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  • PureArts reveal incredibly detailed Assassin's Creed Revelations Diorama | TheOnesWhoCameBefore

    PureArts reveal incredibly detailed Assassin's Creed Revelations Diorama Merchandise Share 9 Feb 2023 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database PureArts have revealed a new product on their social media channels. The officially licenced Assassin's Creed R.I.P. Altaïr 1/6 Scale Diorama is a 1/6 scale masterpiece, recreating arguably the most iconic scene from Assassin's Creed Revelations. There's no mistaking the high quality of this product, as PureArts once again deliver on their pledge to deliver premium quality collectible figures. Numbers: The Exclusive Edition is limited to 250 units, (which have all sold out already at the time of writing this). The PureArts Exclusive Edition includes a wearable Memory Seal pendant. 1250 Non Exclusive units are also available via the PureArts website. The diorama is slated for a Q1 2024 release, with the non-exclusive edition costing $499.00 USD. For some, the high price point may be a turn-off, but to own this diorama is to own a slice of Assassin's Creed history. It really is the pinnacle of collectors' items, and we can't wait to see more! “I have lived my life as best I could, not knowing its purpose, but drawn forward like a moth to a distant moon. And here, at last, I discover a strange truth.” – Ezio Auditore Ezio Auditore entered the Library of Altaïr Ibn-La’Ahad expecting to find books. Instead came face to face with the remains of Altaïr himself, seated in a chair and holding a Memory Seal in his hand. Kneeling before Altair to pay his respects, we’ve captured the pivotal moment when Ezio discovers his life’s purpose! Re-live this unforgettable moment in Assassin’s Creed Revelations with our Assassin's Creed R.I.P. Altaïr 1/6 Scale Diorama rendered in exquisite detail and care. 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)

  • FAQ | TheOnesWhoCameBefore

    Check out the latest Assassin's Creed news, updates and projects! Latest FAQ What is The Ones Who Came Before? The Ones Who Came Before is an Assassin's Creed Fan Community established in 2014. We provide news, theories and updates to fans of the franchise around the world. Can I join the admin team? Keep an eye on our social media platforms for advertisements. During busy periods such as E3 and Gamescom, we may advertise for a new role. All applications are taken in to consideration. For example, during E3 2019 we advertised for an E3 content specialist. This led to a number of interesting articles being produced. Although we are currently not recruiting for the admin team, we are always looking for new members to join the AC Partnership Program. Learn more here What hours do the moderators work? Although we don't have set hours, we are most active during the day (UK Time), and always do our best to respond as quickly as possible. Is there anything I can't say in the comments? We ask that all members of our community abide by our code of conduct and community standards. The comments feature has been added to our pages in order to encourage discussion and debate, and we welcome relevant contributions. Misuse of this feature will not be tolerated. Will comments be moderated? All interactions by community members can be seen by admins, and may be moderated if necessary. Breaking the code of conduct, or failing to follow the community standards may lead to actions being taken. For example, comments being removed or bans from our social media channels (if necessary). Is joining the community free? Absolutely! We will never charge members of the community. You can however make a donation if you wish to make a contribution to The Ones Who Came Before. All donations go towards costs such as giveaways, website maintenance and shipping fees, creating more opportunities for our community. Can I submit ideas? Of course! If you have an idea and want to see it happen, don't be afraid to message us! We'll do our best to make it a reality. Can I post in my language? Yes! We will use google translate to respond to you if necessary. I'm new to the Community. Can you help me? First of all, welcome to the Assassin's Creed Community! If you have any questions, feel free to get in touch! I have a complaint. What should I do? First of all, we are sorry to hear that you are unhappy. Please use the Contact form so that we can resolve the issue. I've just finished an Assassin's Creed Project. Will you share it please? Sure! Send us some details and we'll do our best to get it online. Look out for our weekly showcase of fan content, known as TOWCB Community Corner. You can find all our entries here on Twitter . Can I use your content for my own projects? We're flattered that you like our content and wish to share it. All that we ask is that you leave a link to our social media platforms or website when using our content. This could be quotes, photos or anything else we have produced. Please credit our community. How many people are members of TOWCB AC Fan Community? We currently have around 60,000 followers in total on all social media channels (March 2021) Are you affiliated with Ubisoft? We are an independent news outlet/ community, operated by fans of the franchise. Although we are not officially affiliated with Ubisoft, we do have a strong relationship with the company due to our position within The Mentors Guild community program, making it possible to coordinate projects such as interviews, giveaways and more. Ubisoft have always been extremely supportive of The Ones Who Came Before, and we seek to maintain a positive union. How can I help The Ones Who Came Before? There are many ways you can help TOWCB: Share our content Follow our social media platforms and turn on notifications Leave comments/feedback Join the AC Partnership Program Message us if you find something AC related you think the community would be interested in. Make a small donation Use our Amazon Affiliate Links (More info) Leave a review on Facebook

  • Mentor Memories: Remembering the Mentors Guild | TheOnesWhoCameBefore

    Mentor Memories: Remembering the Mentors Guild In Memoriam Share 19 Jul 2022 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Just before the unexpected closure of The Mentors Guild program, members of the Assassin's Creed community shared their favourite memories in the now deleted Discord server, all of which we saved just in time. A huge network of AC Community members came together to reflect on their fondest moments and accomplishments. In Part one of this two-part series, we share with you some of those wonderful memories so that TMG is never forgotten. Many members of the Mentors Guild (TMG) have now been moved across to the Star Player 2.0 Program, which is set to be bigger and better for community members, increasing opportunities by merging several Ubisoft community programs together. It's clear that TMG meant a lot to the AC Community, and its closure leaves a huge gap. We here at TOWCB will miss The Mentors Guild, especially what it became in its later days, where it opened the doors to hundreds of community members around the world, but we also look forward to seeing what comes next with the creation of the Star Player 2.0 program, which will hopefully be just as rewarding for content creators and community members. LOADING FIRMWARE..... ANIMUS 2.02....... MEMORIES SYNCHRONISING...... Memory by Kim Beacham from Assassin's Creed United Kingdom ''I have started getting voice actors from the AC series to sign my Mentors Guild T-shirt that we got last year with their favourite quotes or character names. Only a few weeks ago added to it, were Nolan North (Desmond Miles) and Matt Ryan. I'm going to get it signed by as many Assassin's Creed voice actors as I can by attending events and cons to then frame it once full, front and back!'' By Dave Woodward from Assassin's Creed United Kingdom My fondest Mentors Guild Memories. ''Getting the opportunity to represent the AC brand through The Mentors Guild and wearing the t-shirt with pride, and letting people in our amazing community know what TMG is and what we do as fans. I got to meet the amazing members of our community. I was invited to London to see the AC Symphony and had the opportunity to go an amazing tour of London with my fellow UK member, enjoying the scenery and the company. To top the evening off, through TMG, an Assassin's Creed meet-up in a local pub was arranged before the start of the London premier of the AC Symphony, which saw Alexios himself, Michael Antonakos as a surprise guest, which made everyone attending really happy. Being able to see the AC Symphony live was something which I'll never forget. Also through myself and our Mentors in the Assassin's Creed United Kingdom group, we arranged several cosplay meet-ups which saw members of our community attending and getting the chance to meet the stars of AC franchise such as Matt Ryan (Edward Kenway), Abubakar Salim (Bayek) and Paul Amos (Jacob Frye).'' 13/7/22: '' Today marks the sad day that the Mentors Guild program will close after 5 years, I am truly grateful to have been apart of this program for the last 2 years, thank you to the Com Devs for everyone you've done Looking forward what we can do in the Star Player 2.0 program'' Memory by Louise Chase (TheNerdyArcher) from Assassin's Creed United Kingdom ''I think the Weapons Workshop last year was so much fun and it was great to work with some of the other Mentors! Also it got me set on the idea of making prop weapons and cosplay so I have it to thank; maybe one day I'll reveal the final piece.'' 'So you've seen the Mentor's Guild weapons which will be added into AC Valhalla - but what about the other concepts? Presenting: Viggo's Brandr'' Memory by Declan from Let's Talk Assassin's Creed ''I had no idea what to send at first but then I remembered this moment that still makes me laugh. Attending a Discord call with the epic UK Mentors in my blanket as I had Covid, and now it's become standard for me to arrive in any Discord Call wearing the blanket.'' ''I learned a lot from The Mentors Guild and made a ton of amazing friends and I hope to continue to do so with fellow Star Players'' Memory by Siobhan from Assassin's Creed United Kingdom ''So many memories to chose from! Up in the top few moments would definitely be getting our Christmas Jumpers'' ''Absolutely delighted to announce I've been invited to join the Star Player 2.0 programme! I've had a blast as part of the Mentor's Guild so I'm really looking forward to where this leads. Thank you @Ubisoft_UK and @Assassins_UK for this amazing opportunity.'' Memory by Anastasia Neuer ''I've always really liked the modern-day storyline of AC and it's a huge inspiration for my art. The majority of my AC art is dedicated to modern-day characters and Sofia Rikkin in particular. This fan art of her is the most important one for me. I want modern-day characters to get more recognition within the AC community and I'm so happy to be a part of the Mentors Guild for the chance to share my love for these characters with more people.'' Memory by Mikael from Assassin's Creed France ''Shortly after the official release of Assassin's Creed Valhalla, we were offered a pack with several objects including the French press kit and the AC Valhalla face masks. It was a great moment. We opened our packages at the same time on a video call. I loved seeing the reaction of my Mentor friends when they opened and discovered their package. Fun fact: I had fun putting the AC Valhalla mask on my life-sized statue of Arno'' Memory by Kangarrru (Valorianru) Although I've only been with the guild a short time. It's been an incredible privilege. I'm from a small town outside Melbourne so the opportunities in gaming are few and far between. Joining the Guild was the biggest opportunity I'd ever received. The Guild encouraged me to create, to make new friends and engage with a community. TMG got me through the longest lockdowns in the world and gave me a support network across the world. Being able to talk with people who love something like I do. It's been an incredible opportunity and I wish I had the headspace to express just how something like this has meant to me. Thank you to all the Ubisoft team and thank you to each and every Mentor. Safety and Peace. Gratitude by GronnUlv ''Thanks to Ubisoft for their support, nothing like this has ever happened in my life before. Thank you so much for this opportunity to be a part of the Mentors Guild. I'm sad that I didn't have the opportunity to do more. But I hope that someday in this life something will get better and I will be able to return to drawing fanarts for Assassins Creed. Still, this universe occupies an important part of my life and without it I wouldn't have met many wonderful people'' We would like to say a huge thank you to all the Mentors who shared their touching stories. Do you have any Mentors Guild Memories you would like to share? Get in touch with The Ones Who Came Before ( @ACFirstCiv ) on Twitter to be featured in part 2 of this mini series dedicated to The Mentors Guild! 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: 31st to 6th August | TheOnesWhoCameBefore

    This Week in Assassin’s Creed Virtual Photography: 31st to 6th August Community Share 8 Aug 2023 Written By: Edited By: Aaron Young 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 Let’s Dive In Game: Assassin’s Creed Valhalla VP Artist: @ISAchan_97 “To perform the leap of faith, you must give yourself over to something greater” To serve the light is a great questline in Assassin’s Creed Valhalla and exists to teach Eivor the ways of the brotherhood. As a Viking all the skulking around in the shadows seems alien. I like that Hytham and Eivor have a connection through the bureau in Ravensthorpe. This epic shot encapsulates Eivor attempting a leap of faith after Hytham’s teachings. The timing here is excellent with Eivor’s arms spread wide like an eagle. Fantastic choice of outfit too, it’s a shame this set did not become Eivor’s classic ‘Assassin’ robes. Phobos Game: Assassin’s Creed Odyssey VP Artist: @WallyDaGreat66 “You’ve chosen the great Phobos. He’s never let me down” Phobos is Kassandra’s horse of choice in Assassin’s Creed Odyssey. He accompanies Kassandra all across Greece after being gifted to her by Markos early in the story. There were so many skins for Phobos depending on your chosen style he could look as grounded or extreme as you wanted. Fun fact is Phobos means fear in Greek. This capture of your trusty steed is so striking, I love the lighting and how it is amplifying the stunning details of the horse. The facial position is perfect and the depth of field adds to the beauty. Warrior of the North Game: Assassin’s Creed Valhalla VP Artist: @artschoolglasses “I do not seek battles. Battle just seem to seek me” Scotland was always out of reach for Eivor, apart from the Isle of Skye DLC which was such a nice surprise. It is a shame we don’t get to venture beyond the wall but then again it is never a wise thing to do. Many a Viking failed in their attempts to take Scotland. For me this shot of Eivor Varinsdottir surveying the snowy landscapes of the north gracefully sums up Assassin’s Creed Valhalla. She came from snowy Norway to battle through England and arrive back in the north. I adore the position of this capture with the mountains spectacularly on view in the background. I also love the snowy tree tops and for me the best armour set in the game, what more could I ask for. Northman Game: Assassin’s Creed Valhalla VP Artist: @theonlyjess_vp “Basim fills your head with twisted prophecies” Eivor and Sigurd are so close, but as time goes on Sigurd becomes brain washed by Basim and the brothers bond becomes frail. This is mostly down to Sigurd seeking higher glory and forgetting that he is a Viking at heart. Eivor in this capture embodies the role of both Northman and Odin outstandingly well. I love this portrait and everything about it, the depth of field and colour tones are on point. The hair and beard combo works so well and the Raven tattoo heeds the connection to Odin. Got to love that raven skin with the bone armour, such a nice touch to put the wayfinder symbol on the headpieces. Footprints in the Sand Game: Assassin’s Creed Origins VP Artist: @KaiVirtualPhoto “We must sacrifice our personal lives for the greater good” One thing that really impressed most people when playing Origins is the minimalistic beauty of the desert. The way Ubisoft built the Origins world is nothing short of excellence. Bayek often finds himself wandering the desert in search of his next target. This capture has the wow factor, partly because shots with the minimalist vibe are hard to pull off. I applaud the saturation of the sand and the footprints left behind by Bayek, excellent little details that bring this shot alive. It just leaves you wondering where Bayek is going? The Ones Who Came Before Photo of the Week Judge: @TuridTorkil This shot is a great combination of timing, lighting and angle. It's minimalistic yet vivid at the same time. I know how tricky it can be to get a proper picture of running characters. I am highly impressed by this capture. 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

  • Pressed in Gold: A Review of the Assassin’s Creed - Leap Into History Limited Edition X5LP Box Set | TheOnesWhoCameBefore

