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  • Assassin's Creed Valhalla: Eve of Launch Message | TheOnesWhoCameBefore

    Assassin's Creed Valhalla: Eve of Launch Message News Share 9 Nov 2020 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database We are now just moments away from the launch of Assassin's Creed Valhalla, the next entry in the series that takes players to war-torn England looking for a new place to call home. Although much of the marketing campaign has focused on raids and combat, we encourage our fans to dig deep below the surface and find the Assassin's Creed connections and lore, as the series takes another step towards getting back to its roots. We can't wait to join you in the stealth raids, and welcome all of the new fans that the game is sure to attract. Valhalla is such a unique game, and will provide hours of entertainment. No matter which version of Eivor you choose to play as, we will be with you every step of the way, as you discover the hidden conflict that plagues England and other lands further ashore. Thank you to all the fans who have supported The Ones Who Came Before community on the journey towards Valhalla, and we will once again be doing our best to cover all of the news, community content and more as we dive straight in. Before we boot up the game for ourselves, we would like to congratulate Ubisoft on the launch, and thank all of the teams around the world who made it possible. It's been an incredibly difficult year for game development, with many still working from home, but we recognise the efforts of the company to adapt and overcome the challenges presented. See you all in Valhalla! - TOWCB Admin Team & Partners 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)

  • Cracking the Isu Code: Part 2 | TheOnesWhoCameBefore

    Cracking the Isu Code: Part 2 Analysis Share 22 Jan 2022 Written By: Edited By: Preston Carbonaro Ashlea Blackett Back To Database Have you read Part 1 of our codebreaking series? Ready for more? Well, good news! We’re back with some brand new Isu codebreaking goodness for you all! 10th March is steadily approaching, and everyone here at TOWCB is gearing up for Ragnarok! ... No, there won’t actually be a catastrophic end-of-the-world event. Don’t worry. We're referring to the upcoming DLC, Dawn of Ragnarok. The much-awaited expansion for Assassin’s Creed Valhalla. In this article we’ll be looking at the Isu text engraved into the stone gate leading to Muspelheim, the realm of fire; home of the fire giants, and guarded by the fierce jötunn Surtr wielding his massive fiery blade. Deciphering the Ragnarok Gate Alongside the Dawn of Ragnarok Cinematic World Trailer, Ubisoft have also been promoting an image of a gate which could lead to another realm. Fans were quick to notice the strange symbols that surround it, which are in fact written in secret language of the highly advanced precursor race known as the Isu. Here is our step by step guide to decoding it! Underlined in blue above is the Isu word for ‘blind’ (wàrh). The character underlined in white denotes that the word is in its singular form. With this information, we can conclude that the word in the yellow box translates to ‘Blind One’ (referring to Havi / Odin), who is missing his left eye after sacrificing it in exchange for newfound wisdom gained by drinking water from Mimir’s well. Note: In Access The Animus’ video, ‘blind’ is replaced with ‘mad’. This is a direct reference to when Loki called Odin the “Mad One” in the game’s Isu era cutscene. As you can see, both words can be used interchangeably without affecting the meaning of the message. The final step, as always, is to form a comprehensible phrase using all of our findings. Thus, the Muspelheim gate message translates to: “Blind One, what did you do?” or “Mad One, what have you done?” But the work doesn’t stop there, as we still have one more symbol left to decode. The one at the very top of the gate. And as most of you could probably tell, this is not in the Isu language. Odin by Mentor Of The Creed Dawn of Ragnarok will be the third story expansion for the game, and is set to be released on 10th March 2022 worldwide on all platforms. The new DLC will further expand upon Norse mythology, and will allow players to travel to the dwarven realm of Svartalfheim where Eivor must step back into the role of Havi (Odin) to rescue his son Baldr from the fire giant Surtr. Link to Access The Animus video: https://www.youtube.com/watch?v=hLyG52L3S1c Link to the free downloadable Codex Transferendum 2.0.1, written by ActualSpider-Man from TOWCB's Writing Team: https://www.docdroid.net/wommaEU/codex-transferendum-201-pdf comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Preston is a long-time Assassin's Creed fan of both the games and the soundtracks. He works as a primary school educator, and is also a part-time actor. He takes a keen interest in mythology, symbology, codes and puzzles. Some of his passions include writing, reading, art, gaming, football, and music. Preston Carbonaro

  • Assassin's Creed Fans Launch Isu - English Dictionary | TheOnesWhoCameBefore

    Assassin's Creed Fans Launch Isu - English Dictionary News Share 12 Feb 2021 Written By: Edited By: ActualSpider-Man Ashlea Blackett Back To Database Data compiled by Colum Blackett. Assassin's Creed fans have managed to crack the secret language of the highly advanced precursor race known as the Isu, and in the process, decode multiple hidden messages. A new Assassin's Creed Isu to English dictionary has been released thanks to a collaborative community effort to decode secret messages. Fans first noticed the strange symbols on the collector's edition of Assassin's Creed Valhalla, as well as in the game, and set about trying to decode them. The team over at Access the Animus managed to successfully crack the code, and in the process, discovered the legitimate way to unlock the Isu bow, which had been found in the game due to a clever save hack. The decoded messages led the team to an iron ore deposit on a small island surrounded by a lake in Northumbria, which could only be destroyed using the Excalibur sword at sunset! Following the discovery, the creator of the language, Antoine Henry (Associate director at Ubisoft Singapore) joined RockPaperShotgun for an interview detailing the creation process. ''The idea of creating a language for the Isu came about during a casual discussion with [narrative director] Darby McDevitt, where I was telling him about my passion for languages and creating them. When he mentioned creating one for the Isu, I thought it was just one of these crazy ideas you come up with in a discussion for the fun of it. Even though we were both excited, I didn't think he was serious at all. Months passed and I thought that would be the end of it. Then one day, out of nowhere, Darby contacted me to see how we could make it happen!" "The process of creating the Isu language was writing in reverse a history of how humans learned it from the Isu, and how it then evolved over time to become Proto-Indo-European. I started from old languages in that family (Latin, Ancient Greek, Sanskrit, etc.) and academic reconstructions of what Proto-Indo-European could have been like, and worked my way backwards from there." ''We completely intended for the community to decipher some of the language, but I would have never imagined that they would go as far as they did. They managed to break down words and rules that I didn't even think could be identified! I am amazed by their passion and dedication. As a creator when you see this, it really makes the effort worth it." It's fair to say that fans have impressed the Assassin's Creed Valhalla development team with their codebreaking skills, but the community has now gone one step further by compiling all of the translated words and phrases to form an Isu- English dictionary! This new community resource will no doubt be an indispensable tool for helping fans unlock even more secrets in future codebreaking efforts, and can be found here on Reddit thanks to the work of user IMHOZen1. '' Codex Transferendum is now a full-fledged Isu language guide, from writing, to translating, to now even speaking every single bit of Isu text we see in Valhalla!'' IMHOZen1 details in his post. With the help of Reddit user / bool0011 , the Isu vocalizations for each character were successfully decrypted. The 25 page document is available for free, and will no doubt be a central resource for all those wishing to learn the mysterious language of the Isu. We would like to extend our admiration to all the fans who helped in this incredible community effort. comments debug Comments Write a comment Write a comment Compartilhe sua opinião Seja o primeiro a escrever um comentário. 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

  • Cards, Blades and Detection Rolls: A Review of Assassin’s Creed: Brotherhood of Venice | TheOnesWhoCameBefore

