: 20th to 31st January Community Assassin’s Creed Virtual Photography: 6th to 17th January Community Assassin’s Creed Virtual Photography: 2nd to 13th December Community Assassin’s Creed Virtual Photography: 18th to 29th November Community Assassin’s Creed Virtual Photography: 4th to 15th November Community Assassin’s Creed Virtual Photography: 7th to 18th October Community Assassin’s Creed Virtual Photography: 16th to 27th September Community Assassin’s Creed Virtual Photography: 2nd to 13th September Community Assassin’s Creed Virtual Photography: 1K Celebration Community Assassin’s Creed Virtual Photography: 17th to 28th June Community Assassin’s Creed Virtual Photography: 3rd to 14th June Community Assassin’s Creed Virtual Photography: 20th to 31st May Community Assassin’s Creed Virtual Photography: 6th to 17th May Community Assassin’s Creed Virtual Photography: 15th to 26th April 2024 Community Assassin’s Creed Virtual Photography: 1st to 12th April Community Assassin’s Creed Virtual Photography: 18th to 29th March 2024 Community Assassin’s Creed Virtual Photography: 4th to 15th March Community Assassin’s Creed Virtual Photography: 19th to 29th February Community Load More

  • Caleb Allen: Red Tartan Project | TheOnesWhoCameBefore

    Caleb Allen: Red Tartan Project Community Share 22 Feb 2019 Written By: Edited By: Caleb Allen Ashlea Blackett Back To Database Happy AC Day from Caleb's Cosplay! To celebrate the day and the holiday season, we tasked him with creating a new outfit for his iconic Scottish Assassin, Ren Faulkner. The red tartan certainly is striking! "Nothing is true, everything is permitted."Happy AC Day! In collaboration with @ ACFirstCiv and in honor of both the season and the franchise, I decided to give Ren Faulkner a new look with a red and green tartan! Got to say, I love how striking the red is. I might have to get my own red tartan now. This franchise has been an wild ride since I started playing the first game years ago. I had a lot of catching up to do as a newcomer, but I got there eventually. Now I'm cosplaying different Assassin characters of my own make and collaborating with an awesome fan community page as a creator! My favorite thing about Assassin's Creed is the imagination and creativity of the fans who bring new and different ideas into the work that @Ubisoft does. My Scottish Assassin started this cosplay page and I'm so grateful to everyone who has complimented me and helped me with my content! You all rock! We are Assassins! You can follow Caleb on Instagram comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Caleb is an actor and aspiring cosplayer who is best known for his Scottish Assassin project. His iconic character known as Ren Faulkner was instantly a fan favourite, but Caleb has also created other characters, all with a name and backstory In 2020, Caleb left the program to focus on non AC projects. We wish him luck with his future endeavours. Caleb Allen

  • Kingdom Come's Influence on Assassin's Creed | TheOnesWhoCameBefore

    Kingdom Come's Influence on Assassin's Creed Analysis Share 4 Mar 2025 Written By: Edited By: Finn Fletcher Colum Blackett Back To Database Historical realism has always been a double edged sword for Assassin’s Creed. On the one hand, it gives the series a unique selling point and allows players to explore events and periods they once studied or are passionate about. Nothing can compare to the sensation of climbing a place you’ve actually visited in person. Yet for the developers it places plenty of restrictions, with narrative and gameplay options having to be cut in exchange for accuracy. As the years have gone on, it seems that the second point has become the predominant factor in deciding Ubisoft’s approach. The first game saw crossbows removed after they found out they hadn’t been invented until after the game took place, yet now players can ride unicorns into battles against magical beasts while wielding flaming swords. I’m sure there’s a belief that these flashier points help sell the games and there’s undoubtedly a fanbase for this new style. But we now have Kingdom Come Deliverance II (KCD2), Warhorse Studios’ latest epic that puts realism first and foremost and has managed to top charts. The game is unforgiving, putting you into appropriately heavy armour with unwieldy weapons and no magical instant healing potions. That charm is what makes it such a masterpiece, as within the first hour you’ll find yourself immersed within this recreation of medieval Bohemia and excited to see a trough of water so you can give Henry a quick wash. I truly believe Assassin’s Creed could learn a lot from this approach, and while I don’t wish to see all these complex systems ported across to the series, there are plenty that would fit right in. Official Poster for Kingdom Come: Deliverance II Combat The first Kingdom Come - which while well received was far from perfect - had janky combat that the sequel thankfully streamlines into a much more enjoyable experience. In fact, I’d go as far as saying it’s one of my favourite takes on sword and shield gameplay. It’s a thrilling challenge, where you and the AI are forced to play by the same rules. You both have low health, with three or four good hits resulting in death, and enemies can block your attacks just as easily as you can block theirs. Every encounter becomes a strategy game, as you search for weaknesses in the opponents defence, perfectly time strikes, and end up in tense back and forth parries where one wrong move could be your demise. Part of the Assassin fantasy has always been the notion of being a glass cannon, who can deal highly damaging precision strikes while always teetering on the cusp of death. The idea is of course that stealth is the best option. Yet the gameplay has never really played into that, with most protagonists able to destroy armies with ease. Up until Unity, an easy to pull-off counter was an instant win, and saw Ezio slice through plated armour like it was made of butter. Subsequent games have attempted to up the challenge by turning enemies into damage sponges, though that’s only served to make combat feel tedious. While KCD2’s system would not perfectly fit into AC, after all, stylish animations and finishers are part of the series’ charm, a similarly strategic approach would be perfect. Enemies should go down in a handful of good hits, with focus placed not on spamming attacks but timing and planning the perfect opportunities. Assassins similarly shouldn’t feel like tanks, with dodging, movement and position taking priority in combat just as much as it does in stealth. Combat in Kingdom Come: Deliverance. Source: Warhorse Studios Resources When you’re let loose in the open world of KCD2 you have barely a penny to your name, no weapons and a handful of rags. There’s no cinematic suit up or narrative aid, you’re left to figure out how to survive on your own. Personally, I spoke to locals, and after finding out bandits had been burying their victims in a nearby farmer’s field, scraped up enough to buy a shovel and went digging. I came back with some basic armour, a dull axe, and some supplies I could sell to a local merchant. After a few lucky goes at a game of dice, I managed to lose the money I’d earned through reckless gambling, without any fail safes or easy fixes. It was great, an experience that felt truly unique to me and challenged me to think about the world as more than just a cardboard cut-out of history. Since Assassin’s Creed began adding RPG systems, with an endless stream of loot and gear, the actual act of acquiring new armour and weapons has always felt too easy. An hour into Odyssey and you’ll have more swords than you know what to do with, and quest rewards often feel worthless since you’ll find something of a higher level within moments. Valhalla and Mirage attempted to fix this, though faced their own issues with their approach. Resources need to become more scarce - you shouldn’t be walking around with more gold than the emperor and an entire nation’s arsenal strapped to your back. The idea of being an impoverished Assassin, who fits in within the starving crowds and can’t risk carrying huge weapons in case it exposes them feels like a set-up truly unique to the series and requires limitations to work. Hunting in Kingdom Come: Deliverance II: Source: Warhorse Studios Routines The AI in KCD2 is obscenely intricate. NPCs return home twice a day to enjoy a meal with their family, where they discuss events in the world that if you listen to may point you in the direction of loot or quests. Guards have different shift patterns that will affect stealth, and dogs will sniff out any potential thieves. Origins proudly produced a similar system, with guards going to sleep at night and Phylakes patrolling the world in real-time. I think these features make a real difference in a game’s execution. To immerse yourself in a targets’ life, using common sense to figure out the perfect plan of attack - like targeting them when they go for a meal - would add an extra dimension to the gameplay, and reality of the world. At the end of the day, I’m a classic AC fan. I don’t want to see the series descend further with RPG features, but looking at these types of games can prove valuable. New developers are pushing the medium further and further, and acknowledging the innovation or successes of other games can only help AC reach its full potential. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Finn is a creative writer from Rotherham, UK who has previously supported TOWCB's Fundraising events, and raised awareness surrounding Men's Mental Health. Finn's writing covers a wide scope, with releases so far including reviews, interviews and stories. He is known in the AC Community for his 'Pitching an Assassin's Creed Game' series, all of which you can find here on TOWCB website! Finn Fletcher