    Pressed in Gold: A Review of the Assassin’s Creed - Leap Into History Limited Edition X5LP Box Set Reviews Share 26 Mar 2023 Written By: Edited By: Michael Smith Colum Blackett Back To Database Banner by Thea Marie Rivedal ( Moonchildgecko ) from TOWCB Art Team . The 15th Anniversary for the Assassin’s Creed series is still being celebrated after 2022. There are continuous releases of merch and transmedia that are tied to the event, the latest of which is the release of the Leap Into History Vinyl Box Set from Laced Records. This release was presented in two options, a Deluxe 5LP box set for $110US, and a Limited Edition 5LP in Gold for $120US (which is now sold out). The differences between the two versions come down to the Limited Edition including a slip mat, art print, and the ‘gold nugget’ color of the vinyl records. After a few production delays, the vinyl collections shipped out across the globe this last month (original shipping date was set for January, 2023). The vinyl was shipped in a very form fitting shipping box with some packing peanuts over the cover which I liked as it is always fun to “uncover” the gorgeous black and gold packaging. The opaque images of the protagonists of the series and the Isu inspired trim of the image border gives a sleek and quality expectation of what is within the box sleeve. While it may be difficult to see in this image, the side where the vinyls are removed from the case read “Assassin’s Creed Leap Into History” on the left/top and then the disc number on the right/bottom. The order of having Disc one on the bottom which is really the front of the packaging makes sense, but it is one of those nit-picking things that I argue with myself when organizing things on shelves, in order of position. However, as vinyls should not be stored flat on a shelf, this labeling makes sense. The following section does bring up a similar issue with the decision of labeling sides A and B of a record. Side As Side Bs Each of the five vinyl sleeves holds music for two of the games, ordered by their Genetic Memory time periods (which I very much enjoyed seeing). Where my issue with this comes from, is the first side I saw when removing Disc 1, was Bayek from Assassin’s Creed Origins, or the “Side B” for this record. I understand that this comes from the Western reading order of Left to right, where with media printed for said audience, opens from the right side and is hinged/spined on the left. However, seeing each of the #AC15 artworks for the games (which was composed of the original game art with the grayscale filter and the golden logo from each game. The first set of “Side A” covers AC Odyssey, Valhalla, AC II, Black Flag, and the combo Unity/Rogue. The “Side B” shows Origins, Assassin’s Creed, Brotherhood/Revelations, AC III, and Syndicate. All of the current games with this exception of Liberation are present and broken down into different eras. When you pull out the vinyl, you have the slip sleeve that opens from the top so that the vinyl itself isn’t damaged or won’t fall out from the side. The front side of each removed sleeve has a simple design for the AC 15 release, but nothing district to speak to. The reverse sides are where the bulk of the collection’s information on the music itself. Disc 1: Classical Era, Disc 2: Middle Ages, Disc 3: Renaissance, Disc 4: Enlightenment, Disc 5: Enlightenment/Modern Era. The title of the game(s) and time period(s) are listed below the Era label, followed by the Composer(s) and the titles of the selected 5 - 9 songs for each game. The shortest list is for Brotherhood/Revelations at 5 songs and the longest is Unity/Rogue with 9. Some of my favorites are included such as the “Legend of the Eagle Bearer” for Odyssey and of course “Ezio’s Family” for AC II. I really wish there were some different sea shanties on the Black Flag vinyl such as “Running Down to Cuba” as that is a favorite of mine, but it's completely understandable that the track listings have to be limited or there would be double the number of records in the box set. The ‘Golden Nugget’ LPs are where this release shines the most. The color is so gorgeous and the stamped vinyls are unique to each individual bundle so my vinyls will not look the same as anyone else’s. They remind me of the golden sands of Origins in a way. Each vinyl has the logo for Side A or B in the center, though the placement of which way is “up” varies and isn’t lined perfectly, but again that is a nitpick. As listed on Laced’s site, the differences as I mentioned earlier are the golden color, art print, and slipmat. The art print is the AC15 logo artwork on a thin though nice quality paper. This however didn’t feel like a print but more of a protective artwork that would be on the front of a game that is removed with the plastic wrap to show the actual cover of the game. I would have liked to see a thicker print on gallery quality paper like what we have seen with the art books for the series. If I hadn’t remembered that this was an art print, it could have been tossed away by accident. Now on the other hand, the slipmat is really cool and something that fits perfect with the vinyl box set. The large golden AC15 logo to place below your vinyl to prevent damage from the record player itself. While I am new to vinyl collection, my wife who has a decent collection of albums was excited to see that it was included with the Limited Edition. As of this posting, the Limited Edition is sold out, but the Deluxe Edition is still available from Laced Records ’ US/Canada store for $110US. However as of March 10 when they announced via Twitter that the vinyl was in stock, they stated “Last few left” in that post, so it is unclear how close they are to selling out completely. Amazon US is showing a preorder for what I assume is the Standard Edition of the 5 LP bundle, at a higher price of $130US+ and a release date of April 7, 2023. So it does appear that fans can purchase the music in the future, but may not get the special packaging that the deluxe version includes. I would recommend looking into this set if you are a fan of the great music that comes from the Assassin’s Creed series so that we can see further support for physical releases 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 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

  • VP Hub | TheOnesWhoCameBefore

    Assassin's Creed Virtual Photography Hub Welcome to the Virtual Photography Hub! Here you can find all of our Assassin's Creed weekly VP community showcase articles, written by Aaron Young from our AC Partnership Program! ***RESETTING*** LOADING FIRMWARE... ANIMUS 2.02. SOURCE/AC PARTNERSHIP PROGRAM File: VIRTUAL PHOTOGRAPHY POPULATING 2025 VP Hub A collection of all virtual photography articles written in 2025. Read More 2024 VP Hub A collection of all virtual photography articles written in 2024. Read More 2023 VP Hub A collection of all virtual photography articles written in 2023. Read More 2022 VP Hub A collection of all virtual photography articles written in 2022. Read More

  • AC Community Questions: Aita_Sageblood (Nathan) | TheOnesWhoCameBefore

    AC Community Questions: Aita_Sageblood (Nathan) Interview Share 19 Jul 2025 Written By: Edited By: Aita_Sageblood Colum Blackett Back To Database Welcome back to another article in our Assassin's Creed Community Questions series, made up of interviews with Assassins based around the world. This week, we are joined by Nathan ( Aita_Sageblood ), who recently joined our Assassin's Creed Partnership program as an Art Team Member! Col: Please could you tell us a little bit about yourself and your role within the Assassin's Creed Community. Nathan : Hello, my name is Nathan, also known as Aita_Sageblood on my socials, I am a 25 year old self-taught digital artist from the UK with a…borderline unhealthy obsession with the Assassin’s Creed franchise. Regularly playing the games and drawing fanart of the characters since early 2018-19. I have been a fan of AC since about 2013 when I found a “Brotherhood and Revelations” game bundle in a game bargain bin; quickly fell in love with the games, everything from the (at the time) world breaking graphics, the more mature gameplay and an intricate and fascinating story that spanned many games, what wasn’t there to love? And, well, the rest is history! My love for the franchise only grew further when I found myself on an App called Amino, where I was a curator of the AC fan group for a time; finding so many likeminded fans thoroughly cemented my passion for AC as a whole. Col: Are you looking forward to working alongside the team during the launch of the 2025 AC Community Fundraiser? Nathan: I had heard of groups such as the "Mentor’s Guild" and "Isu_Network" over the years, both from what they do and their close relationship with Ubisoft. I had always held a dream of one day being fortunate enough to take part in such a group, yet thought it was nothing more than a fantasy. So, when I was invited, needless to say I was over the moon at the prospect of lending my skills to the group. Col: How excited are you for the future of Assassin's Creed? Nathan: The future of Assassin’s Creed is certainly a tantalising prospect to consider, from its moderately humble beginnings to current day, it’s been a long journey and I cannot wait to see what comes next. Will we see more of Basim/ The Isu Reborn in future instalments? How about finally uncovering the secrets of the Isu before the Toba Catastrophe? Will Shaun Hastings be involved? (He better be!) Col: Which Assassin's Creed game have you been playing recently, and which game are you playing next? Nathan: After recently getting the platinum on AC Shadows, I have since gone back and started my fourth playthrough of Origins, which has to be my absolute favourite AC game and protagonist in the entire series. Col: Have you visited any of the locations from the games? Nathan: I have actually recently come back from a holiday to Egypt! Starting in Cairo, then down to Luxor and back again, it was a childhood dream come true, even if my tour guide was starting to get a little tired of me saying things like "I climbed that!" and "Bayek did X-thing here!" :P Col: Which Assassin's Creed game is your favourite and why? Nathan: As I mentioned previously, Assassin's Creed Origins has to be my absolute favourite in the entire series, not only because I have been obsessed with Ancient Egypt since I was a young boy, but also because of just how amazing Bayek's story was, from a grieving and vengeful father to a wise and talented mentor of the Hidden Ones. Aya and Bayek in Assassin's Creed Origins (2017) Col: Have you attended any events within the Assassin's Creed Community? Nathan: Unfortunately, not... unless attending MCM Comic Con in homemade cosplays of Ezio and Jacob Frye? Col: Do you have a favourite Assassin's Creed community moment/ story you would like to share? Nathan: A personal favourite moment from my time in the Assassin's Creed community over the years, has to be during MCM ComicCon 2018, where I met up with many fellow AC fans in cosplay, had many a good laugh and eventually played hide and seek to see who of us was a "master assassin" in disguise. (IE grown adults in hiding in crowds of other cosplayers and avoiding each other.) Col: What would be your dream setting for the upcoming AC Netflix TV show or future game? Nathan: Seeing as we were already lucky enough to experience the founding of the Hidden Ones through Bayek and Aya's journey; my dream game or show would be the flipside and experience the founding of the Order of The Ancients/Templars similar to Shay's story in AC Rogue. Especially as they seem to have been aware of humanity's original purpose as slaves to the Isu during pre-history. Col: Do you have any personal AC goals you would like to achieve? Nathan: While it has been a far-of-dream of mine to be a part of a group such as the Isu-Network, a personal goal of mine is to one-day be lucky enough to visit the Ubisoft Montreal offices; however, I don't believe that'll ever be possible as its closed to the public; but you never know? Ubisoft Montreal Studio (Via Ubisoft) Col: What would you say is your most significant community achievement to date? Nathan: The fact that there is still an incredibly active fanbase for a game that is so passionate about Assassin's Creed is already and achievement in and of itself; but I believe that the most significant has to be how a large percentage of us regularly get together to find ways to support charities all around the world. Col: What is your favourite part of being a community member? Nathan: I have only been a part of the Isu_Network for just over a month, but the fact I have already been welcomed in with open arms and given the opportunity to share my thoughts/opinions with the group as a whole is incredibly heart-warming to me; I cannot wait to see what the future holds. Col: Do you collect AC merchandise? If so, what is your favourite item? Nathan: Hehehe, may not be an American, but I plead the fifth. Joking aside, yes, I suppose it could be said that I have an...extensive collection of Ac merchandise; everything from collector's editions of every game to the statues by PureArts. However, as hard as this is to choose, my absolute favourite bit of AC memorabilia has to be a pack of limited edition playing cards that I was lucky enough to be sent from Ubisoft during the 15th anniversary where they had seen my fanart and had chosen me to receive such a lovely gift. Col: What advice do you have for people looking to get into content creation? Nathan: While I should recommend things like looking at current trends and analytics; what I would personally recommend is finding something that you personally enjoy doing, whether fanart, fanfiction or something else entirely; and simply making/sharing it when you've finished. It doesn't have to be a certified masterpiece or the next big thing; start small and work your way up. As long as you're passionate about it, share it with your fellow fans, the majority of us will support you. Col: Where can our community members find you online? Nathan: You can find on various social media platforms. Like Instagram , X (Twitter) and Cara , under the name Aita_Sageblood... look, I'm not the most creative with usernames, ok? :P However, I most frequently use Instagram, so if you'd ever like to have a chat, ask for art advice or anything else, please do not hesitate to pop me a message. :-) We would like to say a huge thank you to Nathan for joining us for this interview. Keep an eye out for his content on his own personal channels (above), and also TOWCB social media platforms (below). comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author In June 2025, Aita_Sageblood (Nathan) joined TOWCB's Art Team in an effort to widen the variety of art styles on the team. He is known online for his vibrant digital artworks, bringing colour and energy to each and every project. Throughout 2025 and beyond, Nathan will be working alongside TOWCB's Art Team on a variety of projects which range from creating art for fundraising to live art creation watch-alongs! By joining the AC Partnership Program, we aim to boost his profile within the community and create a meaningful relationship with Ubisoft. Aita_Sageblood

  • Assassin’s Creed Shadows Succeeded… What Now For Ubisoft? | TheOnesWhoCameBefore

