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  • This Week in Assassin's Creed Virtual Photography: 16th April - 22nd 2022 | TheOnesWhoCameBefore

    This Week in Assassin's Creed Virtual Photography: 16th April - 22nd 2022 Community Share 3 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) Ancient Egypt Game: Assassin’s Creed Origins This week’s first capture comes from @zNotHermes over on Twitter. After watching Moon Knight this week I had to pick this one. A great capture of Bayek doing a bit of Tomb Raiding. I love the colours and the lighting in this shot. The warm glow of the torch guiding Bayek through the darkness, whilst being watched by the gods is very cool. I really miss exploring these wonderfully detailed tombs. 2) Easter Celebrations Game: Assassin’s Creed Valhalla Photo number two comes from @NoviKaiba23 over on Twitter. A topical shot this week after the release of the Ostara event in Valhalla. The best part of each festival is how the environment changes to fit the theme. This capture sums up Easter for me. The details on the flowers and the pole really bring this shot to life. Eivor also looks very cool with the hood and cloak up amongst the guests. 3) Into The Fire Game: Assassin’s Creed Odyssey This week’s third shot comes from @anxelreyes over on Twitter. A leap of faith into what looks like a Volcano is my third pick for the week. This is such an eye catching picture with the molten lava bubbling below a diving Kassandra. For me, this capture brings the old and the new together in one shot. I would love to know what happens next. 4) Poppy Field Game: Assassin’s Creed Valhalla VP number four comes from @FlyingTrilobite over at ACFirstCiv Community. This shot immediately caught my attention when it was posted in our Twitter VP Community. The Poppies are so vibrant and I love the positioning of the capture. I like how Eivor is stood to the side admiring the beauty of the flowers. Valhalla can be quite a gloomy game but if you find the right spot you can create some amazing pictures like this. 5) Deep in Thought Game: Assassin’s Creed Valhalla The final capture of the week comes from @thewolfkissedVP over on Twitter. This is a stunning portrait of Eivor from the recent Ragnarok expansion. Everything just works here, I like the hairstyle and beard combo. The tattoos and the missing eye really give off that Norse feel. The armour is remarkable, very fitting of the mythical setting. The sepia toning of this shot is the winner for me, as it just gives off such a historic feel. 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

  • Q&A with Chris Wildgoose | TheOnesWhoCameBefore

    Q&A with Chris Wildgoose Interview Share 14 Aug 2019 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database To mark our 5th anniversary as an Assassin's Creed Community, we're proud to release a new Q&A featuring Chris Wildgoose, Weapons Concept Artist on the Assassin's Creed Movie! Col: Hi Chris, thanks for joining us for this interview! Could you please tell us about your most recent projects, and the part that you played in the development of the Assassin's Creed Movie. How did you find the experience? Chris: Thanks for having me! I’ve recently finished a couple of concept art projects for TV and film but sadly they are all wrapped up in NDAs, so I can’t name them just yet! When I’m not doing concept work, I’m illustrating comics. Earlier this year I finished a teen Batman book for DC called Batman: Nightwalker, which hits shelves in early October. Right now I’m getting stuck into the design work for a new comic series, which should be announced soon! For the Assassin’s Creed movie I was the weapons concept artist. It was my first concept art job of this scale and the weapons master was also my eldest brother, Tim, so it was a big job for me in a couple of ways. I’m genuinely a huge fan of the games and I really enjoy working with my brother, so I loved every day of it. We had a lot of freedom when it came to the design and it felt like our input as fans was listened to and encouraged. It was a great experience. Col: Have you worked with your brother on many projects before? Chris: I’ve worked with Tim for years. As a student I worked as an assistant in the props/weapons department when he was a maker. Back then I'd be more hands on, painting and basic making for a variety of films, TV shows, and theatre. After graduating I started working mostly in comics, so Assassin’s really brought us back together as a little team. Since then we've worked on a number of other projects recently together and hopefully more to come! Col: Did you find it challenging to work on a movie set in a long running video game universe? Chris: It was quite daunting at the beginning. It’s Assassin’s Creed! I was coming to it as a fan, so from the get-go I felt the pressure to do it justice. At the same time, Assassin’s is very open to interpretation with each new chapter or format, so you have space to bring in your own ideas. Ubisoft has such a wealth of existing material, so you can see what has worked before and that can be a reassuring thing to have as a guideline. Also, this wasn’t Tim’s first rodeo, so he knew how to keep me calm. What was the weapons creation process like? Was it trial and error? I think there's always an element of trial and error in concept art. When you're working on such a huge project, what works for you or within your department, doesn't always work within the grand scheme of the film. We're just a small piece of the jigsaw, so there's usually a few attempts to make that piece fit the big picture. On Assassin's, Tim and I would have a chat about the specific weapon’s brief, throw ideas and ref around, and I'd respond with some rough sketches. Tim gave me feedback on that first set and then, more often than not, we’d combine elements of different designs into something new. I’d then produce fully rendered versions of these and Tim would show them to Justin the director. He'd give us feedback and we'd make adjustments. If we were very lucky we'd nail it on the first design, but often we'd go through a few rounds of feedback and editing. For example, Benedicto’s Axe was picked from our first set of designs, but with Aguilar’s blade we went through 4 or 5 sets before we settled on the final design. Col: What materials were used to create Aguilar's hidden blade? Chris: Like all the Assassin’s blades, they reflect the specific culture and period of that assassin. For Aguilar it needed to fit the aesthetic of 15th century Spain, so it’s made from metal and ivory, with lots of asymmetric Moorish relief patterns and iconography. The ivory sections were 3D printed and painted to look like bone, then the metal sections were cut, shaped and I think acid etched with the patterns. Col: How many designs/ concepts did you have for Aguilar's gauntlet? Chris: We did roughly 4 or 5 sets of designs, from the first loose sketch to the final illustration. I think we actually did around 16 variations of his blade alone, if I gather every sketch and design sheet together. Col: Were any changes made over time? Chris: Yes, a fair bunch. Originally it was going to be all metal and a fairly different shape but as the design developed we added more intricacy and materials to make it more decorative. It’s one thing for me to draw a weapon, but Tim and his team then have to make it into a functional object. They needed to adapt bits to allow it to work and move etc. One big change that happened after the final design was the addition of the ivory eagle that sits where the blade retracts in. Tim then added pearl indents to give it some extra flare. I think it turned out great. Col: I saw that you recently purchased the Aguilar figurine by DamToys. How does it feel to own a detailed replica of items you helped to design? Chris: I did. I was secretly hoping for something like this to be made! DamToys really don’t spare on the detail and accuracy so it was great to see something so faithful. It’s a nice reminder of a job that I loved. I have it on a shelf overlooking my drawing desk and I’m so happy with it. Col: Did you work with Sammy Sheldon Differ (Costume Designer) when creating the gauntlet? Chris: Not directly. Tim would often have meetings with Sammy and the director, Justin. I would be passed feedback and notes from Tim. Sammy’s costume team popped in to our studio now and then and we’d swap designs and update each other. I remember feeling gobsmacked when they first brought in the actual Aguilar gauntlet as it has so many intricate patterns running through it. It was a thing of beauty. Col: Which other pieces of equipment did you help to create? Chris: All the assassins’ blades, Cal’s dismantled blade, the smoke grenades, Aguilar’s throwing knives, Aguilar’s grappling hook (originally a separate wrist blade), the assassins’ ceremonial finger cutting blade, Benedicto’s axe, Shao Jun’s sword, Ojeda’s sword, the Abstergo guards’ batons, and the Templars’ 15th century swords, shields, and crossbows. Cal’s dismantled blade was especially fun, as I needed to figure out how different parts would be hidden amongst the disguised assassins. Col: Do you have a favourite item that you helped to create? Chris: Ooh, it’s genuinely hard to pick. I was really, really happy how Cal’s father’s blade turned out. They wanted it to look like it was a blade from the 70’s, as if Travis Bickle had made it. That got a few really nice close-ups in the film. If I could pick a couple of cheeky others, then Benedicto’s blade turned out gorgeous and retracted the blade really nicely. Also, Shao Jun’s sword was really fun to draw and is a nice Easter egg. Col: Do you have a favourite item that you helped to create? Chris: Ooh, it’s genuinely hard to pick. I was really, really happy how Cal’s father’s blade turned out. They wanted it to look like it was a blade from the 70’s, as if Travis Bickle had made it. That got a few really nice close-ups in the film. If I could pick a couple of cheeky others, then Benedicto’s blade turned out gorgeous and retracted the blade really nicely. Also, Shao Jun’s sword was really fun to draw and is a nice Easter egg. Col: Back in 2017, Tim (Damage Inc) generously donated three throwing knives used by Maria in the movie for our three year anniversary giveaway. Did you help to create them? Chris: I did. I worked on them alongside Aguilar’s blade when I first started. I think we settled on that particular design from the first set of design variations. Col: Quite a few of the AC Movie items can now be found on Prop Store. How do the production team decide which items to keep or sell? Chris: I don’t really know. I’m usually long gone from the project when that stuff gets handled. I think props usually go back to the studio once it’s completed. Col: Do you have any pieces from the AC Movie set lying around your studio? Chris: Sadly, no. However, Tim did let me keep a spare cast of the head on the pommel of Ojeda’s sword. Col: If a sequel was to be announced, would you like to be involved in its creation? Chris: Straight up yes, especially if Tim and I got it again. Col: Where would you personally like to see the franchise go next? Chris: Since the very first game I’ve hoped for Japan. A film of that would be incredible. I loved the comic that was set in 20’s Russia, so I’d love to see more of that outside the platform game and book. As for somewhere not really considered before? Perhaps any era of New York. What a city to play with! Col: What are your overall thoughts on the movie? Chris: Obviously I have severe bias towards the film but I honestly, really liked it. It’s not without issues, but what film is? I would’ve liked to spend more time with Aguilar in his period, known more about him and Maria, or learnt more about the group of old Assassins. Personally, I also think it would’ve benefited from a touch more light-heartedness. However, it was a very respectful adaptation while trying to handle a new setting. Not an easy thing to balance. From being behind the scenes I know there was a lot of love and consideration for the fans thrown in from everyone involved, which goes a long way with me. To me, it’s easily one of the most faithful game-to-film adaptations. But like I said, I’m biased. Col: Do you have any designs from the movie that we can share with the community? Chris: I have! I’ve sent you: Shao Jun’s sword. It’s a blink-and-you’ll-miss-it Easter egg but she has a bigger appearance in a deleted scene and Jin fights with her sword in the big escape from Abstergo. As a fan, I was so happy to work on this one. I also designed the dragon that was etched into the blade of the sword, but I couldn’t find that particular design sheet. Super early, rough sketches for Maria’s blade, plus the final design. It has a very similar design theme to Aguilar’s, but she had the double thin blades and a different mechanism action. Design sheet for Benedicto’s wrist blade. The final design used was a combination of the second blade to the left’s back spinning mechanism with the blade on the far right. Smoke Grenades. These were the very last thing I worked on for the film. The design used was the bottom left one. Though again sightly adapted as we changed it to look as though it contained two liquids that when combined would create the smoke. Again, Tim adapted it when actually making it, I think the end result was a more metal looking piece rather than ceramic. Col: Thank you so much for joining us Chris! You can find more from Chris on Twitter and Instagram and Tim on Twitter Blogspot Damage-Inc comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)

  • AC Movie Press Event London (First 20 minutes (From Memory & Notes) | TheOnesWhoCameBefore