    Cards, Blades and Detection Rolls: A Review of Assassin’s Creed: Brotherhood of Venice Review Share 6 May 2022 Written By: Edited By: Michael Smith Ashlea Blackett Back To Database As an Assassin Apprentice, you have been picked by the great Assassin, Ezio Auditore to help prepare a defense against the Templar Order led by Cesare Borgia. Ezio has tasked you with rescuing the four key members of his new Bureau in Venice while he hunts down his adversary in Navarra, Spain. Equipped with nothing but a parachute and the help of fellow apprentices, you must break the Assassins out of the Templar prison and escape without being detected. Can you answer your mentor’s call, or will you fall to the sword of the Templar? This is a description of the first level titled “Prisoners” in the new tabletop RPG, Assassin’s Creed: Brotherhood of Venice (BoV) by Triton Noir, in association with Ubisoft. From this board game comes a new way to experience Assassin’s Creed with the use of a tile constructed map and dice based combat system. With a combination of skill cards, abilities, weapons, and allies players must work together to help build the Brotherhood of Venice from nothing. A task that will be littered with a rogues gallery of enemies, familiar faces, and secrets of the past and future. 1 - 4 players can play the game, and levels are quoted to last 30 - 45 minutes each. Due to the content of the game, it is advised that players are at least 14 years old to play. Released initially as a Kickstarter, BoV was successful at reaching its initial goal by raising nearly CA $1.4M via nearly 6,800 backers. After its initial campaign, Triton Noir opened its offerings via their website where I was able to order the base game, expansions, and some additional gameplay items for a hefty price tag (nearly $500 USD). After a few months of production, I received my copy of BoV and began my adventure into a continuation of the Assassin’s Creed Brotherhood story, starting alongside the final mission of the PC and Console release title. The base game for Brotherhood of Venice is offered as a Collector’s Edition on www.triton-noir.com for $239 USD. Recently, the company announced that a retail edition would be released next year at a lower price. This would remove the included figurines for cardboard game pieces and a smaller packaging to allow more players access to their game. What's Included? Within the collector’s edition, players will find highly detailed plastic minifigures, map tiles and boards, playing cards, custom dice, tokens and counters, sticker sheets, and game booklets. When you first open the box, you will find perforated sheets that contain the tiles, player boards, compass, and game pieces alongside the Rulebook and Campaign Booklet. Once you have released the pieces from their frame, you will be greeted with a detailed sheet that shows the contents of the first tray of 140+ minifigures so that you know exactly where to store each piece when you finish your session. A second tray of figures and visual guide follow and then the final tray rests at the bottom with the mission envelopes, game piece storage, and a plethora of hidden figure boxes that are not to be opened until the campaign tells you too. The sheer amount of content found within these trays is exciting and a bit intimidating for someone that has never played a figure based a tabletop game before. Getting Started Both the Rulebook and Campaign Booklet are filled with wonderful original artworks to mentally put you in the mindset of an Assassin in Venice. From the Contents page in the Rulebook, players will find images and counts of each component of the game so that they can verify what they should have and know the names of each piece that will be used multiple times during their campaign (additional rulebook revisions have been released and are available on Triton Noir’s website). The Introduction pages, starting with Rule 0 give an overview of the game as well as steps on how to learn to play this intricate game. The players have two options, “Learning Through Play” and “Reading All the Rules Before Playing”. The first option will have you read the rule points on the page, a glossary, and how to set up your player board with a generic male or female Assassin Apprentice (Note: Players that are playing a solo game must play two assassins for the game to work properly). From here, players are directed to the Campaign Booklet to start playing. Those that choose to read the full rulebook can do so at this point and start gameplay afterwards. Each level is divided within the Campaign Book by Sequence and Memory number, much like the Genetic Memory strands in the videogame. Starting with Sequence 0, Memory 0.1 “Prisoners” players are provided a synapsis of the level for the story element and any additional gameplay notes that need to be provided before the 4 - 5 step setup. By providing an organized breakdown, players can follow at their own pace and learn the rhythm of the game before and after play. With the first step, players are provided a list of tiles to gather from the gamebox to build the grid based map that the level will take place. These tiles will layout roofs, streets, indoor rooms, and large set piece maps that can house towers, canals, and other environments. The images on the tiles vary but are easy to determine what they are considered for the map so each level can have a different feel in its corner of Venice, from grassy streets to fountains, dungeons to lavish offices and the various tiled roofs of the city. Once the map is laid out per the provided picture, players will add additional items such as objective tokens and bases, starting enemies, and reminder pieces that will be used alongside rules or conditions of the mission; for example, for this first mission, three reminder tokens are used to help remember to roll a Detection Test when entering a tile that contains a Templar Crossbowman. Lastly players set to the side of the map an Alert State token (the guard alarm in the videogame), and red dice that are used for the detection tests noted earlier. Before continuing to the second step, players are directed to return to the Rulebook and read rule points 2 - 5 to learn about Game Turns, divided into Event, Assassin, Enemy, and End of Turn Phases. These phases will help understand how event cards work, how an assassin can use their three action cubes (each), how the enemies enter the map via reinforcements and move or enter combat, and how to wrap up the turn so that the next one can begin. Next, the Assassins will open the labeled envelope for the current memory and follow the steps within. When an envelope is opened, players are greeted with a large red card to provide warning of the contents. Each mission requires reading the red card in detail to set up the Event and Equipment decks for the game without spoiling things like rewards and discoveries. For this first mission, players are asked to reveal the 4 small Equipment cards and split them between the Assassins Apprentices that are playing. These starting cards are the consumable item “Parachute” which include a new rule point (#24) to learn about Equipment cards and the differences between single use items and gear (such as weapons and armor). After the equipment deck is ready, players shuffle the included 5 Event cards and set them face down next to the map. These cards provide special circumstances for a game turn. Lastly, players are informed to leave the 5 small Reward cards in the envelope without revealing them. Last but not Least, players are given final rules and notes, sometimes Codex entries about key characters or locations of the game. For Memory 0.1, players are directed back to the Rulebook to learn about Stealth. Incognito, Exposed, Detection Tests, and Alert State are all explained in fine detail. Additionally rule point 15 teaches how to use a Fast Travel Station to enter and exit the map and end the mission. At the end of the Memory page within the Campaign Booklet, an “Important!” label is posted informing players not to turn the page until the memory is completed. If you read further, spoilers for the story and following level information will be seen which can ruin the surprise for everyone. Now that the map and decks are ready, players can turn the red card from the envelope for a cheat sheet to remind them how gameplay turns are ordered and what they can do with their action cubes.Once you have completed the memory, you can turn the Campaign Booklet page to learn how the story progresses, receive your reward cards (weapons or blueprints), and learn how to fill out your “Diary of Memories”; a checklist at the back of the Campaign Book to track XP gained and objectives met. Sheets of stickers are provided in the game box as physical trophies of your accomplishments. Seeing your XP raise as you move towards higher levels and fill out your objectives is very satisfying and a great way to motivate you to play another memory. With the first mission completed, players are able to choose one of the four Assassins from the game and start training their character to be a Master Assassin. The cast of characters are diverse and each has their own specialties. Alessandra, the tank of the group, has the ability to boost her attack strength and heal during missions without additional medicine. Bastiano is a master of stealth and has the ability to avoid Detection Tests and remain incognito during missions that would start the player in an exposed state. Claudio is a cunning and swift Assassin with abilities that allow him free use of his Hidden Blade and to draw enemies away from objectives. Lastly, Daria with her abilities to gain extra action cubes can help boost the duration of the Assassin Phase and accomplish mission objectives faster. The freed Assassins return to their Villa to recuperate and prepare for the next memory. The Campaign Book will direct again to the Rulebook so that you can choose to save your game and learn how to store your game for the next session. Gameplay Returning back to the Game Turn, I will explain more about how a level is played. Players start by turning over an Event card and reading the details printed upon it. For Event “Dark Night” one time only during this turn, players can ignore the results of 1 Detection Test and reroll any of the red dice that landed on an Exposed Eye (sets off alarm) or Exposed Alarm Eye (only exposed if alarm is active) side. This could save the Assassin from combat and allow them an extra chance to dispatch a guard or continue towards their objective. No two are the same with these cards and each replay of the memory will be different from the time before. In the Assassin Phase, actions are able to be made freely between the Assassins on the board and a player does not have to use all three of their actions before the next player can go. Players should plan out and talk with each other about what they want to do, how they want to divide objectives and how to reach their end goal. Player movement, combat, and use of skills and equipment are performed during this phase. In my first playthrough of “Prisoners, I divided my two Apprentices to the West and East of the map, each one moving to release two Assassins, using rooftops and their parachutes to take out guards without being seen and escape the map within a few turns.” The Enemy Phase continues the turn by having the player flip the Reinforcement Deck’s top card to reveal how many ranged and melee enemies enter the map, and from which entrances they enter from. The number of enemies is determined based on the number of Assassins on the map and if