    Assassin’s Creed Shadows Succeeded… What Now For Ubisoft? Analysis Share 5 Jul 2025 Written By: Edited By: Gustav Poulsen (Gargudon) Gargudon Back To Database Three months’ time ago now, after two delays and one of the most intense and controversial marketing campaigns in gaming history, the highly anticipated Assassin’s Creed Shadows was finally released, at last taking us to a fan favourite location over many years. Maybe, maybe not against all odds, it quickly turned out a massive success, ultimately having one of the best releases in the history of the franchise, reaching 1 million players in less than 24 hours, that number only growing exponentially. Despite this and the critical acclaim though, it is no secret a lot was hanging on this game for Ubisoft, the future of the very company itself possibly having been decided by it. This was mostly the result of a heavily financially disappointing 2024, plummeting stock prices and a potential company buyout, but the perception of the studio among fans and the public is not what it used to be either, after years of beloved flagship franchises undergoing heavy change, internal conflicts and more. So now that the fateful new instalment of the studio’s most iconic franchise turned out a massive success after all, what is next for the company, and how can they rise up again to their former glory? We will be exploring this in the following article, diving into the future of their flagship franchises, other outlets, fan relations and more. Focus On Key Franchises, Drop One-Off Games As mentioned, 2024 was one of if not the most financially disappointing year for Ubisoft ever, with both major releases of theirs that year heavily underperforming; the return to the golden age of piracy in Skull & Bones, and a new adventure in the galaxy far, far away in Star Wars Outlaws. To this day, both games have only sold around 1 million copies, which may necessarily not sound like a small number, but for an AAA studio of that size is. But were these two titles even necessary and the right output? One was a game that ultimately felt like nothing more than a failed second crack, at what is one of the company’s most successful and iconic titles even 12 years later; 2013’s legendary Assassin’s Creed IV Black Flag. Secondly, should Ubisoft even have taken on a brand like Star Wars? Something which has already proven super successful in recent years with another studio - EA - 2019’s Jedi Fallen Order, and the 2023 Survivor sequel, proving some of the best and most beloved Star Wars games since the days of Battlefront II 20 years ago. If Ubisoft wants to avoid sales fiascos like this again, one obvious and easy move would potentially be as simple as this; drop one off games like these two “failures”, and instead continually focusing on their key franchises, that remain iconic and always only seem to get bigger - Assassin’s Creed, Far Cry and Tom Clancy’s. Additionally if not already, give up on franchises that once were great and promising, but dug themselves into ground with the years, best example being Watch Dogs. A franchise that started out with a bang, in a way being a new version of Grand Theft Auto… But with hacking, making for a fun twist and unique, new experience. While its 2016 follow-up more or less performed as it should, and was met with critical acclaim, for some it was also missing an array of the elements that made the original great, making players, including myself, kinda fall off. By the time the third instalment - Legion - was announced, many players just didn’t really care simply said, possibly also giving the shall we call it aimless direction of the game, for example being able to play as ANY NPC in it, signalling a lack of narrative. Fan Relations & Listen To Player Feedback Disappointing sales numbers aside, Ubisoft’s relations with players and fans has taken many hits in recent years due to a number of reasons. From solely a gaming perspective, the two mentioned beloved flagship franchises underwent stylistic changes to different degrees in the late ’10’s, clearly not to everyone’s liking. Assassin’s Creed (in)famously took a more loose RPG oriented approach with 2017’s Origins, and 2021’s Far Cry 6, were missing elements that made previous instalments as iconic as they were, survival and skill progression being at the very core of them. Following AC Origins that introduced this different style, an array of fans were begging for a return to roots… Only for the next two games to crank the RPG elements up to 11, almost completely ditching the classic Assassins VS. Templars aspects and narrative. Despite its perhaps smaller scale and some lore elements from this new era being carried over, 2023’s AC Mirage was as much a return to roots as possible, bringing back classic Assassins VS. Templars, (improved) stealth, and a gameplay formula reminiscent of the classic 2007 original. And then once again, AC Shadows re-introduced some of these RPG leaning elements. Can the AC franchise survive with all this push and pull, for one period of time more or less completely ditching the elements that made it what it is, then having it make a comeback, then for it all to come to a mix? Sure, games and franchises need to evolve, and a good example of a game that went against everyone’s expectations yet turned out a massive success - if not one of the all time greats of video game history overall - was Black Flag. But when the criticisms begins to outweigh the positives, it changes company dynamics, is it a sign Ubisoft needs to start listening to player feedback more than has been the case in recent years, and set aside any artistic decisions that may not turn out as thought? At this point, when AC fans say they want a more linear story and classic Assassins VS. Templars, it’s because they want it and to stay. When Far Cry fans criticised Far Cry 6 of feeling overloaded and long, lacking skill progression and a terrifying and deep villain on the level of Vaas Montenegro, they meant it. Another noteworthy aspect of this is following trends. Everyone in the gaming industry does it, Rockstar Games often having set the standard with every new game of theirs, more or less shaping the open-world genre single handedly. A wide array of elements from the first couple AC games can be traced back to GTA, Far Cry was inspired by classic FPS games but put its twist on it, and when a game in 2015 came out called The Witcher 3 Wild Hunt, it revolutionised the RPG genre, hence it makes sense Ubisoft would take note of that, and try to put their twist on that. As we well know though, this mostly only caused polarisation amongst fans, and Ubisoft seemed to fail at capturing the RPG feeling in the same way. Despite the success of The Witcher 3, was that really meant to be the game that would lay out the blueprint for the next decade of gaming, everyone trying to replicate that style since it clearly worked on one of the most iconic games of the ‘10’s? Since that, there have been many other landmark games that didn’t follow that RPG formula, so why are Ubisoft still clinging onto a blueprint that was last trending 10 years ago now? Ubisoft Television One wouldn’t necessarily know it, but for years Ubisoft have had a television division, the CEO of being Yves Guillemot’s brother, Gérard. In recent years, their most popular output has probably been producing the Apple TV+ original comedy show Mythic Quest, which despite recent cancellation, ran for four successful seasons over five years, to critical and fan acclaim. A number of projects based on Ubisoft titles are currently also in development; from a Tom Clancy’s The Division live action film set to star Jake Gyllenhaal and Jessica Chastain, and to be directed by David Leitch - known for John Wick, Deadpool 2 and Fast & Furious Hobbs & Shaw among others - a Just Dance and Rabbids project, and of course the Netflix Assassin’s Creed live action series. But will these films and shows prove successful, and can this TV division do enough to keep the company afloat? The Assassin’s Creed series is highly anticipated among fans, and recently announced its writers room lineup, including several writers and producers who have worked on some of the most high profile shows in recent years. Otherwise much still isn’t known about any of these upcoming projects, and only time will tell as to their success a lot potentially could be hanging on. Despite anticipation and mixed reviews from fans, Ubisoft Television’s first big film - 2016’s Assassin’s Creed - wasn’t necessarily a success, mostly receiving negative reviews among critics and underperforming at the box office, but there is always room for improvement and the Tom Clancy projects could turn the tide. Additionally, we live in a time where the “video game adaptation” curse has at last mostly been lifted, with shows like The Last Of Us for HBO and Fallout for Amazon receiving almost nothing but praise. So if executed right, Ubisoft Television’s projects in development have the potential to take the company to completely new heights. Internal Company Healing Last but not least, Ubisoft has a great deal of internal fixing and healing to do, after years of internal scandals and their handling of, massive layoffs, rumours of toxic work culture and more. Many probably remember the summer of 2020, where a dark side of the gaming industry as a whole was exposed, Ubisoft being hit HARD, with different beloved community icons of many years inside the company, finding themselves with heavy allegations of sexual misconduct made against them. This was probably the proper beginning, of the mistrust towards the company among many, that’s then only grown with the years. About a year later, it was revealed that little if anything, had really been done internally to handle this conflict, once again enraging and saddening many fans. As a result of Ubisoft’s mentioned tightening financial situation, in the last year alone, hundreds of employees have also been let go, following the closure of multiple Ubisoft studios in an attempt to cut costs and stabilise the company. Last year the online game XDefiant was infamously shut down, causing just under 300 people to lose their jobs. In January this year, three more studios - Leamington, Düsseldorf and Stockholm were also shut down, resulting in an additional 200 people being let go. This could be the start of a dangerous pattern. The company does indeed need to stabilise, to keep its studios up and running and people’s livelihood intact, also maximising work and company efficiency. Finally, following the announcement of AC Shadows last year and the controversies that followed, rumours started circulating of toxic company work culture, and them prioritising DEI (Diversity, Equity & Inclusion) over hiring the most competent workers. While Ubisoft never made any direct comments on this nor confirmed or denied anything, comments made by AC Shadows’ Senior Writer - stating how "There’s more than enough games out there with white men as the only playable characters" - as well as a photo of the “diverse” team working on the game could be interpreted the wrong way. Whether anyone working on the game were hired directly for their skills or just to meet “diversity” quotas or not, controversies like this are best avoided in the future. All this aside, there is no doubt parts of the AC Shadows promotional campaign were actually controversial, insensitive and a result of bad company management. One notable example of this was the Yasuke action figure with a one legged Torii gate, which could be seen as a mockery of the iconic Sanno Shrine in Nagasaki, that was destroyed following its destruction by nuclear bomb in 1945 after World War II, a deep trauma in collective Japanese culture and history. Overall, Ubisoft have a lot of work to do, if they want to fix their company, and restore it to one of the leading elite video game studios it once was, putting out hit after hit, making big money, and helping setting the standard for the video game industry. How this is going to be accomplished we don’t know if anyone really does, if there is one formula for it. By redirecting focus to hit franchises that despite change and criticisms, only seem to get bigger still accumulating new players, and dropping one off games that are likely to turn out fiascos, getting Ubisoft Television up and running like never before, keeping relationships with fans healthy and alive, and doing everything they can to internally heal, it is certainly possible they can go a long way. What are your thoughts on this? Do you think Ubisoft can rise up to their former glory again, and how do you think this can be achieved? Be sure to let us know in the comments, and stay tuned for more articles like this! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Gustav / Gargudon is an active community member, who started out in podcast hosting in 2016, but today mostly specialises in video creation, interviews & composing. By joining The Ones Who Came Before in 2019, originally reviving 'The Memory Corridor' podcast, which had been offline for nearly a year, he has had the opportunity to expand his audience and further develop his skills. 

His unique skill set made him the perfect candidate for our team. Among other things, he is known in the community for the Sounds Of History project - an original Assassin’s Creed inspired instrumental music project, featuring five tracks inspired by as many different games - other original fan themes plus covers of iconic AC tracks, as well as video interviews with a number of high profile names in the world of AC, from Roger Craig Smith, Jesper Kyd and more. Fun fact, among his growing colourful tattoo collection, Gustav is the only member of our team to have the TOWCB logo inked. Gustav Poulsen (Gargudon)

  • Interview with Carlo Rota (Basim/Loki in Assassin's Creed Valhalla) | TheOnesWhoCameBefore