    AC Movie Press Event London (First 20 minutes (From Memory & Notes) Events Share 12 May 2016 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database I recently attended The AC Movie Press Event in London, and saw the first 20 minutes of the upcoming Assassin's Creed Movie (Amongst many other things). This article is written from my memory and a few notes. (MAJOR SPOILERS FOR THE ASSASSIN'S CREED MOVIE) So the movie begins with an Eagle soaring over New Mexico, showing us a high angle shot of the sand below. After flying over several isolated buildings, we zoom in on a small town. The music playing is Young Dead Men by The Black Angels , a song that I thought worked very well with the scene. The lyrics especially made it work. "Run for the hills, pick up your feet and let's go" The Eagle flies off, and we focus in on a hooded young boy riding his bike through a quiet, dusty town. After several cinematic shots showing the boy biking, he bikes towards his home and gets off the bike. The lively introduction music that was playing fades out, and we the boy slowly enters his home. A new song starts playing through a record player, creating a creepy atmosphere. The boy calls out for his mother as he comes in through the back door. The next shot we see is of a woman sitting in a chair, staring across the room. Blood can be seen on her chest, and it becomes apparent that she has been stabbed. The camera slowly pans across her body, and we see that she is holding a strange looking necklace with the Assassin insignia. The necklace is wrapped around her hand, and is covered in blood. The boy walks towards his mother slowly, looking at the injuries inflicted on her. The camera pans towards the right hand side of the room, and we see a hooded man facing the other way. Whispering to himself he says "Laa shay'a waqi'un moutlaq bale kouloun moumkine." (Nothing is True. Everything is Permitted). It was nice to hear the Maxim of The Creed again, but this was a super creepy scene! He turns around, and the camera zooms in on his face. He is a bearded man, and looks like he is possessed. The boy nervously says "Dad", and the man begins to walk towards the boy. The camera focusses in on his hidden blade, dripping with blood. His dad, looking menacing in a dark green hoodie, walks towards his son. In the distance we hear sirens approaching, and Joseph says to his son "Your blood is not your own Cal." As the police cars slowly pull up, Callum runs out the door as his father is arrested. As the cars pull up, we see a Templar Cross Necklace (The Ubiworkshop one) danging from the inside car mirror. (It was the exact same one that I was wearing at the time, and Justin Kurzel had actually noticed we wearing it earlier that day) As the police enter the house, the camera pulls away and focusses on Cal, freerunning accross the rooftops. We see several slow motion shots, as he jumps from roof to roof. As the sirens fade away, we cut to present day, and Lynch is now sat in a prison cell drawing. We see his wall, and the entire segment is filled with dark sketches. several seconds of watching Cal sketch away in his cell, we see a guard talking to a priest. "All he does is draw. It's against the rules, but what can we do. Man likes to draw" says the guard, looking at Cal on the CCTV monitors. We are then told by the guard that Callum beat someone to death. The priest enters the cell to speak to Cal, and sits down beside him. Lynch looks at the priest and says, "Are you here to save me". The priest asks Cal if there is anything he can do to bring him comfort. Cal says that there is a poem that his mother used to say to him as a kid. (It's an extract from " After Apple Picking" by Robert Frost) . The priest and Cal recite the poem together, and then we see Cal being taken to the Execution room. In the room Cal is strapped to a machine that will give him a lethal injection. Lynch appears to show no remorse, as he looks at the family members of the person he killed through the glass. He is asked if he has any final words and he says "Tell my father I'll see him in hell". With this the clock hits 18.00, and we see the liquid being pumped into his arm. This is quite a horrible scene, as Lynch realises that he about to die. Bits of this execution scene can be seen in the first 30 seconds of the trailer . As Callum falls asleep, the camera goes blurry then dark. He then wakes up next to a woman, who tells him that her name is Dr Sophia Rikken. He's in a hospital bed, and is extremely weak. "Where am I" he asks. "At 6pm yesterday evening, you were executed, and pronounced dead. You no longer exist". She tells him that he needs to take some time to recover, as they have to use a liquid so strong that it makes the prison guards think that the convict is dead. "It's the only thing strong enough to get past the guards". She tells him that he is now her patient at an Abstergo facility, and she is going to help him get better. Cal gets out of the chair and tries to escape. As soon as he gets up, his legs give way and he falls into the corridor. Sophia says that it's okay to the guards, and Cal slowly limps around the facility. He sees many other patients wearing the same white outfits that he is wearing. The Abstergo Facility looks like a hospital, and is extremely white and clean. Cal slowly runs underneath the Abstergo logo, and stumbles onto the floor. Getting back up, a little girl says to him "Your blood is not your own". This is the same line that his father said to him earlier in the movie. Cal gets up and continues his slow run around the facility. He enters a room that is filled with trees and plants, being attended to by other patients in the facility. Cal slowly walks towards the edge, where he bumps into Michael K. Williams who says Nothing is True. Everything is Permitted. (In Arabic) Cal walks towards the ledge, and we are shown the building that he is being kept in. The Abstergo facility is in an old church in Madrid. Cal looks out at the city and he is told that there is only one way to escape this facility. Cal gets up and continues his slow run around the facility. He enters a room that is filled with trees and plants, being attended to by other patients in the facility. Cal slowly walks towards the edge, where he bumps into Michael K. Williams who says Nothing is True. Everything is Permitted. (In Arabic) Cal walks towards the ledge, and we are shown the building that he is being kept in. The Abstergo facility is in an old church in Madrid. Cal looks out at the city and he is told that there is only one way to escape this facility. Sophia enters the room with Abstergo guards and Michael K. Williams says "The walls have eyes". Cal looks at the guards, and at the height below, considering whether to jump or not. "You are not a prisoner here" Sophia says to Cal. "You can leave whenever you chose". We are then shown Alan Rikkin, watching the entire thing. Panning across his office, we see the Aguilar's crossbow on his desk. We also see a vast collection of weapons, including hidden blades. Cal looks around the room, and is hit with a tranquiliser dart. Sophia is furious that her patient has been subjected to violence already, but the guard replies tells her that her father ordered it. We are then shown Aguilar and Maria running away from a group of Templars. The fight through several buildings, using several weapons including throwing knives and bow and arrow. Maria is especially talented with hidden blades.The fight breaks into several houses, and after killing many enemies, the two Assassins take to the roof tops. We see several long jumps across buildings, as the Assassins are chased by their enemies. They both jump into a tunnel, and kill the remaining Templars with hidden blades. The fighting is quick and clean, something that can be seen in the trailer. We then cut back to modern day as Callum wakes up. Sophia says "Prepare the Animus" and Callum is strapped in. This scene needs to be edited digitally, as it currently just shows Cal climbing wooden planks. It's like an indoor freerunning course, but with editing, will probably look more like the structures that Aguilar is actually climbing. I really enjoyed the event, and the footage was amazing! Images from UbiBlog comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)

  • Assassins Creed Mirage Character Reference Guide Released | TheOnesWhoCameBefore

    Assassins Creed Mirage Character Reference Guide Released Community Share 26 May 2023 Written By: Edited By: Colum Blackett (Col_96) Aaron Young Back To Database Ubisoft has today released a character reference guide for Assassin's Creed Mirage, featuring close-up turnaround images for Basim Ibn Ishaq and his Mentor Roshan. The guide reveals a number of hidden details that will no doubt make it an essential resource for cosplayers looking to replicate the outfits, weaponary and tools. For non-cosplayers, it is a sneak preview at what is to come in Assassin's Creed Mirage. Check out the guide below, and keep an eye on our social media channels (below) to stay up to date on everything Assassin's Creed! PDF File 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: February 1st - 7th | TheOnesWhoCameBefore

    This Week in Assassin's Creed Virtual Photography: February 1st - 7th Community Share 11 Feb 2021 Written By: Edited By: Kevin (Going Viking) Ashlea Blackett Back To Database Welcome back to another round of our virtual photography showcase, which will now be guest hosted by Kevin McAllister (Going Viking) from The AC Partnership Program. Each week, five Assassin's Creed shots will be hosted here on TOWCB website in order to promote virtual photography and community contributions. Keep an eye on our social media channels for updates, as we aim to bring you a great range of community captures. 1) Ancient Ruins by Sarah Gurrado This photo shouts Assassin's Creed. A stunning shot of Eivor jumping around the ruins reminds you of the Ezio days. The sun is perfectly aligned under the feet with Sýnin in the backdrop creating a shot that will instantly remind you of what makes Assassin's Creed so great. 2) Family is Home by @ Miss Misthios This silhouette shot of Kassandra and Ikaros defines Odyssey with its beauty and strength. The vibrant sky and perfect use of depth of field makes this photo resemble a painting. 3) Conquering a new world by @ NoviKaiba23 Assassin's Creed Valhalla is filled with limitless things to do and one of those things is raiding. This gorgeous photo captures Eivor blowing the horn in assassin type fashion as Sýnin soars across the sky toward the monastery. The blue sky, red leaves and fog provide this capture with the beautiful environment that Valhalla is known for. 4) Sailing Misthios by @SofaGamersRAW A unique perspective shot with a bird's eye view of a sailing Misthios in Odyssey with the crystal clear blue water. As your eye gravitates to the boat from the top of the sail you can see the ripples in the water trailing behind. Makes me want to jump right back in to Odyssey! 5) Winter Chase by @ StefanieMcMaken A peaceful moment in time. Great timing here to capture the deer running through the snow in Norway. Using the trees to frame the shot with the deer right in the middle provides a picture perfect shot. And that sums it up for this week’s Assassin’s Creed virtual photography recap list! Don’t forget to check out next week’s list when that rolls around, and be sure to send your best captures to us directly via Instagram or Twitter for a chance to be featured on it! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Going Viking started as a page focused on everything relating to Vikings including history, archaeology, Norse Mythology, video games, books, TV shows, etc. Kevin then transferred his focus to the video game Days Gone, where he began doing virtual photography, and running a blog. In early 2021, Kevin began his new position as an Online Community Specialist at Sony, working for Bend Studio. We are thrilled to see Kevin joining a company that makes the franchise he loves, but will miss him deeply on the program. We wish him the best of luck in his new position! Kevin (Going Viking)

  • What we want from the AC Franchise in 2020

    Article by Mieke Dix - What we want from the Assassin's Creed Franchise in 2020. Community The Assassin's Creed Community are raising money for Ocean Conservancy. Donate today Articles What we want to see from the Assassin's Creed Franchise in 2020 Save 10% on officially licensed Assassin's Creed Origins merchandise with the code "TOWCB" Top Stories 29/12/19 By Mieke Dix Edited by Ashlea Buckley Share 5. Assassin’s Creed 1, Version 2.0 This is effectively a repeat from last year’s list which is why it’s first on this one, but it’s just as relevant. The game that started it all has yet to receive a remaster on current-gen platforms, unlike every other previous-gen title. Sure, there are plenty who dislike it due to its gameplay being simplistic and repetitive, particularly in comparison to the later games, but that doesn’t make Altaïr’s story any less compelling. It’s definitely a game that would benefit from a significant technical overhaul instead of merely an aesthetic one, which may well explain why they haven’t remastered it yet - or just won’t bother. However, whether we’ll be seeing this anytime soon or not is unclear, so all we can do is once again cross our fingers that it’ll feature in the upcoming UbiE3 lineup. 4. Next Instalment Announced With all the leaks and rumors that have been abounding on the internet this year, it’s somewhat inevitable that Ubisoft’s E3 press conference in June will feature a teaser trailer for the next game, at the very least. What’s less certain is whether Ubisoft will announce the game for release this year on current-gen only, or wait until 2021 when they can release it on the new Xbox and PS5, whether that’s a dual-release or next-gen only. This is where we can only hope that, if they are planning a dual-release, Ubisoft thoroughly learned their lesson following the disaster that was Rogue/Unity’s release. Whatever the case, we fully expect there to be a new main series title announced at some point in the coming year. 3. The Symphony on CD The Assassin’s Creed Symphony was a wonderful celebration of the many composers who have been a part of the franchise since its inception and their beautiful, emotive music. I personally attended the performance in London (and probably cried 90% of the time). Each game’s soundtrack was arranged into an excellently-composed suite which showcased the music at its best. What would be greatly appreciated, doubly so by those who couldn’t get a ticket for whatever reason, is an album of the arrangements for us to enjoy at our leisure. Of course, what would also be appreciated is an announcement that the Symphony will become an annual event visiting more locations worldwide, or even a series of concerts that would allow for even more arrangements of each soundtrack….! Wait, where was I? 2. Creed-Con 2020? Something that was evident by the response to the Symphony - mainly the rapidity at which it sold tickets - is that there really is a market for official Assassin’s Creed events and experiences. That’s not to say that we demand an official Assassin’s Creed convention or anything, but there is plenty of scope for other events. (I mean, a convention also sounds freaking awesome). The community already organises a fair amount of events of their own accord, but to be able to pull all that passion under one, officially-endorsed roof would be grand. For example: the Symphony becoming a regular event could be a good start. It could be the perfect headline act of a convention, or even a one/two-day festival of celebration for the franchise, especially if it was then streamed live for all to enjoy. 1. A Return to its Roots I plan on getting a bit more in depth about this at some point, but let’s face facts: the series is nothing like it was in the beginning. This isn’t actually a bad thing, and Origins and Odyssey are both fantastic games. However, the criticism that neither game feels like Assassin’s Creed is entirely fair, and there is a good deal of worry that the series will just continue to stray further and further from where it began, until it’s purely Assassin’s Creed by name only. Hopefully we can see a return of the rooftop-skulking, shadow-lurking assassins that we all came to love, and less of the colossal maps half-full of empty space. We love naval combat because it’s fun, fast-paced and exhilarating, but we also love balancing precariously on window ledges four storeys up as we stalk a Templar far below, ready to dive gracefully into the nearest hay bale and wait for the perfect moment to strike. Now that is Assassin’s Creed at its heart, and we desperately want that back. By using our Amazon Links About the Author Mieke is a huge fan of the Assassin's Creed franchise, and is looking forward to creating regular content for the AC community as an online article writer. She has previously written articles for Cultured Vultures and currently runs an online gaming blog. By joining the program, Mieke will be able to write articles on a wide variety of topics for the community. Her work will soon be available in the Community Hub . You can find her on Twitter Mieke Dix Save 15% with the code 'TOWCB' 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