the alarm is in an active or inactive state. If a mission has too many enemies on the map to the point that additional guards cannot be added, the mission is considered a failure and the Assassins must start over. Once enemies have entered the map, the Event Card instructs which direction the guards will move. Each guard can move one space in the direction of the compass (unless hindered by walls or roofs with no ladder access). When you finish moving the guards, enemy combat will take place using the black dice of the game which have two icons on their sides, Attack and Defend. These determine a collective amount of damage dealt to or blocked by the Assassin. The rule points will help understand how to divide damage amongst multiple Assassins or Guards based on who is attacking. If an Assassin is brought to critical health, they have one more turn to recover via skills or healing items or be placed in the hospital for the next memory, replaced by an Assassin Apprentice (who have lesser abilities). My Thoughts on BoV I played Assassin’s Creed: Brotherhood of Venice over the course of four months, starting in November of 2021. My overall playtime was somewhere between 50 - 100 hours total as I had to restart a few times due to not reading the rules correctly which resulted in hard stops because I broke the game. During my first playthrough I didn’t notice I had to play as two Assassins for a solo game and after my first sequence I realized I could not complete the 100% objective as I had no reinforcement deck and no enemies to fight. My second time I learned I was not using a mechanic correctly and had completely destroyed my progress thus far due to that error. I don’t remember what the issue was at the time but I was learning as I went and was able to finish after that second restart. In addition, my playtime was lengthened as I took photos and notated them with “Madden” style lines to share on my Twitter playthrough thread (available to all via my LinkTree pinned on my profile). Each session took me about 1 - 3 hours depending on my attention level and how I was feeling that night. Having played a few levels in a separate game with a friend, I learned that solo play can be boring at times or just a lot to manage when you have a flood of enemies surrounding you, low health, and an objective on the brink of failure. I learned how to plan my turns more and more to the point that I would nearly script my turns before rolling any dice or making any movement. Towards the middle of the story where the focus is directed towards building your Brotherhood and recruiting members, I found my desire to play to dwindle. The game was enjoyable, but the work I had to put into setting up, breaking down, and actually playing the game was time consuming. It wasn’t like the video games where I could burn through missions or entire sequences within a few hours, I had to actually build my maps and station enemies and objective points. However, once I pushed past my own hindrances and made it to the second half of the sequences, where the secret boxes were opened and new characters and environments were introduced, I fell in love with the game again. Fighting huge bosses and using weapons from other entries in the Assassin’s Creed universe, uncovering secrets and seeing fan favorites make their debut was exhilarating. I played with Alessandra and Claudio as my two characters. They had awesome artwork on both their player cards and miniatures. Alessandra’s ability to rush into a group of guards and take them all out without damage was awesome and the fact that they made her the tank compared to the hulking male that you would normally see was a breath of fresh air. Claudio was a suave swordsman similar to Edward Kenway, and has an awesome companion that he can unlock at his highest level that I won’t spoil. Seeing these two rise in level and learn new skills, finding new outfits, and being the embodiment of Ezio’s vision was the missing half of AC: Brotherhood that I wish I could have played; the half where you are the Assassin in training under Ezio and not the Master Assassin. Gameplay and story go hand in hand as I enjoyed both aspects of the game. I loved the freedom to do what I wanted on the map but from a different perspective. The rewarding snippets of story at the end of each mission fueled my desire to play and learn more about the characters and canonical story in the Assassin’s Creed lore. I did find the luck of the dice roll to be very difficult at times to the point where I was reminded of my time playing “Neverwinter” and not hitting an enemy that I was standing next to. Yet, this wasn’t bad enough to where I wanted to give up. The quality of the miniatures are fantastic in their detail, seeing the beard on Ezio’s face or the folds in the fabric of the courtesans were beautiful, but manufacturing and most likely heat during shipping warped a few pieces to the point that my Crossbowman look like they are in a Michael Jackson video, leaning forward on a crooked base, ladders that are almost twisted in a helix, and swords that are bent towards the tips of their blade. Removing the colored bases for my main characters which provide color identifiers to their unpainted figures (as I haven’t painted my figures), would begin to wear to the point that I worry they may split in half. I take very good care of my pieces but I can see where replacements would need to be ordered in the future, something that I am unaware of their being an option for outside of eBay or secondhand marketplaces. Similar to the miniatures, the envelopes have a light layer of glue holding them together and upon opening a few of them for the first time, I would rip them or watch them unfold due to the glue failing. There are protective sleeves that are sold separately for the cards and I purchased a pack for the large cards and the smaller cards, but learned once I opened my game that I didn’t have enough for all of them and would only be able to sleeve them once the envelope had been opened in the game or spoil the contents for myself. I decided not to use these sleeves but may order additional quantities to protect my cards later on. I purchased the color coded dice that are sold separately so that each Assassin has their own set of four dice that match the color of their miniature base and give more personality than the base white and gold dice that come with the game. All the dice are great to the touch and roll smoothly with no issues of figuring out what you rolled. The game pieces such as objective tokens and entrance labels are made with a good quality cardboard and I haven’t had any issue with peeling or scratches on them. The health and action cubes are a nice plastic and look very clean, but can be hard to find if you drop them on the floor. I would turn the flashlight on my phone to reflect them under my table easier. That brings me to another point, the space required to play the game can be very large. I have a circular table from IKEA that is 103 cm and at times when playing with a dual map set up, miniatures, and two player boards would be completely covered by the game. I made it work but that in itself required its own planning. Overall I think this is a great entry to the Assassin’s Creed Universe and builds on the story of the legendary Ezio Auditore in a way that doesn’t glamorize the character. I love the world building of the game and the references to the older games and mechanics of the video games. While the entry cost for this game was high, luckily there is going to be a cheaper option for those that couldn’t throw down the money required for this detailed and wonderful game. Where and What to Buy I stated earlier that the Assassin’s Creed: Brotherhood of Venice game could be purchased from Triton Noir’s website for $230 USD in English or French. Additional language packs for Spanish, Italian, and German can be purchased for $59 USD each and include the Rulebook, Campaign Book, Booklets for the 3 expansion packs, and all the playing cards both large and small for the core game and expansions (849 cards total). Card sleeves to protect these cards are sold based on size in packs of 100 each for $6 - $10 USD. The character color coded dice I mentioned earlier are available for $19.00 USD and if you want to beef up your maps you can buy the Crows’ Nest tower for $56 USD which comes with a detailed tower and hay cart to perform your Leaps of Faith into. Lastly are the expansion packs. There are three in total that take place after the core game story, and require the core game box to play as they mix old game pieces and cards with new tiles and miniatures. The “Roma” expansion takes the players to Rome where Claudia Auditore is building another bureau for the Brotherhood and needs your help to stop the Followers of Romulus while searching for another artifact. In “Creed vs Crows” players can enter a PVP multiplayer format where the Assassins fight the elusive Crows of Cesare Borgia. “Tokyo XXI” has players take control of Modern Day Assassins like Layla Hassan and Rebecca Crane against the powerful Abstergo. Each expansion pack is available for $71 USD and adds a lot of new content and gameplay. I would advise those that want to get started with the game to purchase the Collector’s Edition first, or if you are into painting miniatures as there are over 140 of them in the box. The Crows’ Nest is a great element to have on the board and looks awesome when you have your Assassin perched on its sync point. The dice and protectors are nice to have but not needed and due to the price of the expansions, I would advise to play the main game first before purchasing, just in case you find you don’t like it and due to the time it takes to finish the main game (estimated 50 hours). Plus, with the retail edition of the core game releasing, there could be announcements for the expansions at a cheaper price. The retail edition is stated to have all the same gameplay and mechanics as the CE but with only the main Assassins and Ezio having figurines. All other character pieces will be standees and the secret boxes will be converted to envelopes. Make sure to keep an eye out on this as I will for an easier way to get into this game. Final Thoughts While I struggled to finish my solo playthrough of this game, I still very much enjoy Assassin’s Creed: Brotherhood of Venice and would suggest that any fan of the series should purchase this game. I would highly recommend finding at least one other person to play with to make the game move quicker and have someone to uncover secrets and accomplish goals with. I plan on finishing my co-op campaign with my friend in the future while I play the expansions on the side. If you are a fan of the series, RPGs, miniatures, or board games in general, I would recommend this game. The passion and care that was put into the game by the Triton Noir team is very visible (such as the hidden message in Arabic under the lid) in this product and I look forward to seeing more from them in the future and may check out some of their non-AC titles at some point. comments debug Comments Write a comment Write a comment Fikirlerinizi Paylaşın İlk yorumu siz yazın. About the Author Mike Smith is a collector of all things Assassin's Creed and a major supporter of transmedia who joined TOWCB as a writer from 2021 - 2024 With nearly a full library of Assassin's Creed media, his work explored the universe in order of Genetic Memory. Notably, his Assassin's Creed Timeline became an essential tool for fans of the franchise looking to complete their collection and consume AC media in a particular order. Michael Smith