  • This Week in Assassin’s Creed Virtual Photography: 6th to 12th February | TheOnesWhoCameBefore

    This Week in Assassin’s Creed Virtual Photography: 6th to 12th February Community Share 15 Feb 2023 Written By: Edited By: Aaron Young Ashlea Blackett Back To Database Welcome to the weekly virtual photography roundup hosted by Aaron Young from The AC Partnership Program. Every week I will be picking our top 5 favourite Assassin’s Creed shots and showcasing them on The Ones Who Came Before website, in order to promote virtual photography and talented content creators within the community. Aaron is a keen virtual photographer and loves to post his journeys through Assassin’s Creed on Twitter. Keep an eye on the site as more weekly shots are added, we are looking for captures across all Assassin’s Creed games. Tag your photos to the #TOWCBWeeklyCapture for a chance to be featured. This week’s theme: Assassin’s Creed Caving Game: Assassin’s Creed Valhalla Platform: PS5 VP Artist: @ theblueb4ndit First up this week we have a beautiful capture of Eivor exploring. This shot is giving me God of War vibes, especially with Eivor using a boat to navigate the cave. The positioning of this capture is perfect. I really like how you have the two holes in the cave, one leading to what looks like a waterfall and the other providing a much-needed light source. Link Sundown Game: Assassin’s Creed Valhalla Platform: PS5 VP Artist: @ Amaya_Nocturna Next up we have dusk in Assassin's Creed Valhalla and what a stunning shot this is. The sun is perfectly captured, and the timing here is impeccable. The colours are faultless too with a real mixed bag of darker tones. I especially like the outline of the Monastery and the sunlight reflecting off the water. I just want to put a frame round it. Link: TOWCB Photo of the Week Judge: Thea Marie Rivedal The warmth of a setting sun after a cold winter is a welcomed gift, and this photo from Assassin’s Creed Valhalla captures that moment perfectly. The dark violet colours mixed with fiery sunshine gives an ominous feeling, and makes you wonder what people may be waiting in the shadows, hoods drawn over their face and a task to be completed under the cover of night. Hooded Eivor Game: Assassin’s Creed Valhalla VP Artist: @ Defalt368 Keeping with Assassin's Creed Valhalla we have a great portrait of Eivor emerging from the darkness. The lighting and the shadows in this capture are perfect. Hiding the eyes in darkness but allowing the tattoo to show is genius. I still can't get over how impressive the fabric looks on Eivor's hood. The attention to detail in this shot is phenomenal. Medjay of Egypt Game: Assassin’s Creed Origins VP Artist: @ AlexKOnstantin During my time of hosting these showcases there have been a few Bayek shots that I truly adore and this one has now joined them. This capture is from a set of three atmospheric shots, which just blow you away with how stunning they are. Bayek could not look any cooler here, representing both the Hidden One's and the Medjay. Link: Eivor Jarl Game: Assassin’s Creed Valhalla VP Artist: @ alisjansendotir We end this week with a perfect portrait of Eivor looking like a true Viking warlord. There is something about this capture that I find captivating. I love the armour, hair, and beard combo with the subtle face tattoo. That blurred background really works with the shot too. As someone who takes a ton of Eivor VP, I would be overjoyed if I produced something like this. And that sums it up for this week’s Assassin’s Creed virtual photography recap list! Thank you for checking out this week’s photo collection. This would not be possible without the virtual photographers out there so a huge thanks to them. Until next week keep those shots coming in! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Aaron is a passionate Assassin's Creed fan who joined our AC Partnership Program as an Online Article Writer back in 2021 after the release of Assassin's Creed Valhalla. After building momentum and interest on TOWCB website for Virtual Photography, Aaron established TOWCB Virtual Photography Team, of which he is now Team Leader. Throughout 2024, TOWCB VP Team will be sharing community captures in dedicated articles, and providing a positive environment on Twitter for gamers to share their shots. Aaron Young

  • This Week in Assassin's Creed Virtual Photography: March 12th - 18th 2022 | TheOnesWhoCameBefore