    Interview with Carlo Rota (Basim/Loki in Assassin's Creed Valhalla) Interview Share 30 Apr 2021 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database We are proud to release our interview with Carlo Rota, who provided the voice and mo-cap performances for Basim and Loki in Assassin's Creed Valhalla. This is the fourth interview in our Valhalla series, covering the game with the cast and crew that brought it to life. Please note that this interview contains FULL SPOILERS for Assassin's Creed Valhalla Colum: Hi Carlo, thanks for joining us today! Please can you tell us a little bit about yourself, and your time working on the Assassin's Creed series. Carlo: Hello AC world and thank you Colum for the invitation to answer a few questions about this excellent game that Ubisoft has made. In looking over your questions I realize that this is a welcome chance for me to debrief myself about the amazing time that was spent being involved with Valhalla and all the talented individuals I was lucky enough to work with. My last day of physical work on the game was on Friday March 13th 2020. For most of us in N.America, that was the last day of normalcy before we stepped into the COVID whirlwind from which we are still to emerge. Here is to emerging soon!!! But in the meantime let me dive right in: So yes, I’m Carlo Rota and I’m an actor with quite an extensive and varied resume ( I’ve actually been in some really good projects and sad to say, maybe not so good ones…). I normally live in Los Angeles with my wife and kids which is where Ubisoft would shuttle me back and forth from to shoot and record the game in Montreal. I say normally, because at the time of writing, I am living as a refugee in Toronto. It's where my family and I escaped to, because we thought things were getting too hairy in LA and we wanted the kids to attend school, which have been open here. Of course I use the term refugee in a tongue in cheek way. I actually used to live in Toronto and yes, surprisingly to many, because I certainly don’t sound like it, I’m happily Canadian as well as American as well as a UKer. I am a total mixed bag culturally with major connections to Italy but grew up in a lot of different places that spanned from England to Hong Kong and many countries in between. If you presume that I am culturally confused you are entirely correct. Perhaps this is a cry for help?? Colum: Before working on the game, did you know much about the franchise? Carlo: The short answer is, no and full disclosure here, I have had scant gaming experience. Yes , I have played early versions of games like Doom and GTA and Uncharted but I hadn’t touched a gaming console in years. I haven’t even played another lovely Ubisoft project that I had a significant role in a few years back , Splinter Cell. Anyhow, everything changed the very first day I arrived at Ubisoft HQ, Montreal. Lead writer Darby McDevitt swooped down on his Irish educated wings and ensured I received a head spinning and rapid AC PHD. Not only did he introduce me to all the main players involved in making the game but he also gave me a super involved history of the Franchise with more detail and precision then my noob brain could possibly handle. Magnus (who plays the lead character of Eivor) and I had this running joke that when Darby spoke about the game he would always start by saying “Let me give you a quick five minute explanation about……” then an hour and a half later of detail upon story upon history, your head felt cudgeled and buffeted! Like you’d smoked something intensely psychedelic. ( not that Magnus or I would know of such things, we are, after all very innocent family men. Very innocent ). Essentially, what Darby was eloquently explaining was that Assassins Creed is SO much more than a game. The fact that the word Creed is in the name is very apt. Search the meaning of the word and you find…”a set of beliefs or aims which guide someones actions” This holds true not only for anyone playing the game but also for those making it. The AC world is so layered and textured and honoring that world is so vital to Darby and his colleagues it's practically a philosophy. The beauty of the game is also that if you only want to dip a toe in and play a super enjoyable TPS with killer artwork and action and not worry too much about the Isu thing then that’s amazing too. And speaking of which after my introductions and education at Ubisoft I was packed off back to my hotel with a copy of “Origins”. I played it in my room like I was possessed. You know, ordering room service and not washing for 48 hours. I think the hotel staff thought of me as some weirdo shut in. Fun! Colum: Have you had the time to play Assassin's Creed Valhalla since its release? Carlo: YES! I had to return to LA November last. I was asked to appear for my interview for my US citizenship and because of COVID you are asked to be in the country at least 2 weeks before the interview. So I holed up in a friends apartment in Venice and he had the game. What a blast! Loved seeing it all in its finished glory. The art and detail create a visual feast. Strange seeing Basim and hearing my voice. Certainly , Basim is more beautiful then me. Not much more!…. Joking. Basim is the man I’ve always wanted to be. Colum: How did you find the motion capture experience, and how does it compare to other methods of acting? Carlo: That's a great question. Motion Capture or MOCAP as it is called is both extremely liberating and a little bit confining at the same time. Liberating because performance can be freer without being too precious of camera angle and marks. MOCAP is all performed in the “Volume” (forgive if I'm repeating stuff you already know). The Volume is essentially a huge room with scaffolding that holds a “shitload” (official term) of cameras. These record the movement of those little white balls on our mocap suits. There are also handheld cameras that record more intricate stuff. Also, each performer wears a basket like headpiece with lights and cameras to record facial movements. So, essentially its like performing theatre in the round where the audience surrounds the stage. Your actions can also be bigger and more lifelike then the limited amount that’s allowed with close up camera work in TV or Film. Also when participating in mocap you can really live in your imagination. Like, BIG in your imagination. After all, the actors are not dressed in the clothes they will eventually be seen in, the props are rudimentary: spongy swords and styrofoam axes ( spoiler alert; the Staff of Eden was a glorified painted broom handle ). With the keen help of the extremely professional producers, directors and crew at Alice Productions where the game is shot, mocap can be a very rewarding and enjoyable experience. As far as the previously mentioned; "little bit confining", goes; that is almost exclusively related to the headpiece that you are forced to wear. I’m sure as technology continues to unfold this headpiece might become more user friendly but for now it can literally be a pain in the neck. It’s lights and cameras need incessant “fiddling”. I found myself constantly bashing into other actors with it thus causing a stoppage in shooting so that fiddling the cameras and lights back into proper position could occur. The headpiece also inhibits the touching of ones own face or head as well as getting too close to other actors faces which is sometimes necessary. In the scene where Loki is comforting his wolf son, my actors inclination was to kiss his head, like I would if I was comforting my own son. Not possible. Another example of living in ones imagination. Which, even as I write this, makes me smile at my own ridiculousness. After all, on the day we shot this scene my" wolf son “ was neither a wolf nor my son but a talented local actor who was lying on the ground in a mocap suit making remarkably lifelike injured wolf noises. Colum: Did filming during lockdown present any challenges? Carlo: We were lucky enough to have wrapped up filming by the time I left Montreal in March ’20. There was still substantial voice to be recorded which did present a challenge. Since it all had to be done remotely I tried several times to create a pro environment at home in LA to record but ultimately it was decided to choose a safe studio in LA that did a great job of providing safe and spectacular connectivity with Montreal for recording. Colum: Players are introduced to Basim early on in the game, and his true intentions remain a mystery until the very end. Did you do anything in particular with your voice to make the character come across as such an enigma, or was it mainly in the dialogue? Carlo: As you probably know, voicing a game makes up the majority of an actors work. The ratio of voice work to mocap is hundreds to one! The first day I attempted Basim was classic. I was lucky enough to work with Thor Bishopric, famous Montrealer and veteran voice director. It turned out that my first day was also his first day. We worked all day but since neither of us had a handle on Basim or how and why he delivered certain lines it was kind of like the blind leading the blind in a dress rehearsal. Needless to say, we repeated the first whole day after things had been explained by the likes Darby ( cue the psychedelics …). Finding Basim’s “voice” was a nuanced process and I have to thank Thor immensely. The trick was to not go too “Bad Guy” with him early on. In fact, having played my fair share of bad guys in TV and Film I have often argued for a more nuanced performance because I firmly believe that characters that have secrets and do underhanded things are far more interesting if you can relate to why they are doing what they are doing….Basim has a deeply, insanely hidden agenda. And his agenda is family driven. What can be more important than that?! Ok so his son was a wolf. Big deal. Surely everyone knows someone that has a child with Canid tendencies….but I digress... So to specifically answer your question, YES! Much thought was given to Basim’s enigmatic qualities. The fact that you ask the question gives cause too celebrate. Hopefully we achieved close to what we wanted to which was to have Basim float through the early parts of the game without having too big a label on him. He was the eponymous Assassin. May he rise again!! Colum: The campfire scene between Eivor and Basim has been deemed by many fans to be the best moment of the game, and one of the best cinematic moments in the entire franchise? Do you agree with this, and what are your memories of recording the scene? Carlo: This is such an amazing question (s). This was a beautifully written scene with great depths of story that percolates in the background. It also has what eludes so many scenes in the gaming world; a real conversation with emotion and backstory that teases something much bigger without hitting that thing on the head! It was also the first scene that I was shown assembled and I was blown away by it. I think everyone thought it was special from the get go. The fact that anyone else saw the beauty in the scene is super gratifying. Shooting the scene was a bit of a surprise because it was scheduled to be shot the following day but we were ahead of schedule so it was decided that we shoot it when neither Magnus nor myself was really 100% ready. Luckily Magnus, being the great actor that he is, was vey enthusiastic to work the dialogue so that it actually resembled a conversation. Again, imagination here was key because the scene was shoot in a corner of the Volume with super bright lights , me sitting on a box, Magnus leaning against some other box, me poking some styrofoam bricks that were supposed to be logs on fire….I think what we managed to achieve with the help of great direction from Laurent Bernier and Felix-Etienne Roque (our shepherds of mocap) was the feeling of a respectful relationship between these two characters sitting around a campfire. Its not an easy thing to achieve but I’m ever so glad its appreciated. Colum: Fans were quick to notice the similarities between Basim's robes, and Altair's from the original game. Do you like Basims Outfit, and do you think Ubisoft should add it in a future update so players can wear it? Carlo: Yes, I’m very happy with Basim’s style. Unlike, live action where an actor may have some input into his clothing , this is completely out of the actors sphere in a game like AC. That creative choice is made further top the line. I also noticed similarities between Altair’s garb and Basim’s but it was never mentioned to me if that was a creative choice or a fine coincidence. I thinks Basims outfit should be readily accessible. I’m going to be Basim for halloween next if returning to parties is ever going to be allowed !! Colum: Loki is the second character that you play in Valhalla, and true to his name, he's mischievous. What do you think is his ultimate end goal, and will there ever be an end to the pain he feels? Carlo: Even in a game as massive as AC Valhalla there is not enough space, not nearly enough narrative bandwidth to do Loki justice. Most people think of Loki as described in Marvel films. A morally compromised mischief maker. In Norse mythology Loki is so much more than that. He is so complex and plain old Norse interesting in his habits, sexuality, children and ability to move from form to form that by necessity to fit into any story ( that is not solely about him ) he needs to be condensed. A trippy headsspin is a simple Wikipedia search of Loki of Norse Mythology. When you get to the mention of Loki in the form of a mare being impregnated you’ll see what I mean. For AC Valhalla purposes, yes Loki is a cheeky bastard whose son happens to be a wolf. This fact, weird and barely covered in the game, is actually a HUGE motivating part of the Valhalla storyline. The name Wolfkissed is not a coincidence and Loki’s ultimate quest in the form of Basim ( I like to think of them as one character that evolves ) is payback! So to answer you question more specifically Loki wants vengeance , vengeance motivated by deep pain/loss. Will that ever go away? I think optimistically yes. As things evolve Loki/Basim could evolve…….though that pain was a mile deep motivator so it’ll have to be replaced by something equally compelling…... Basim looking in the Mirror by SophiaEA16 Colum: Have you seen any of the cosplay / fan art / projects inspired by Basim or Loki? Carlo: Absolutely love the stuff I’ve seen. Some of it is inspirational. In watching renditions of Basim/Female Eivor told with the slant of a love story or rather a lost love story I was blown away. It never occurred to me prior to seeing this and yet it makes so much sense regardless of wether its Female or Male Eivor. Love and hate are two sides of the same coin….. I should also say because I genuinely liked it so much and actually got the chills when I first saw it, Sophia’s "Basim looking in the Mirror" is wonderful. Colum: What would you say is the first step to getting into voice acting work, and how people prepare for it? Carlo: Practice practice practice. Get a decent mic and start recording yourself. Read from scripts or books or transcripts of ads. Don’t just mimic someone else’s read. Discover your own voice through practice. The microphone is a very interesting device. It records intent and emotion in ways that are not necessarily obvious. Voice lessons have some value but beware that voice work is an insanely crowded and competitive field and anyone who says their lessons will lead to voice work is probably not worth the money! For me, the voice work I am lucky to do is almost incidental to being an Actor. So really a truthful ( for me ) answer to your question is you prepare for voice work by becoming and actor and preparing as an actor. Colum: Other than Basim and Loki, who would you have liked to have voiced in the game? Carlo: Sorry for this short blunt reply but Basim/Loki file me. I couldn’t think who else I’d like to voice. Colum: If you could meet Basim in real life, what would you ask him? Carlo: I’d ask him what is it like to have such great hair and WHO cuts it??!! Joking, I’d ask him about the ability caused by and consequences of, fierce undying intent. Also , what wisdom must be acquired when you are aware of the incredible longevity of your existence. What a historian Basim must be! What things he must have seen! He’d make a fantastic interview, hell he’d be an entire awe inspiring jaw dropping documentary series! So many questions. Basim Explained : 40 Thousand years of wit and wisdom. Narrated by Carlo Rota……can’t wait! We would like to thank Carlo for joining us for this interview! Assassin's Creed Valhalla is available now on Xbox Series X|S, Xbox One, PlayStation®5, PlayStation®4, PC and Stadia. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)

  • Rally The Creed Podcast: Episode 1 - Introducing The Ones Who Came Before | TheOnesWhoCameBefore

    Rally The Creed Podcast: Episode 1 - Introducing The Ones Who Came Before Podcast Share 13 Sept 2020 Written By: Edited By: Ashlea Blackett Back To Database comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author 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 Valhalla: Huntsman Gear Guide | TheOnesWhoCameBefore

    Starter Guide focussing on Norway for new players looking to begin their Assassin's Creed Valhalla adventure. Community Guides Assassin's Creed Valhalla: Huntsman Gear Guide By Aaron Young 26/3/21 Share Top Stories The Assassin's Creed Community are raising money for Ocean Conservancy. Donate today After the relatively long intro in Norway, you will no doubt be eager to find a new armour set when you arrive in England. One of the easier sets to claim is the Huntsman, which can be found in the opening areas of England. All items can be found in-game without the need for DLC or micro-transactions. All gear sets in Assassin’s Creed Valhalla will not only provide the player with an aesthetic look, but also stats and bonuses that increase Eivor’s strength. Further to this, your gear will also be aligned to one of the three branches of the skill tree. The Huntsman set follows the wolf skill line and therefore will benefit from any skill points you have placed here. It is also good to consider the set bonus perks that are different for each armour set. The Huntsman gear provides you with a nice Viking look and leans heavily into an archer playstyle. The two bonuses for equipping the Huntsman set are in the image below. It is good to remember that the more pieces of the set you wear, the bigger the bonus. It is not essential though, and you can mix gear for interesting perks. Edited by Ashlea Buckley The Huntsman Set Interview with Magnus Bruun - Eivor Assassins' Creed Valhalla Merchandise Guide Q&A with Abubakar Salim - Bayek of Siwa TOWCB Plans for 2021 Netflix announce upcoming live-action Assassin's Creed series Female Vikings: The Real History Building an Assassin's Creed Community: Getting Started Mentors Guild Announcement Interview with Benoit Richer: Valhalla Co-Dev Game Director Interview with Eric Baptizat: AC Valhalla Game Director Interview with Jordan Van Andel (JorRaptor) Colours in Assassin's Creed: A Short Review 6 ways to stay entertained in the Assassin's Creed Community during isolation Interview with Carlos Ferro - Da Vinci 5 ways you can support TOWCB Interview with Jesper Kyd Top Stories How to Get the Huntsman Gear Set The Huntsman Cape This seems like it could be more difficult than it actually is. Your best route is to take your Longship up river to Templebrough Fort in Ledecestrescire. The Huntsman Helm This one can be a little trickier. The helm can be found at Tonnastadir fort in Ledecestrescire. It is a heavily guarded area, which can be difficult early in the game. You will come here as part of the Ledecestrescire story arc, and I would suggest waiting until then to collect the helm. Hopefully these tips will help you get started on your Viking adventure. Valhalla is a wonderful game full of intrigue and mystery with a story that sucks you in slowly. Be patient and take your time, you will not regret it. About the Author Aaron is a passionate Assassin's Creed fan who recently joined TOWCB AC Partnership Program as an Online Article Writer. Throughout 2021, Aaron and other writers will be joining the admin team in a collaborative effort to create an Assassin's Creed Valhalla Guide Database, which you can find here . Twitter Aaron Young Save 10% on officially licensed Assassin's Creed Origins merchandise with the code "TOWCB" Unfortunately you cannot obtain all of the set pieces in the same region. There are five gear items to collect, with three in Grantebridgescire and the other two in Ledecestrescire. The Power Levels of these regions should not pose too much of a problem, as when you arrive in England both Grantebridgescire and Ledecestrescire are early story destinations. That being said, all of the Huntsman armour is well guarded so you will need to either fight your way to it or use stealth. Grantebridgescire and Ledecestrescire are both Power Level 20, so following the story would be the best way of attaining this set. Assassin’s Creed Valhalla has four tiers for gear pieces: Grey (Fine) Red (Superior) Blue (Flawless) Gold (Mythical) When you fine each piece of the Huntsman set it will already be Superior. It is wise to use what resources you have to bring the gear to its highest level, and save your nickel ingots to upgrade the armour to flawless when you return to Gunnar at the Settlement. It is important to note that Ubisoft recently patched Assassin’s Creed Valhalla, implementing the transmogrification feature. This means you can upgrade your gear to the highest level but not have to worry about not liking the look. You can pay fifty coins to Gunnar and he will amend the aesthetic to one of the previous iterations but with the highest stats. The helm is locked behind a gate, so you will first need to head to the longhouse. The key can be found on a table, but be careful as sometimes there will be guards in the room. Once you have the key, head to the metal gate where three guards will be waiting. There is some debris you can drop on them. Either way you will need to dispatch the guards before entering. The helm can be found at the end of the hallway in a chest. The Huntsman Armour The chest piece is probably the most difficult to obtain. It can be found in Ravensburg outpost, Grantebridgescire. This outpost is part of the story arc so waiting until then is a good option. The cloak can be found in a tower situated in the middle of the river. Just climb the tower and shoot the wood hanging to break the floor below. From here jump down and open the chest. There are a few guards so be careful not to been seen, but it is possible to avoid them altogether. You will find the chest containing the armour in the main hut at the centre of the enemy camp. Despite the camp being well guarded it is possible to get all the way to the hut unnoticed. You may wish to tactically remove some of the guards just so if you are caught you will not be overwhelmed. The Huntsman Vambraces The vambraces are hidden behind a waterfall in Grantebridgescire. The location is not too far from your settlement. Just head south of Ravensthorpe and you will see an area with two sections of water. The vambraces can be found in the first section of water, behind a waterfall. Once you enter the cave you will find another section of water. You will need to dive in and swim underwater until you reach the end. Straight after exiting the water you will see the chest in front of you. The Huntsman Breeches Your final piece to collect will be the breeches. They are situated in Soham hideout, which is on a patch of land not too far from Isle of Ely Monastery, Grantebridgescire. You will want to sneak into the camp and head towards the large stone building in the centre. Inside you will find a chest containing the breeches. You may also need to dispatch some of the guards. There are two sat at a table in the main building, making it difficult to sneak up on them, so be careful. Once you have all the gear items, you can return to Gunnar to upgrade them. Don’t forget to take a look at the transmogrification feature. It is also worth mentioning that you can pay travellers for information regarding the location of gear items (represented on the map by a question mark)

  • Assassin's Creed Revelations - A Decent End To A Perfect Trilogy | TheOnesWhoCameBefore

    Assassin's Creed Revelations - A Decent End To A Perfect Trilogy Analysis Share 28 Sept 2024 Written By: Edited By: Gustav Poulsen (Gargudon) Back To Database 2011’s Assassin’s Creed Revelations, took on the ambitious task, of concluding one of the most iconic trilogies and narratives in all of gaming. Something it did in a decently satisfying and full circle way more or less to say the least. The game brought us some of the most action packed missions of the Ezio trilogy and the franchise overall, took us to a beautiful new part of the world, and concluded the stories of Altaïr Ibn-La’Ahad and Ezio Auditore in a powerful way, giving Ezio who has lived through so much tragedy the happy ending he deserved, and heavily building on Altaïr overall, developing him more as a character than AC1 perhaps ever really did. Main narrative and story of the game aside though, the playing experience itself felt thin at points and lacking in gameplay diversity, especially coming off of Brotherhood. Some story missions were as said as action packed as can be, others kinda felt too short and simple, narrowed down to mere dialogue and or cutscenes, and in a way Constantinople lacked the world charm, that the predecessor’s portrayal of Rome delivered in style. All this and more is explored further and more in depth, in our new video retrospective up now on our YouTube channel! Video written, narrated and edited by Gargudon. Make sure to subscribe to our channel and stay tuned, for more similar retrospectives in the future, as well as an array of other analytical Assassin's Creed content! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Gustav / Gargudon is an active community member, who started out in podcast hosting in 2016, but today mostly specialises in video creation, interviews & composing. By joining The Ones Who Came Before in 2019, originally reviving 'The Memory Corridor' podcast, which had been offline for nearly a year, he has had the opportunity to expand his audience and further develop his skills. 