  • Assassin's Creed Wedding Ideas | TheOnesWhoCameBefore

    Assassin's Creed Wedding Ideas Share 16 Dec 2022 Written By: Edited By: Colum Blackett (Col_96) Back To Database Engagement is undoubtebly an exciting time for couples, filled with planning and saving, but it can also be stressful as they aim to make the day perfect. One thing that can be particularly tricky is getting interests and hobbies across in a way that doesn't clash with other wedding day choices. For some, like myself, Assassin's Creed is an obvious choice, and others may also wish to incorporate AC inspired elements into their wedding day. Here you will find some of the best Assassin's Creed Wedding ideas to act as inspiration for a future big day. Venue One of the first things to book when planning a wedding is the venue: The place where it all happens. Although we have never actually seen a wedding occur in an Assassin's Creed game between main characters, you can still find inspiration in the franchise for the perfect setting. Ideas: Monteriggioni / Tuscany Rome Paris London Egypt Venice Istanbul Havana Cuba Norway An old castle An old church The Rings 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)

  • Quick-Fire Community Questions - Round 2: Damian (Damo_Kb8) | TheOnesWhoCameBefore

    Quick-Fire Community Questions - Round 2: Damian (Damo_Kb8) Community Interview Share 4 Jun 2018 Written By: Edited By: Ashlea Blackett Colum Blackett Back To Database This week on Quick Fire Community Questions, we interviewed Ubisoft Star Player and Assassin's Creed Community Member Damian! (AKA: Damo_kb8) Ashlea: Hello Damian, thank you for taking part in round two of our Quick Fire Community Question series! Could you please tell us a little bit about yourself? Damian: Hi there im Damian, im 32, from the UK, and a massive obsessed fan of Ubisoft :-D Ashlea: Tell us a little bit about the role you play within the Ubisoft Community. Damian: I try my best to keep active in a few Ubisoft game communities, mainly Assassin's Creed and The Division communities but branching out to others, I like to try spread positivity within those communities, keeping those people smiling, as there can be a lot of negativity around and gaming should be a happy place of enjoyment. I like to offer help to those that need a hand, give out hints and tips, spread news about Ubisoft games, get involved with ideas and discussions about potential games, plus a bit of cosplaying :-D Ashlea: When did you first become involved in the Assassins Creed community? Damian: Well I used to be just one of those really shy people and just browse forums and websites but not interact, its not till I got to grips with social media and good internet a few years ago now (im showing my age) that I found somewhere where I can really express my longtime love and passion for the franchise and be able to show the world not just my dedication to Assassin's Creed and Tom Clancy series but to the whole of Ubisoft, meeting many players who share the same passion and love as I do, instead of hearing myself being called a geek and "im wasting my time/life" Ashlea: What is your favourite game series by Ubisoft? Damian: Hmm... can i say 3? My main loves have always been Assassins Creed, Tom Clancy's & Far Cry series. Ashlea: Do you have any Ubisoft related collectibles? What is your favourite item in your collection? Damian: Yes I have quite a lot which but since I've moved house a lot is in the loft but slowly filling up my desk with new collectables, one of my favourite items has to be my old Altair collectors edition Statue as right there that's where it started, I was hooked on AC. Another one I love is the Assassin's Creed Unity: Prima Official Initiate Edition that contains the chalice and a sealed scroll, and one of my favourites The Division collectables has to be the collectors edition art book from TITAN, its a thing of beauty! Ashlea: Do you have any rare or unique items? Damian: it's hard to tell what is rare as I've seen a lot of people post some great items, but I've got 3 Ubisoft items I've not seen many people with. One of them is a Promo hooded T-shirt for the original Assassins Creed, another one is a The Division Branded Roll of Hazard Tape, whilst the other is a beret from Tom Clancys END WAR. Ashlea: Have you attended many events through your Community activity for the Ubisoft brand? Damian: One of my favourite things is to meet community members at conventions whether that is at EGX or MCM comic con. I had the opportunity to get a special fan viewing of the assassins creed movie, that was special!, But E3 this year topped everything about meeting community members. Ashlea: How does it feel to be a Ubisoft Star Player, what does it mean to you? Damian: When I received the email telling me I was selected I was on my lunch break at work and literally my hands started to shake, started to well up, was totes emosh, was unbelievable feeling, and it all still didn't sink in till I landed in LA it felt like a dream. To be selected meant the world to me and for those that see me there you could tell from my face I was in the bliss, there would not be enough words for me to describe all the feelings I had and still have, my wish to those who selected me was not to let them down and show them there that they made a great choice in putting their faith in me, Ashlea: When were you asked to be a star player, and what was their reason behind selecting you? Damian: Still to this day im still unsure the real reasons, and for what game, i can only assume that as I try my best to support a number of Ubisoft franchises I literally got selected as a "UBISOFT" Star Player as a fan of all things Ubi, i do have a running joke with Oliwia that it was my AC Syndicate Socks that finalised that decision, for those that don't know I met her at EGX in September and I had 3 t-shirts on at the time (AC: Origins, The Division, Far cry: Primal) AC Socks and a Division backpack with multiple Ubi game badges on. Ashlea: What does being a Ubisoft Star Player entail? Damian: It involves being a representative of Ubisoft and or there particular game franchise, showing how passionate you are about the games and communities they create. Ashlea: What was it like at E3? Damian: Quite simply E3 was one of the best experiences of my life, not just the venue and the city, it was the people, the players, the developers and YVES!! I wish I could go back year after year and talk games with all those people again, it was just magical. Ashlea: How did you get to the event and who did you meet there? Damian: We had these shuttle buses that took us from the hotel to E3 or Ubi Lounge. The sheer amount of people I met was overwhelming, and would be a crazy amount of names to list but meeting the game development teams on AC: Odyssey, The Division2, Skull & bones, Starlink, Trials rising, BG&E2, Rainbow6, also a few legends of Ubi like Alix Wilton Regan, Zack Cooper, Magnus Sanford, Gabe Graziani, and Yves Guillemot just to name a handful. Ashlea: Please tell us a little but about your experiences at E3 and the conferences you attended. Damian: So the Booth at E3 was massive it was probably one of the best set ups I've seen at a convention, but quite alot of the other Ubi star players will agree with me on this one is the Ubi lounge we had alot of fun in there doing workshops with the game developers. Some of the stuff that got said in there was under NDA so cant really say what went on but it was just amazing being able to talk with the individual team members, chat about there roles and discuss potential future ideas on updates or games, giving feedback direct face to face as you play the demos. It was just invigorating to be apart of, on top of that is being able to meet those other star players who you might not ever got to meet, speaking with many from other games and seeing that we all had a common passion, a passion for Ubisoft. I feel blessed being apart of our group of players that were there, and I couldn't ask for a better bunch of people to share this experience with. Our guides for the whole thing were simply amazing. The team at Ubisoft Club were just the best, and they helped me in more ways than they all know, also going out of my comfort zone and doing interviews on camera was so nerve racking but I'm so glad i overcame my fear to do them. One of the best moments was getting to meet Yves and to ask him questions. I tried to thank him for giving the dev's the time they need to bring the quality of game that's worthy of Ubisoft, but i was a bumbling mess of nerves, never in my life would I ever of thought id be speaking face to face with the CEO. Ashlea: What was the Ubisoft conference like? Damian: The UbiE3 conference is as every bit you dream it will be, after spending years staying up late watching streams of it, being there in person surrounded by other great people was just mind-blowing. Ashlea: Are you excited for release of AC Odyssey? Damian: YES YES YES... I am indeed, I've seen a lot of negativity around it after getting back for e3, but after playing a very deep demo with many aspects of gameplay involved all I can say is that if you loved Origins then you're gonna love Odyssey! Many other gameplay editions that make it fun and enjoyable, such as extra bits for combat, more sea combat! Sharks!! Pitched battles on beaches, new mercenary system, these are just a hand full of highlights. I think it will surprise a few people, as we still don't know a great deal on the story but I can see us all getting ourselves lost in Ancient Greece. Ashlea: What promotions are you hoping to see from Ubisoft before the release of the new game? Trailers, cosplay, gameplay demos etc? Damian: I would like to maybe see a bit more info on the story, more on both characters, and the mysterious cult. Ashlea: Do you have any plans for future Ubisoft community projects/ cosplay/ art etc? Damian: Well before I went to E3 I was working on a Crossover Cosplay "#AgentCreed" a mix of assassins creed and the division in the same universe. Now i'm back I hope to finish it up, plus I'm looking to get involved with all the different communities more, in many different ways, hoping to join many communities together from different games, WeAreUbisoft! But you never know what's around the corner, hopefully, people have seen what I'm like as a person and see what I am about and it will bring about opportunities, I'm always open to taking on and trying new things and challenges, we'll see what happens next, only the future will tell. It has been a pleasure talking with you guys as always. We would like to say a huge thank you to Damian for joining us for this edition of Quick Fire Community Questions. You can find Damian on: Twitter Instagram comments debug Comments Write a comment Write a comment Partagez vos idées Soyez le premier à rédiger un commentaire. 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

  • AC Community Questions: Hayden Bird (TombAssassin) | TheOnesWhoCameBefore

    AC Community Questions: Hayden Bird (TombAssassin) Interview Share 10 Jul 2024 Written By: Edited By: Colum Blackett (Col_96) Colum Blackett Back To Database ! Widget Didn’t Load Check your internet and refresh this page. If that doesn’t work, contact us. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)

  • This Week in Assassin’s Creed Virtual Photography: 19th to 25th June | TheOnesWhoCameBefore

    This Week in Assassin’s Creed Virtual Photography: 19th to 25th June Community Share 27 Jun 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 The Legend of Siwa Game: Assassin’s Creed Origins VP Artist: @ PodToGo “Let me tell you of him. The legend of Siwa. The shadow who is Bayek” The journey from Medjay to Hidden One is something I will always look back on with great satisfaction. For mem Origins fills the brief of its title and delivers us the beginning of the Creed. This capture exemplifies Bayek and the turbulent time he endured to become an Assassin. I really like the alignment of this shot, and the way it encapsulates the Egyptian feel. I love that Bayek is in the Hidden Ones outfit and that moon peeking out behind the pyramid is sensational. The Ones Who Came Before Photo of the Week selected by @ Gargudon ''Brilliantly framed, beautifully filtered and colourgraded, and with a very certain cinematic vibe to it. This shot is perfectly capturing Bayek's lethality, stealthiness and overall badass-ness.'' Alfred the Great Game: Assassin’s Creed Valhalla VP Artist: @ NIKOOO_WOLF “The heathen cares only for personal gain” How could I not include this shot in the weekly selection? The man who saved England and who does not feature in the virtual photography world nearly enough. An excellently handled adversary in Valhalla who just lacked a bit more screen time. NIKOOO has managed to capture him beautifully in both posture and surroundings. The light shining through the stain glass window is both incredible and poignant, given Alfred’s devotion to God. Jackal Game: Assassin’s Creed Origins VP Artist: @ COSMICVISIONSVP “The Lizard. The priest who cursed Memphis” Whenever I see this set it always reminds of the Lizard questline. He wears a very similar attire to this, and for good reason. The Lizard and his regime in Memphis is despicable, but also what you would expect from a member of the Order of the Ancients. This capture is so menacing, if Bayek is going for the Batman scare factor then he is on to a winner. Perfect use of depth of field function to showcase the magnificently detailed mask. I would not want to come face to face with Bayek wearing this. Link to set: Beautiful England Game: Assassin’s Creed Valhalla VP Artist: @ cop_filip “The Land is my Church” This beautifully taken shot sums up why I adore riding around with Eivor in Assassin’s Creed Valhalla. It reminds me of the art prints you could get with the collector’s edition. I am really loving the autumnal feel of this capture, with the patches of snow this surely must have been taken in the Northern part of the game. The Church appearing from behind the trees is quite breath-taking. For a game that tells the story of a Viking raider this picture is so serene. The Cyclops Game: Assassin’s Creed Odyssey VP Artist: @ horace0816 “Did he call you Cyclops? Did he hurt your feelings?” What a spectacular action shot to end this week’s selection. These boss battles were a lot trickier than the ones in Origins. Although not always loved by the fans they are great showpiece events. The capture impeccably catches Kassandra at the feet of the beast, trying not to be wiped out by his massive club. Great timing to achieve this, especially with both characters in motion. I am liking the teal colour of the water and the vapour rising off the beast's back. Be sure to check the whole set as they are all as polished as this one. Link to set: And that sums it up for this week’s Assassin’s Creed virtual photography recap list! Thank you for checking out this week’s photo collection. This would not be possible without the virtual photographers out there so a huge thanks to them. Until next week keep those shots coming in! comments debug Comments (1) Write a comment Write a comment Urutkan menurut: Terbaru Tamu 27 Jun 2023 Great Article fantastic job that you all do for the VP community Like Reply About the Author Aaron is a passionate Assassin's Creed fan who joined our AC Partnership Program as an Online Article Writer back in 2021 after the release of Assassin's Creed Valhalla. After building momentum and interest on TOWCB website for Virtual Photography, Aaron established TOWCB Virtual Photography Team, of which he is now Team Leader. Throughout 2024, TOWCB VP Team will be sharing community captures in dedicated articles, and providing a positive environment on Twitter for gamers to share their shots. Aaron Young

  • Event Log: Assassin's Creed Shadows UK Community Launch Event | TheOnesWhoCameBefore

    Event Log: Assassin's Creed Shadows UK Community Launch Event Event Share 8 Mar 2025 Written By: Edited By: TOWCB Team Colum Blackett Back To Database Ad- Invite We are thrilled to announce that TOWCB Team Leader Colum Blackett attended the UK Assassin's Creed Shadows Community Launch Event, hosted by Ubisoft UK ⛩️ Community members had the opportunity to play the game early, learn how to perfect Japanese calligraphy and attend an insightful developer Q&A with special guest Akim Milne 🎥 Here is our coverage of the event, featuring footage captured by Col. Music: The Wind between the Cherry Trees by Gargudon 🎶 Huge thank you to Ubisoft for a great day celebrating Assassin's Creed Shadows, in particular the efforts of Silvia Gomis Lopez , Ben Levene , Liam Redman , Neale Maker , Calum Ridgewell , Olivia G and Stefan McGarry. Assassin's Creed Shadows: Coming March 20th. Available on PlayStation®5 & Xbox Series X|S, Ubisoft+, Amazon Luna, Macs with Apple silicon via the Mac App Store as well as Windows PC through the Ubisoft Store, Steam and the Epic Games Store.  Also coming to iPad in the future. 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: 16th - 22nd January 2023 | TheOnesWhoCameBefore