    This Week in Assassin's Creed Virtual Photography: March 12th - 18th 2022 Community Share 2 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) The Berserker Game: Assassin’s Creed Valhalla This week’s first capture comes from @ Idylliss over on Twitter. A striking shot of Eivor, I don’t think she could look anymore Viking. The capture reminds me of The Revenant, just missing the snow. I am really liking the black background, it allows the torch to showcase the details of Eivor’s outfit. VP like this always makes for great phone wallpapers. 2) Revelations Game: Assassin’s Creed Revelations Photo number two comes from @ VistoGaming over on Twitter. This photo looks just like a painting. It is great that people are able to create VP for the old Assassin’s Creed games. Revelations has always had spectacular environments and this shot shows it. For me the colours of the sails amongst the misty backdrop make the picture. 3) Mountains Game: Assassin’s Creed Valhalla This week’s third shot comes from @ MindJackedJimmy over on Twitter. The third shot of the week could easily be mistaken for not being from a video game. Sometimes captures without people showcase the real art behind the games. This shot in particular has great range. I love the colourful greenery at the front and then the calm water with the steep mountains in the distance. 4) At Sea Game: Assassin’s Creed Valhalla VP number four comes from @ LiEVENGreG over on Twitter. For me the longship doesn’t get enough love in the VP world. Maybe it is due to not having any open seas to take photos in. This capture does it justice though. That bright sun in the middle glaring down reflecting in the water which is splashing up against the ship is just perfect. 5) In Search of Adventure Game: Assassin’s Creed Valhalla The final capture of the week comes from @ TheGamingNurseX over on Twitter. The Isle of Skye does not get enough credit. It is an absolutely beautiful location in Assassin’s Creed Valhalla. Lucky for us this capture showcase that beauty and then some. The vegetation looks incredible, and so does the mountains. My favourite part of the shot is the clouds, intentional or not they just standout to me. 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

  • Celebrating 17 Years of Assassin’s Creed: Reflecting on the Origins and Legacy of an Iconic Franchise | TheOnesWhoCameBefore

    Celebrating 17 Years of Assassin’s Creed: Reflecting on the Origins and Legacy of an Iconic Franchise Other Share 18 Nov 2024 Written By: Edited By: Zephryss Colum Blackett Back To Database Image: Official Poster by Ubisoft. On November 13, 2007, Ubisoft released Assassin’s Creed, a game that not only redefined the action-adventure genre but also sparked a cultural phenomenon. Set during the Third Crusade, the first Assassin's Creed title introduced players to a world of historical intrigue, philosophical conflict, and stealth-action gameplay that would go on to influence the gaming industry for years to come. Seventeen years later, we look back at the impact of Assassin’s Creed and the journey it began with Altaïr Ibn-La'Ahad, the mysterious Assassin who first captured players' imaginations. In 2014, we established The Ones Who Came Before Assassin's Creed Community, as a place for fans to share their thoughts and theories on the future of the franchise. Today, TOWCB is a global team of passionate Assassin's Creed content creators producing content for over 60,000 fans around the world. After ten strategic years building a strong and healthy relationship with both Ubisoft and fans, we are today a leading source of information within the community, and a recognisable brand. The Origin of an Assassin Assassin's Creed was originally planned as a spin-off of Prince of Persia and was an ambitious project led by Ubisoft Montreal. However, as the concept evolved, it became evident that the story of Assassins vs. Templars, linked with concepts of freedom and control, was far more expansive. As Altaïr, players explored Jerusalem, Acre, and Damascus, completing undercover missions, combat encounters, and parkour-inspired exploration that was innovative at the time. Image: The Animus in Assassin's Creed. The game featured the Animus, a virtual reality device that allowed protagonist Desmond Miles to relive his ancestors' memories, combining the past with a modern-day storyline that added layers of mystery and lore to the franchise. This distinct blend of historical and sci-fi themes distinguished Assassin's Creed from its contemporaries, creating a complex narrative canvas that would be developed upon in subsequent games. Elements That Defined a Genre One of Assassin's Creed's most significant advances to gaming was its open-world design and emphasis on "social stealth," which allowed players to blend into crowds, eavesdrop on targets, and meticulously plan executions. The "Leap of Faith," a hallmark move in which Assassins dive from enormous heights into haystacks, has become one of the game's most recognizable components. These mechanics not only gave players more control over how they conducted missions, but they also helped to create a vivid historical environment. Image: Altaïr doing parkour on rooftop. At the time, this movement system felt groundbreaking, allowing players to interact with the environment in previously unseen ways. Altaïr excelled at parkour, which enabled him to easily scale buildings and navigate towns. While these mechanics have changed over time, the primary gameplay experience of the original Assassin's Creed established one of gaming's most recognizable styles. The Impact of Historical Narrative The first Assassin's Creed was more than simply a game; it was an interactive history lesson. Ubisoft's meticulous attention to detail in recreating historical settings provided gamers with an immersive experience that few other games could equal. The cities were precisely designed, based on historical research and architectural correctness. This dedication to realism became a trademark of the franchise, which went on to explore a variety of time periods, including the Renaissance in Assassin's Creed II, Ancient Egypt in Assassin's Creed Origins, and Viking Age England in Assassin's Creed Valhalla. Image: Assassin's Creed II, Origins, Odyssey and Valhalla. This approach to storytelling established a pattern for subsequent games. History was an important part of the Assassin's Creed experience, rather than just a backdrop. The series encouraged players to investigate, debate, and appreciate history, frequently blurring the distinction between reality and fiction while teaching and entertaining. The Influence of Assassin's Creed in Gaming Culture Since its first release, Assassin's Creed has expanded into a massive multimedia series that includes more than a dozen mainline games, spin-offs, novels, comics, and even a feature film. It has introduced fans to a broad cast of characters, including Ezio Auditore, Bayek of Siwa, Eivor Varinsdottir, and Basim Ibn Ishaq. Each protagonist contributed a unique story and personality to the series, letting players to explore various parts of the Assassin Order and its principles. Image: Other protagonists in the franchise The popularity of the Assassin's Creed series encouraged other developers to explore historically inspired settings, leading in a larger trend of narrative-driven, open-world games. Assassin's Creed has influenced the design and approach to world-building of titles such as Ghost of Tsushima, Horizon Zero Dawn, and The Witcher series. Image: Games that were inspired by Assassin's Creed. In addition, the Assassin's Creed franchise's adaptability and evolution have kept it relevant for the past 17 years. Ubisoft has continuously redesigned the game, from its stealth and parkour beginnings to the RPG aspects included in subsequent releases such as Origins, Odyssey, and Valhalla, to keep it fresh and exciting for both new and existing players. Seventeen Years Down the Line: The Path Ahead As we honor the 17th anniversary of Assassin's Creed, it's incredible to see how far the franchise has gone. Ubisoft's Assassin's Creed Mirage, which will be launched in 2023 as a return to the series' stealth-focused beginnings, honors the original game's tradition while pushing limits. The future is bright, with planned expansions, spin-offs, and potentially other historical periods to discover. Assassin's Creed's legacy is not only defined by its revolutionary gameplay and engaging narrative, but also by its influence on how players see history and culture. The series has encouraged people all around the world to immerse themselves in other times, to investigate issues of power and freedom, and to envision a world where history and myth coexist. Image: Upcoming Assassin's Creed games. For both long-time fans and novices, Assassin's Creed continues to demonstrate the power of storytelling in gaming. The Altaïr series is a symbol of ambition, inventiveness, and a never-ending adventure, even after 17 years of glory. Basim and the Brotherhood by Turið Torkilsdóttir 17 Years of Assassin's Creed by Turið Torkilsdóttir comments debug Comments (1) Write a comment Write a comment Sort by: Newest InPassing Oct 26 Great read! Like Reply About the Author Zephryss is a passionate social media manager based in India who joined TOWCB's Social Media Team in Summer 2024 to help the team prepare for coverage of Assassin's Creed Shadows news and updates. Recently, he completed his Masters degree in Electrical Engineering and is now preparing to take on a PhD. He loves video games very much, and since childhood has enjoyed playing various types of games in different genres He also has 3 gaming channels (Zephryss, Assassin Zephryss & Spider Zephryss) where he uploads gameplay videos regularly. Zephryss