  • Best quotes in Assassin's Creed II (2009) | TheOnesWhoCameBefore

    Best quotes in Assassin's Creed II (2009) Share Written By: Edited By: TOWCB Team Back To Database The game introduced players to Ezio Auditore, a character who is often rated as the best of the whole series. range comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author A collection of articles from The Ones Who Came Before team. TOWCB Team

  • AC Community Questions: Laury_Runs | TheOnesWhoCameBefore

    AC Community Questions: Laury_Runs Interview Share 27 Sept 2024 Written By: Edited By: Colum Blackett (Col_96) TOWCB Team Back To Database Col: Hi Laury, thank you for joining me for this introductory interview. Please could you tell us a little bit about yourself and your role within the Assassin's Creed Community. Laury: Hi Colum, I’ll try to make it short. So I’m Laury, born and raised in Germany but I travel a lot as I work remotely. I’ve got two beautiful bengal cat-leopards, I love lore deep dives into complex dystopian or futuristic worlds and I like to write and draw. The Assassin’s Creed series is my favourite game series of all time, so I will gladly be contributing hours and hours of gameplay in live stream and videos. Col: In September 2024, you joined The Ones Who Came Before's Assassin's Creed Partnership Program, known as the Isu_Network. Are you looking forward to working alongside the Video Content Creation Team during the launch of Assassin's Creed Shadows? Laury: Absolutely! Since I played Black Flag I’ve been wishing and waiting for an Assassin’s Creed game setting in Japan, so I am very excited for the release of Shadows. It’s a whole new experience for me to be sharing gameplay online and I find it so much more enriching to share and discuss Assassin’s Creed related content with a community that loves the series as much as I do. Col: How excited are you to get your hands on the upcoming instalment? Laury: So excited! I’ve been hoping for an Assassin’s Creed game that plays in Japan since many years now, and now that I’m streaming it brings me even more joy to play games. I have high expectations, I know that’s dangerous. But if the world will be as broad and scenic as all the games before, Shadows cannot disappoint me already. I hope for some new juicy facts and intrigues about the Isu and Abstergo. Sure, I’m a little bit sad about the delayed release date, but I rather wait a little longer instead of playing a broken game…we saw what that does to people at the Cyberpunk 2077 release. Col: When did you first start streaming, and what would you say are some of the recurring themes that regular viewers will recognise in a Laury_Runs stream? Laury: I started streaming in winter 2023 when I was playing Baldur’s Gate 3. When you catch me on stream, besides Assassin’s Creed, you will usually find me playing any Open world RPG’s in the science fiction genre, sometimes fantasy. I like to cosplay from time to time, challenge myself with challenge runs, death counts or bets with the chat. Also you will see my cats getting in the way from time to time, begging for attention…or food. Col: What are some of your most recent Assassin's Creed Community Projects, and what are you working on currently? Laury: Trying to beat the Assassin’s Creed Valhalla Niflheim DLC at the moment. Next on the list are the chronicle games, as they are the only Assassin’s Creed games I have not played…yet. Col: Have you visited any of the locations from the games? Laury: I’ve been to Greece, Rome, Paris, Norway, England and Israel. I had planned a trip to Florence (yes, mainly because of Ezio climbing around on the Cathedral Santa Maria del Fiore), but Covid got in the way. So it’s still on the list. I am very interested in archaeology, so I would also love to travel to Egypt and check out some cool excavation sites. Col: Which Assassin's Creed game is your favourite and why? Laury: Assassin’s Creed Odyssey is my favourite game of all time. I also love the setting of Origins, but when it comes to the gameplay, characters and questlines, Odyssey just hits a special nerve. Also I’ve always been super interested in Greek history and mythology, so meeting all the “Greek” Isu, Pythagoras in the Atlantis DLC and seeing all my favourite themes and places come to life boost this game all the way up on the list. When it comes to “older” Assassin’s Creed games, I really enjoyed Syndicate and Black Flag. My first game I ever played on console was Assassin’s Creed II, so it will always have a special place in my heart, as I consider this game to have made me a gamer and I have never stopped playing the series ever since. Col: What would be your dream setting for the upcoming AC Netflix TV show or future game? Laury: I was always hoping for Japan as a setting, which we will now get with Shadows. The movie from 2016 was good, but it couldn’t really capture the complexity of the game series with its different timelines. So I am hoping for a more suspenseful experience, where several timelines will all come together in a big climax. When it comes to settings, I don’t think I can be disappointed, there is nothing specific on the list. The more complex the story and theme similarity to the games, the better. As I am from Germany, maybe I would like to see it in the upcoming Hexe game, and I know many people would love to see Germany during the Second World War. Col: What advice do you have for people looking to begin streaming? Laury: Only do it if you enjoy communicating with the viewers. I am not a multitasker so that has been challenging for me in the beginning, however I enjoy playing games so much more, since I can share my experience playing them live. Also: consistency is key. Don’t do it because you want to get famous overnight, do it because you love it. Col: Where can our community members find you online? Laury: You can find me on Twitch as Laury_Runs . I play Assassin’s Creed during the week and other games on the weekends. Soon you’ll be able to catch my first blind unspoiled RDR2 stream on Youtube, also as Laury_runs. We would like to say a huge thank you to Laury for joining us for this interview. Look out for her Assassin's Creed streams at Laury_Runs and stay tuned for all things Assassin's Creed here at The Ones Who Came Before. 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)

  • Michael Smith

    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. Previous Next Writer Michael Smith Previous Partner 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. Twitter | Timeline Work

  • Updates On The Future Of AC & Black Flag Remaster Confirmed | TheOnesWhoCameBefore

    Updates On The Future Of AC & Black Flag Remaster Confirmed News Share 5 Mar 2026 Written By: Edited By: Hayden Bird Gargudon Back To Database It is an exciting time to be an Assassin’s Creed fan, with Ubisoft yesterday making an announcement on social media, in the form of a video with newly appointed franchise Head of Content Jean Guesdon, giving major updates on the future of the franchise. This provided updates on the heavily anticipated Codename games in the from of Hexe , the mobile game Jade , as well as the multiplayer experience Invictus . There was also word on the remaining support left for Assassin’s Creed Shadows , and of course, the official confirmation of a remaster of Assassin’s Creed IV Black Flag , officialy titled Assassin's Creed Black Flag - Resynced . Ubisoft teased its existence with a piece of artwork of protagonist Edward Kenway with the new updated logo for the game with the new title underneath it. They also worded it with some pirate-themed comments to officially confirm that the remaster is real. The significance of this announcement is a true act of appreciation from the developers at Ubisoft, directed at their dedicated fanbase, that has stuck by them for nearly two decades and counting. Their transparency with the community is very respectful and shows that the developers care about their fans, and felt it only right to share these major updates with their loyal audience. The fact that it was a string of announcements and not one singular update shows, they are excited to share what is in store for the franchise, and that nearly two decades later, the series is as strong as ever and not slowing down one bit. The Assassins Creed Logos (via Ubisoft) As mentioned, it was announced that support for the most recent game in the series, Assassin’s Creed Shadows , will slowly start being phased out as the game nears its first anniversary this month, which makes sense and happens all the time in order to give developers time to focus on their future projects, and divert manpower and resources. Guesdon shared that even though support for Shadows is nearing its end, it has some great surprises left and will go out on a high note. It is a perfect send-off to an important game in the series. It only feels right to end with a bang rather than let the hype dwindle down. It is a great thing that Ubisoft plans on ending strongly on such a great game in the series, as fans who loved and still play the game certainly deserve a proper sendoff. The Black Flag remaster was another major surprise. While it was not a full reveal and more of a tease, the official annoucement already has fans excited and worked up, and more news and details are bound to come sooner than later! The information they shared for the highly anticipated upcoming game, Codename Hexe , was short but meaningful. They stated it is set in a pivotal moment in history and that they plan to remain silent for a bit longer, but love the fans' hype and enthusiasm for the project. It was a short update, certainly, but just the fact they are acknowledging the game that so many fans are excited for is a great move from Ubisoft to continue to build up the hype even further. The other game with a codename that received an update was Codename Invictus , which is confirmed to be a PvP online multiplayer game, which is significant because in the past the last time an Assassin’s Creed game had multiplayer as an option was 2014’s Assassin’s Creed Unity , which players loved despite it still being the last taste of online the franchise has seen. Now, over ten years later, a full-fledged online game that is its own title rather than attached to a single player game, is progressing along in development. The interesting part about this is that it is a competitive PvP in the Assassin’s Creed universe, which is something almost unseen before as while Unity had multiplayer as a feature, it was co-op gameplay with friends and teammates, the option to face other players was not available, so a dedicated Assassin’s Creed game that is all about multiplayer is truly an exciting project in the works from Ubisoft, and it's a good thing to get an update on it as word surrounding Codename Invictus was scarce, understandably, the way Ubisoft would want it. Main Protagonists all together (via Ubisoft) Another couple goodies that were announced today was also an update on the upcoming Assassin’s Creed Netflix series, sharing that while it has been a long time coming, the development has been going smoothly over the last months and has even had casting updates announced all within a few months or so. Ubisoft also made sure to give one final treat, in the form of the announcement of a 60FPS update for Assassin’s Creed Unity for PS5 and Xbox Series X/S, which is a big deal as many of the older games in the series have received a patch to make it look more advanced, and Unity was considered ahead of its time with visuals and gameplay, so getting this update for a game like this one is excellent news. The update drops today March 5th. All in all, it was an unexpectedly huge day for fans of the Assassin’s Creed series and all gamers alike. There was no way to predict getting such a huge update for all the future projects in the franchise, so the surprise announcement was a good and smart move to treat fans when they would least expect it. In the past, many major gaming franchises would be slowing down or already dead in a matter of a few years, but nearly 20 years in, there are absolutely zero signs of AC slowing down, and the future of the franchise is as bright as it has ever been. Nearly at the two decade mark, Assassin’s Creed continues to be the gaming dynasty it truly is and shows that even with age, this franchise can still be more alive than ever. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Hayden is a passionate Freelance Writer based in South Carolina who joined TOWCB's Writing Team in 2020 during the Covid-19 Pandemic, writing articles on all things Assassin's Creed Valhalla. He left the group to focus on studies, joining our Alumni program, but triumphantly returned with fresh ideas in 2024 to pick up where he left off, only this time covering Assassin's Creed Shadows. In 2025, Hayden took on the position of Team Leader for TOWCB's Writing Team, overseeing article releases, assisting with recruitment and providing assistance with internal operations. Hayden Bird

  • Codex Transferendum v2.0.2 | The Isu-to-English Dictionary & Language Guide Released | TheOnesWhoCameBefore

    Codex Transferendum v2.0.2 | The Isu-to-English Dictionary & Language Guide Released Analysis Share 16 Mar 2024 Written By: Edited By: ActualSpider-Man Colum Blackett Back To Database Welcome to Codex Transferendum v2.0.2 , where Isu 101 is only the beginning! Inside there are 460 pages of sourced breakdowns, sentence complexity, a formulaic list of every word we’ve seen and how they’re built, followed by a comprehensive compilation of every possible rearrangement and conjugation of every root word, interpreting quite a few fun possibilities for words unseen! Hopefully this translation and language guide can help all of us solve any upcoming Isu puzzles that much faster, and for anyone interested it is entirely free to download. Enjoy, and always remember: ṇoænos wahæáid oænosr zàrhṇdichṛ Your Friendly Neighborhood Mentor PDF Download comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Author of the all-encompassing timeline, Codex Temporis, and the Isu-to-English dictionary, Codex Transferendum, Your Friendly Neighborhood Mentor is here to help unweave the confusing web of AC! ActualSpider-Man

  • Mieke Dix

    Mieke is a huge fan of the Assassin's Creed franchise, and is looking forward to creating regular content for the AC community as an online article writer. She has previously written articles for Cultured Vultures and currently runs an online gaming blog. By joining the program, Mieke will be able to write articles on a wide variety of topics for the community. Previous Next Writer Mieke Dix Previous Partner Mieke is a huge fan of the Assassin's Creed franchise, and is looking forward to creating regular content for the AC community as an online article writer. She has previously written articles for Cultured Vultures and currently runs an online gaming blog. By joining the program, Mieke will be able to write articles on a wide variety of topics for the community. Twitter | Gaming Blog Work

  • Assassin's Creed Mirage 'A Return to the Roots' Dev Diary Breakdown | TheOnesWhoCameBefore