    This Week in Assassin’s Creed Virtual Photography: 16th - 22nd January 2023 Community Share 22 Jan 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 The Eagle Bearer Game: Assassin’s Creed Odyssey VP Artist: @ G_Assassin90 First up this week we have Kassandra rocking the Ikaros armour set. This is one of my favourites from the game, the colours and the mask just work so well on Kassandra. This shot is all about the lighting, I love the shadows and the angles. That black background is really making the shot for me. A wonderful capture from G-Assassin, check the link below for the full set. Link to set: In Flight Game: Assassin’s Creed Origins VP Artist: @ therajabros Continuing with the bird theme, we have an elegant shot of white Senu soaring through the sky. I adore the simplistic nature of this capture. Excellent placement of the camera to hide the sun behind the body of the bird, creating those incredible rays of light. The eagle has been a symbol of the Assassins from the start and looks set to continue in Mirage. Coming In To Land Game: Assassin’s Creed Origins Platform: PS5 VP Artist: @ BasimIbnIshaq_ It seems this week I cannot escape eagle shots. Senu once again features for photo number three. I have to say I think this is one of the best captures from Origins I have seen. The framing is on point and the timing is something else. I love how Bayek has his arm out ready to receive his companion. This reminds me of the awesome Origins CGI trailers we saw in the build up to release. The Ones Who Came Before Photo of the Week: Judge : Finn Fletcher - TOWCB Writing Team This image is a great depiction of the feeling you get when playing Origins. Bayek alone in the desert, nothing but the next target to guide you and with Senu always by your side and always graceful. Plus, the composition as Senu's head guides your eye to Bayek brings it all together. Egypt From Above Game: Assassin’s Creed Origins VP Artist: @ missroseplays I should have put out an eagle theme for this week! Next up we have a glorious shot of Senu gliding through the air. The depth of field here is perfect, you get to see Senu in all her glory without missing the majesty of the golden topped pyramid and the surround environment. The love that has been shown for loyal Bonelli eagle this week amazes me. Liberation Game: Assassin’s Creed Valhalla Platform: PS5 VP Artist: @ Jaque_Ar Our final shot this week perfectly wraps up the showcase. We can see Eivor taking a leap of faith and diving straight into the weekend. I can't quite make out the outfit, I believe it could be Basim's. This shot is all about the sun and those golden rays. The Vistas in Valhalla are so beautiful, and this capture is showcasing one of them impeccably. 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 Condividi i tuoi pensieri Scrivi il primo commento. 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 10 Years of The Ones Who Came Before | TheOnesWhoCameBefore

    Celebrating 10 Years of The Ones Who Came Before Community Share 14 Sept 2024 Written By: Edited By: TOWCB Team Colum Blackett Back To Database August 10th marked ten years since the creation of The Ones Who Came Before (@ ACFirstciv ). What started out as a passion project set up at home in 2014, TOWCB today is a recognisable brand within the AC Community which has gained momentum around the globe, today acting as reliable source of information for over 60,000 fans. Today we are officially recognised by Ubisoft as leaders within the community, and we want to thank each and every person who has contributed towards our journey. Here is our round-up as we celebrate the creation of The Ones Who Came Before, and a decade of Assassin's Creed content and community moments! Graphics by MoonChildGecko We kicked off our celebrations with a new wave of graphics thanks to our very own Thea Marie Rivedal (@ MoonChildGecko ) We wanted to replicate the style and colour scheme of the official Assassin's Creed 15th Anniversary but with our twist, and Thea delivered on the brief. We had numerous options so selecting a favourite was incredibly difficult. Which variant is your favourite? Let us know in the comments! Interview with Jesper Kyd We are proud to present our interview with veteran composer Jesper Kyd, hosted by Gustav Poulsen ( Gargudon ). This truly unique discussion covers all things music creation, influences behind the Assassin's Creed soundtracks and more! Additionally to go with the interview, we also put out covers of "Wetlands Combat" & "Flight Over Venice" - arranged and produced by Gargudon also - from Jesper's legendary Assassin's Creed II soundtrack, and two more covers are still to be released coming very soon! Celebrating 10 years of TOWCB as well as 15 years of Assassin’s Creed II, a few weeks ago our team’s fellow musician Gargudon, had the opportunity to sit down with renowned composer Jesper Kyd - the man behind the soundtracks of Assassin’s Creed I, The Ezio Trilogy & Valhalla, and some of the most iconic tracks of the franchise - for a chat about everything from Jesper’s journey in music, writing process and influences, capturing the sound of AC, sound design and production, advice for aspiring composers and more. Rally the Creed #10 : 10 Years Of The Ones Who Came Before In this special tenth episode of our community podcast Rally The Creed, site founder Colum and Gargudon reflect on 10 years of The Ones Who Came Before. From the site’s origin and growth, the evolution of our team, our hosts’ 9 years of friendship, looking to the future and much more. Enjoy listening! Thanks for 10 years to every single one of our followers, whether you have been with us from the beginning, have just hopped aboard, or anywhere in between. Cheers Assassins and here’s to 10 more! Assassin's Creed Mirage Giveaway Finally, to conclude our 10 Year Anniversary Celebrations, we gave away an Assassin's Creed Mirage Collectors Case (without game code), courtesy of Ubisoft UK! Congratulations to our winner! The Isu Network Expands ''It's an absolute privilege to work alongside such a creative group of content creators each day as we seek to produce an array of unique and interesting content for our audience members around the world. The Isu_Network is the heart and soul of The Ones Who Came Before, and I'm thrilled to be working alongside such an incredibly talented team. In the final months of 2024, I'll be working alongside the team to identity our strengths and weaknesses, and recruiting even more members to our ranks to ensure that TOWCB remains the home of AC Community content.'' Colum Blackett (The Ones Who Came Before Team Leader) 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

  • Q&A with Eric Baptizat: Assassin's Creed Valhalla Game Director | TheOnesWhoCameBefore

    Q&A with Eric Baptizat: Assassin's Creed Valhalla Game Director Interview Share 6 Sept 2020 Written By: Edited By: Colum Blackett (Col_96) Ashlea Buckley Back To Database We're proud to release the first interview in a new series dedicated to the development of Assassin's Creed Valhalla, featuring Game Director Eric Baptizat from Ubisoft Montreal! Col: First of all, congratulations on the reveal of AC Valhalla, it looks absolutely phenomenal and we can't wait to learn more. Are you pleased with the response to the game so far? Eric: We are very happy about the first public reactions. It is very encouraging for our team to see how much the community is already commenting and creating content around the game. It is a morale boost on our side and we are eager to let everyone play the game in a few months and discover all the surprises we have for them. Col: Have you seen any of the Valhalla fan content created so far, and if so, does anything special come to mind? Eric: We have been very surprised by the way fans have created their own versions of Eivor. There are already a lot of cosplayers, weapons replicas and a large variety of beautiful artworks, the quality of those creations are also quite high and very impressive. We have also been pleased to see that the logo was appreciated, our Art Director Visual Design, Nicolas Rivard , was very adamant from day one to deliver a high quality logo that people would appreciate. Seeing fans already using it everywhere is really pleasing for us. Col: How excited are the team to be working on such a unique project? Eric: The team is energised to deliver a high quality game. People have spent several years on this project and are proud to be able to soon to let everyone play what they have been working on. There are many elements we want players to discover and talk about, many wonderful locations to visit, tons of secrets and gameplays to discover. Assassin's Creed Valhalla releases November 17th 2020 Col: Have the team taken inspiration from TV shows such as Vikings or The Last Kingdom, and how is Valhalla different to traditional Viking media depictions? Eric: The team has analyzed all references related to the time period from books, movies, tv-shows, video games, but it is really the real history that comes as a first source of inspiration. Our goal is to deliver a true Viking experience. When we create a game, we define first an objective we want to reach, a simple sentence that describes the type of game we want to make. Then, we study everything we can related to this time period and we select the relevant elements that will help us to concretise our objective. Col: How does Norse mythology tie into established Assassin's Creed lore, and will it make sense to longtime fans of the series? Eric: The pantheon of Nordic gods and Norse mythology played an important role in the daily life of the Norse. Norse customs and practices are integral to the world of Assassin’s Creed Valhalla and the characters inhabiting this world, but otherwise we want to let fans discover it when they play the game! Col: Assassin's Creed Valhalla brings back Social Stealth, and adapts it in a new way. What tools are available to players who wish to approach the game from a stealth perspective? Eric: As a Viking during this time period, Eivor is not welcome into the different towns and villages of England. The cloak you can wear allows you to pass undetected within the crowd and avoid guards’ attention. When using your cloak, you have as well a variety of tools at your disposal: Eivor can use civilian workstations to stay undetected when a guard patrol comes nearby, you can trick drunkards to create chaos and lure guards away from their position, and the last tool is a reference to the first Assassin’s Creed; blending into crowds in order to pass gatekeepers unnoticed. Col: How does 'Odin's Sight' differ to traditional eagle vision? Eric: Odin’s Sight represents Eivor’s perception of your surroundings. It is a mix between your intuition and your perception of what is around you. It is like a sixth sense you can trigger at anytime to highlight momentarily the nearby opportunities and dangers. "Going incognito is an efficient way to sneak through an area and not create unwanted noise." (Ubisoft) Col: What abilities / skills are available for Synin (raven companion), and how does the mechanic differ to what we saw in Origins and Odyssey? Eric: Synin is Eivor’s everyday companion. You can teach Synin new tricks through the ability system so that she can help you in fights, distract or lure enemies and even attack them. The player can at any time look at the game from the raven’s perspective: this will highlight the most important activities and rewards in the raven’s vision. The player can also trigger the raven’s stationary flight to use the bird’s eye view and spot even more elements to collect like chests, crafting minerals or animal presence. Col: Can Eivor eat, drink, sleep and bathe? Eric: In fact, Eivor can nearly do all of that. Eating is becoming a very important element, as you’ll need to eat food to regain some health. Collecting berries or hunting animals for food is essential for your survival. You can also eat mushrooms in the wilderness but there could be some risks there… Eivor can also sleep in the settlement to regenerate some health and wake up later in the day. In the settlement and in cities and villages you’ll be able to drink and even participate in some drinking challenges. The only element you cannot do is bathe, but if you feel the need to refresh yourself after a fight you can jump at anytime in water and it will do the job of removing all blood splatters on you. Col: Can the hidden blade be used in combat, as we saw in earlier games like AC3 & AC4? Eric: The hidden blade cannot be used as a single weapon in combat. Our combat system puts the focus on the dual wielding possibilities and allows the player to experiment with a large variety of weapon combinations by deciding which weapon you put on your right or left hand. You can even create some unique fight strategies by playing, for example, with one shield in each hand. Col: When can the feign death ability be used, and how does it work? Eric: The Feign Death ability can be used anytime once you have acquired it. It will make Eivor fall to the ground and fake death. You can use it anywhere: in the middle of the fight, in the street, even alone in the wilderness if you want. Outside of the strategic advantage to escape a fight or to lure an enemy toward you to assassinate them, the fun part of this ability is to play with enemies’ and civilians’ reactions. Be careful though, as you might not be able to fool someone twice. We would like to thank Eric for joining us for this interview, and to Gabe Graziani and the Ubisoft PR department for making it possible. 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)