  • Best Quotes in Assassin's Creed IV Black Flag (2013) | TheOnesWhoCameBefore

    Best Quotes in Assassin's Creed IV Black Flag (2013) Share Written By: Edited By: TOWCB Team Back To Database ''Here I am.... with riches and reputation. Feeling no wiser than when I left home.'' Edward Kenway (Assassin's Creed IV Black Flag) VP and edit 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 A collection of articles from The Ones Who Came Before team. TOWCB Team

  • Decoding the Creed: Assassin's Creed Mirage Calligraphy Drawings | TheOnesWhoCameBefore

    Decoding the Creed: Assassin's Creed Mirage Calligraphy Drawings Analysis Share 22 Jun 2023 Written By: Edited By: Noon (TheHiddenVirtuals) Colum Blackett Back To Database Welcome to the first article in a new series dedicated to decoding the secrets hidden within the Assassin's Creed series. In this article, new recruit The Hidden Virtuals examines the drawings featured on the Assassin's Creed Mirage official website, made up of Arabic calligraphy by artist Hatem Arafa . In a social media post, Hatem shared this message covering his time working with Ubisoft on Mirage. Here is our analysis of the drawings! Ù„ÙŽŰŻŰșُ Ű§Ù„ŰčÙ‚ÙŽŰ§Ű±ŰšÙ لَم يَكُن لِŰčÙŽŰŻŰ§ÙˆÙŽŰ© A scorpion's sting was never out of spite ŰšÙÙ†ÙÙŠÙŽ ŰšÙŽÙŠÙ’ŰȘ Ű§Ù„ŰčÙŽÙ†ÙƒÙŽŰšÙÙˆŰȘِ Űčَلى وَهْن Spiderwebs were built upon frailty وَ Ù‚ÙŽŰŻ ŰŻÙŽŰšÙ‘ÙŽ مِن ŰŁÙ‚Ù’Ű”ÙŽÙ‰ Ű§Ù„Ù…ÙŽŰŽÙŽŰ§Ű±ÙÙ‚ Ű­ÙŽÙŠÙ‘ÙŽŰ© And a serpent slithered/creeped from the far east Ű«ÙÙ…Ù‘ÙŽ مِن Ű§Ù„ŰžÙ‘ÙŽÙ„Ű§ÙŽÙ…Ù ŰȘÙŽŰźŰ±ÙŰŹ Ù†ÙŽŰ­ÙˆÙŽ Ű§Ù„Ù†Ù‘ÙÙˆŰ± Then you emerge out of the darkness towards the light The full message reads: A scorpion's sting was never out of spite. Spiderwebs were built upon frailty. And a serpent slithered/creeped from the far east. Then you emerge out of the darkness towards the light. What could this be referencing? Does Basim encounter an enemy that puts an end to his naivety, kickstarting a path to the Brotherhood? We can't wait to dive even deeper into the hidden mysteries of Assassin's Creed Mirage when more material releases through the marketing campaign and game's launch in October 2023. You can find links to our social media platforms below to stay up to date on everything Assassin's Creed. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Noon (@HiddenOnesN) is a Virtual Photography enthusiast and writer who joined TOWCB social media team in Summer of 2023 as an Arabic Translator. In a series of Twitter threads decoding hidden messages within the Assassin's Creed Mirage Marketing campaign, Noon made a strong impression online as a codebreaker. By joining TOWCB, we boosted her findings with a larger audience, and are working together to improve our social media strategies and grow our community. In late 2023, Noon notably be led our 'Decoding the Creed' series, diving deep into the mysteries hidden within the franchise. She also worked alongside the Virtual Photography Team to grow our Twitter community, and encourage interactions. Noon (TheHiddenVirtuals)