    Assassin's Creed Mirage 'A Return to the Roots' Dev Diary Breakdown Breakdowns Share 25 Jun 2023 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database As part of the marketing campaign leading up to Ubisoft Forward, the first video in a new series dedicated to the development of Assassin's Creed Mirage was released. Episode one, titled 'A Return to the Roots' focusses on the creative decisions behind the game's production. Mirage promises to be a love-letter to longtime fans of the franchise, placing an emphasis on core pillars and narrative. This will no doubt be refreshing news for many fans, who are longing for a return to stealth which lies at the very heart of the franchise. After numerous entries without playable Assassins, the video makes it clear that the developers wanted the series to return to its roots, in a way that feels authentic. By listening to fans, and asking themselves what are the key points that people love about the series, Mirage pays homage to all that has come before and pushes the boundaries even further, ultimately creating the stealthiest game to date. We can't wait to to learn more about Assassin's Creed Mirage! Here is our breakdown of the first Dev Diary! https://www.youtube.com/watch?v=YR1L56mYLF4 20 seconds into the first dev diary we get our first glimpse at new Assassin's Creed Mirage gameplay footage! In the top right hand side we can see that skill points make a return, something which were introduced in Assassin's Creed Origins. This time however, the points are not connected to a sprawling skill tree of abilities. They are simply to enhance skills that Basim learns from The Hidden Ones during his training. Secondly, from the short gameplay clip you can see that Basim has been spotted by civilians in the area, meaning guards are also aware of his presence. Notice how their behaviour changes as he approaches them. You can see them hesitate to approach, and even back away from him, no doubt viewing him as a threat. On the right you can see a staircase, which may be one of the ways in which the player can achieve a non-confrontational playthrough, stealthily bringing them to a new area without being detected. Looking at the right hand side of the screen, you can notice a tiny white dot appear above a seat as Basim approaches. This indicates an interaction opportunity, meaning that Basim will be able to bide his time whilst sitting down, and even strike from a bench / seated area. Next up we have two new pieces of Assassin's Creed Mirage concept art, as the video expresses the desire from the team to take Assassin's Creed back to the beginning. Mirage tells the story of Basim, and his journey towards becoming a Master Assassin. We can see several locations marked on a whiteboard being discussed by a developer during a presentation, which appear to be part of a diagram showing the outer walls of Baghdad. From the notes we can read: Round City (Baghdad) Garden Four Marrels? Mosque Gate of the Greeks Nestorian Monastery Canal Prince Palace Shari District (also known as quarter) Review Ground Fief (of Zubaydia) From my research I believe that the diagram on the whiteboard shows the Northern region of Baghdad, as depicted on this map. You can even see the flow of the river Tigris. That means that the word 'gate' on the diagram is referring to the Khurasan gate. Map via Wikipedia Moving on, we have another piece of new concept art, this time showing parkour. Notice the multiple guards also on the rooftops! The video dives into parkour, and makes it clear that it is a key pillar to the Assassin's Creed experience. Baghdad is your playground, and it has been built to enhance parkour opportunities. During the two second clip showing parkour, we see Basim jumping from post to post through what the video describes as an 'urban environment'. The surroundings appear to take inspiration from Assassin's Creed I, reintroducing stalls and buildings featuring ledge windows. Parkour in Valhalla was described as sluggish by many, but the quick snippet here makes it look like the player has more control and freedom over aerial movement. This is confirmed when Marco Maresca (Senior Game Designer) says that the team looked at past games for inspiration, emphasising fluidity and comfort in movement. Parkour is easy to learn, and the approach is closer to the Ezio games, where it's ''all about keeping the flow and momentum going''. The gameplay demonstrates the return of the corner swing, improved vaulting, rope lifts (evelators) and the introduction of a new mechanic, pole vault, which can be used to help Basim cross larger gaps when navigating rooftops. https://video.wixstatic.com/video/06e6c8_2258716187a14f3ba86df251dbaf726d/720p/mp4/file.mp4 Basim is faster and more agile than Eivor, and animations were produced to give players a sense of speed when running, jumping, vaulting and free roaming. You can see a short video of Basim jumping through a test arena, showing his speed and agility. Next we see two pieces of concept art for Assassin's Creed Mirage demonstrating how the streets of Baghdad have been created with parkour in mind. In both images, we see items positioned to give Basim a lift from which he can begin to climb. ''Streets are narrower, denser, and packed with obstacles to navigate.'' ''By choosing the right path through the environment, you can move from street level to the rooftops in the blink of an eye.'' In the background you can see Assassin's Creed Mirage gameplay, showing a few of the ways Basim can navigate the city above ground. The first shows a rope which can be used to cross between buildings, something which has appeared in numerous AC games before. The second shows more obstacles, this time piled up so that Basim can quickly climb to reach a higher platform. The third shows him climbing a syncronisation point, which looks to be connected to a Mosque. As Basim climbs higher towards the platform, a tiny eagle appears, showing that it is indeed a sync point that can be used to unlock more of the map. The focus of the video shifts to stealth, arguably the core pillar of the franchise in need of the biggest revamp. ''We want players to work in the shadows, plan their next move, strike, and then vanish.'' The video then shows off the numerous ways players can assassinate. The first method is by hiding in a booth, similar to Arno killing his target in the confessional box in Assassin's Creed Unity. Second, we see a particularly brutal hidden blade to the neck kill, quickly dispatching an unsuspecting guard. The next method is the ledge grab, something which dates back to the Ezio games. It seems that Basim will be able to climb up to the very top of a platform and surprise unsuspecting enemies. For players looking for a more confrontational approach, takedowns return, with more variation than ever before. In the first gameplay snippets we see, Basim performs a move that sees him flip over an enemies back in what looks to be a finishing move calling back to Assassin's Creed Revelations. The move looks similar to the 'Hook and Run' maneuver performed by Ezio Auditore, taught to him by Yusuf Tazim. Next we see a different angle showing Basim plunging his curved sword into the left shoulder of a guard, no doubt an extremely painful way to die. The final move we see here is an air assault, knocking the guard to the ground and using the hidden blade to eliminate. Bench assassinations make a return, calling back to Assassin's Creed II which released back in 2009. It's a wonder that such a useful feature would disappear in the first place, but it faded away after Black Flag, where Edward Kenway used the move to assassinate Woodes Rogers in the garden. For me, this maneuver is the epitome of the tenet 'Hide in plain sight'. In another throwback to previous games, killing enemies from the rooftop gardens make a return. This was always a great way for players to eliminate guards circling a perimeter, which was particularly effective when paired with the whistle to lure enemies towards their fate. Narrative Director Sarah Beaulieu narrates the next part of the stealth section, making it clear that the team fully encourages players to be sneaky, as combat for Basim is a last resort. His main approach is to hunt and strike whilst remaining unnoticed. The team reworked the enemy AI to improve the detection and vanishing loops, making behaviours more responsive and readable. This is something which heavily needed improvement after the stealth issues which appeared in Valhalla. Enemies would notice Eivor immediately, making social stealth a challenge for most players, encouraging a combat approach. https://video.wixstatic.com/video/06e6c8_719f061122e842a5ad707a95be7dff15/1080p/mp4/file.mp4 New enemy archetypes will increase the stakes, with the introduction of: The Marksman: Capable of shooting down your eagle companion, Enkidu, preventing you from using the bird-control mechanic. The Spearman: A guard bearing a long spear who pokes through haystacks in search of enemies hiding. The Hornbearer: Equiped with a horn which can be used to call for reinforcements. Narrative Director Sarah Beaulieu confirms that Basim does indeed train with The Hidden Ones in Alamut, the historic Persian (Iranian) castle and later the real-life home to the Nizari Ismailis, also known as the Assassins (1090AD), a splinter sect of Shiite Muslims. The group was led by Hassan-i Sabbāh, who apparently uttered the phrase '' Nothing is true , everything is permitted ” on his deathbed. The novel 'Alamut' by Vladimir Bartol is said to be one of the key inspirations for Assassin's Creed I, which the series adopted into its own lore by making it a stronghold for the Levantine Brotherhood of Assassins. The castle is of huge significance to the series, as it was also built on top of a First Civilisation Vault which housed the Memory Seals which Altair used as keys to access his vault at Masyaf. It'll be interesting to see if the construction of Masyaf is completed during the course of the game, as in the CGI trailer and screenshots, it is still being erected. During his time at the castle, Basim is introduced to the tenets of the creed, by his Mentor Roshan and the other Hidden Ones. Next we get a look at the new and improved social stealth, which brings back systemic blending to mask Basim's movements in a large crowd, allowing him to move undetected. Hide in plain sight. In the gameplay demonstrating social stealth, we can see a rope lift on the left, showing a quick and convenient way for Basim to access the rooftops from ground level. We also get our first look at the navigation bar which has an icon showing a bag, which could represent a vendor of some kind such as a tradesman. We also see the return of the skills icon in the top right hand corner, indicating that the player can level up some abilities. Basim can bribe factions with specific tokens in order to control AI groups, allowing him to move undected through guarded areas. This is very similar to how Ezio would pay a group of courtesans to mask his movements in a crowd. The navigation bar at the top of the screen turns yellow as the group approaches, showing that the guards are becoming suspicious in a guarded area, but Basim himself is hidden by the blend mechanic. The final section of the video focusses on assassinations, and the ways in which players can take down The Order of the Ancients to free Baghdad from their influence. The enemy we see here in the concept art image is also the one who appeared in the Cinematic World Premiere Trailer (CGI). In Assassin's Creed Mirage, The Hidden Ones have established a network of bureaus across the city of Baghdad to monitor The Order of the Ancients. They act as gameplay hubs from which the player can take on side contracts and various objectives, from rescue missions to assassinations, to help The Hidden Ones in their fight for freedom. Here is a 3D model of the mask featured in the Cinematic World Premiere Trailer, once again belonging to the target who tries to run from Basim. One of the most impressive gameplay shots of the whole video features next. I can sense the building anticipation amongst the Virtual Photography community, who are itching to know if the game contains a Photo Mode feature at launch. Everything about this piece of concept art screams Assassin's Creed I. Several of Altair's targets would take part in public speaking, manipulating the masses. In this piece of art, we see Basim watching his target from the rooftops, looking for an opportunity to strike. Narration from Sarah Beaulieu makes it clear that the dev team wants players to immerse themselves in the life of a Hidden One, investigating target's identities, tracking their movements, and sharing information. This is also a callback to direct Assassin's Creed I, when Altair was stripped of his rank and demoted to a novice, needing to collect information before reporting back to the bureau leader, who would eventually give him permission to strike. I wonder if Basim will also report back in a similar fashion before eliminating his target. No word on this as of yet. In Assassin's Creed Mirage, a new Investigation Board replacing the Quest Log, possibly a move which shows the intent to move away from RPG elements in the new game. Stephane Boudon returns to the narration and informs the audience that Black Box missions (first introduced in Assassin's Creed Unity) give players the freedom on how to approach an assassination mission. The piece of concept art above shows Roshan and Basim, wearing a green and brown outfit, possibly a disguise planning their approach. This piece of art heavily reminds me of the player's introduction to Black Box missions in Assassin's Creed Unity, where Bellec and Arno stand on a rooftop overlooking Notre-Dame looking at the ways in which to proceed. The winner in this piece is Roshan's hair. So striking! Finally, the dev team reveal that in a surprise addition to the game for long-time players, a nostalgic visual filter setting has been added which can be applied at any point to give the game a desaturated blue-color palette, similar to the very first Assassin's Creed game (2007). This is a nice piece of fan service, as it adds a level of nostalgia reminding many of us of the fondness we all have for the original game and also how the washed out colours made Altair's robes stand out. That's all for the first Dev Diary, and things are looking promising. Although Mirage isn't doing anything too innovative, the team behind it seem to be rediscovering what mechanics worked well in previous titles and are determined in their efforts to restore them to the franchise. Look out for our coverage of Assassin's Creed Mirage here on The Ones Who Came Before, as we can't wait to explore the new title even further as we get closer to launch. Stay tuned for all things Assassin's Creed with our social media channels, listed below. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)

  • TOWCB Channel Trailer Released | TheOnesWhoCameBefore

    TOWCB Channel Trailer Released Other Share 29 Mar 2024 Written By: Edited By: TOWCB Team Colum Blackett Back To Database We are pleased to present the new and updated channel trailer for The Ones Who Came Before. edited by Team Leader Colum Blackett (@ Col_96 ), featuring music by Gustav Poulsen (@ Gargudon ). https://www.youtube.com/watch?v=ARTZOV4OpCQ We hope that this trailer represents the relationship between the Core team and our Isu_Network, a global network of content creators around the world During the editing process, Col included two references that he hoped fans would pick up on. The first was the timing of the footage showing UbiCypher (Joe), Twitter lead admin for @ Isu_Network , which airs as the narration says that our content includes 'lore analysis and facts'. This is a nod towards Joe's daily posting schedule which includes Assassin's Creed lore and trivia. The second is right at the end, as Gargudon's narration says 'make sure to subscribe and follow us on socials', Col added footage of Ezio following a target on a rooftop. We hope that you enjoyed our new channel trailer! Let us know your thoughts in the comments below. You can find links to all our our 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 A collection of articles from The Ones Who Came Before team. TOWCB Team