  • Summon the Brotherhood: A Review of the Summoners War X Assassin’s Creed Crossover Event | TheOnesWhoCameBefore

    Summon the Brotherhood: A Review of the Summoners War X Assassin’s Creed Crossover Event Review Share 10 Apr 2023 Written By: Edited By: Michael Smith Colum Blackett Back To Database Banner by Thea Marie Rivedal ( Moonchildgecko ) from TOWCB Art Team . Starting in the month of March through May 1, 2023, Summoners War is collaborating with the Assassin’s Creed franchise for a variety of events including a themed dungeon, exclusive Arena opponent, and five characters from the games. Ubisoft is well known for their openness to cameos or crossovers with properties within their own IP umbrella and other companies. It is a simple way to promote both games and introduce fans to each other and the respective works. This is most commonly seen with mobile games as the games as a service model results in various events that are great for promotion and drawing in new players that hopefully will continue to play once said event has ended. What is Summoners War Summoners War is a gacha-based team building RPG game where players “summon” characters using scrolls of various types to collect characters of various designs and strength levels (or ranks). These characters are upgraded by playing through turn-based levels where your team of 2-5 characters (based on level difficulty) will fight waves of enemies, progressing through a story based around the releasing of a “dark magic” in a fantasy world (something that I did not pay much attention to). The game walks you through all aspects of the game through tutorials and quest lines, showing you how to level characters via EXP and absorbing weaker characters, merging creatures to get new ones, and building a personal island with multiple buildings that provide things like shops, storage, and speciality focus for things like summoning and mining resources. Event Story The story for this event has fan favorite and original Assassin, Altaïr Ibn-La'Ahad appearing on the player’s island with the Assassin’s Headquarters. He informs the host character, Ellia, that he is searching for the Templars and asks for both her and the player’s help. This Headquarters building acts as a daily Assassin Quest hub that will reward the player “Codex Pages” and game materials such as currency and summoning scrolls in return for completing quests such as fighting the mysterious Master X in the PVP Arena or completing a set number of campaign or dungeon missions. The Codex pages are used to claim rewards from the various event campaigns that will be discussed below. Characters The characters included in the crossover between Summoners War and Assassin’s Creed are Kassandra from AC Odyssey, Bayek of Siwa from AC Origins, Eivor Varinsdottr from AC Valhalla, Altaïr Ibn-La'Ahad from the original Assassin’s Creed, and Ezio Auditore da Firenze from AC Revelations. Each character (with the exception of Altaïr) can be summoned in any of the five character types, Water, Fire Wind, Light, and Dark. Altaïr is a Light exclusive character that is rewarded in an event that is detailed further in this article. During the time I played the game and events, nearly 60 hours, I was able to get each of the featured Assassins with a mixed coverage of types (all but Darkness). My first character was Kassandra, followed by Bayek and Eivor, then Altaïr from one of the event campaigns, and lastly Ezio after multiple batch summons from the RNG based gacha system. I played with each character, focusing on leveling and evolving them quickly to reach the higher start ranks which improves their stats and chances at success in the various game modes. I reached the highest ranking of 6-Stars with Bayek and Kassandra before ending my initial playthrough of the game. I was able to play the full campaign (non-event themed) on nearly all difficulty levels, using these characters to progress through the story quickly. Event Dungeon An exclusive event dungeon is included with the update that started the collaboration with Assassin’s Creed and has players work through a pathway dungeon that varies in difficulty depending on direction selected. The enemies are at post game levels (from my experience) and unfortunately for me were too difficult to fight even with the high levels of my characters (from both Assassin and Summoners War). Due to this, I was unable to explore the dungeon in full but was able to at least see what the boss was for the event. The Legion Commander of Conviction is the event boss and is a really cool design. This Templar commander looks like a formidable foe to defeat with your team of Assassins or other characters. Per the notes in the image, he uses magic power from the Piece of Eden that is influencing the dungeon. I had hoped to defeat him at least once during my play, but the dungeon feels more designed for those that are already playing the game. Altaïr Giveaway Event The first Event is designed around collecting Altaïr, and is broken down across 7 rounds where players must defeat a set number of Monsters & fight a set number of matches in the Arena to be rewarded energy and currency for the game. Once they have completed the two tiers for each round, they are provided a Hidden Mission that will reward more currency & summoning scrolls. At ranks 3 & 5 players are rewarded Ezio themed Emojis for the game chat and the Assassin Altaïr at the end of round 4. The final round 7 rewards an Assassin’s Creed Summoning Scroll which gives a guaranteed Assassin summon, whereas the normal scrolls can reward an Assassin, but it is random among the other characters. What is nice about this event is that you do not have to complete the Hidden Missions to progress, you only have to defeat Monsters and fight in the Arena, but you do have to complete them for the themed rewards. Altaïr is rewarded after finishing a set amount of Assassin Missions from the Headquarters. Collab Gift Bag & Monster Skill Level-Up Event The second event is based around collecting the Codex Pages from playing during the event. Players can claim energy and currency each day after gathering Codexes in increments of 10 (up until 40) and then Summoning Scrolls every 20 pages from 20 - 180. At 100 scrolls collected and 200 scrolls collected the player is rewarded with exclusive themed items. First is a Collab Outfit for Ellia that dresses her as an Abstergo Scientist, Ellia opens her book to release an orb of light and adjusts her glasses before closing it again. Second is a Collab Building, the Assassin Post, which has five spaces for players to display your Assassins (or whatever character you choose). Players can place this anywhere on their Island and activate it to see a cool hologram display of the Animus field and the Assassin’s Emblem. Pages are not consumed for these items but, the Codex pages can be used to pay for caches of items from upgrade monsters, scrolls, runes (used to boost characters), currency, and energy. This is a great way to progress quickly as a new player as players only have to play the game and save the Codex Pages for the caches. It is also the event that players can claim Codex Pages to rank up the skills of the Assassins which is normally obtained by using duplicate characters of the same name to level up that Assassin (ie. using Kassandra to level up Kassandra). Collaboration Treasure Chest Event This event is broken into two mission sets assigned by Ezio and Summoners War character, Archangel. Ezio requires you to clear Brotherhood missions from the Headquarters and enter the Arena, World Arena, or Guild content gamemodes. Archangel asks for players to Enter dungeons of various types and play Scenario missions (story missions). Once players complete 2 Ezio missions and 3 Archangel missions, they are given a Key to open one of 28 chests that reward similar rewards to the caches from the previous event. Once all chests are claimed, the keys can be exchanged for energy and currency. Trial of Ascension Event One of the various game modes is the ladder based Trial of Ascension where players climb a battle tower and are rewarded every 10 levels. In this event, each level cleared gives the player 1 point that can be used to claim Summoning Scrolls every 20 points up to 150 (the last two rewards at 120 and 150). There is also a reward for clearing the first 10 floors on Normal and Hard difficulty. If the player clears Floor 50, they can claim an Assassin’s Creed Scroll for an Assassin summon. Assassin’s Creed Scroll Giveaway Event Bayek hosts this event and rewards points for completing an array of missions that each reward different amounts of points and allow the player to claim rewards every 1,000 points. The best reward is an Assassin’s Creed Scroll at 6,000 points. There isn’t much to this event, just a lot of play required. When the event had started, I claimed around 2750 points as I researched the game for this event. Collaboration Special Reward Giveaway Event What appears to be the final event has players defeat the Boss in the Event Dungeon and clear Assassin Brotherhood Missions. Players will be rewarded an Assassin’s Creed Statue, Kassandra Emojis, an Assassin Brotherhood Rainbowmon Transmog (which is used for upgrading a character), and lastly the Assassin’s Fortress building for their island. There is still time to claim these for the event, but if players have the same difficulty curve that I experienced, that may not be possible to get the all. When I first started the event, I rushed through most of the game just attempting to get the Assassin characters. Over the 60 hours I played for this article, I started to follow along with the Summoner’s Way questlines to figure out what to do and enjoyed playing the game more once I did that. I made a few mistakes and used characters for leveling my Assassins that hindered me from completing quests until I summoned that character again, but with all of the prizes I received from the events, they were easy to replace. The game is worth looking at just for the crossover, and can be played afterwards if you end up liking the game, but jump in sooner than later as the individual events end within the next few weeks and if you want these characters, they won't stick around forever, so jump in and help the 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

  • This Week in Assassin's Creed Virtual Photography: 11th - 17th June 2022: Origins Scenery Edition | TheOnesWhoCameBefore