His unique skill set made him the perfect candidate for our team. Among other things, he is known in the community for the Sounds Of History project - an original Assassin’s Creed inspired instrumental music project, featuring five tracks inspired by as many different games - other original fan themes plus covers of iconic AC tracks, as well as video interviews with a number of high profile names in the world of AC, from Roger Craig Smith, Jesper Kyd and more. Fun fact, among his growing colourful tattoo collection, Gustav is the only member of our team to have the TOWCB logo inked. Gustav Poulsen (Gargudon)

  • This Week in Assassin's Creed Virtual Photography: 14th - 20th May 2022 | TheOnesWhoCameBefore

    This Week in Assassin's Creed Virtual Photography: 14th - 20th May 2022 Community Share 20 May 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) Burning Sands Game: Assassin’s Creed Origins This week’s first capture comes from @missroseplays over on Twitter. Photo number one this week is all about the colour. I am loving the deep red of the sand and the purple in the sky. The hero under a shadow walking away from his last mission gives me endgame vibes. It is as if Bayek has fulfilled his destiny and is walking off into the sunset. Such great use of lighting and colour. 2) Arno the Assassin Game: Assassin’s Creed Unity Photo number two comes from @babidk1 over on Twitter. I picked this capture due to the mood, as it has such an Assassin feel to it. You get a real sense of ‘we work in the dark to serve the light’ from this. I love how Arno is on what looks like a Sync point watching over his city. My eye is always drawn to the lighting on the tower, it just looks so mysterious. 3) Traveller Game: Assassin’s Creed Origins This week’s third shot comes from @GirlWYellowEyes over on Twitter. This capture is really cool. What an array of detail and colour amongst a sandy desert. I must admit I have played Origins many times and I do not remember this outfit. Bayek and his camel are very much coordinated in this shot. I am definitely getting Geralt and Roach vibes here, incredible shot. 4) On Point Game: Assassin’s Creed Origins VP number four comes from @juanmawl using the #TOWCBWeeklyCapture hashtag on Twitter. Photo number four brings me right back to the launch trailer of Assassins Creed Origins. Bayek atop a Pyramid looking out across the sun-drenched desert. The standout here for me is the positioning of this capture, as it is lined up so well. I am also a fan of Senu circling Bayek on the Pyramid. 5) The Norse Medjay Game: Assassin’s Creed Valhalla The final capture of the week comes from @kingforever008 over at ACFirstCiv Community. I cannot quite make out how this shot was taken but it seems like Eivor is mid leap to me. It is great how Assassins Creed Valhalla paid homage to Origins throughout the game. Eivor looks awesome in the Egyptian Armour, giving off real Assassin vibes. Great positioning to have Eivor’s eyes covered by the hood, as it adds to the intrigue. 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

  • Funko Pop Merchandise Guide | TheOnesWhoCameBefore

    Merchandise Guide: Assassins Creed Funko Pop! Vinyls By Ashlea Buckley Updated 11/1/21 Share This article looks at the wide range of Assassin's Creed Funko Pop! Vinyls currently available. The majority of these Pop! figures are widely available to purchase, however there are several Pop! figures which are more rare and can be priced much higher than standard Pop! figures. Aguilar de Nerha Pop! Figure This pop figure is among some of the easiest Pop! figures to get hold of. It is accessible in most Pop! stores and online through sites such as Ebay and Amazon. Amazon: Link Assassin's Creed Movie Callum Lynch Pop! Figure As with the Aguilar Pop! Callum is fairly easy to find in stores and online from Ebay, Amazon and Pop In A Box. Amazon: Link Maria Pop! Figure Maria can be found along with other Assassin's Creed Movie Pop! vinyls in stores such as Forbidden Planet as well as online from Pop in a Box, Ebay and Amazon. Amazon: Link Ojeda Pop! Figure Ojeda can be found in pop stores and online from Pop in a Box, Ebay and Amazon. Amazon: Link Crouching Aguilar Pop! Figure This Pop! figure is becoming increasingly more accessible. This figure was initially released as a loot crate exclusive, however the number of these Pops being sold through platforms such as Ebay and Amazon is increasing. Amazon: Link The Games Ezio Auditore da Firenze (aka Col_96's main man) Pop! Vinyl This pop figure is fairly accessible online from Ebay and Amazon which is unsurprising due to the popularity of the character. However, as seen below, the different variations of this pop vinyl are more rare. Amazon: Link Merchandise Ezio Pop! Figure - Eagle Vision This Ezio Pop! shows the use of eagle vision and therefore is a little more rare than the Original Ezio Figure. However it is still fairly accessible on Ebay and Amazon, and the average price does not appear drastically more expensive than the standard Pop! vinyls at around £15-20. Amazon: Link Ezio Pop! Figure - Black Robes This Pop figure is much less readily available and therefore would be a prize piece in any avid Assassin's Creed fan's collection. However having this gem in your display will not come cheap as this Pop! figure sells for anywhere between £70-£130 on Ebay, and cannot be found on many other sites. Plague Doctor Pop! Figure This is a rare figure from the Assassin's Creed multiplayer mode in Assassin's Creed Brotherhood. Due to the niche nature of this Pop! there are fewer available to buy. This pop is often only found on sites such as Ebay and for prices around £35-70. Connor (Ratonhnhaké:ton) Pop! Figure Connor's Pop! figure is a little more difficult to find on main sites such as Amazon where the figure will cost around £50-60. However more appear to be available on Ebay for a slightly lower price of around £20-40. Amazon: Link Aveline De Grandpré Pop! Figure This Assassin's Creed Liberation figure is again a little more difficult to locate and will often fetch a higher than standard price. This figure can be found on Ebay for around £30+ and on Amazon for anywhere between £40-£120! Amazon: Link Edward Kenway Pop! Figure This Pop! figure is one of the more difficult to obtain, Edward can be located on sites such as Pop in a Box, Amazon and Ebay however for a high price. Amazon lists this Pop at around £90 whilst on Ebay it can be found for closer to £60. Amazon: Link Arno Dorian Pop! Figure This figure is much easier to access than those from AC3, however it is priced slightly higher than a standard pop vinyl at around £18-27 on both Amazon and Ebay. Amazon: Link Élise de la Serre Pop! Figure Again, as with Arno, this figure is not too difficult to find but the price is a little higher than the average Pop vinyls on Amazon at around £23. However, Ebay does show some pops priced at closer to £10 as well as some at £20-25. Amazon: Link Evie Frye Pop! Figure This pop figure is easy to find and reasonably priced at around £10-15 on both Ebay and Amazon. Jacob Frye Pop! Figure As with Evie, this Pop! figure is easy to locate on both Amazon and Ebay, as well as sites such as Pop in a Box and in pop stores. This figure is usually sold for around £10-£15. Amazon: Link Jacob Frye - Uncloaked This Pop! figure is harder to locate than the standard Jacob Frye Pop and as with the variations of Ezio, this pop fetches a higher price than the original model but the price is still only slightly higher than standard at around £20. Amazon: Link Which Pop! Figure would you like to see next? Bayek concept art by Deviant Art user Undi3sss Eivor Standard Edition This Funko Pop was revealed during the virtual FunkoFair 2021 that aired during the annual ToyFair event. It features one axe and a hidden blade, so you can summon your inner Viking, or work alongside the Hidden Ones for a stealthier approach. Amazon: Link Eivor (Gamestop Edition) The double axe variant of Eivor is exclusive to Gamestop, and was also revealed at FunkoFair2021. This version of Eivor demonstrates the duel wielding ability, that was a key focus of the game's marketing campaign. Two axes are better than one!

  • Rally The Creed Episode #4 Released: PRIDE 2023) | TheOnesWhoCameBefore

    Rally The Creed Episode #4 Released: PRIDE 2023) Podcast Share 23 Jun 2023 Written By: Edited By: Colum Blackett (Col_96) Michael Smith Back To Database We are pleased to release episode #4 of Rally the Creed podcast, covering PRIDE 2023. In episode #4 , hos t Michael Smith from TOWCB Core Team discusses LGBTQ representation in Assassin's Creed with guests Ollie (@ ItsOlliebyGolly ) and Louise (@ TheNerdyArcher ). comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)

  • Assassin’s Creed Shadows: Claws of Awaji DLC Review – Worth the Hype? | TheOnesWhoCameBefore

    Assassin’s Creed Shadows: Claws of Awaji DLC Review – Worth the Hype? Breakdown Share 17 Sept 2025 Written By: Edited By: Zephryss Colum Blackett Back To Database Ubisoft finally released the much-awaited Claws of Awaji DLC for Assassin's Creed Shadows on September 16. I have already played the full Claws of Awaji DLC early. Big thanks to Ubisoft and the Assassin's Creed team for providing me with 5 days of early access to the DLC. Here is my spoiler free review of the DLC for Assassin's Creed Shadows. STORY & PLOT The story starts right after the ending of the main game. You will need to complete a quest first before traveling to Awaji Island. After avenging her father, Naoe learns Tsuyu is alive. Tracking rumors of a hidden-blade wielding shinobi, She journeys to Awaji in search of her mother. With his vengeance complete, Yasuke also travels to Awaji to honor his vow. The main focus of the story is on finding the third regalia and defeating the Sanzoku Ippa. There are 4 major narrative arcs in Claws of Awaji. While there is a strong core story in the game, many of the objectives, quests and opportunities can be tackled in a non-linear fashion. You can track the main targets in pretty much the order you want and through your exploration, you will discover new opportunities and challenges across the island. Each arc contains 2 to 3 hours of content, which is why the whole DLC adds up to more than 10 hours of gameplay. NEW AWAJI ISLAND The atmosphere of Awaji Island is very cosy yet dark. The forests are dense, with very few areas where sunlight breaks through. The seasonal changes are also quite different from those in the main game. The weather shifts between calm, foggy, stormy, and rainy conditions. This DLC was created by the same studio that developed the Wrath of the Druids DLC for AC Valhalla, and they wanted to give it their own touch by designing this unique, eerie environment. You will often notice movement in the grass and trees, as the island is full of traps and ambushes by Shinobis and other enemies. That’s why you can’t freely travel like in the main game, you have to be careful every time you explore the island. When you use scouts to uncover an area of the map, you’ll notice some red zones. In those areas, you’ll face the highest number of Shinobi ambushes. Here are some important locations in the DLC: Iwaya Castle, Eshima Rock, Kamaguchi Village, Sumoto Town, Sumoto Castle, Yura Town, and Fukura Village. There are also several temples and shrines in the DLC. There’s a cool Naruto easter egg in the DLC. I won’t say anything more about it, I’ll leave it to you to discover. DUAL PROTAGONIST SYSTEM Ubisoft Bordeaux did a really good job designing the dual protagonists system in the DLC. The teamwork between Naoe and Yasuke feels natural and well executed. There’s a mission in a castle where you truly get to understand this mechanic. This isn’t like in the main game, where one character suddenly pops up out of nowhere. SANZOKU IPPA Like Shinbakufu in the main game, here in this DLC you will find a new enemy faction called Sanzoku Ippa. But these new enemies are much better than the Shinbakufu. There are 4 of them. Each character is designed with a good story, and each one has unique capabilities different from the others. Each boss offers different gameplay perspectives on Awaji Island. You can't use the same technique on each member, you will have to use different techniques to defeat them. There is a boss fight that I think is one of the best Ubisoft has designed in a long time. The mechanics of this fight are inspired by the Fear and Quiet missions from the Metal Gear Solid games. You have to face this boss in a large arena on a foggy night in a forest, with traps scattered everywhere. You’ll need to adopt a different approach to defeat the boss, use the observe mechanic, eagle vision, stay stealthy, and be patient, because it will take some time to defeat the boss. NEW BO WEAPON & NEW ABILITIES The combat system is much improved in the DLC, especially with the new Bo weapon for Naoe. The animations with this weapon look pretty good, and there’s even a tutorial mission for it in the DLC. The Bo is a versatile multi-range weapon. It focuses on controlling opponents via pushbacks, knockdowns and other similar effects rather than inflicting raw damage. This weapon has its own mastery tree with new abilities and three stances. Here are three new abilities for this weapon: Windstep, Grab & Throw (my favorite), and Flurry of Blows. The Bo weapon is free for everyone in Assassin's Creed Shadows. However, if you want a legendary Bo staff, that will only be available in the DLC. There are also gear vendors across the map who sell epic Bo weapons. There are also new abilities for Yasuke in the DLC. There are five different abilities connected to his weapons: Hurricane Stance (Naginata ability), Kanabo Throw, Wind Burst, Spread Shot (Bow ability), and Tezutsu Burst (Teppo Ability). They deal good damage and have pretty cool animations. I liked them. NEW IMPROVEMENTS One thing I really like about this DLC is that when looting a legendary chest, you have to find clues and notes in the open world and from NPCs to open it. It’s not like in the main game, where you just go to a place and open the chest. This encourages players to explore more areas and interact with different NPCs. The cutscenes in the DLC are much improved compared to the main game. Side activities also return in the DLC. While many are the same, some have been improved and redesigned, especially the hidden trails and Sumi-e paintings. AREAS OF CONCERN One feature I didn’t like is that you can’t travel to Awaji Island by boat from the mainland. Instead, you have to use a fast travel point between them to go to Awaji, and then from Awaji to your hideout. This is probably a restriction for players who don’t own the DLC, preventing them from traveling to the island. Then I think there should be more legendary gears in the DLC, as there are only a few of them. The Awaji map is not fully open-world. There are mountains and large trees that block your path while exploring, and you cannot climb them. This is something I also didn’t like in the main game, that you can’t go everywhere freely. The level cap should not be increased to 100 for the DLC. It was recently raised from 60 to 80 for NG+. Even after completing NG+, you won’t easily reach level 80, you’ll need to do lots of contracts and other activities. Many players still haven’t reached level 80 in Shadows. I think the cap should be increased only to 85 or at most 90. Raising it to 100 makes the game feel too grindy, forcing players to do more NG+ runs or complete many contracts daily just to reach level 100. The rarity enhancement system isn’t that good. You need lots of mons, resources, and especially gold to upgrade it to the max level. This means you’ll have to spend many more hours in AC Shadows just to fully upgrade your gear to Artifact level 9 rarity. Although Ubisoft mentioned that these powerful enhancements are designed as long-term goals, they support players through the increasing difficulty of subsequent New Game+ cycles and other upcoming challenges. CONCLUSION Overall, I am impressed with the Claws of Awaji DLC for Assassin's Creed Shadows. Ubisoft Bordeaux really put in a lot of effort to make this DLC stand out. I even enjoyed it more than the main game. It doesn’t feel like a simple, forced expansion of the main story; instead, it’s designed in a unique way to give players a different experience from the main game. I still need to explore 100% of the map, and there are more secrets and Easter eggs left to discover. I’m giving the Claws of Awaji DLC an 8.5 out of 10. If you did not pre-order Assassin's Creed Shadows, the DLC is now available for purchase on all platforms for $25/€25. Have you already played the Claws of Awaji DLC? What are your thoughts on it? Share them in the comments down below. Promo image by Charlie Cooper comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Zephryss is a passionate social media manager based in India who joined TOWCB's Social Media Team in Summer 2024 to help the team prepare for coverage of Assassin's Creed Shadows news and updates. Recently, he completed his Masters degree in Electrical Engineering and is now preparing to take on a PhD. He loves video games very much, and since childhood has enjoyed playing various types of games in different genres He also has 3 gaming channels (Zephryss, Assassin Zephryss & Spider Zephryss) where he uploads gameplay videos regularly. Zephryss