  • The Ones Who Came Before 9 Year Anniversary Round-up | TheOnesWhoCameBefore

    The Ones Who Came Before 9 Year Anniversary Round-up News Share 22 Aug 2023 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Here is a behind-the-scenes account of the different phases of content the team here at ACFirstCiv // Isu_Network released throughout the #9YearsWithTheCreed campaign, as detailed by TOWCB Community Admin Colum Blackett // Col_96 It has been my absolute pleasure to work alongside The Ones Who Came Before team over the past month on the #9YearsWithTheCreed anniversary campaign. Each day, myself and the team released varied content that honoured the 9 year milestone and the legacy we have created. For the initial preparations, I wanted to make an immediate impact in the community by redesigning our iconic logo. I reached out to graphic designer Thea Marie Rivedal and she delivered five incredible variations of the iconic TOWCB logo. I selected the burnt orange/ black version for our socials as I felt it was the closest to the official AC Mirage logo, and the black outline made it pop. Taking inspiration from Arabic calligraphy, the new design signals a change in mentality for our group, as our content now focuses heavily on the upcoming release as we approach the end of the marketing campaign. Next up, we revealed that two members would be joining our Isu_Network / AC Partnership Program: @ BunnyTheVillain and @ sirmcdonnell1 (Twitter handles). Bunny is a seasoned social media manager who will be leading our Assassin's Creed Mirage content as we approach the release date, whilst Brandon is a Twitch streamer who has currently been playing the earlier AC games. Both provide different forms of content for our community, which will help us grow as we aim to cover all things relating to the franchise. The next day, I invited members of our team to share their own community stories, and their reasons for joining the team and what they have achieved so far. It was inspiring to hear about the impact I have personally had upon content creators, who often feel that their work goes unnoticed. Thanks to the program, they are now able to share their work with a larger audience and feel a part of a global network of fans. Team member FrameHoldPhotography created a series of GIFS that flip between Assassin's Creed Mirage and promotional images for previous games, showing how the new game is heavily taking inspiration from the past. It was great to visually see that Basim's stance and appearance as an Assassin is a homage to Altair and the original game. One of my personal outcomes for the campaign was to give back to the community, so I reached out to the Assassin's Creed Community Team who have always been incredibly supportive of our content. After speaking with Community Developer Clément Dagonneau , the team kindly provided codes for Assassin's Creed Dawn of Ragnarok and Assassin's Creed Valhalla Ultimate Edition, a very generous display of support. Fellow team member Michael Smith reached out to Aconyte publishing, who were equally as supportive, providing codes for the Assassin's Creed: The Golden City E-book by Jaleigh Johnson. Finally, after launching the giveaways on our socials, we experienced a huge surge in followers, surpassing 30,000 on Twitter! I once again reached out to graphic designer Thea Marie Rivedal to mark the milestone. Huge thank you to everyone involved. 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. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Gustav / Gargudon is an active community member, who started out in podcast hosting in 2016, but today mostly specialises in video creation, interviews & composing. By joining The Ones Who Came Before in 2019, originally reviving 'The Memory Corridor' podcast, which had been offline for nearly a year, he has had the opportunity to expand his audience and further develop his skills. ‹‹His unique skill set made him the perfect candidate for our team. Among other things, he is known in the community for the Sounds Of History project - an original Assassin’s Creed inspired instrumental music project, featuring five tracks inspired by as many different games - other original fan themes plus covers of iconic AC tracks, as well as video interviews with a number of high profile names in the world of AC, from Roger Craig Smith, Jesper Kyd and more. Fun fact, among his growing colourful tattoo collection, Gustav is the only member of our team to have the TOWCB logo inked. Gustav Poulsen (Gargudon)

  • Assassin's Creed Shadows: First Impressions and Gameplay | TheOnesWhoCameBefore