    This Week in Assassin's Creed Virtual Photography: 11th - 17th June 2022: Origins Scenery Edition Community Share 24 Jun 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) Scenic Shot Game: Assassin’s Creed Origins This week’s first capture comes from @ RobbyRose69 over on Twitter. First up this week is a stunning landscape shot. The scope of this capture is truly breath-taking, it feels as if you can see for miles. I like that this photo captures a lot of the varied environments of Assassin’s Creed Origins. The crops growing, the ships sailing and the random island in the middle of the water. Then you have the glamour of the pyramids and the desert in the distances. It really is an amazing photo. 2) The Colourful Desert Game: Assassin’s Creed Origins Photo number two comes from @ UVioletra over on Twitter. Following on from the first capture we have some more spectacular environments. I think what is so striking about these are the colours. The final shot in particular has such a great mix of dark and light, especially from that amazing sun bursting over the water. I think the mix of sand and vegetation is what makes Assassin’s Creed Origins so beautiful. 3) The Fire Burns Game: Assassin’s Creed Origins This week’s third shot comes from @ NovA1990 over on Twitter. Photo number three is so striking, I love the simplicity. These are the sort of shots I never really think of doing. The character of the capture is what draws me to it. I really like the tree line in the background with the dark sky. Obviously the fire is the hero of the shot. I can just imagine Bayek resting here on his travels across the desert in search of the Order. 4) Leaping Assassin Game: Assassin’s Creed Origins VP number four comes from @ TektoNickgames over on Twitter. This shot actually gave me Ghost of Tsushima vibes. What a fantastic action shot of Aya leaping from ship to ship. I am very impressed by the silhouette against the backdrop of fire rising from the ships below. The temperature and saturation here plays such a pivotal role. It makes me long for an Aya expansion to Assassin’s Creed Origins. 5) Coast of the Sinai Game: Assassin’s Creed Origins The final capture of the week comes from @ flyingfeather_g over on Twitter. Another magnificent bird’s eye portrait shot to end this week’s selection. I just love how realistic the water looks in this. It is amazing how you can see into the water and rocks below. I also adore the shadow of the sail in the sand. The birds and the ram on the beach have not gone unnoticed either. This shot reminds me of searching for papyrus rewards, although I usually end up beaching the boat on the sand. 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

  • Ubisoft Forward 2024 Breakdown: Assassin's Creed Shadows Gameplay Reveal | TheOnesWhoCameBefore

    Ubisoft Forward 2024 Breakdown: Assassin's Creed Shadows Gameplay Reveal Breakdown Share 10 Jun 2024 Written By: Edited By: Colum Blackett (Col_96) Colum Blackett Back To Database Ubisoft released the first ever glimpse at Assassin's Creed Shadows gameplay on the 9th June 2024 in a brand new 'First Look Gameplay Trailer' which was shown at the 2024 Xbox Games Showcase event, with the promise of more to follow at Ubisoft Forward the next day! Watch the teaser here: Ubisoft Forward has become a highly anticipated event since the collapse of E3, with players eagerly awaiting trailers, reveals and gameplay for their favourite franchises, and Assassin's Creed is no exception. As fans awaited the 19:30 BST launch time for the pre-show, screenshots, short clips and images of the game started to appear on Twitter, as just before Ubisoft's own event, Apple's WWDC event was going on. In a short section featuring Assassin's Creed's Vice President Executive Producer Marc-Alexis Côté, it was announced that the game would be available on both MAC and iPad! The main focus of the short teaser was the environment, which looks stunning in each and every scenario! Assassin's Creed was mentioned a couple of times in the build up to the show during the pre-show, with my favourite reference being a pigeon passing the camera along with the iconic eagle screech. We also see a few community photo mode shots on the walls of Ubisoft Montreal which were taken in Assassin's Creed games. The pre-show section dedicated to Assassin's Creed highlighted the fact that Mirage is available now on Apple devices. The Main Show As the biggest Ubisoft franchise of all, Assassin's Creed was naturally shown last at the event to end things on a high, with the tone set early on in the event by a series of excellent reveals, focusing on the passion of the developers, rather than pre-written jokes, audience participation and celebrity endorsement, as was often the case with E3. Coverage of #AssassinsCreedShadows at Ubisoft Forward kicked off following a stunning musical performance! Twelve minutes of gameplay was shown during the main show, focussing oin Yasuke. Features we noticed in the gameplay, written by Yazen (MidnightMarauder) Full year seasonal weather (depending on the season, the terrain changes). Can pet stray Shiba Inu. Yasuke is respected which can be seen by NPC bowing to him. Armour types on enemies affect their health, armour can be broken. Can easily switch between weapons with Yasuke. Unique kill screen for big targets. Noae has eagle vision. Many tools to assassinate not just the hidden blade. Grappling hook can be used to reverse vertical obstacles. You can choose to grab rather than assassinate for a non-lethal takedown. Can assassinate through Japanese doors. Kuni knife replaces the regular throwing knife. Can swim underwater to remain hidden for assassinations, breathe using a stick. Yasuke and Naoe now have different abilities which can be recharged through assassinations or kill like AC Mirage. Post-Show Features we noticed in the developer interview / gameplay, written by Yazen (MidnightMarauder) Monkeys are a visual clues for loot and interesting places The look of the map and animals even changed through the seasons Environment is highly interactive which can lead to breakable things during combat The ability bar is called the meter adrenaline meter Unlike Valhalla posture and parrying is paramount playing as Yasuke Different enemies of different types of combat encounters some enemies are more patient than others You can switch between characters, however, during missions or infiltrations that is not possible You can use a spy network to scout ahead for where your target is Grappling hook is highly dependent on speed and positioning Can peek around corners enemies are highly affected by light and shadows Weapons have different assassination animations like the hidden blade and the long blade The grappling hook can be used to grab at enemies quickly that are far away Thunder and different weather condition can affect assassination ways can change based on the weather condition where a pond can be frozen during winter but can be swam in in other seasons Media Coverage After the show, the floodgates opened on Assassin's Creed Shadows as the embargo lifted and media coverage and reactions of an early access gameplay demo hit the web. comments debug Comments Write a comment Write a comment Compartilhe sua opinião Seja o primeiro a escrever um comentário. 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)

  • Q&A with Patricia Summersett | TheOnesWhoCameBefore

    Q&A with Patricia Summersett Interviews Share 1 Jun 2017 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Our Admin Col_96 had the opportunity to ask Patrica Summersett questions on her work for the Assassin's Creed franchise. Col: Hi Patricia. Thank you for joining us today. Galina was first introduced in Assassin’s Creed Initiates, and has become a fan favourite character in the Present Day. Did you do much research on her background before you voiced her in Assassin’s Creed Syndicate? Patricia: As is pretty normal for video game auditions, I wasn’t aware of what I was auditioning for at first. I knew she was a Russian character going into the audition, so I worked my accent and practised some basic Russian words and phrases, and my physicality of an “Assassin”. Once I was confirmed for the role I was passionately briefed with more details and spent time reading her (quite dramatic and charged) history regarding her mother, sister and friends. She is one tough and fascinating character. Col: Galina can also be found in the Assassin’s Creed Titan Comics. Have you been reading them? Patricia: I own a couple and have certainly enjoyed what I’ve read. They really give her a different flavor, different angle in the comics. With those two sources (game and comics) a very rounded, dimensional character emerges, one who is quite easy to empathize with (imo). I’m sure I’ll get my hands on more. If you see me at a Con, feel free and share with me. ;) Col: Was it difficult to perfect the Russian Accent for Galina? Did you need any special coaching or training for the role? Patricia: I’ve had and still have accent coaches that I draw from for just about everything I do involving accent work. I use the technique where I draw from various sources but ultimately narrow it down to one or two specific ones. I often enjoy training my accents using resources like IDEA (for anyone looking for accent resources, great website and it’s free!) Previous to getting this role, I had also spent some time studying theatre at MXAT (Moscow Arts Theatre School) in Russia, visiting Moscow and St. Petersburg. And before getting into theatre I was an ice dancer and used to train with various Russian coaches around the US. So it’s definitely been in my ear.. I kind of cobble things together from various sources. Col: What is your take on the relationship between Hope Jensen and Shay Cormac? Patricia: Poor them. What a crazy twist of fate. I can’t say for sure, but I think it’s an unfortunate unrequited relationship.. That is 100% only my take on it. Obviously there were some sparks before all hell broke loose. But I do certainly enjoy the Fan Art I’ve found and often share, of Hope and Shay together. ;) Great Fan Art. BTW I love Fan Art in general. There are so many ridiculously talented artists and it makes me really happy to see creative work breed more creative work. Col: Do you like Hope Jensen’s Purple Outfit? She’s the first Assassin to wear purple (main colour) in an Assassin’s Creed Game. Patricia: She is 100% better than Barney, eggplants, the purple people eater, and almost a match for Purple Rain. Hard to beat Prince… that's hard. She's up there though. yeah, I love the purple. As an actor, I'm often put in red outfits. I don't know why, maybe it's colouring or just character type, but purple is refreshing. Oh yes, grapes. She beats grapes. Speaking of grapes, I would wear her outfit and drink a nice glass of Burgundy, and truly enjoy myself and not have to worry if I sloshed about… how excellent. Col: Were you surprised when you learned that your character was to be assassinated? Patricia: Never… I often die. It’s a thing. I feel bad for my father (in real life) who has often watched me die on stage, in film/tv…. He is not a fan of that. But I’ve had some pretty brutal deaths. It’s a thing unfortunately. Col: Would you like to return to voice acting in Assassin’s Creed, and could we see you again in future projects? Patricia: I will work with Ubisoft and the AC series any time, every time, any way. It’s the best. I love my job and I love meeting people through it. Perhaps I will meet some of you at Conventions in the upcoming year and I look forward to it. As far as future games, I’ve got a couple of things coming up. Princess Zelda was just announced, that has been an amazing ride. Some other announcements are coming, I’m excited about all of them. Hope Jensen was my first true female warrior character in video games. I cannot tell you how excited I was when I got that role. It was my first big role with Ubisoft and I was over the moon. I love playing strong women characters and I look forward to many more. Col: Thank you for your time! Patricia: And thanks for yours. Social Media Links for Patrica: Facebook Twitter Instagram Website comments debug Comments Write a comment Write a comment Fikirlerinizi Paylaşın İlk yorumu siz yazın. 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)