  • Assassin's Creed Codename Hexe Theories | TheOnesWhoCameBefore

    Assassin's Creed Codename Hexe Theories Theory Share 27 Apr 2023 Written By: Edited By: ActualSpider-Man Colum Blackett Back To Database Let’s Revisit & Reanalyze What We Know on Codename Hexe Some of you may remember u/bool0011’s original Reddit post about some of this a few months ago, but if not, I wanna get deep into the weeds of what Access The Animus assumed early on, and what else has come to light. Things we the always questioning should take into account when looking at the decoding of the Official Logo, and what it might mean for the game on the way, albeit far from now! AtA did somewhat reveal most of the secrets hidden within, with their early access to the trailer allowing them to get out in front of the pack the day of the Ubisoft Forward. While they were correct in much of their findings, we can thank @ AC_Mac for their infographic translation and u/bool0011 for their more astute directions towards where and when we might be visiting in game, along with a commenter on their video sharing some interesting inputs regarding German history! As you might know, the AC Hexe logo contained several secret messages hidden around what’s called a Pentacle. The star inside that circle in the Hexe logo is the *Seventh Pentacle of Mars* from the book called The Key of Solomon, or Clavicus Salomonis in Latin. The symbols chalked inside each leaf of the pentacle and around the outside used a form of The Alphabet of the Magi, and we really should look into the front page for said alphabet on Wikipedia: “The Alphabet of the Magi is the modern name of a variant of the Hebrew alphabet used for inscriptions in talismans in 17th-century occultism. ... It is based on a variant of the Semitic alphabet given by Theseus Ambrosius (1469–1540) in his introduction in chaldaicam linguam (1539, pp. 202f.) ...Ambrosius here simply gives variant glyphs of the Hebrew alphabet, labelled Aleph, Beth, Gimel, Daleth, He, Vau, Zain, Hhet, Teth, Iod, Caph, Lamed, Mem, Nun, Samech, Ain, Phe, Zadai, Coph, Res, Sin, Thau. The alphabet is different from the other variants of the Semitic abjad given by Ambrosius in that he mentions that these letters are said to have been invented by Gamaliel and transmitted in the a book called Liber ignis associated with the angel Raphiel. Claude Duret (1570?–1611) included it in his Thresor (1613, p. 117) under the name "the characters of the angel Raphael", citing Ambrosius.” “Edmund Fry included it in his Pantographia (pp. 28–29), stating: "Theseus Ambrosius asserts that this character was brought from Heaven by the Angel Raphael by who it was communicated to Adam who used it in composing Psalms after his expulsion from the terrestrial paradise. Some authors pretend that Moses and the prophets used this letter and that they were forbidden to divulge it to mortal man." ... That alphabet is described in the pseudo-Paracelsian Archidoxis magica, translated into English by R. Turner (1656). S.L. MacGregor Mathers included it in his 1888 edition of the Key of Solomon (plate XV) under the name "Alphabet of the Magi."” ‘Hexe’ itself was also a clue, as its origins come from Old Germanic and means “Witch”, so if the Blair Witch sticks and occult spiral of symbols wasn’t enough, there’s easy confirmation for witchy rituals happening. Now back to AtA’s findings. We now know the message around the outside of the circle to read: WIR ARBAITEN IM DEM TUNKEL UM DEM LICHT ZUDIENEN. “We work in the dark to serve the light.” An easy pull given the context of an AC game, despite “Tunkel” being an even older form of German for ‘dark’, as one commenter on their post has since said: “Love the analysis, some additions from a German native speaker: "Arbaiten" and "Tunckel" both are words written in "altdeutsch" (old german) used in the 15th to 16th century germany. U V W are the same letter because Latin only had the U. V and W evolved in the Romance languages as did J. So V and W are categorized with U and J with I and Y.” The words spirally etched into the pentacle itself read: MEPHISTO / RACHE / HAUS, and the native speaker in the comments shared more insights: “"Rache" is a noun translating to "revenge", singular imperativ would be "räche" In Goethes "Faust I." Faust uses the pentagram to keep MEPHISTO trapped in his home (HAUS), some would say to get the opportunity for revenge (RACHE). Act I. Study, line 1393 and on if you want to look it up. It could be an analogy to Faust I. but pentagrams were often used as a sign to protect your house from all Evil including the Devil (=Mephisto). Historic evidences of the Pentagram, e.g. the "Drudenfuß" found at a gate in "Ahrweiler", correlate to the era of witchhunts in Germany (16th century).” [Top right of the image, source: https://www.sacred-texts.com/ grim/kos/kos30.htm ] But first, about the Key of Solomon book (full book here). “The Key of Solomon (Latin: Clavicula Salomonis; Hebrew: שלמה מפתח]\ Mafteah Shelomoh\]) is a pseudepigraphical grimoire (also known as a book of spells) attributed to King Solomon. It probably dates back to the 14th or 15th century Italian Renaissance. It presents a typical example of Renaissance magic.” “The Key of Solomon is divided into two books. It describes the necessary drawings to prepare each "experiment" or, in more modern language, magical operations.” “Unlike later grimoires such as the Pseudomonarchia Daemonum (16th century) or the Lemegeton (17th century), the Key of Solomon does not mention the signature of the 72 spirits constrained by King Solomon in a bronze vessel. As in most medieval grimoires, all magical operations are ostensibly performed through the power of God, to whom all the invocations are addressed. Before any of these operations (termed "experiments") are performed, the operator must confess his sins and purge himself of evil, invoking the protection of God.” “Elaborate preparations are necessary, and each of the numerous items used in the operator's "experiments" must be constructed of the appropriate materials obtained in the prescribed manner, at the appropriate astrological time, marked with a specific set of magical symbols, and blessed with its own specific words. All substances needed for the magic drawings and amulets are detailed, as well as the means to purify and prepare them. Many of the symbols incorporate the Transitus Fluvii occult alphabet.” Interestingly enough, Key of Solomon was referenced in Goethe's Faust, and where? With Mephistopholes! “For such as your half-hellish crew – The Key of Solomon will do.” Now getting back to our Seventh Pentacle of Mars. “Write thou this upon virgin parchment or paper with the blood of a bat, in the day and hour of Mars; and uncover it within the Circle, invoking the Demons whose Names are therein written; and thou shalt immediately see hail and tempest. “ Editor's Note.--In the centre of the Pentacle are the Divine Names, El and Yiai, which have the same numerical value when written in Hebrew. The Letters in Hebrew, and in the Secret Alphabet called the Celestial, compose the Names of Spirits. Round the Pentacle is: --'He gave them hail for rain, and flaming fire in their land. He smote their vines also, and their fig-trees.'--Psalm cv. 32, 33. What about other pentacles? The First Pentacle of Mars, Figure 25. --It is proper for invoking Spirits of the Nature of Mars, especially those which are written in the Pentacle. Editor's Note.--Mystical Characters of Mars, and the Names of the four Angels:--Madimiel, Bartzachiah, Eschiel, and Ithuriel written in Hebrew around the Pentacle. The Second Pentacle of Mars, Figure 26. --This Pentacle serveth with great success against all kinds of diseases, if it be applied unto the afflicted part. Editor's Note.--The letter Hé, in the angles of the Hexagram. Within the same the Names IHVH, IHSHVH Yeheshuah (the mystic Hebrew Name for Joshua or Jesus, formed of the ordinary IHVH with the letter SH placed therein as emblematical of the Spirit), and Elohim. Around it is the sentence, John i. 4:--'In Him was life, and the life was the light of man.' This may be adduced as an argument of the greater antiquity of the first few mystical verses of the Gospel of St. John. The Third Pentacle of Mars, Figure 27. -It is of great value for exciting war, wrath, discord, and hostility; also for resisting enemies, and striking terror into rebellious Spirits; the Names of God the All Powerful are therein expressly marked.Editor's Note.--The Letters of the Names Eloah and Shaddai. In the Centre is the great letter Vau, the signature of the Qabalistic Microprosopus. Around is the versicle from Psalm lxxvii. 13:--'Who is so great a God as our Elohim?'* The Fourth Pentacle of Mars, Figure 28. --It is of great virtue and power in war, wherefore without doubt it will give thee victory. Editor's Note.--In the Centre is the great Name Agla; right and left, the letters of the Name IHVH; above and below, El. Round it is the versicle from Psalm cx. 5:--'The Lord at thy right hand shall wound even Kings in the day of His Wrath.'* The Fifth Pentacle of Mars, Figure 29. --Write thou this Pentacle upon virgin parchment or paper, because it is terrible unto the Demons, and at its sight and aspect they will obey thee, for they cannot resist its presence. Editor's Note.--Around the figure of the Scorpion is the word HVL. The versicle is from Psalm xci. 13:--'Thou shalt go upon the lion and adder, the young lion and the dragon shalt thou tread under thy feet.' The Sixth Pentacle of Mars, Figure 30. --It hath so great virtue that being armed therewith, if thou art attacked by any one, thou shalt neither be injured nor wounded when thou fightest with him, and his own weapons shall turn against him. Editor's Note.--Around the eight points of the radii of the Pentacle are the words 'Elohim qeber, Elohim hath covered (or protected),' written in the Secret Alphabet of Malachim, or the writing of the Angels. The versicle is from Psalm xxxvii. 15:--'Their sword shall enter into their own heart, and their bow shall be broken.' Also, we should collect as much info as possible from the book itself, not just pictures. THE ORDER OF THE PENTACLES: Seven Pentacles consecrated to Saturn = Black Seven Pentacles consecrated to Jupiter = Blue Seven Pentacles consecrated to Mars = Red Seven Pentacles consecrated to the Sun = Yellow Six Pentacles consecrated to the Moon = Silver Five Pentacles consecrated to Venus = Green Five Pentacles consecrated to Mercury = Mixed CHAPTER XVIII CONCERNING THE HOLY PENTACLES OR METALS These Pentacles are usually made of the metal the most suitable to the nature of the Planet; and then there is no occasion to observe the rule of particular colours. They should be engraved with the instrument of Art in the days and hours proper to the Planet. Saturn ruleth over Lead; Jupiter over Tin; Mars over Iron; the Sun over Gold; Venus over Copper; Mercury over the mixture of Metals; and the Moon over Silver. They may also be made with exorcised virgin paper, writing thereon with the colours adopted for each Planet, referring to the rules already laid down in the proper Chapters, and according to the Planet with which the Pentacle is in sympathy. Wherefore unto Saturn the colour of Black is appropriated; Jupiter ruleth over Celestial Blue; Mars over Red; the Sun over Gold, or the colour of Yellow or Citron; Venus over Green; Mercury over Mixed Colours; the Moon over Silver, or the colour of Argentine Earth. CHAPTER II OF THE DAYS, AND HOURS, AND OF THE VIRTUES OF THE PLANETS It must, therefore, be understood that the Planets have their dominion over the day which approacheth nearest unto the name which is given and attributed unto them-viz., over Saturday, Saturn; Thursday, Jupiter; Tuesday, Mars; Sunday, the Sun; Friday, Venus; Wednesday, Mercury; and Monday, the Moon. The rule of the Planets over each hour begins from the dawn at the rising of the Sun on the day which takes its name from such Planet, and the Planet which follows it in order, succeeds to the rule over the next hour. Thus (on Saturday) Saturn rules the first hour, Jupiter the second, Mars the third, the Sun the fourth, Venus the fifth, Mercury the sixth, the Moon the seventh, and Saturn returns in the rule over the eighth, and the others in their turn, the Planets always keeping the same relative order. Note that each experiment or magical operation should be performed under the Planet, and usually in the hour, which refers to the same. For example:-- In the Days and Hours of Saturn thou canst perform experiments to summon the Souls from Hades, but only of those who have died a natural death. Similarly on these days and hours thou canst operate to bring either good or bad fortune to buildings; to have familiar Spirits attend thee in sleep; to cause good or ill success to business, possessions, goods, seeds, fruits, and similar things, in order to acquire learning; to bring destruction and to give death, and to sow hatred and discord. The Days and Hours of Jupiter are proper for obtaining honours, acquiring riches; contracting friendships, preserving health; and arriving at all that thou canst desire. In the Days and Hours of Mars thou canst make experiments regarding War; to arrive at military honour; to acquire courage; to overthrow enemies; and further to cause ruin, slaughter, cruelty, discord; to wound and to give death. The Days and Hours of the Sun are very good for perfecting experiments regarding temporal wealth, hope, gain, fortune, divination, the favour of princes, to dissolve hostile feeling, and to make friends. The Days and Hours of Venus are good for forming friendships; for kindness and love; for joyous and pleasant undertakings, and for travelling. The Days and Hours of Mercury are good to operate for eloquence and intelligence; promptitude in business; science and divination; wonders; apparitions; and answers regarding the future. Thou canst also operate under this Planet for thefts; writings; deceit; and merchandise. The Days and Hours of the Moon are good for embassies; voyages envoys; messages; navigation; reconciliation; love; and the acquisition of merchandise by water. Thou shouldest take care punctually to observe all the instructions contained in this chapter, if thou desirest to succeed, seeing that the truth of Magical Science dependeth thereon. The Hours of Saturn, of Mars, and of the Moon are alike good for communicating and speaking with Spirits; as those of Mercury are for recovering thefts by the means of Spirits. The Hours of Mars serve for summoning Souls from Hades, especially of those slain in battle. The Hours of the Sun, of Jupiter, and of Venus, are adapted for preparing any operations whatsoever of love, of kindness, and of invisibility, as is hereafter more fully shown, to which must be added other things of a similar nature which are contained in our work. The Hours of Saturn and Mars and also the days on which the Moon is conjunct with them, or when she receives their opposition or quartile aspect, are excellent for making experiments of hatred, enmity, quarrel, and discord; and other operations of the same kind which are given later on in this work. The Hours of Mercury are good for undertaking experiments relating to games, raillery, jests, sports, and the like. The Hours of the Sun, of Jupiter, and of Venus, particularly on the days which they rule, are good for all extraordinary, uncommon, and unknown operations. The Hours of the Moon are proper for making trial of experiments relating to recovery of stolen property, for obtaining nocturnal visions, for summoning Spirits in sleep, and for preparing anything relating to Water. The Hours of Venus are furthermore useful for lots, poisons, all things of the nature of Venus, for preparing powders provocative of madness and the like things. But in order to thoroughly effect the operations of this Art, thou shouldest perform them not only on the Hours but on the Days of the Planets as well, because then the experiment will always succeed better, provided thou observest the rules laid down later on, for if thou omittest one single condition thou wilt never arrive at the accomplishment of the Art. For those matters then which appertain unto the Moon, such as the Invocation of Spirits, the Works of Necromancy, and the recovery of stolen property, it is necessary that the Moon should be in a Terrestrial Sign, viz.:--Taurus, Virgo, or Capricorn. For love, grace, and invisibility, the Moon should be in a Fiery Sign, viz.:--Aries, Leo, or Sagittarius. For hatred, discord, and destruction, the Moon should be in a Watery Sign, viz.:--Cancer, Scorpio, or Pisces. For experiments of a peculiar nature, which cannot be classed under any certain head, the Moon should be in an Airy Sign, viz.:--Gemini, Libra, or Aquarius. So here are the associations regarding Mars pentacles: • Its pentacle is made over Iron metal • Its adopted color is Red • Its dominion is on Tuesday • Mars comes third in the planet rule from the dawn; • Experiments under Days and Hours of Mars are cast for war, courage, giving death, military honour • Mars is also used in its hours to summon the souls from Hades, specifically if killed in battles, and to speak with the spirits But how does all this tie back into what we’ve already been told in Assassin’s Creed history? Where else have we heard of such True Magic and Divine Science before? It’s time we got deeper in the weeds on Project Legacy’s potential connections, beginning with the other alchemists we’ve met that had handled a very similar tome - or tomes - as the one we’ve been exploring, and may yet help us in theorizing when, who, and what we’ll be looking forward to in Hexe! Nicholas Flamel, Edward Kelley, John Dee, Paracelsus Bombastus, Giovanni Borgia, William Robert Woodman, Mina Bergson/Moina Mathers, Samuel Liddell MacGregor Mathers, William Wynn Westcott, Aleister Crowley. All these names either handled, experimented with, or otherwise knew of the secrets contained within a sacred alchemical text that had been split in two, in the hopes that its secrets would remain lost to whomever held only one or the other, though as it turned out, plenty of miracles and magick could be performed if the right reader researched its indecipherable pages. Heavily connected - though not explicitly confirmed - to the Voynich Manuscript we’ve seen pop up several times in various sources, Divine Science and True Magic have only been known to be combined in one man’s hands: Abraham of Würzburg. His name is mentioned by a lot of the above alchemists, and for good reason - they all attribute their findings to this man’s work before them, written and published into a grimoire titled The Book of Abramelin, or alternatively, The Book of Abraham. However, this book is somewhat confusing, as is the man it’s about, but we can diffuse as much confusion as possible by looking into things further. One such “Book of Abraham” was a collection of scrolls discovered in an early 19th century archeological expedition to Egypt by a man named Antonio Lebolo, which were then sold on July 3rd, 1835 to none other than Joseph Smith, the founder of Mormonism - and known Templar in AC - who then went on to translate and claim it to be the story of Abraham from the Bible, his early life in Canaan and Egypt, and his vision of the cosmos and creation. Smith then published this translated Book of Abraham into part of The Pearl of Great Price in the Book of Mormon. I can’t say definitively that Assassin’s Creed lore conflates this story with what I’m about to explain, but I think it holds much significance with the arguably more important Abraham at play in the lore. There’s another book that has manuscripts dating back to 1608, attributed to a man named Abraham von Worms, about a different Egyptian mage named Abraham from the 14th century (henceforth referred to as Abra-Melin). Abra-Melin made a grimoire that he then taught to another German man from the 14th century named Abraham of Würzburg, and this German Abraham’s journals of his trip to Egypt and his studies under Abra-Melin were catalogued into 4 major parts - “an autobiographical account of the travels of Abraham of Worms to Egypt, a book of assorted materials from the corpus of the practical Kabbalah (including some which is duplicated in the German-Jewish grimoire called "The Sixth and 7th Books of Moses") and the two books of magic given by Abramelin to Abraham.” Two books of magic, they said? Interesting... Now, the pages of this grimoire that Abra-Melin gave to Abraham of Würzburg are never claimed in our history to relate to the later-discovered Book of Abraham that would wind up in the Book of Mormon, but I think the culturally congruent Egyptian Abrahams both having books of particular importance revolving around nature and how things came to be, should put both of these stories in the same vein when talking about how this could be and has been used in AC. For an irrefutable example, we can look to the most famous grimoire to spawn from Samuel Mathers’ macabre magicks in the Hermetic Order of the Golden Dawn, whom took the writings of this supposed Abra-Melin as possibly more fervent gospel than Smith took his scrolls! Mathers would go on to publish his studies and findings into his own translated grimoire, titled The Book of the Sacred Magic of Abramelin the Mage, in 1897, sparking new interest in the occult in the early 20th century. But where does all this bring us in answers about Hexe? To sum up my theory on the story, it’s been posited for a while that we’ll be seeing 17th century German witch trials, but what I think is that we’ll be witnessing the fallout of whoever found these 1608 manuscripts regarding Abra-Melin, perhaps practicing what it contained, communing with “spirits of Hades”, and eventually being outed or going into hiding during the 1625-1631 Würzburg Witch Trials, a harrowing time in 17th century Germany for anyone showing any occult interests, and a hotbed for hidden Assassin and Templar - and Hermetic Order - secrets to discover! What did they know of Isu writings? Could the language connect to the ritualistic Hebrew and Alphabet of the Magi we see in the pentacles? I could add that Abramelin Oil is used in consecration rituals, but that’s a whole other rabbit hole of possible connections I’ll leave for you to explore further if you wish! But what are your thoughts? Am I stretching too many threads to make sense of what little we’ve been given so far? Or do you think my Spidey-senses are spot-on? What are you most excited for that might be coming in Codename Hexe? Let’s discuss! • Your Friendly Neighborhood Mentor ṇoænos wahæáid oænosr zàrhṇdichṛ comments debug Comments (1) Write a comment Write a comment Sort by: Newest Guest May 01, 2023 Wow, that sounds extremely convincing Like Reply 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