    Assassin's Creed Shadows: First Impressions and Gameplay Analysis Share 23 Jan 2025 Written By: Edited By: Colum Blackett (Col_96) TOWCB Team Back To Database We are now just two months away from the launch of Assassin's Creed Shadows, and we are thrilled to reveal that two of our team members, Col and Taylor were selected by Ubisoft to participate in a remote early-access play session event along with other content creators and media outlets around the world. Below you will find the initial thoughts and feelings written by Assassin's Creed Community Ambassador @ Col_96 after a four hour play session, brand new screenshots, and exclusive gameplay captured during the session. Keep an eye on the page as we will continue adding content throughout the week! Enjoy! Possible spoilers for Assassin's Creed Shadows First Impressions Hello Assassins. I'm Col, Team Leader for The Ones Who Came Before, and I was lucky enough to participate in an early access event for Assassin's Creed Shadows thanks to the AC Community Development team at Ubisoft. I'll start off by saying that I had a really positive experience, as the world of Assassin's Creed Shadows is incredibly beautiful, intertwining two stories in a way that creates an experience that is both shared and standalone, as Naoe and Yasuke, two outsiders in the world, find comfort in each other's pain, and try to make a difference to heal Japan. I think what the development team at Ubisoft has done is incredibly clever, weaving history into the main characters for the first time, selecting Yasuke, a historical character, and Naoe, the fictional daughter of real life ninja Fujibayashi Nagato. For me, both characters make perfect sense, and show a different perspective on the brutal history of the time period. AC Shadows takes a stab at bringing back a sense of mystery that long-time fans of the series will love. The game encourages you to uncover the next secret in a land of danger, something which is incredibly rewarding for players. The passage of time is interesting too with a fixed day/night cycle that provides atmosphere as every storm is different. You can feel the effects of the wind as your riding through an open field. Lightning can flash across the sky and light up the whole scene. Naoe ''The life of an assassin is pain , You suffer it, you inflict it, you watch it happen in the hope that you can make it disappear in time.'' Ezio Auditore I feel that this quote perfectly describes Naoe. Although not strictly an Assassin during my playthrough, or at least, that word was never said, her quest for revenge after the attack on her village is fuelled by a hunger for vengeance. Rather than blind rage, she is incredibly focussed, seeking those who are harming Japan and its citizens. You can feel her pain, and she takes no joy in inflicting it upon others. It is a necessary evil. Throwing knives are lethal when timed correctly, but can also be used to extinguish candles from a distance, creating darkness and the perfect environment for a stealth attack. I particularly liked the dialogue options, as they can make a difference to the outcome of a mission. This is why the team added a canon mode, so that the Animus makes the decision for the player. I like how Naoe is the sum of her history, learning from the past, but also taking onboard the teachings around her. She is thoughtful, reflective, and resourceful. She will no doubt be a fan favourite. Yasuke An outsider in a foreign land, Yasuke has to learn the true meaning of honor and respect when he is stripped of his name, all authority and ownership of his own decisions. He shows a willingness to survive in a hostile environment, learning the language, customs and more, and is rewarded with his life. Often shown as a 'one man army' Yasuke is all that and more. There is a kind side to Yasuke that makes him relatable and more human in side quests. He is not the brute he has been portrayed to be. I was really surprised by this as I suspected it would be the case that he was the brawn and Naoe the brain, but that's not the case. He shows intelligence and understanding, opting for a more physical approach to quests due his size, but I also found stealth with Yasuke to be incredibly satisfying considering his limited capabilities. Combat is great, as Yasuke can take a lot of damage, giving you the chance to recover, reset, change strategy and break down enemy armour before delivering a brutal finishing move. I can see players being very happy with the weapon choices, enemy types, finishing moves and overall effort that is gone into crafting a brutal combat system that is all about breaking the opponent down and destroying their armour. Things I liked The Scout System: You can recruit scouts and send them to attack enemies. It's extremely satisfying, and you can customise everything from their weapons to outfits. Building the network of spies has its benefits as they can also be sent out to collect information across the map! Eagle Vision can be used indefinitely: I didn't notice Eagle Vision timing out, which means it can be used without the worry of it disappearing. You can use it to highlight points of interest or observe and tag enemies. Voice Acting : I was really impressed with the voice acting, from all age ranges. Music: Absolutely incredible score! This will be a soundtrack that players will adore for sure, as it captures a mix of emotions. Sadness, anger, and hype! I was really motivated by an incredible fast paced track at a key moment early on in the game. Facial Expressions: Game looked absolutely incredible on my PC (Nvidia RTX 3070 TI), and the facial expressions, especially in cutscenes were so lifelike! Parkour: Feels quick, rebuilt from the ground up. Naoe is easily the fastest character in an AC game. It feels like a mix of balance and precise manoeuvres. She is lightweight and nimble, moving silently Grappling Hook: Like the rope launcher but more useful. You can swing from trees to perform air assassinations. Extremely satisfying. Tall grass, low grass and prone: The introduction of prone is perfect for an Assassins' Creed game, and I particularly like that AC Shadows has heights of grass. Brutality during combat: Decapitations, impaling, you name it, AC Shadows will shock and surprise with it's brutal combat system. The World has so many opportunities: Uncovering secrets, side quests and moments of tranquillity create a game of many tones, dark and light, and I feel like it encourages the player to get lost in the world. You have to unfog the map yourself, as viewpoints only uncover so much. This is great news for completionists. Enemy Types: Guardians are my current favourites. You'll see why when the game launches! Very similar to the mercenaries in AC Odyssey that hunt the player! Visuals: I didn't get to use photo mode but I know that players are going to have a great time with this game. It's incredibly beautiful. Stealth: It will take some practice, but with more time, I can definitely see players perfecting stealth and using all the tools at their disposal to their advantage. Things I Didn't Like The night is incredibly dark: I had to turn the light off in my office to see the screen as when the game takes place at night, it is incredibly dark. Hills and thick trees: Without the pathfinder, my horse would still be stuck up a mountain somewhere trying to find a way past the incredibly thick trees. Hunting isn't in the game, or at least, I didn't find any way to kill a deer. I thought it would be similar to AC III where pelts could be used for crafting, but I didn't see this in my playthrough. Health potions don't fully heal , or at least, with my current skill level and abilities during the playthrough, I needed to use two to fully reset the health bar. Yasuke doesn't have Eagle Vision: I understand that this could be for a lore reason, but it would have been a useful addition. I didn't see any Modern Day Gameplay. Animus Hub has huge potential though. Enemies can literally walk away from smoke bombs and be unaffected. I died so many times when playing as Naoe in combat situations. Some of the enemies have huge health bars compared to Naoe, and thick armour so it's a real challenge to defeat them in combat. I will say that it is incredibly satisfying when you do though, but similar to Basim in AC Mirage, the game encourages a stealth approach. Not a bad thing, just worth mentioning for those looking for a fight. I genuinely think that fans will be surprised when they pick up Assassin's Creed Shadows in March. There's a lot to love about the game, as you'll see in our exclusive gameplay below! Enjoy! Dev Comments We reached out to the development team at Ubisoft Quebec regarding our experience and received a response from Game Director Charles Benoit! ''I think once settled, you could play with contrast setting for the night. We wanted to have a black night, not a blue one. About Hunting, we saw the hunting wasn't a big thing compare to the respect of nature, so we wanted to turn hunting in something more positive, it's why we introduce the Sumi-e activity instead. For healing potions, it's with some Hideout upgrade that you can boost it. You can boost efficiency and quantity. And about the smoke bombs, it's Only Samurai that deny it by running away, we wanted to avoid cookie cutter strategy and have some enemy "smarter" than other. And yes, Naoe and fight can be challenging, Preview is not the ideal learning curve. But Naoe can be very lethal if you build your gear in some was, using the fight system in the best way too.'' We would like to say a big thank you to Charles for reading our first impressions article and for providing insight into the creative decisions! Animus Hub Welcome to the Assassin's Creed Animus Hub: An Explanatory video by Ubisoft showcasing the Animus Hub, a new platform and gateway to Assassin's Creed content which launches alongside Assassin's Creed Shadows. Analysis by UbiCypher Exclusive Gameplay Stealth and Combat Youtube TikTok Sumi-E Painting Boars Youtube TikTok Naoe Combat Youtube TikTok Desyncronization Youtube TikTok Cherry Blossom Trees Youtube TikTok Deploying scout, combat Youtube TikTok Syncronization Youtube TikTok Shrines Youtube TikTok Failed Assassination Attempt Youtube TikTok Naoe Projectiles Youtube TikTok Assassination Compilation Youtube TikTok Leap of Faith Youtube TikTok Brutal Naoe Finisher Youtube TikTok Naoe Customisation Options Youtube TikTok Yasuke Customisation Options Youtube TikTok Switching Character Youtube TikTok Synchronization Youtube TikTok Horseback Riding Youtube TikTok Yasuke Sumi-E Activity Youtube TikTok Bamboo Destruction Youtube TikTok Brutal Finishing Move Youtube TikTok Sumi-E Activity Youtube TikTok Killing a Guardian Youtube TikTok comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)