  • TOWCB Team Members invited to join 'The Mentor's Order' | TheOnesWhoCameBefore

    TOWCB Team Members invited to join 'The Mentor's Order' News Share 14 Jan 2023 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database We are thrilled to announce that our team members @col_96 (Colum Blackett), @lisazamanart (Lisa Zaman) & @Ashlea_97 (Ashlea Blackett) have been invited to join a new #AssassinsCreed community program called 'The Mentor's Order', a Ubisoft Star Player initiative! Back in July 2022, Ubisoft sadly closed down 'The Mentors Guild', an established community program made up of active content creators around the world. With the introduction of 'The Mentor's Order', we once again hope to maintain a positive relationship with Ubisoft. We are also optimistic that the new program will provide equal opportunities for all Assassin's Creed Star Players, new and old. We are also excited to hear that the new program is being led by the same team behind TMG, and the new restructuring will bring community members together under one roof within the Ubisoft Star Player program! We are eager to see how the new program develops, but we are thrilled to be a part of it. Keep an eye on our social media channels for behind the scenes updates detailing our experience of the new program! 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)

  • Deciphering the Secrets of the Assassin’s Creed Shadows Community Challenge and Mystery Box | TheOnesWhoCameBefore

    Deciphering the Secrets of the Assassin’s Creed Shadows Community Challenge and Mystery Box Breakdown Share 1 Jan 2023 Written By: Edited By: TOWCB Team Colum Blackett Back To Database During the marketing campaign for Assassin's Creed Shadows, we were thrilled to announce that TOWCB / Isu_network Team Leader Colum Blackett (Col_96) was granted the rank of Veteran Master, and received an Assassin's Creed Shadows Mystery Box from Ubisoft! Straight away we gathered our team of codebreakers and set about trying to crack the secrets of the box. TOWCB Codebreakers: Ashlea_97 FrameHoldPhotos Edenoi ActualSpider-Man TheNerdyArcher We were thrilled to see a community challenge so early on in the AC Marketing campaign, and it provided many twists and turns which kept us guessing right until the very end. The Mission Upon receiving the box, Col was invited to a Discord server with other 'Veteran Masters' (content creators and box-owners). THE EXPERIENCE This Discord experience is separated in two parts: A Community quest that starts on June 3rd. You have 24 hours to solve all the community riddles. A Content Creators quest that starts on June 4th. They will be streaming live. As members of the Assassin's Creed community and thus, Apprentices, you are tasked to solve riddles that will give important information and hints for Content Creators and their dedicated quest. Follow their streams tomorrow to discover the end of the story but also solve their riddles together. In this adventure, you will be referred to as Apprentices, whereas Content Creators will be referred to as Veteran Masters. In the server, bots would provide clues and questions in order to progress further into the deeper layers of the challenge. The Box The box measured 17cm across by 23, and featured Japanese text on the box which translates roughly to '' bravery, honor, respect'', signaling positive virtues. 勇名誉礼思義羊ホ戈仁 The box was also secured using a puzzle lock, which took some time to open. Ash had a great deal of fun figuring it out. Master Komatsu Uchihira (Discord bot) provided a poem to help Veteran Masters to open it. The poem refers to the different levels of security on the lock, which all had to be completed in the correct order. Completing one level would unlock another, and so forth. Also provided was a diagram showing the correct order in which to open the combination. Here is our video showing Ash cracking the combination. Inside the Box: A blood-stained note A scroll detailing the quest A Map of Japan Hidden Blade poster Community Riddles Puzzle #1 : Apprentices were invited to the Discord server and encouraged to work together in order to assist Veteran Masters the following day. Master Komatsu Uchihira (Discord bot) provided a riddle which encouraged apprentices to rewatch the CGI trailer Answer: D.O Master Komatsu Uchihira (Discord bot) congratulates the apprentice and suggests that the letters could be initials that stand for something. Next, Apprentices had to mention the letters to characters (Discord bots) in order to gain more information. Answer is SACHI Puzzle #: Puzzle #: After opening the box, Veteran Masters informed Master Komatsu Uchihira (Discord bot) of their success, who congratulated them on opening the box. Next, Veteran Masters would receive their first instructions. It became clear that it was impossible to progress from this stage without the help of 'apprentices', so for those who opened the box early, like us, it was a waiting game. The event kicked off on the 3rd June 2024 when community members were invited to join the 'Assassin's Creed Shadows: The First Mission' Discord server. Puzzle: Origami? Puzzle: Sign language? The blood-stained note. VIDEO OF INK FADING AWAY 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

  • Chester Comic Con Photo Album | TheOnesWhoCameBefore

    Chester Comic Con Photo Album Events Share 25 Nov 2016 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database On the 25th September 2016, Col attended Chester Comic Con, and met Neil Edwards (AC Titan Comics Artist). Here are our photos from the event. 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 Virtual Photography: 16th to 27th September | TheOnesWhoCameBefore

    Assassin’s Creed Virtual Photography: 16th to 27th September Community Share 17 Oct 2024 Written By: Edited By: Aaron Young Colum Blackett Back To Database Welcome to the biweekly virtual photography roundup hosted by Aaron Young from the AC Partnership Program. Every two weeks we will be picking our top 5 favourite Assassin’s Creed shots and showcasing them on The Ones Who Came Before website, in order to promote virtual photography and talented content creators within the community. This theme has been run alongside @ Cll3ar a long-time friend of TOWCB. Raven has been delighting us with her beautiful and unique virtual photography from the RPG games. Her dark and gritty Valhalla shots are some of the best I have seen, while she also charms us with the softer tones of Odyssey. Raven was the very first guest judge for these articles, so it is a pleasure to have her return. Keep an eye on the site as more shots are added, we are looking for captures across all Assassin’s Creed games. Tag your photos to #ACFirstCivVP for a chance to be featured. Theme: Peaceful Blossom Game: Assassin’s Creed Mirage VP Artist: @ playpausephoto The Ones Who Came Before Photo of the Week Judge: @ Cll3ar Raven When it comes to capturing what I consider peaceful, it’s mostly places in nature, ambient spots or details with soft colours. Each of the participants did an amazing job of showcasing these. However, as only one can be the winner, I definitely see it in Malin’s capture. It is lovely, soft and shows peaceful details from nature. Aaron In some ways it is the perfect theme for the minimal queen. When Malin won the code for Assassin’s Creed Mirage, I knew we would be in for some different and distinctive captures. This theme really breaks away from the standard Assassin’s Creed shot and delves deeper into the finer details. Malin’s beautiful photo mixes vibrant flowers against some soft calming negative space. I just can’t get enough of the colours in this shot. What I love about it though is the fact you could not tell which game this is from. A worthy winner for the peaceful theme. Warm Glow Game: Assassin’s Creed Odyssey VP Artist: @ WonDerNooB_VP RS is a fantastic virtual photographer who consistently supports our themes. This time we had a really hard time picking which shot to feature. For all the action and bravado of the Assassin’s Creed games there are always softer, more peaceful moments to find. I think RS has found one of these here with this capture. There is a real relaxing vibe with the stunning view and the warm glow of the fire. I really like how this photo makes it feel like we are playing in the first-person perspective. Looking at this reminds me of some of the promotional shots for the VR game. Excellent work as always RS. Autumnal Game: Assassin’s Creed Valhalla VP Artist: @ UVioletra Much the same as Malin, Bianca excels with peaceful photography. Although known for her vibrant Odyssey shots, Bianca actually produces quite a lot of remarkable Valhalla environments. The diverse seasons within Valhalla really do lend themselves to some truly beautiful VP. I am sure this is something we will see a lot more of once Shadows releases. The distinctive colour tones displayed here make this look like a painting. I love the autumnal colours, with the trees looking so good. The house and the people in the fields working really gives that lived in experience. Wonderful photography as usual. Sunset Game: Assassin’s Creed Odyssey VP Artist: @ cyrielle_vp Assassin’s Creed Odyssey has such contrasting landscapes that offer sublime photo opportunities. The Sunsets in all the RPG series have been quite something and activating the PM during these moments often ends with a mesmerising capture. This beautiful shot from Cyrielle is the epitome of peaceful. What I love the most is the framing, with the tree branches encompassing the sun as it sets behind the mountains. That reflection on the water is very picturesque adding to the sense of calm. This is the perfect photo to accompany the end to Kassandra’s story. The Forest Game: Assassin’s Creed Odyssey VP Artist: @ NovA1990 This capture confused me as I was sure this was the English countryside. Once again showing that Odyssey has some of the most diverse landscapes in a video game. What I like about his photo is the way it reminds me of summer walks in my local area. The varying vegetation on both sides of the path adds variety and that leading line from the walkway is a great addition. You can feel the peace exuding from this capture. I am sure Kassandra enjoyed walking this path after a hard day on the battlefield. And that sums it up for this Assassin’s Creed virtual photography recap list! Thank you for checking out the photo collection. This would not be possible without the virtual photographers out there so a huge thanks to them. Until next time keep those shots coming in! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Aaron is a passionate Assassin's Creed fan who joined our AC Partnership Program as an Online Article Writer back in 2021 after the release of Assassin's Creed Valhalla. After building momentum and interest on TOWCB website for Virtual Photography, Aaron established TOWCB Virtual Photography Team, of which he is now Team Leader. Throughout 2024, TOWCB VP Team will be sharing community captures in dedicated articles, and providing a positive environment on Twitter for gamers to share their shots. Aaron Young

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