  • Privacy Policy | TheOnesWhoCameBefore

    Privacy Policy for The Ones Who Came Before Privacy Policy Your privacy is extremely important to The Ones Who Came Before, so we have created a Privacy Policy that outlines the types of data that are stored, collected, and used. Feel free to contact us if you have any questions about our Privacy Policy. The use of: "We", "Us", "Our" refers to The Ones Who Came Before Assassin's Creed Fan Community. This Policy is updated from time to time, and updates will be made clear. Your use of this site, in any and all forms, constitutes an acceptance of this Privacy Policy. By using this site, you agree to follow the community standards and code of conduct. How we collect and use your information There are several circumstances in which we may ask for personal information from our users. Competitions: If one of our users wins a competition, we will ask for: Real name, Address. We ask for this information so that prizes can be sent directly to an address. 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  • Assassin’s Creed Virtual Photography: 17th to 28th June | TheOnesWhoCameBefore

    Assassin’s Creed Virtual Photography: 17th to 28th June Community Share 9 Jul 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 @ UVioletra the fabulous interviewer for @ ThePhotoMode and @ NVIDIAGFN ambassador. Bianca has been a stalwart of the virtual photography community for some time now and can often be found brightening our day with colourful shots in Assassin’s Creed Odyssey. Bianca was also a winner in the 2023 Ubisoft photo mode competition. 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: Colourful Summer Vacation Game: Assassin’s Creed Odyssey VP Artist: @ _fallenmemory_ The Ones Who Came Before Photo of the Week Judge: @ UVioletra Bianca This photography beautifully captures the essence of grace and beauty. The delicate embrace of the vibrant purple flowers surrounding Kassandra provides a sense of comfort and tranquillity. Despite the visible scars on her body, Kassandra’s unwavering resilience and inner strength radiate through the image. Her serene smile conveys a profound sense of peace and acceptance. Aaron “Tell your boss he can stick it”. Assassin’s Creed Odyssey is probably one of the most colourful in the series and despite the dark undertones of the story it often feels like a happy place. The decision to bring vibrance and humour to the story was brave, especially after the seriousness of Origins. This capture shows the more relaxed side of Kassandra, chilling out on the Greek islands. She is a ferocious warrior but has a heart of gold that has been captured beautifully here. I love how she has been framed by the vibrant flowers, and the choice of outfit makes it seem like Kassandra is on holiday. A truly excellent capture for this week’s theme. Temple of Sekhmet Game: Assassin’s Creed Origins VP Artist: @ summers458 “Let me tell you of him. The legend of Siwa”. The building designs in Assassin’s Creed Origins are incredibly detailed and serve to deliver us an immersive experience. The Temple of Sekhmet which is in Yamu by Lake Mareotis features early in the story as Bayek assists an old friend. This capture has a wonderful composition, showcasing the intricate designs of these awe-inspiring Egyptian structures. The hieroglyphics look amazing, it must have taken the developers ages to dive into this much detail. The colours on show are perfect for the theme adding brightness and joy to an already exceptional construction. Vibrance Game: Assassin’s Creed Origins VP Artist: @ ISnak3I “What a journey I have made”. Assassin’s Creed Origins was the first game to feature a photo mode and allows us to express ourselves in the historical playground of Egypt. It is often stated that the Assassin’s Creed games have a solid photo mode that features a decent number of parameters for us to edit our shots. You can see from this capture that allowing your creative side to take over can produce some radiant virtual photography. I adore how the saturation and contrast have been used here to great effect. The shot is really giving that sun drenched aura, making us feel like we are really there, in the heat of the desert. Sail Away Game: Assassin’s Creed Origins VP Artist: @ SuzuhaBlack “May the Hidden One walk beside you”. The decision to add a navel element to Assassin’s Creed Origins really opened the scope of the map. Not only does the land side of the map live and breath the lives of the people who inhabit it the sea does too. Having people fishing, military boats patrolling, and sea life stalking all adds to the experience. Nick has managed to take quite a remarkable shot of five boats sailing in a row. This must have taken some time to plan or been a huge slice of luck. Either way it is a compelling capture that looks visually stunning. I love the realism of the sea and the blue of the sky, and that inclusion of a camp fire gives us the sense we are sat there watching. Sunset Game: Assassin’s Creed Odyssey VP Artist: @ AkiraAoyama_VP “You promised you would bring him home”. Sunsets and beach walks are the cornerstones of Assassin’s Creed Odyssey, the sense of peace and tranquillity that can be found when in these locations is quite something. I feel like this is not a coincidence and has been developed to have this impact on the player. I don’t think you could wish for a better holiday vibe than this capture. Kassandra is clearly done with all the fighting and ready to put her feet up under that tree. The warmth in this shot is immense and I like how my eye is drawn to look at the sun setting. Once again, the theme has been met in a fantastic manner showing the range of colours in Assassin’s Creed. 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