  • AC Community Questions: Eric Allen | TheOnesWhoCameBefore

    AC Community Questions: Eric Allen Share Written By: Edited By: Reporter Name Back To Database 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

  • Remembering the Star Player Program | TheOnesWhoCameBefore

    Remembering the Star Player Program In Memoriam Share 28 Nov 2023 Written By: Edited By: Colum Blackett (Col_96) TOWCB Team Back To Database After months of speculation regarding it's future, Ubisoft has officially announced that the Ubisoft Star Player program is set to be discontinued with immediate effect. The news comes as another blow to community members trying to make a name for themselves in the world of content creation. For Ubisoft community members, an invitiation to The Star Player Program meant official recognition and support, early access and attending various events around the world. It was led by a special group of people within Ubisoft who went above and beyond to create amazing opportunities for fans, and its presence will be sorely missed. Replacing The Star Player Program is The 'Ubisoft Creators Program', a new initiative which recruits members via an application process, taking into account a person's social media influence, past projects, and consistent view counts. It can be tough to gain access to the program, and the whole system seems to be focussed around providing opportunities, such as 'drops', for streamers. Of course, for former Star Players or content creators with a small audience, the new shift in structure is a disappointing one, as it may feel like Ubisoft are no longer supporting small-scale community members. Also with the termination of The Star Player Program dies 'The Mentors Order', which was supposed to replace The Mentors Guild, another well-known community initative which was disbanded back in 2022. It's currently unknown why Ubisoft keeps on shutting down fan services which give so much to community members, but we can only guess that it's related to finances or staffing shortages. Everyone who was involved in the Star Player Program knows how special it was, and it's a real shame that content creators making a name for themselves going forward will never know the excitement it brought and passion for gaming it generated. Remembering The Star Players Program Do you have any memories of the Star Player program that would like to share? Let us hear them in the comments section below! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)

  • Music Mash-up: The Amazing Spider-Man theme by James Horner & Ezio’s Family by Jesper Kyd | TheOnesWhoCameBefore

    Music Mash-up: The Amazing Spider-Man theme by James Horner & Ezio’s Family by Jesper Kyd Other Share 12 Feb 2022 Written By: Edited By: ActualSpider-Man Ashlea Blackett Back To Database Check out this original mash-up by our partner Actual Spider-Man, who has managed to combine 'The Amazing Spider-Man' theme by James Horner with the iconic 'Ezio’s Family' by Jesper Kyd. Although only a short extract, the piece captures the heart of both franchises, and kicks off our ambitions of releasing more original music later in the year, stemming from our AC Partnership Program. We hope that you enjoy this first piece! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Author of the all-encompassing timeline, Codex Temporis, and the Isu-to-English dictionary, Codex Transferendum, Your Friendly Neighborhood Mentor is here to help unweave the confusing web of AC! ActualSpider-Man