  • Assassin's Creed Copenhagen Quiz Night Event Photo Log | TheOnesWhoCameBefore

    Assassin's Creed Copenhagen Quiz Night Event Photo Log Event Share 5 Apr 2025 Written By: Edited By: Gustav Poulsen (Gargudon) Colum Blackett Back To Database Here are our photos from the Assassin's Creed themed quiz night at Kappa Bar Copenhagen, hosted by Ubisoft Nordic to celebrate the launch of Assassin's Creed Shadows! Gustav Poulsen ( Gargudon ) from The Ones Who Came Before's Core Team was in attendance, and came third in the quiz on his own! https://video.wixstatic.com/video/06e6c8_5bb544d63365478c95abe59bfef9e23d/720p/mp4/file.mp4 Big thank you to the Ubisoft Nordic Community Team for hosting such a great event! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Gustav / Gargudon is an active community member, who started out in podcast hosting in 2016 - hosting the discussion based show “The Memory Corridor” - but today mostly specialises in video creation, interviews and composing. He joined The Ones Who Came Before in 2019 for a merger, publishing new episodes - and reviving the show following nearly a year of inactivity - on our platforms, until phased out in 2023. Today, among other things he is known in the community for the Sounds Of History project - an original Assassin’s Creed inspired instrumental music project, featuring five tracks inspired by as many different games - other original fan themes plus covers of iconic AC tracks, as well as video interviews with a number of high profile names in the world of AC, from Roger Craig Smith, Jesper Kyd and more. Fun fact, among his growing colourful tattoo collection, Gustav is the only member of our team to have the TOWCB logo inked. Gustav Poulsen (Gargudon)

  • The Ones Who Came Before - 2024 Highlights | TheOnesWhoCameBefore

    The Ones Who Came Before - 2024 Highlights Community Share 22 Dec 2024 Written By: Edited By: Gustav Poulsen (Gargudon) TOWCB Team Back To Database 2024 has been a big year for us here at The Ones Who Came Before. We celebrated our 10th anniversary, launched a wide variety of landmark projects - analytical breakdowns, photography, interviews and more - welcomed a number of new content creators to our team, as well as numerous new followers to our site, continuing to become one of the leading platforms for everything Assassin’s Creed. With the year slowly coming to an end, let us look back at some of the highlights and most recognised projects of ours from throughout the year! Thanks to all of our followers for supporting us yet another full year! We look forward to releasing more content on everything AC in 2025, and hope to see all of you stick around for it! 10th Anniversary of The Ones Who Came Before First and foremost, let’s reminisce on our site celebrating its 10th anniversary this recent August. From founder Colum , then only a kid, starting it as a place merely to share cool AC theories with next to no followers, to first being recognised by Ubisoft, becoming a three-man, then the 25+ members team we are today and 60K+ followers later, our site has certainly seen its share of growth and expansion, becoming one of the top Assassin’s Creed fan communities out there. To go with this massive milestone, we also released an array of special content and projects, from a golden version of our logo inspired by the AC15 aesthetic, highlight reels, interviews with high profile community icons and more. Interview with Jesper Kyd & Assassin’s Creed II Soundtrack Covers As part of our 10th anniversary content schedule, we had the opportunity and honour of sitting down with Mr. Jesper Kyd for a chat - the legendary composer behind the iconic soundtracks of Assassin’s Creed 1, The Ezio Trilogy and Valhalla - talking everything from Jesper’s journey in games composing, writing, production and sound design, musical influences and much more! To suitably go with this landmark interview, we also cooked up covers of a number of favourite tracks of ours of Jesper’s from the legendary Assassin’s Creed II soundtrack, among others the iconic Flight Over Venice. Create our versions of these tracks, sticking as true as possible to the originals, while also adding our own unique twists and elements. Full interview with Jesper plus covers of all tracks are up on our YouTube channel! https://www.youtube.com/watch?v=jdLezhsRrBo https://www.youtube.com/watch?v=HJu0Lu_byaQ The Meaning Of Edward Kenway’s Tattoos Early on in the year, at last properly relaunching our video venture which we are only looking to further grow and expand, kicking things off was the analysis of the meaning of the legendary pirate trained by Assassins Edward Kenway’s iconic tattoos. The analytical deep dive, turned out one of our best video successes to date on our growing YouTube channel with a couple thousand views, and had viewers getting good discussions started about their thoughts on the subject. What are your thoughts on Captain Kenway’s vast ink collection and the meaning behind the individual pieces? Make sure to let us know and to check out the full analysis available on our channel! https://www.youtube.com/watch?v=PBqUiSVZKsQ East Again, Original Musical Fan Theme Inspired by Assassin’s Creed Mirage In the beginning of the year, following our entry into the world of music with our 2023 project Sounds Of History - an original instrumental EP featuring five tracks inspired by five different games - the brains behind that Gargudon cooked up another track, dedicated to AC Mirage, the three and half minute ambient and action packed fan theme East Again. From starting out on a slower, ambient section perfectly suited for stealth gameplay, then exploding into a louder section towards the end fit for fight, fusing electronic, Metal and traditional Eastern sounds and melodies, this track received praise from community members and was a blast to create! The track is available wherever music is streamed, as well as on our YouTube channel accompanied by an ambient visualiser. Links to listen on Apple Music & Spotify via our LinkTree. https://www.youtube.com/watch?v=1DWaOdfr94g Virtual Photography Community & Contest Judged by Magnus Bruun As in-game photography has evolved heavily in gaming overall and Assassin’s Creed specifically with the years, so has a number of online communities dedicated to players sharing their incredible captures, including ours over on X. Run by our incredible photography team, our community passed 1000 members in the summer. Additionally we have hosted a number of photography contests, each with their unique theme, inviting our followers to share their best shots, one of the latest ones to be guest judged by Eïvor himself, Magnus Bruun. Every one has been nothing short of incredible entries, every shot leaving us mesmerised! Thank you to everyone who have joined our photography community thus far, and make sure to do so if you haven’t yet! We look forward to more talent joining and contests in the new year, and till then, keep tagging us in your best shots on X and Instagram @acfirstciv from across the games! Join our virtual photography community on X . AC Community Tattoos Showcase As part of our 10th anniversary celebrations, we asked our followers with such, to share a picture of their Assassin’s Creed themed tattoos with us, for a showcase compilation of the ink found among the community’s members. Featured were community members and fans @djdelange, @ rick_sama , @ valorianru , @ kells_creed , @ kendo_messiah , @ hangmanshand, as well as long-time community member Dave Woodward and his iconic collection, and Gargudon and ActualSpider-Man from our team. We would love to see more of the incredible Assassin’s Creed tattoos found on fans out there and do a part two to this showcase. Do you have any ink inspired by the franchise? Send it to us on one of our socials and we’ll feature it next! https://www.youtube.com/watch?v=ISiuhBUyl5I Assassin’s Creed Shadows Reveal + Code Breaking One of the major highlights in Assassin’s Creed this year, was of course the official reveal of of the next instalment in the franchise, with what formerly known as Codename Red officially becoming Assassin’s Creed Shadows, at last heading to a fan favourite location over many years, 16th century Feudal Japan. Leading up to the reveal in the last days before, Ubisoft also shared mystic encoded messages, as well as clues and character graphs that might aid those capable of decoding them, and as it happens, we were one of the first to do so, thanks to the incredible codebreakers joining our team. This reveal overall got us working on and putting out a series of Shadows related content, from fanart, custom wallpapers, analytical breakdown videos and more. More content on the game will of course only keep coming leading up to the February release, among other things including our teased original fan theme The Wind Between The Cherry Trees inspired by the game. https://video.wixstatic.com/video/06e6c8_02f8a01817da4735bcc3aac617e95020/1080p/mp4/file.mp4 New Additions to the TOWCB Team And last but not least, throughout the year we of course also welcomed a number of new talented and passionate AC content creators to our ever growing and evolving team, from writers, streamers, video creators, platform managers and more. On the video oriented front, the addition of SisterlyThrower has seen our growing video venture further taking off, with among other things analytical breakdowns and unique psychological analysis of key AC characters. We also welcomed shorts and skits creator Calvin, as well as streamer Laura Jung, who successfully executed our first community stream on Twitch, playing Valhalla while brilliantly cosplaying as Eïvor. Our writing team welcomed codebreaker Edenoi, who was key in solving the coded AC Shadows messages, and it also welcomed back Hayden Bird , a writer who originally joined us in 2020 but had to depart, but is now back with us in style as an article writer. Our latest additions, Zephryss and Renzo, have also brilliantly helped mange our social media platforms and content. We look forward to even further building our team in the new year, and we want you on it! Are you passionate about AC with a knack for writing, streaming, video creation, art or social media managing? Get in touch with us and we’ll take you into consideration, we are excited to hear from you! And that more or less sums it up for the best and most significant highlights for us here at The Ones Who Came Before in 2024. The year is of course not fully over just yet, and we still have bits and pieces of content we are excited to share before the new year. Once again, thanks to everyone one of our followers for supporting us throughout the year! We look forward to welcoming new followers and team members, and continuously creating and sharing an array of cool new exclusive content on everything Assassin’s Creed in 2025. Merry Christmas, happy holidays and new year Assassins! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Gustav / Gargudon is an active community member, who started out in podcast hosting in 2016 - hosting the discussion based show “The Memory Corridor” - but today mostly specialises in video creation, interviews and composing. He joined The Ones Who Came Before in 2019 for a merger, publishing new episodes - and reviving the show following nearly a year of inactivity - on our platforms, until phased out in 2023. Today, among other things he is known in the community for the Sounds Of History project - an original Assassin’s Creed inspired instrumental music project, featuring five tracks inspired by as many different games - other original fan themes plus covers of iconic AC tracks, as well as video interviews with a number of high profile names in the world of AC, from Roger Craig Smith, Jesper Kyd and more. Fun fact, among his growing colourful tattoo collection, Gustav is the only member of our team to have the TOWCB logo inked. Gustav Poulsen (Gargudon)

  • 2025 Assassin's Creed Community Fundraiser Art by Jebs | TheOnesWhoCameBefore

    2025 Assassin's Creed Community Fundraiser Art by Jebs Community Share 13 Jun 2025 Written By: Edited By: Jebs Colum Blackett Back To Database Check out this promotional piece of artwork created by Jebs from TOWCB's Art Team for the 2025 Assassin's Creed Community Fundraiser, which is raising money and encouraging blood donation to aid in the battle against blood cancer! Raise the hood to those who give blood. We are Assassins. GoFundMe 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, Jebs joined TOWCB's Art Team in an effort to widen the variety of art styles on the team. She is known online for her unusual art style, which can be described as a mix between doodling, sketching and anime, pieces which are often animated, bringing a ton of personality and fun to her work. Throughout 2025 and beyond, Jebs 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 her profile within the community and create a meaningful relationship with Ubisoft. Jebs