  • Assassin's Creed Mirage: TOWCB Spoiler-Free Review | TheOnesWhoCameBefore

    Assassin's Creed Mirage: TOWCB Spoiler-Free Review Reviews Share 1 Jan 2023 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database ''A solid entry that recommits the series to providing a memorable stealth experience'' Assassin's Creed Mirage is here, and our admin team over at The Ones Who Came Before headquarters were lucky enough to play the game early thanks to the Community Development Team at Ubisoft! Taking players back to 9th century Baghdad, Assassin's Creed Mirage is a thrilling stealth game that will surely act as a turning point for the whole series. Recent entries delivered expansive narrative arcs that can be overwhelming for players, but Mirage does everything it can to d eliver a more focussed narrative experience, with a main storyline which can be completed in 15-20 hours. This is a breath of fresh air, and a much needed change, as the risk of getting lost in its own size was beginning to seep in. The biggest strength of Assassin's Creed Mirage is that it isn't afraid to embrace it's identity, proudly reclaiming control over it's own image. The series found itself in a period where it began to lose itself, but Mirage is AC rediscovering itself after an identity crisis, and once again finding what makes it special. The game acts as a very reflective piece of content, and shows great awareness from the development team over the recent issues fans have had in general. I t r eintroduces mechanics which should never have been removed, and builds on the past to deliver an extremely strong and well thought out story that feels like the ultimate culmination of what came before. There's no doubt that Mirage is a solid entry that recommits the series to providing a memorable stealth experience. It really is a special game, and fans around the world are in for an absolute treat. After a lackluster marketing campaign, the main driving force of the marketing pushing general interest has been the passion of the development team who have been vocal in their belief in the project through intervews and dev diaries. After the announcement back in 2022, the community immediately got behind the time period and main character, as Basim is someone who immediately generates interest after his intriguing appearance in Assassin's Creed Valhalla. More importantly though, Mirage promised to return Assassin's Creed to its roots, and it certainly delivered. Comparisons can be drawn to just about every other game in the series, most obviously AC1 and AC2, with a parkour system inspired by Unity. The charm of the game is how it acts as a prequel to the original, released back in 2007, but drives the series forward by reintroducing elements from later games such as a notoriety system. To spark interest, Mirage soesn't need to do anything too innovative, past games laid the groundwork for mechanics, and the game just needed to reintroduce rather than reinvent. Rather than trialling new systems, Mirage examines what worked in previous titles and brings them back in a triumphant blend of past and present, colliding to produce the future. ''A triumphant blend of past and present'' Graphics and Stability I was immediately impressed with how stable the game feels at launch, encountering no bugs or glitches whilst running the game on PC with Ultra settings. In what feels like the most stable release in recent memory, Mirage runs on PC at an uncapped framerate, meaning high-powered machines can deliver an incredible experience for gamers. Baghdad and it's surrounding area are incredibly impressive, with the game doing a great job at bringing a real sense of individuality to the Round City, with each district feeling different from the next, something which was also featured in the original game. It's noticable how poorer districts of Baghdad are run-down, and the living conditions for those living there are insufficient. It's clear that the team did their homework when creating the city, taking great care with its overall creation and delivery. Mirage re-introduces impressive crowds, and along with it, the notion that an Assassin is but a blade in the crowd, waiting to strike. One thing that makes the city feel alive is how NPC's react to Basim's presence when he raises his notoriety. You can hear guards discussing his acts, or comment on his likeness to the culprit they are searching for. Regular civilians will even report Basim to the guards, in the hope that he will be reprimanded for his crimes. This is a first for the series, and a really nice feature to be introduced. Baghdad is a living, breathing environment, and the regularly changing day and night cycle and quest opportunities keep it interesting through the playthrough. The controls feel familiar, something which will be a relief for long-time fans. Change can take a long time to adapt to, but the controls for Mirage feel right, with no remapping needed. Safe parkour routes can be navigated by holding down space, and parkour down returns by pressing 'C', a nice and simple system that is made more dynamic through the flair of freerunning the game adds. One thing I did spot however graphically is how the faces sometimes let the game down. I found that Basim's facial expressions can be comical at times, especially in cutscenes. making him look wide-eyed and youthful. This may be something which the team choose to address in future patches, as releasing a stable and issue-free game at launch is more important. I would be keen to see enhanced details on faces added in a future update later down the line. In order to capture the beauty of the game, Photomode has been available at launch, something which will no doubt thrill the virtual photography community, who are eager to dive in and explore the world. During my playthrough, I frequently found myself stopping to capture the moment with the familiar photomode tool. I can't wait to see what the community manages to produce. ''Mirage re-introduces impressive crowds, and along with it, the notion that an Assassin is but a blade in the crowd, waiting to strike.'' Parkour Parkour is encouraged at every turn in Assassin's Creed Mirage, and the city of Baghdad provides many paths to elevation that compliment the enhanced flair of Basim's movement, which takes inspiration from Assassin's Creed Unity. The dynamic new parkour system is a break away from the wooden, sluggish freerunning styles recent games have provided, opting for a complete overhaul that introduces a splash of intensity and charisma. It feels as if the team behind the parkour animations really wanted to give Basim some personality within his movement, moving away from an uninspired, dated system. Elevators can be found on the streets to take Basim to the rooftops in seconds, giving him the element of surprise over unsuspecting enemies. Movement across the city is aided by the return of the corner swing, which featured heavily in Assassin's Creed Revelations. Ropes bridge the gap between buildings, providing clear routes to navigate. Mirage introduces a new mechanic for parkour, the pole vault, a balanced piece of wood which can be used to cross gaps between buildings or even water. This is a particularly usefu l feature when Basim is being pursued by guards, as each pole has a one-time use, meaning he cannot be followed. Speed of movement is adjustable in the settings, meaning players can tailor their parkour experience. Basim is faster and more agile than Eivor, and animations were produced specially to give players a sense of speed when running, jumping, vaulting and free roaming. Players will notice how the new parkour system allows Basim to glide over objects, moving seamlessly with flair. Also noticable is Basim's ability to jump further than previously possible, leading to more opportunities when on the more. I actually found the new parkour system to be much more realistic than what Assassin's Creed fans have been working with recently, leading me to wonder if the team possibly took inspiration from real-life parkour artists / freerunners. The range of movement in this game is seriously impressive, and it's only a matter of time before we s ee masters honing their craft and navigating the city of Baghdad with creative variety. You can climb fallen trees, which I found to be incredibly useful to gain an aerial advantage. In what is certainly the first 'traditional' Assassin's Creed game in years, Basim certainly has the moves to match his status within the Brotherhood. The game brings back Open windows for Basim to climb through, like in Assassin's Creed Unity,making the game feel more open and lifelike. Overall I think the game lends itself well to parkour, hinting at it's existence at every opportunity. I felt that it was especially pushed within the layout of Baghdad, and missions seem to provide routes for parkour which make quests easier when followed correctly. A good example of this are the tailing missions which make their return. I think Mirage's parkour is way better than the sluggish system we saw in Valhalla, and the introduction of new animations and fluidity makes it interesting and useful rather than a painful hinderence. ''Basim moves seamlessly with flair.'' Stealth Stealth in Assassin's Creed Valhalla was a step in the right direction, but Mirage goes even further fixes all of the issues players had in the previous title. Social stealth has been restored to it's former glory, and feels more alive than ever before. Basim can blend with crowds, pay groups for cover, use benches and hay bales for cover, and finally, stealthily enter a roof garden to dispatch a nearby guard with a whistle. It feels like the series has come full circle, bringing back the original stealth mechanics in a more lively open world. I like how guards are inquisitive, but don't spot you straight away like in Assassin's Creed Valhalla. The player can once again hide in long grass and bushes to keep out of sight, waiting for the perfect moment to strike. Basim can hide in prayer booths, and use them to hide bodies. The same can be said for the roof gardens, which featured in Assassin's Creed I. The most noticable change from Assassin's Creed Valhalla though are the new kill animations. Whilst waiting on a corner, Basim will cleanly dispatch an enemy with the hidden blade to then calmly drag their body out of sight. It's an instinctive but deadly manouver, and it very often prevents other enemies from spotting a body. Basim also has 'Assassin focus', a rapid series of moves that take out enemies so fast, the Animus simply can't keep up, resulting in a glitch effect. This feature was heavily controversial at first as some fans felt it was a supernatural fast-travel power, but it has since been explained as Basim's lightning fast reflexes. It can be incredibly useful to get out of tricky situations. The system stems from a similar thought process to what we saw in Assassin's Creed Syndicate, where Evie Frye could practically turn invisible by controlling her breathing. Air assassinations are the best they have ever been in the series, aided by Basim's long distance jumps, you can take an enemy out from further away than usual. You don't have to be directly above the target, which makes it fun to run and jump down on a target, dropping in to deliver a killing blow. The game provides great variety when it comes to assassination animations, so with practice, fans will soon be performing incredible speed runs featuring a balance of parkour and aerial assassinations. Death from above is extremely satisfying, and it seems that Basim and his Eagle Enkidu have more in common than first realised, moving swiftly like an Eagle above the crowds. The notoriety system returns in Assassin's Creed Mirage, and will affect all players as it did in the Ezio games. Tear down Wanted posters or pay heralds to reduce Basim's notoriety, reducing the heat as he moves through the city. When the wanted level is at its peak, the city will turn on him, making it incredibly difficult to operate undetected. For the first time, civilians will inform the guards of Basim's actions, and call for them to intervene should you commit a public offence. Information gathering plays a crucial role in the game, with all assassination missions starting out with an investigation. This is a real throwback to the original game, where Altair also had to conduct investigations to discover information before he could act. This is because he was demoted to the rank of a novice, which Basim is at the start of Assassin's Creed Mirage. Eavesdropping returns, and is once again a clever way of gaining information. During my play sessions, I have found it quite rewarding to once again sit on a bench and listen out for intel which could aid a later assassination mission. Basim's tools are essential to unlocking the full potential of stealth, with each tool in his Assassin arsenal acting as a lifeline in the right circumstances. The smoke bomb provides cover, masking his actions. This can be useful for assassinations or even for disorienting targets in order to pickpocket. You can escape guards in a cloud of smoke, as was demonstrated in the first trailer for Assassin's Creed Mirage. The Trap is a bomb which condures a plume of gas that renders guards immobile, giving Basim the chance to swoop in and deliver the finishing blow. The blowpipe, which returns from Assassin's Creed IV Black Flag, can be used to either knock out or poison enemies from distance. Throwing knives are similar, providing clean kills from distance. As the game does not allow for Basim to carry a bow, this is the main option for long-range distance kills. The noisemaker is a distraction device that can create a diversion, moving guards away from certain areas or clearing the path long enough for Basim to move. Finally, the flame, to light dark tunnels. This is my least favourite tool as I have not yet found a way of making it work in a stealth situation. Ideally, I would like to be able to throw the torch to set oil spillages on fire or even tents, but so far they have simply burnt out. Overall, the tools are incredibly important to increasing Basim's chances of a successful stealth mission, so I recommend unlocking them all as early as possible when playing Mirage. Finally, Basim's Eagle Enkidu can be used to look for opportunities in the world, and highlight the presence of nearby enemies. After a while I found the eagle mechanic to be quite jarring, as it hones in on a particular point of interest, but it certainly gets better with upgrades. Overall, I found the stealth system in Assassin's Creed Mirage to be excellent, restoring old mechanics and making it deadlier than ever. Basim has the killer instrinct, and his actions feels decisive and calculated. I think fans will be extremely pleased that Assassin's Creed is once again focussing on its stealth roots, and is now pushing itself to be better than ever before. ''The player can once again hide in long grass and bushes to keep out of sight, waiting for the perfect moment to strike.'' Combat In Assassin's Creed Mirage, combat is a last resort for Basim. Before enhancing skills, the game provides a primitive combat system, which amplifies the overall commitment to providing a masterful stealth experience. Attacks are hit-for-hit, and stamina depletes quickly, so it can be tough for the players who wish to battle their way through Baghdad. It certainly can be challenging, especially when facing numerous adversaries. Basim will be cut down in the street as his stamina depletes. Some attacks cannot be parried, leading Basim with just one option, dodge out of the way, a move which heavily depends on stamina. On hard mode, it's frequent to die whilst trying to take on numerous enemies, something which was never a problem in the RPG games. I like that this is the case though, as it really encourages players to reconcide their method, and resort back to a stealth approach. Skills add another element to the combat system, introducing features that make it easier when facing opponents. 'Kick Back' is a skill which introduces a powerful kick attack upon completion of a successful parry, which can be used to disorientate or even cause the death of an enemy by kicking off buildings or even into wooden structures which can collapse. This skill is similar to the Sparta Kick from Assassin's Creed Odyssey. 'Counter Roll' allows Basim to quickly move out of the way as an unblockable attack is about to land, moving him into a strategist position behind the enemy where he can inflict damage. Finally, 'knife recover', which is also a useful skill for stealth, which adds auto-collecting throwing knives which have already been used. In close-quarters, throwing knives can be used to eleminate enemies who are charging towards the Assassin. Although combat is quite basic in comparison to previous entries, it does provide a real sense of progression, as Basim climbs the ranks within the Brotherhood. The once-charistmastic thief uses his new training to defend himself in a scrape, and that's what the game does well. It feels like Basim only uses combat if there are no other options, as a true Assassin should act as a blade in the crowd. Plot Assassin's Creed Mirage follows the transition of Basim from a street thief to a Master Assassin. Players begin the game in Anbar, where Basim the thief uses his skills to steal money and food to help those around him and him self. The early on pickpocket tutorial introduces players to the timing mechanic, which can be tricky to master, but essential if you wish to avoid conflict. He wants a better life for himself and others around him facing poverty. He is a conflicted character, carrying a family burden, as his father Ishaq was an architect who was simply forgotten after the construction of the Great Mosque of Samarra was completed, when another took credit for the project. Ishaq was exhiled, and died in poverty, scarring Basim foreve r. He also finds himself experiencing nightmares, where a Jinni torments his resting hours. This is the first time seeing recurring dreams in the series, showing their intensity and effect upon his life. Fueled by confidence in himself and his abilities, Basim seeks a better life for himself, setting his sights upon the Assassins, an illusive group who provide work for street thieves. Desperate to prove himself, but lacking discretion, a trait worthy of The Hidden Ones, and something which is noticed by Mentor Roshan, rejecting his initial advance s to join. Basim is aware of the existence of The Hidden Ones and aspires to aid them more, but not to help their cause, but to better his own position in life. The game quickly evolves from tutorial missions to a main mission which gives the player a reason to care about the enemy faction, The Order of Ancients, which Basim stumbles upon. The opening main mission, the Winter Palace infiltration sets this up nicely, introduces the organisation as a powerful faction operating from the shadows, controlling the leaders of the land, and through their influence, the people. The Order operates ina similar way to the version we saw in Assassin's Creed Origins, hiding behind masks and nicknames to keep their identities secret. Upon joining the Assassins, Basim must hunt them down one-by-one to aid the cause of the Assassins. Additional areas in the game are a nice surprise, as the game was purely advertised as Baghdad. In fact, players can also visit the outskirts and other areas such as Alamut and Anbar for plot purposes. Basim is moved across the map seeking information on his targets and reporting to various Hidden Ones Bureaus. In this sense, the game feels very much like Assassin's Creed I, where Altair would travel across The Holy Land. Although short, Mirage features one of the strongest Isu stories we have seen so far, and makes it more personal and import ant than ever, continuing the reincarnation narrative outlined in Valhalla. Unfortunately the game continues the trend of gradually stripping away Modern Day gameplay that has left players with very little since the Desmond games. The narrative pushes an interesting modern day story through cutscenes, which is certainly better than it's entire removal which would probably be easier for new players to understand. For fans following the ongoing Modern Day narrative, Mirage has a lot to be excited about. I like how the Modern Day seems to be once again moving towards making the threat for humanity , similar to what we saw in Assassin's Creed III, where momentum came to it's conclusion as Juno escaped her prison and unleashed herself upon humanity. Shorter stories work so well in the Assassin's Creed series when told correctly, and what I like about Assassin's Creed Mirage is that it feels like it found clever ways of connecting the past and future. Hopefully this trend continues one-day with the introduction of 'Assassin's Creed Infinity', a project which is set to introduce a launcher which features all past and future content. Mirage reflects Basim's clever and cynical nature in Assassin's Creed Valhalla, revealing his troubled past and journey tow ards becoming an Assassin. Basim's actions have consequences, and Mirage takes the time to remind players of what more recent games in the series have been missing. Conclusion Assassin's Creed Mirage delivers a strong narrative which serves as a poignant tribute to Russell Lees, a writer who sadly passed away during the development of the game. Immediately after booting up the game, the award-worthy music takes hold and doesn't stop, providing atmospheric and moving tracks and sounds throughout. Basim becomes the embodiment of the Brotherhood, acting as its blade from the shadows. He is the stealthiest Assassins yet, using his tools to take down targets, masking himself in the crowd and creating opportunities to lure out targets to strike. The Voice acting was excellent throughout, with highlights from Shohreh Aghdashloo ( Roshan), Lee Majdoub (Basim), and notable performances from the voice actors behind Fulash and Rayhan The stand-out performance from Mirage is Baghdad itself, a city which feels bustling with life and diversity. Each district has it's own personality, and the use of Arabic speaking voice actors abd script writers makes the experience feel more authentic. Finally, I think fans will be particularly impressed with how the team behind Mirage hits pause on the RPG direction of the franchise, and sets a new course, rediscovering what makes Assassin's Creed special and reintroducing cut features which feel familar and refreshed. The game feels extremely satisfactory for old fans of the franchise, and is a great place to start for new players looking to kick off their Assassin's Creed journey. I hope that the developers behind Assassin's Creed Mirage go on to work on future AC projects, and that we don't suddenly have a huge surge of rushed content after this huge step in the right direction. Assassin's Creed Mirage: 9.5/10 'A solid entry that recommits the series to providing a memorable stealth experience'' comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)

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