  • Colours in Assassin's Creed - a short review | TheOnesWhoCameBefore

    Colours in Assassin's Creed - a short review Analysis Share 18 Apr 2019 Written By: Edited By: Thea (Moonchildgecko) Ashlea Buckley Back To Database With the white hood and red attire, the hidden blade and a hunt for the Pieces of Eden, it’s not that far-fetched to say the Assassin’s Creed franchise is littered with symbols. Some may be in plain sight and speak for themselves, whilst others are to be found when taking a second look and digging deeper into the symbolic meanings. However, just finding the symbols doesn’t always make it clear what they mean. It’s time to take a closer look into the franchise and see what it can reveal through its symbols, statuses, clothing, attire and weaponry we’ve become all so familiar with. For this article, the focus will be on the different colours that appear throughout the franchise, from the standard red and white, seen with the templars and assassins alike, to a brief look on the differing of colours according to game and historical setting. Why the Red and White? When speaking of colours, the numbers in the spectrum would take ages to describe and decode, some colours barely have names, some only numbers. They are infinite. Yet the three colours it is mainly agreed upon that all the others originate from are blue, red and yellow. Additionally, some are more human made colours like black and white, where white is defined as the absence of colour and black having all the colours combined. Through time we humans have supplemented the colours with a variety of symbolic meanings and usage. Some colours have had totally different meanings through time and place, and some have stayed the same. What then lies beneath the red and white clothing we familiarise with the Assassins? White is the colour of the long robes we are introduced to in the first game. The Assassins, during the crusades, use the clothing to blend in with scholars as a way of disguising themselves while in big crowds or when there was a need to come close to a specific target without them knowing; in most cases simply to slip past guards without any danger. White is mostly associated with purity and peace, quite an ironic choice of wardrobe when our beloved characters dwell in the occupation of assassinations. To choose the white robe as a way of blending in is, of course, ingenious, and it is a tradition the later Assassins keep up. Speaking of purity, wearing white attire in a dessert would keep it somewhat neat, but when rolling around in mud, blood, dust and dirt from the highest rooftop to the lowest sewers and caves, staying white would be a hazardous fulltime job. Traditionally outside of the AC franchise, when introduced to an assassin of any background, be it a ninja, a mercenary or just someone up to no good, they are, more often than not, clothed in black or dark colours to hide their identity and presence. To dress in white may as well be the Assassins way of boldly saying “we are here, and we’re not going anywhere”, as the colour white truly stands out in both night and daytime. If you want to stay hidden, don’t wear white, you’ll be seen from a mile away. Still the Assassins choose to wear it if given the chance. This can be interpreted as a way of letting the enemies know the Assassins don’t doubt their skills and presence, with no fear of being seen. Throughout the franchise, Ubisoft manage to design each character in a way so that they keep their beloved white colour and remain hidden in plain sight. The dressing also alters with the time and place we meet the given character. After a while, it seems like the hood becomes the soul symbol of the Assassins, and the white recedes more. Red is the colour of blood, of love, of hatred and of pulsing life. Its relation to anger, aggression and war also makes it a contradicting colour all depending on which culture the colour is viewed through. The active and masculine colour has been a symbol of both power and peace, of strength and happiness. In Egyptian mythology, the colour is linked to evil, seen as being the colour belonging to the god Seth and the chaos serpent Apep. In the Roman period however, it was a colour of the war god Ares, and was associated with strength and war in a positive way, giving courage to the soldiers. In Chinese tradition, however, the colour is a representative of luck, happiness, fertility, energy, wealth and life. When it comes to Assassin's Creed, the colour red appears together with the main characters throughout the franchise, mostly as a piece of fabric. Its representation can be linked to the colour of blood, a colour of power and strength or a combination of both. To have red being linked to the symbolic meaning of blood isn't necessarily a bad thing, as it appears in the franchise, blood can be viewed as something cleansing. The first time we see this colour in association with an assassin is on AltaĂŻr, as a red fabric underneath his leather belt. This tradition follows the future assassins from Ezio and all the way up to Evie and Jacob Frye. Later in the franchise with Assassin’s Creed Odyssey, red is the colour of Sparta; a city and its citizens built for war. Blue is a colour which has been represented for thousands of years. Its meaning is varied and rich. Albeit having different meanings, its foundation lies in the infinite, the divine and heavenly. Blue being the colour of the sky and the ocean, it represents that which is far away and out of reach, a cold and distant colour. This may be why it has represented gods, deities and that which can’t be reached by humans. In ancient Egypt the colour was a representation of the sky and linked to the god Amun who was often painted blue but has also been linked to death. In Assassin’s Creed, the frequent use of blue is in Assassin’s Creed Odyssey, where the Peloponnesian War between Sparta and Athens sparks the use of both red and blue. There are no clear sources pinpointing the colour blue to Athens. This link may be a representation from modern times as it is an opposing colour to red, the colour of Sparta. Athens was also right next to the sea, so blue might be a colour they could have chosen to represent themselves. Having Athena as their chosen god could also have amplified this choice of colour, where the colour also represents both wisdom, fertility and the female gender. Gold is a powerful colour, or more correctly speaking , metal. Although gold is not found in the colour spectrum, it is often used as a way to show power, wealth and divinity. It has throughout time been a symbol of the sun, the gods and immortality, used by many cultures from the dawn of human civilisations. The metal is also associated with hidden or illusive treasures that illustrates supreme illumination. In ancient Egypt the flesh of the gods was thought to be made out of gold, hence the gilded face masks and sarcophagus's of royals. Its representation and link to the sun god Ra was also present in the golden pyramid tops, standing as a mountain of gold. The link between golden apples and immortality is also found in both Japanese, Greek and Norse mythology. The golden apple may have given it away, but both gilded and gold objects are to be found throughout the entire Assassin’s Creed franchise. Most notorious are the Pieces of Eden, powerful objects inhabiting great scientific knowledge, history, illusions and the ability to control the free will of humans. They come in several shapes and sizes, most know as apples, but additionally appear in the shape of a scepter, a sword and as the golden fleece (has streaks of gold in it). Black Darkness and the absence of light, shadowy and mysterious. The colour associated with death, dark magic, temptation, grief, loss and old age, black has mainly had this meaning through both time and cultures. Before moving on, its still important to note that black has its feminine side in Yin from the Chinese tai-ji symbol of Yin and Yang, and was associated with the ancient land of Egypt and the gods Anubis and Pluto; though in the latter both are gods of the Underworld. The colour black has also been hard to dye, suggesting its status as a wealthy colour. Moving on, the colour with its grim symbolic meaning may have the larger strategical advantage. If you want to lurk around in the dark and do things which normally would be questioned, like the occasional assassination, roof-observing or casual stalking, black is the go-to-colour. It is also noticeable through the Assassin’s Creed franchise that the colours of the in-game-characters turns to a darker point rather quickly. In this case, but not only, the truly black attire fully emerges with the Frye twins in Victorian London and its darker era. Coal and smog in the air, trains, carriages, mud and blood makes the black colour-of-choice an appropriate candidate, keeping the twins at a rather low key profile (or maybe not, I’m looking at you Jacob) giving them the blending effect and staying classy. Both the twins however also mostly have a tad of red with them, indicating a sense of tradition and salute to the old Assassin Masters. A Colourful Franchise As every Assassin has their own take on the traditional attire, customizing it to their need, time and place, it leaves us with a grand and astounding collection of outfits through the franchise. The traditional hood first used by the mercenaries in Greece. The white as an adaptation to the desert perhaps by Bayek and Aya. AltaĂŻr, Ezio and RatonhnhakĂ©:ton’s white robes as angels of death. Pirates, rebels, visionaries, brothers and sisters, the colours are many, the stories they tell even more. With black as the leading colour for the more modern Assassins working their way through corrupt regimes, states and organisations, it also may be symbolically fitting to the era. If we take a brief look upon the franchise, the closer we get to today's society, the darker the attire becomes. Mostly as a way of blending in, it could also symbolise the Assassin’s mourning over civilisation. Put in context with the symbolism of black, you could almost suggest the Assassin’s role is needed as a destructive force necessary to keep the balance of civilisation in check. It doesn’t mean they enjoy it, watching society crumble to greed, it simply indicates that they’re not going anywhere for the time being, unaffected by their choice of dressing and colour. Sources Cirlot, J.E. (1983) A Dictionary of Symbols. 2nd edition. London and Henley: Routledge & Kegan Paul. Shepherd, R. and Shepherd, R. (2002) 1000 Symbols. London: Thames and Hudson. Tresidder, J. (2004) The Complete Dictionary of Symbols in Myth, Art and Literature. London: Duncan Baird Publishers. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Thea is a full time student studying archaeology at the University of Bergen in Norway. She is a huge fan of the franchise and enjoys writing both fictional and academic texts. In her spare time, Thea is a passionate artist, creating detailed pencil sketches and watercolour/acrylic paintings. She has even created tattoos and replica historical props/ clothing before! In Summer 2022, Thea joined TOWCB's art team, where she will have the chance to work on a variety of projects and expand her art portfolio. Thea (Moonchildgecko)

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