  • Assassin's Creed Black Flag Resynced TOWCB Review | TheOnesWhoCameBefore

    Assassin's Creed Black Flag Resynced TOWCB Review Review Share 8 Jul 2026 Written By: Edited By: TOWCB Team FrameHoldPhotography Back To Database Sail once more upon the calming waves of nostalgia Set the sails once more for an expensive adventure, as Assassin's Creed Black Flag Resynced sets its sights upon a July 9th release window, giving players a summer to remember. Although summer is an unusual release window for Ubisoft, who tend to favour a Fall launch, it could also be a smart move considering the all-consuming GTA 6 is set to launch in November, leaving everything else in its wake. Resynced presents Ubisoft with the difficult task of remaining true to the original vision, while providing worthwhile, meaningful content for new and old players alike. Many are asking; ▪️Can Ubisoft make a faithful adaptation of a beloved title? ▪️Does it do enough to appease critics of the original game? But for longtime fans of Black Flag, such as the team here at The Ones Who Came Before, who have spent the last 13 years arguing that Edward was a Master Assassin, and that Black Flag isn't just a pirate game, does Resynced add enough additional content to portray this? Black Flag Resynced is the first remake for the Assassin's Creed series, taking us into uncharted waters. Many feared that the game would be a disaster like Skull and Bones, losing faith in the project entirely. ‘Codename Obsidian’ rumours first began flying around in 2023, with more and more information leaking out over time. Ultimately, the development of Resynced had more leaks than a sinking ship, something which was playfully acknowledged during the marketing campaign. Resynced also signals the first major attempt by Ubisoft to course-correct after the rumoured disappointing sales of Assassin’s Creed Shadows, which was ultimately outsold by Assassin's Creed Mirage, a shorter game that originated as a DLC for Valhalla. Some questioned the decision to remake Black Flag first when older games such as AC1 would benefit more, but after a difficult year of internal restructuring, stock crashes, and leaks, it looks like Ubisoft may be able to take a breath, as Black Flag Resynced has the potential to change everything. The Biggest Win in Recent History After playing Black Flag Resynced for 50+ hours, we can confirm that the game captures the essence of the original, which players know and love. The development team took great care in recreating the beloved title, rebuilding core pillars such as combat and parkour from the ground up whilst incorporating signature moves from the original. Black Flag Resynced is a thoughtful reimagining of the original which elevates the game to new heights. Ubisoft managed to steer the ship away from the alluring temptation of RPG elements, something which was crucial for many fans who did not wish to see the original action/ adventure title switch genre. It's great to see that Ubisoft took the time to listen to fans, hosting workshops and early access sessions to gather feedback early in development. The game is also very focused in its intent on staying true to the original, avoiding the possibility of overcomplicating things. No Freedom Cry expansion or multiplayer is a good thing, as it allows the game to excel at delivering a solid single-player experience. Both of these cuts may come to fruition at a later date via Assassin's Creed Invictus or even Freedom Cry Resynced. For now though, Black Flag Resynced is set to capture the next generation of gamers, pulling together original cast members, developers, and ideas to tell the complete version of Edward's story. Breathe a sigh of relief, as Assassin's Creed veterans Darby McDevitt (Lead Writer on AC IV Black Flag) and Jean Guesdon (Creative Director on AC IV Black Flag) return to expand the original vision. Darby returned to helm two new scenes and revised an existing one. Jean is now Head of Creative at Vantage Studios (The Ubisoft Subsidiary now in charge of AC), so he was responsible for the overall creative vision. Be A Scourge Of The Seas Once More One thing Ubisoft had to consider with the remake is that the reputation of Black Flag remains largely positive, even though 13 years have passed since launch. Fans remember a plunderous adventure filled with opportunities, but also really like Edward as a character. One of the reasons why many connected so much to Edward's story is because of how flawed he is as an individual. With all his charm and optimism, his pursuit of wealth leads to him losing himself in a whirlwind of opportunities, and ultimately, becomes a different man entirely. A new generation of players gets to experience a great Assassin's Creed game, with updated visuals, storylines, and mechanics. We hope that we manage to answer your many questions in our review, breaking down the core pillars and diving deep into all things Assassin’s Creed Black Resynced. Graphics by MrTom The World Resynced is an extremely beautiful and visually impressive game. Many will consider it the best looking Assassin’s Creed game. All assets for Resynced were created from scratch for the latest version of the Anvil engine, leading to a breathtaking visual experience. The world feels more alive now, on land and at sea, above water and below. The dynamic weather system adds a new level of realism, something which is especially noticeable when exploring the world. Rain in particular is striking, adding atmosphere and gloom to the game, which provides the perfect cover to strike. Some of us within the team found the saturation levels a tad too high. Characters can appear red-faced. Luckily though, the Vibrant saturation can be turned down in the settings. Ubisoft likely opted for this to make the colours more engaging. Players will notice added foliage in the world, adding to the immersion. Being able to dive anywhere at will is a massive improvement, and the water is generally vibrant, beautiful and alive. We did find however that in deeper seas it’s very dark, but also appears to be barren of any life even though you can see dolphins etc jumping out the water. But underwater there’s nothing. Exploring the world with the Jackdaw feels like reuniting with an old friend. The improvements to the Jackdaw are brilliant and really make the ship feel like the second character of Black Flag. Another place Edward can call home in Resynced is Great Inagua, with The Manor hideout, which now has improved customisation options, making it feel more personal and homely for Edward when he’s not sailing on the Jackdaw or residing in Nassau. It definitely feels like more of a place to call home. Throughout the game, NPCs feel more lifelike than in the original, as Ubisoft has added additional dialogue, new behaviours, and animations. Different areas of the map feel worlds apart, as they feature various languages, colours, and even dress styles, accurately depicting the cultures settling in the Caribbean territories in the 18th Century. The world of Black Flag Resynced is a carefully crafted homage to the original, incorporating the elements which fans loved and making them even more vibrant and dynamic. We think that players will love getting lost in the beauty of the game. We can’t wait to see the photo mode captures! TMAC: The three main cities of Havana, Kingston, and Nassau return. They're now much bigger and expanded, but they still hold that magic feeling of nostalgia and are no longer separated by a loading screen. Port Royale, Part of Kingston in the OG, is now its own separate location Combat The combat system in Assassin's Creed Black Flag Resynced represents a massive shift from the 2013 original. Ubisoft Singapore has rebuilt the system from the ground up using the modern Anvil engine. It is heavily inspired by recent Assassin's Creed titles, borrowing core mechanics from Assassin's Creed Shadows and Assassin's Creed Mirage. Enemies are no longer passive targets that wait to be countered. Instead, Resynced features visible health and defense bars. You must actively break an enemy's defense through a combination of heavy attacks, precise parries, and well-timed dodges before dealing lethal damage. Perfect parries create openings for takedown opportunities. It’s a more reactive combat experience that makes you think about how to attack/defend rather than button-bashing, as enemies learn and adapt depending on how you use the combat system, delivering a more satisfying and challenging experience. Overall, we were impressed with the combat and like how it finds a middle ground between the old and new systems. Timing the parrying can be difficult as it doesn't slow down time like in the original, and enemies are fast and reactive. Edward can use his surroundings to his advantage through the use of breakable objects such as tables and chairs, or even falling items, which can be triggered by pushing enemies back to cause damage or even slow them down. Edward can now sweep enemies to the ground with a long kick, or give a shorter kick for more power. It’s worth rotating through the combat maneuvers rather than favouring one, or enemies will quickly learn and anticipate actions. Enemies adapting is a great move, as it adds another level of thought when taking on opponents. There are also many different types of finishers using swords and pistols. Takedowns are incredibly satisfying. In particular, the hidden blade finishers are brilliant. Once triggered, Edward delivers a fatal strike, many of which are particularly brutal and impressive. Finishers feel highly rewarding, as the animations vary, delivering a variety of strikes. Overall, the movement feels quicker than in the original game, especially as Edward breaks down an enemy's defence, which leads to opponents losing an item of clothing, often a hat, the equivalent of them having their armour damaged. Similarly, Edward picking up injuries on his face after a fight is another great touch; we love little details like this which add to the immersion. Disadvantages: the launch version of the game does not include Hidden Blade combat, which will definitely be missed by many fans. Unarmed combat is also limited to tavern fights. Weapon disarming and pickup from the ground have been removed. Chainkills are also limited to avoid Edward becoming too overpowered like in the original. Some of our team members found the health bars a little annoying, decreasing the fluidity of the fight, but many options for the HUD can be modified in the settings. Combat is much more realistic than in recent AC titles, removing overpowered special attacks and replacing them with more grounded strikes which feel more believable. Even though combat feels more realistic, it may be the pillar which takes the longest for fans to adjust due to its challenging nature. Timing and variation of moves are the key to mastering it, and players will need to break patterns of familiarity to excel. Practice makes perfect! TMAC: While I appreciate this take on combat over the ability based of the last few entries. It does get old after a while, and the timing windows for parries are very small. Additionally, I do have a gripe that the sound for the Hidden Blade sounds a little off. Hopefully these issues can be ironed out post-launch. It is still super funny and strangely satisfying to kick enemies off of high places. Edward Overall, we’re really impressed with the new design of Edward Kenway. To us, it seems to be somewhat of a mix between Matt Ryan and the original CGI trailer for Black Flag. Although many of the characters, including Edward, lose the grunge and moody aesthetic of the original game, they shine bright in the remake as the new facial models are incredibly lifelike and realistic, especially in cutscenes. Matt Ryan returns as the charismatic Pirate Assassin, blending a mix of charisma, sarcasm, and Welsh fury. The invigorating performance of the original is expanded through the inclusion of new dialogue, missions and motion capture, delivering a more complete experience which focuses more on Edward’s personal journey. Although we remain happy with the creative decisions, when the remake rumours first started floating, we wondered if Ubisoft would recruit Charlie Hunnam for Motion Capture, whilst keeping Matt for the voice. This could have been followed through with an appearance in the upcoming Netflix TV show, but we now know that the show will be set in Ancient Rome. That being said, Matt Ryan is Edward Kenway, and this game solidifies that fact further. One of the narrative areas the writers wanted to explore further is Edward’s relationship with his wife, Caroline. These calming scenes back home show another side to Edward, and give his struggles in the Caribbean motivation and purpose. Other positives we noticed: All the outfits from the original game are featured, with added flair and colour Adjustment to Edward’s outfit, making it more vibrant blue, with two gun holsters, more red on the sash, and a darker leather. The updated version looks great. Unlocking the rope dart earlier gives Edward another tool in his arsenal. Auto follow in mission, doesn't require a key tap. Trinkets and perks are another big win, and being able to equip two trinkets is a bonus. We’re thrilled to see that Ubisoft has taken their time to take Edward’s character and make it even more likeable through additional content. We’re sure players will have new favourite lines thanks to Matt and the writers at Ubisoft. TMAC: I'm glad Matt Ryan returned to the role. I bet it was a strange call being asked to reprise a role after 13 years but not as a sequel. The game is full of old and new scenes, and unless you know, you can't tell the difference with the audio consistently. Shout out to the audio for this. The Jackdaw The iconic Jackdaw returns, but it functions completely differently thanks to the removal of loading screens. You can now sail directly up to major ports like Havana or Nassau, drop anchor, and seamlessly jump off the ship into the city without a single cut. Sailing across the massive and beautiful Caribbean is now significantly smoother thanks to two brilliant new mechanics: Pathfinder and Follow Sea. With Pathfinder, you can plot a proper route to your destination by placing a marker, which displays a white navigation path in front of your ship. With the Follow Sea feature, you can enable autopilot for the Jackdaw, allowing it to automatically sail to your selected destination. While sailing, you can listen to all 35 of the original sea shanties, along with 10 brand-new songs added especially for this remake. The new shanty wheel makes it quick and easy to select a song. You can also recruit three new officers, each with unique perks. Lucy Baldwin unlocks the Perfect Brace mechanic, drastically reducing damage when you time your brace perfectly against incoming enemy ship attacks. The Padre unlocks an aggressive ramming mechanic and serves as a powerful ally during ship boardings. Tobias "Deadman" Smith is a master gunner who significantly enhances your offensive firepower with mortars. You can also have a new animal companion aboard the Jackdaw. Choose between a cat or a monkey, both of which are unlocked by completing their respective missions. The inclusion of ship animal companions feels like the opportunity for microtransactions to rear their ugly head from the depths once more. Players have the opportunity to select between a cat or a monkey (for now). We can only hope that this feature doesn't become overly-monetized through the Animus Store, with the addition of additional pets, or worse, costumes, as was the case in the AC Shadows Dojo. Other things the team liked: Lanterns glow on the ship when it's dark, particularly noticeable at full sail, a nice touch. New sea shanties. Cloth sails look more realistic. Rogue waves and wind can blow the Jackdaw off course. New weapons and upgrades Worth mentioning: It’s important to upgrade to compete with other vessels. Attacking forts: enemy ships will enter the fray and protect, making it even harder. Overall ship combat is quite challenging, but it may act as a barrier to new players who may need to adjust the difficulty sliders. Naval combat is likely to attract new players to the franchise, and we can’t wait to see the many variations of The Jackdaw causing chaos on the high seas. TMAC: One of the new additions here is secondary firing from your officers, and they are a game changer. I did find that ship is easier and less of a grind to fully upgrade than the OG. However, she still turns slowly, and with the many uncharted islands and rocks, you can often hit them in the midst of battle. A minor gripe is when docking or boarding a ship, the time to do that task is a little too slow. Narrative Black Flag has a story which sticks with fans. At first, the Pirate Life may seem romantic and fun, but Black Flag holds a darker message. Appreciate what you have before it's gone, and the inability to be satisfied with what you have in life can lead to you losing what you once had entirely. How much gold is enough? Edward's thirst for self-improvement can never be quenched. Black Flag proves that actions have consequences, even if you attempt to look the other way. Although Edward sets out with pure intentions, earning his fortune to improve life for him and his wife back home, along the way he gets lost, and it’s in that journey that we find our adventure. Fans of the original will rediscover a tale of heartache, and open up an old wound in the process, whilst new players will have their eyes opened by a pirate adventure not written by Disney, featuring the brutality of history mixed with the Assassin’s Creed lore. Secret forces manipulating events from the shadows, First Civilisation technology and reincarnation, Black Flag is a story like no other. Side character narratives are woven in, making up the bulk of the six additional hours of added content. The new missions with Ship captains slot well into the game, and Matt resumes his voice well. We did however notice a dip in quality throughout the added cutscenes, which can be found in new motion capture scenes which don’t feel as dynamic as those featured in the original. An example of this is prop use, something which the original game excelled at featuring. We also noticed the at times wooden dialogue, which sometimes leaves unnecessary awkward pauses, or lines which just don’t fit Edward’s brash and driven nature at that moment in time. Finally, something which keeps returning are the same recycled static animations, which are in serious need of an upgrade. Idle stance animations when making conversation in cutscenes feel VERY familiar, as in copy and pasted across. We hope to see brand new animations for Assassin’s Creed Hexe, even if that means having to wait a little bit longer. The focus on side characters like Stede, Blackbeard and Anne means that the game doesn't do enough to showcase Edward's transition from a Pirate to a Master Assassin / Mentor, which was a huge criticism for many of the main game. It simply refuses to tap into the well of untapped potential. In the expanded media, Edward travels to The Middle East, Singapore, and returns to London as a Master Assassin. Maybe Ubisoft are saving all that for DLC? The original narrative of Black Flag once again shines, as the masterful storytelling is a classic old fans look back fondly on. It’s a powerful journey depicting what it means to lose sight of your original goals. Edward and his friends dream of Nassau becoming a place where all may live free, but that dream dismantles when history has other ideas. We can’t wait to see the reactions of those playing Black Flag for the first time! First round of therapy on us. TMAC: I've always stood by that Black Flag has the best narrative of the series and that remains true here. The subtle additions help solidified some of the gaps the original left. But its also a missed opportunity to explore what happened afterward as there is another decade of Edward's life to explore. Modern Day The original Assassin's Creed Black Flag modern day gameplay has been completely removed and replaced by the Animus Hub and Rifts. The modern day story in Black Flag Resynced continues from Assassin's Creed Shadows through various data files that can be collected throughout the map, as well as from the Animus Hub project by completing Anomaly missions. There are a total of 4 Rifts in the game, which unlock one by one as you progress through the story. Whenever a Rift becomes available, you'll receive a notification. To access it, you must find the specific island, which is easy to spot thanks to the glowing light in the sky and the Isu blocks scattered around the area. Simply pass through each gate to begin the mission. These Rift missions are similar to those in Assassin's Creed Shadows, but this time they are much more refined and genuinely fun to play. Each of the four Rifts is based on a different character in the game, and completing each one rewards you with unique unlocks The lack of Modern Day will be a sticking point for many, who have endured years of it being stripped back or sidelined. For several members of our team, the fact that the original Modern Day was cut is the biggest negative of the game. It had so much lore, cameos and universe implications. It's not the same without it. Assassin’s Creed has always come with the baggage weight of modern day for new players, especially in the earlier games as an overarching narrative connected them all up until AC3. For Ubisoft though, seeking to make the games more standalone so casual players can buy based upon historical settings they like, it’s a logical move to reduce modern day or remove it entirely, even though we don’t support that mindset. We will always act as strong advocates for Modern Day preservation here at The Ones Who Came Before. In Juno we trust. TMAC: The modern day concept of an ancestor or subject experiencing someone's genetic memories has always been one of the biggest draws of the IP and the core power fantasy. Removing that very element not only hurts the brand but the games. I hope that if anyone future remakes are produced that they retain the modern day. ‘[our] story is one of thousands and the world will not weep if it ends too soon’ Cut Content (AC IV Black Flag: 2013) Parkour Parkour in Assassin's Creed Black Flag Resynced has been significantly improved over the original game. All the important parkour mechanics, such as manual jumps, side ejects, and back ejects, are available from day one, thanks to the Ubisoft Quebec team for their amazing work on parkour in AC Shadows. It truly feels much more fluid when you parkour through the city areas. The more fleshed out and updated parkour system doesn’t feel so clunky and cumbersome as in previous games. Many locations across the map have been redesigned to support the new parkour mechanics and modern gameplay physics. Tree parkour is also back, and you now have different routes to reach specific points. Many chests are located in elevated or hidden areas, requiring you to climb and parkour through trees to unlock them. You receive a short speed boost after mantling, and you can roll upon hitting the ground to maintain a full sprint. The enhanced, highly manual Advanced Parkour can be toggled off if you prefer the more automated traversal of the original game. Edward can also utilize newly added ziplines for quick, long-distance travel between high and low ground. This also introduces the possibility of zipline assassinations, something which we haven't seen since AC Revelations! This is a seriously great addition to the game as it's another dynamic way for Edward to move around the map. Song sheets return to encourage parkour, which take Edward on short routes involving trees, rooftops and lifts, in timed run and grab opportunities which make a return. It's also great to see the pulley system lifts back to make access to rooftops quicker. Other things we noticed: Enemies on rooftops can cause the player to adapt their parkour route. Not everything is climbable. For a more detailed breakdown of parkour, we'll wait for the professionals Ropotopolus and Leo K to give their thoughts 💬 TMAC: I had some trouble with Parkour inconsistencies that seem to be due to the advanced parkour setting, so I suggest turning that off until the issues are ironed out Stealth The stealth system in Assassin's Creed Black Flag Resynced has been completely rebuilt from the ground up using the modern Anvil Engine, including many features first introduced in Assassin's Creed Shadows. Edward can now crouch anywhere at the press of a button, and it’s a game changer. Gone are the days of running towards bushes or tall grass to avoid detection from enemies. Crouching drastically reduces his visibility profile and slows down how quickly the detection meter fills. The Visibility Meter now continuously tracks how exposed you are based on lighting and your surroundings. This detection system from AC Shadows, often referred to as the ‘eye’ can also be dependent on time of day and the weather. Running out in the open or making sudden movements instantly increases enemy awareness. Many consider Assassin’s Creed Shadows to have the best stealth in the series, so it’s refreshing to see many of the ideas and systems move across to Resynced. Enemies reacting to the sounds of footsteps or swords is also great, and we feel that most will find that Resynced has a better detection system than in the original. Classic stalking zones, such as tall grass, return and Edward can now seamlessly press against walls, low crates, and structural corners to break the enemy's line of sight. Social Stealth and Crowd Blending are also back. Tedious tailing missions and eavesdropping opportunities, leading to immediate desynchronization have been adapted for a more forgiving experience. Edward can be detected, and can still complete the mission through notes found on enemy bodies containing information revealing the next location and continuing the mission. This removes the constant stop/starting if things go wrong. Tailing missions have been significantly improved. They are no longer instant failures if you're briefly spotted. Instead, you can eliminate the target, loot a letter. In the original game, tailing missions were widely considered one of the most frustrating features by fans. Resynced streamlines these missions and saves a lot of time. Eagle Vision returns alongside the new Observe mechanic from Shadows, allowing you to see through walls and solid objects to highlight and tag enemy guards. While using Observe, the color indicators are: 🔴 Red: Enemies ⚪ White: Large chests and secrets 🟡 Yellow: Small chests and resource crates 🟢 Green: Objectives The Rope Dart is now unlocked as early as Sequence 3, offering new ways to distract enemies and perform long-range stealth takedowns by hanging them from trees. Sleep Darts and Berserk Darts are very effective for stealth gameplay in Black Flag Resynced. You can also lure enemies by whistling while hidden in cover. Other things we noticed: Social stealth, blend, bench return Manual hood will be a crowd pleaser. Didn't move across from AC Shadows: light manipulation (blowing out candles), prone, underwater breathing using reeds. Hidden Blade kills are particularly brutal due to the speed and sound effects. Smoke bombs remain overpowered for multiple hidden blade assassinations. Double assassinations are back. Overall, we're pleased with the stealth in Assassin's Creed Black Flag Resynced; when done properly, it can be an incredibly satisfying experience. We can't wait to see the stealth run videos! New Content Assassin's Creed Black Flag Resynced includes over 6 hours of new content, featuring 9 new Officer Missions, 8 new side quests starring Robert Maynard, a new Blackbeard side quest in which you discover a map hidden inside Blackbeard's hat that reveals the location of his treasure, a new side quest for Stede Bonnet, and 4 new Animus Rift missions (which we already discussed in the Modern Day section). In addition to the above additions. The main story mission design has been changed. New scenes have been added, ambient dialog, and some of the memories have new lines of dialogue. Look out for the full list by community member TMAC. Lucy Baldwin and The Padre Officer Missions become available once you reach Great Inagua, while the Tobias "Deadman" Smith mission unlocks later in the story. Out of all the new content, the Robert Maynard quest, "A World Without Gold," is easily the standout. This is a new endgame 8 mission arc involving the famous pirate hunter and one final part of Edward's West Indies adventure. TMAC: I felt that since it was such a late game arc, Edward had an inconsistent characterization at that stage, or it may have been the writing. However, I did appreciate the full performance captured cutscenes, something we need to see in the series again. I also really enjoyed how it highlights Edward's relationships with Anne Bonney, Lucy, Padre, and Tobias, and how they all trust each other and acknowledge their faults. Additionally, the hideout at Great Inagua has a lot more life to it. With portraits, a gear room, and an art room, akin to the villa in AC2, and a butler. Conclusion Although Black Flag Resynced takes great strides to cement itself as the ultimate pirate game, it does little to enhance the Assassin experience, missing huge opportunities to do so by exploring established canon Edward Kenway transmedia material , instead opting to focus on his friendship circle. It does, however remain truthful to the original, and expands on the original more than any other remake we've seen and deserves the price tag. Oblivion Remastered, for example, was £49.99 and that was a simple graphic overall. Resynced is way more than that, weaving it new narratives which expand the game, adding new opportunities and characters which make it both memorable and an overall enjoyable experience. After a long time in the making, Assassin's Creed Black Flag Resynced could be a hugely successful release for Ubisoft and may even mark the beginning of Ubisoft's redemption arc. Pros A faithful remake and great game for new and old players. Motion Capture returns Some original cast and developers return to the project Additional shanties Graphics & World Photo Mode No Loading Screens Faster movement and parkour Amazing graphics All Parkour mechanics from day 1 Dedicated Crouch button Improved stealth system Photo mode Seamless sailing without loading screen UI sound is the same Level design changes Forced Day Night Cycle Jackdaw heals health chunks outside of combat if not depleted More animation variety Kenway Fleet redesigned Edward's New Design Cons Only 6 hours of extra content added Shies away from exploring transmedia content which elevates Edward's status to Master Assassin Some Outfits in the Animus Hub Reduced chain kills No optional objectives Jarring noticeable transition between areas where you have a modern day break in the OG game and end of Sequences Enemy health bars Gear system with damage output. No regen for health; Valhalla rations systems return. No replayable memories No mini map. Helix Store is expensive. Inability to go below deck on The Jackdaw No Hidden Blade Combat Unarmed combat limited to tavern Lack of motion capture in side quests No playable modern-day storyline Shadows control scheme and UI Retroactive Animus Hub interpretation Our score 9/10 Photo Mode (Frame Hold Photography) It’s very exciting to revisit the world of Black Flag with modern graphics, renewed mechanics, and the ability to capture the beauty of it all in Photo Mode! Assassin’s Creed Black Flag Resynced’s Photo Mode is extremely similar to the Photo Mode Assassin’s Creed Shadows launched with. Resynced’s Photo Mode is a hodgepodge of Shadow’s original, clunky Photo Mode, and the refined Photo Mode from Assassin’s Creed Shadows Title Update 1.0.5. The speed at which you can change your photo’s settings is much faster compared to the extremely slow tool Shadows launched with. The Filters Tab features FX Effects that change the entire look of your game, and it seems like the ‘Red’ filter from Shadows is still present, but not working properly in the build I played during early access. Surprisingly, the one feature that carried over from Shadows 1.0.5 Photo Mode update is the ability to change the color of the stickers you apply to your captures. Sadly, there are only 3 stickers to choose from, whereas Shadows has many more. Luckily, you can fully hide the UI and move the camera around, which is a feature Shadows did not launch with. Perhaps the most disappointing part of Resynced’s Photo Mode is the lack of a ‘Characters’ or ‘World’ tab. Since Edward has the ability to sit and change the time of day, I was really hoping we could change the time of day in Photo Mode. Sadly, that is not the case. The lack of a ‘Characters’ tab also means that we cannot toggle Edward’s headgear from Photo Mode, nor are there set poses to choose from like Naoe and Yasuke had. Overall, I feel like Resynced’s Photo Mode is a stripped-down version of Shadows’ Photo Mode, and is lacking some really nice quality-of-life improvements that Shadows already has in the same game engine. I hope that in a future title update, Resynced gets an updated Photo Mode, since there are really promising elements here. Additional Team Thoughts: To improve in future updates - Would like to be able to hide weapons on Edward, akin to how it is with the bow in Valhalla. - Without a bird companion, increased range for the Photo mode is essential for capturing the Jackdaw at sea. - Being able to dive anywhere is great but we feel that something is missing when you dive too deep. When I did it, the screen just slowly goes black but I feel like it needs something like maybe a shark or kraken attacks in an animation to desync. However if you have played the original Black Flag a lot then we would be remiss if we didn't mention that the remake does take liberties and cuts stuff that was in the original game such as the Modern Day missions; sage storyline, hidden blade and unarmed combat, optional objectives, replayable missions, social stealth, the Freedom Cry and Aveline dlcs, the multiplayer mode, the original combat system, the Animus fragments and some of the assassination contracts. Just something to keep in mind, creative choices were made. Alternative opinion(s) TMAC: I questioned the need to remake Black Flag. So when this was announced I was skeptical. I never saw the need to remake it as I felt that 1 only deserved that treatment. The more I played of Resynced helped me in that regard. Did it need a remake? No. But it sure does like and play nice and the additional changes fill in some gaps, but overall you're still better off playing the original at some point. It adds as much content as it cuts from the original. It sure looks better and plays smoother but to me it doesn't justify its existence. While those who played the original extensively will appreciate the new lease on life that Resyched provides, I feel it may not be so for those who are experiencing Edward's journey for the first time. I'd give it 8. Here is the video version of our review! https://www.youtube.com/watch?v=SFqUhg-5ix0 comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author A collection of articles from The Ones Who Came Before team. TOWCB Team

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

    Ubisoft Forward 2024 Breakdown: Assassin's Creed Shadows Gameplay Reveal Breakdown Share 10 Jun 2024 Written By: Edited By: Colum Blackett (Col_96) Colum Blackett Back To Database Ubisoft released the first ever glimpse at Assassin's Creed Shadows gameplay on the 9th June 2024 in a brand new 'First Look Gameplay Trailer' which was shown at the 2024 Xbox Games Showcase event, with the promise of more to follow at Ubisoft Forward the next day! Watch the teaser here: https://www.youtube.com/watch?v=jx8WN9fY22M Ubisoft Forward has become a highly anticipated event since the collapse of E3, with players eagerly awaiting trailers, reveals and gameplay for their favourite franchises, and Assassin's Creed is no exception. As fans awaited the 19:30 BST launch time for the pre-show, screenshots, short clips and images of the game started to appear on Twitter, as just before Ubisoft's own event, Apple's WWDC event was going on. https://www.youtube.com/watch?v=xk_MDIPmxw4 In a short section featuring Assassin's Creed's Vice President Executive Producer Marc-Alexis Côté, it was announced that the game would be available on both MAC and iPad! The main focus of the short teaser was the environment, which looks stunning in each and every scenario! Assassin's Creed was mentioned a couple of times in the build up to the show during the pre-show, with my favourite reference being a pigeon passing the camera along with the iconic eagle screech. We also see a few community photo mode shots on the walls of Ubisoft Montreal which were taken in Assassin's Creed games. The pre-show section dedicated to Assassin's Creed highlighted the fact that Mirage is available now on Apple devices. https://www.youtube.com/watch?v=VjtodH83_I0 The Main Show As the biggest Ubisoft franchise of all, Assassin's Creed was naturally shown last at the event to end things on a high, with the tone set early on in the event by a series of excellent reveals, focusing on the passion of the developers, rather than pre-written jokes, audience participation and celebrity endorsement, as was often the case with E3. Coverage of #AssassinsCreedShadows at Ubisoft Forward kicked off following a stunning musical performance! https://www.youtube.com/watch?v=dU057PK5DgY Twelve minutes of gameplay was shown during the main show, focussing oin Yasuke. https://www.youtube.com/watch?v=FjAzNpMYTxw Features we noticed in the gameplay, written by Yazen (MidnightMarauder) Full year seasonal weather (depending on the season, the terrain changes). Can pet stray Shiba Inu. Yasuke is respected which can be seen by NPC bowing to him. Armour types on enemies affect their health, armour can be broken. Can easily switch between weapons with Yasuke. Unique kill screen for big targets. Noae has eagle vision. Many tools to assassinate not just the hidden blade. Grappling hook can be used to reverse vertical obstacles. You can choose to grab rather than assassinate for a non-lethal takedown. Can assassinate through Japanese doors. Kuni knife replaces the regular throwing knife. Can swim underwater to remain hidden for assassinations, breathe using a stick. Yasuke and Naoe now have different abilities which can be recharged through assassinations or kill like AC Mirage. Post-Show Features we noticed in the developer interview / gameplay, written by Yazen (MidnightMarauder) Monkeys are a visual clues for loot and interesting places The look of the map and animals even changed through the seasons Environment is highly interactive which can lead to breakable things during combat The ability bar is called the meter adrenaline meter Unlike Valhalla posture and parrying is paramount playing as Yasuke Different enemies of different types of combat encounters some enemies are more patient than others You can switch between characters, however, during missions or infiltrations that is not possible You can use a spy network to scout ahead for where your target is Grappling hook is highly dependent on speed and positioning Can peek around corners enemies are highly affected by light and shadows Weapons have different assassination animations like the hidden blade and the long blade The grappling hook can be used to grab at enemies quickly that are far away Thunder and different weather condition can affect assassination ways can change based on the weather condition where a pond can be frozen during winter but can be swam in in other seasons https://www.youtube.com/watch?v=b2crLch9Mb8 Media Coverage After the show, the floodgates opened on Assassin's Creed Shadows as the embargo lifted and media coverage and reactions of an early access gameplay demo hit the web. https://www.youtube.com/watch?v=XVdUlVXMgBE https://www.youtube.com/watch?v=L799qt1NTX4 https://www.youtube.com/watch?v=ELQ-oqE8v2g https://www.youtube.com/watch?v=3fdpovMqJ6Q 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 Mirage Merchandise Guide | TheOnesWhoCameBefore

    Assassin's Creed Mirage Merchandise Guide Merchandise Share 6 Nov 2023 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database The ultimate guide for Assassin's Creed Mirage Merchandise. We have begun collecting merchandise for Assassin's Creed Mirage and logging all the items we find here in this guide. We hope you find it useful! Article contains Amzon affiliate links that support TOWCB. Original article release: 21/6/23 Let us know in the comments if we missed anything. Collector's Case The Assassin’s Creed Mirage Collector’s Case includes the following physical and digital content: THE GAME – Deluxe Edition: A copy of the Deluxe Edition of Assassin’s Creed Mirage, including the entire game as well as the following digital content:Deluxe Edition: a Prince of Persia inspired outfit, eagle & mount skins, weapons, and more! Bonus content: digital artbook and digital soundtrack. PHYSICAL CONTENT: Additionally, the Assassin's Creed Mirage Collector’s Case includes a range of high-quality collector's items: A high-quality figurine of Basim (32cm) A replica of Basim’s brooch An exclusive Steelbook with design to be elected by fans The Art of Assassin's Creed Mirage mini-artbook A Baghdad Map A Selected Soundtrack of the game. Pre-Order Bonus Items Retailer BestBuy have listed a limited edition Assassin's Creed Mirage canvas print as a pre-order bonus for customers who purchase Standard or Deluxe Editions of the game. Available while stocks last. Thanks to our very own Mike Smith (@ TheLordReylus ) from @ Isu_network for the information! It seems that players who pre-order #AssassinsCreedMirage through Indonesian retailer Tokopedia // Next Game Official will receive a free Basim keychain! Players who pre-order #AssassinsCreedMirage through French retailer Micromania will also receive limited edition lithographs! Source Pre-order Assassin's Creed Mirage from Xzone.cz to receive a free insignia keychain! Statues PureArts have revealed that the next statue in the Animus collection will Basim from Assassin's Creed Mirage! The high quality Basim Ibn Ishaq 1/4 scale statue is slated for release Q3 2024. More information. Clothing Assassin's Creed Mirage Glow in the Dark Basim T-shirt Available from EMP Assassin's Creed Mirage Companions T-shirt (Womens) Available from EMP Assassin's Creed Mirage Companions Zipped Hoodie Available from EMP Assassin's Creed Mirage Zipped Hoodie Available from EMP Assassin's Creed Mirage Gate Tshirt Available from EMP Assassin's Creed Mirage Emblem T-shirt Available from EMP Assassin's Creed Mirage T-shirt (Blue Basim) Available from EMP Assassin's Creed Mirage T-shirt Available from EMP Assassin's Creed Mirage Hooded Jacket Available from EMP Assassin's Creed Mirage Knit Jumper by EMP Assassin's Creed Mirage: Basim Ibn Ishaq Costume Available from Buy-Cosplay Assassin's Creed Mirage T-shirt: Available from EMP Assassin's Creed Mirage T-shirt: Exclusive to GamePlanet Mexico Assassin's Creed Mirage T-shirt by Abysse Corp Assassin's Creed Mirage Tracksuit Trousers by EMP Available from EMP Assassin's Creed Mirage Long-sleeve Shirt Available from EMP Assassin's Creed Mirage T-shirt Available from EMP Assassin's Creed Mirage Hooded Sweater Available from EMP Assassin's Creed Mirage - Men's Hero Cape Hoodie Available through XZone.cz EMP Assassin's Creed Mirage - Men's Zipper Hoodie by Difuzed Assassin's Creed Mirage - Men's Zipper Hoodie by Difuzed Assassin's Creed Mirage - Snake - Men's Short Sleeved T-shirt by Difuzed Assassin's Creed Mirage - Spider Scorpion & Eagle - Men's Short Sleeved T-shirt by Difuzed Available from EMP Assassin's Creed Mirage - Men's Hero Item Hoodie by Difuzed Available from EMP Assassin's Creed Mirage - Blade - Men's Short Sleeved T-shirt by Difuzed Assassin's Creed Mirage - Men's Short Sleeved T-shirt by Difuzed Assassin's Creed Mirage - Men's AOP Short Sleeved T-shirt by Difuzed Assassin's Creed Mirage - Eagle - Men's Short Sleeved T-shirt by Difuzed Available from EMP Assassin's Creed Mirage - Basim - Men's Short Sleeved T-shirt by Difuzed Accessories Assassin's Creed Mirage Blue & Orange Cap by Abysse Corp Assassin's Creed Mirage - Men's Snapback Caps by Difuzed Assassin's Creed Mirage - Adjustable Caps by Difuzed Assassin's Creed Mirage - Crew Socks (3Pack) by Difuzed Available from EMP Collectibles Assassin's Creed Mirage Logo Watch Available from EMP Assassin's Creed Mirage Logo Watch by EMP Order here Assassin's Creed Logo Watch by EMP Order here Limited edition Assassin's Creed Mirage Basim prints by The Ones Who Came Before x30 available. To celebrate the reveal of Assassin's Creed Mirage, TOWCB and Yasmin Page (TOWCB Art Team) have launched a limited edition art sale, with x30 prints available for £20. Own a piece of the journey, as it immortalises Basim's sacrifice required to join the Brotherhood. Get in touch to secure yours. Shipping throughout Europe. Assassin's Creed Mirage Mug By AbyStyle Assassin's Creed Mirage Mug: Basim in Action By AbyStyle Assassin's Creed Mirage Eagle Framed Print by GBEye Available from EMP Assassin's Creed Mirage Mug: Basim and Eagle By AbyStyle Assassin's Creed Mirage Maxi Keyart Poster By GBEye Dimensions: 91.5 x 61cm Assassin's Creed Mirage - Metal Keychain by Abysse Corp Assassin's Creed Mirage - Replica Hidden Blade by XtraLife Listing Assassin's Creed Mirage Displate Prints Listings Assassin's Creed Mirage - 3D Metal Keychains & Bifold Wallet by Difuzed Gaming Assassin's Creed Mirage Flexible Mousepad By AbyStyle Dimensions: 23,5 x 19,5cm, 3mm thick Assassin's Creed Mirage Haptic Feedback Gaming Suit Assassin's Creed Mirage Gaming Locker by Numskull Available from: JustGeek Games Time Assassin's Creed Mirage Wireless PS4 Controller Available exclusively via Trade Invaders Assassin's Creed Mirage - XL Mouse Pad Available exclusively via Trade Invaders Assassin's Creed Mirage - XL Mouse Pad - Roshan Available exclusively via Trade Invaders Miscellaneous Assassin's Creed Mirage Backpack Product by Abysse Corp. Dimensions : 42 x 32 x 14 cm Inside compartment for a 15" laptop Available from EMP Assassin's Creed Mirage Zip Case Product by Abysse Corp. Dimensions: 20cm x 10cm x 5.5cm Assassin's Creed Mirage 1000 Piece Jigsaw Puzzle Available for pre-order from GameInfinity Transmedia Assassin's Creed Mirage: Daughter of No One by By Maria Lewis Release Date: November 7 2023 Master Assassin Roshan’s past is revealed in the hunt along the Silk Road for a powerful mysterious artifact in this essential Assassin’s Creed adventure Cairo, 824 – In the bowels of prison, escape is out of the question. The best Roshan can hope for is a quick death. She certainly doesn’t expect a second chance offered by a cloaked stranger who says Roshan is exactly what they need: Someone who can disappear, who will do what needs to be done, someone expendable… Granted her freedom, Roshan joins a crew of shady figures assembled to steal a mysterious object being transported along the Silk Road towards Persia. Roshan’s otherworldly intuition proves vital as she fights to stay one step ahead of her backstabbing gang and survive the mission. For her employer holds the key to a world she can’t begin to fathom: a world she might have been destined for all along. Are we missing anything? Let us know and we will update the article. We will endeavour to keep this article up to date as more merchandise is announced. 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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