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- Mentor Memories: Remembering the Mentors Guild | TheOnesWhoCameBefore
Mentor Memories: Remembering the Mentors Guild In Memoriam Share 19 Jul 2022 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Just before the unexpected closure of The Mentors Guild program, members of the Assassin's Creed community shared their favourite memories in the now deleted Discord server, all of which we saved just in time. A huge network of AC Community members came together to reflect on their fondest moments and accomplishments. In Part one of this two-part series, we share with you some of those wonderful memories so that TMG is never forgotten. Many members of the Mentors Guild (TMG) have now been moved across to the Star Player 2.0 Program, which is set to be bigger and better for community members, increasing opportunities by merging several Ubisoft community programs together. It's clear that TMG meant a lot to the AC Community, and its closure leaves a huge gap. We here at TOWCB will miss The Mentors Guild, especially what it became in its later days, where it opened the doors to hundreds of community members around the world, but we also look forward to seeing what comes next with the creation of the Star Player 2.0 program, which will hopefully be just as rewarding for content creators and community members. LOADING FIRMWARE..... ANIMUS 2.02....... MEMORIES SYNCHRONISING...... Memory by Kim Beacham from Assassin's Creed United Kingdom ''I have started getting voice actors from the AC series to sign my Mentors Guild T-shirt that we got last year with their favourite quotes or character names. Only a few weeks ago added to it, were Nolan North (Desmond Miles) and Matt Ryan. I'm going to get it signed by as many Assassin's Creed voice actors as I can by attending events and cons to then frame it once full, front and back!'' By Dave Woodward from Assassin's Creed United Kingdom My fondest Mentors Guild Memories. ''Getting the opportunity to represent the AC brand through The Mentors Guild and wearing the t-shirt with pride, and letting people in our amazing community know what TMG is and what we do as fans. I got to meet the amazing members of our community. I was invited to London to see the AC Symphony and had the opportunity to go an amazing tour of London with my fellow UK member, enjoying the scenery and the company. To top the evening off, through TMG, an Assassin's Creed meet-up in a local pub was arranged before the start of the London premier of the AC Symphony, which saw Alexios himself, Michael Antonakos as a surprise guest, which made everyone attending really happy. Being able to see the AC Symphony live was something which I'll never forget. Also through myself and our Mentors in the Assassin's Creed United Kingdom group, we arranged several cosplay meet-ups which saw members of our community attending and getting the chance to meet the stars of AC franchise such as Matt Ryan (Edward Kenway), Abubakar Salim (Bayek) and Paul Amos (Jacob Frye).'' 13/7/22: '' Today marks the sad day that the Mentors Guild program will close after 5 years, I am truly grateful to have been apart of this program for the last 2 years, thank you to the Com Devs for everyone you've done Looking forward what we can do in the Star Player 2.0 program'' Memory by Louise Chase (TheNerdyArcher) from Assassin's Creed United Kingdom ''I think the Weapons Workshop last year was so much fun and it was great to work with some of the other Mentors! Also it got me set on the idea of making prop weapons and cosplay so I have it to thank; maybe one day I'll reveal the final piece.'' 'So you've seen the Mentor's Guild weapons which will be added into AC Valhalla - but what about the other concepts? Presenting: Viggo's Brandr'' Memory by Declan from Let's Talk Assassin's Creed ''I had no idea what to send at first but then I remembered this moment that still makes me laugh. Attending a Discord call with the epic UK Mentors in my blanket as I had Covid, and now it's become standard for me to arrive in any Discord Call wearing the blanket.'' ''I learned a lot from The Mentors Guild and made a ton of amazing friends and I hope to continue to do so with fellow Star Players'' Memory by Siobhan from Assassin's Creed United Kingdom ''So many memories to chose from! Up in the top few moments would definitely be getting our Christmas Jumpers'' ''Absolutely delighted to announce I've been invited to join the Star Player 2.0 programme! I've had a blast as part of the Mentor's Guild so I'm really looking forward to where this leads. Thank you @Ubisoft_UK and @Assassins_UK for this amazing opportunity.'' Memory by Anastasia Neuer ''I've always really liked the modern-day storyline of AC and it's a huge inspiration for my art. The majority of my AC art is dedicated to modern-day characters and Sofia Rikkin in particular. This fan art of her is the most important one for me. I want modern-day characters to get more recognition within the AC community and I'm so happy to be a part of the Mentors Guild for the chance to share my love for these characters with more people.'' Memory by Mikael from Assassin's Creed France ''Shortly after the official release of Assassin's Creed Valhalla, we were offered a pack with several objects including the French press kit and the AC Valhalla face masks. It was a great moment. We opened our packages at the same time on a video call. I loved seeing the reaction of my Mentor friends when they opened and discovered their package. Fun fact: I had fun putting the AC Valhalla mask on my life-sized statue of Arno'' Memory by Kangarrru (Valorianru) Although I've only been with the guild a short time. It's been an incredible privilege. I'm from a small town outside Melbourne so the opportunities in gaming are few and far between. Joining the Guild was the biggest opportunity I'd ever received. The Guild encouraged me to create, to make new friends and engage with a community. TMG got me through the longest lockdowns in the world and gave me a support network across the world. Being able to talk with people who love something like I do. It's been an incredible opportunity and I wish I had the headspace to express just how something like this has meant to me. Thank you to all the Ubisoft team and thank you to each and every Mentor. Safety and Peace. Gratitude by GronnUlv ''Thanks to Ubisoft for their support, nothing like this has ever happened in my life before. Thank you so much for this opportunity to be a part of the Mentors Guild. I'm sad that I didn't have the opportunity to do more. But I hope that someday in this life something will get better and I will be able to return to drawing fanarts for Assassins Creed. Still, this universe occupies an important part of my life and without it I wouldn't have met many wonderful people'' We would like to say a huge thank you to all the Mentors who shared their touching stories. Do you have any Mentors Guild Memories you would like to share? Get in touch with The Ones Who Came Before ( @ACFirstCiv ) on Twitter to be featured in part 2 of this mini series dedicated to The Mentors Guild! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)
- Assassin's Creed Valhalla: Odin's Rune Mystery | TheOnesWhoCameBefore
Assassin's Creed Valhalla: Odin's Rune Mystery Theory Share 23 Mar 2021 Written By: Edited By: Colum Blackett (Col_96) Ashlea Buckley Back To Database Numerous unexplained runes have been found around England in Assassin's Creed Valhalla, a mystery that has yet to be solved. Here we will be logging all of the locations (in no particular order), and taking a deeper look at the mysterious runes, and the theories surrounding their purpose. Before we start, I'd like to thank the efforts of DarkStrider19, Jayvee and the Ubisoft Forum/ Reddit communities for all of the progress made on the mystery so far. The logo represents Odin's rune of camouflage and deception. Could that be a clue? We are encouraging our community members to continue the search, with the ultimate aim of solving the mystery. It seems that the runes are somehow connected, but the correct way to activate them has not yet been discovered. Are they leading to somewhere, like coordinates on a map, or is an action needed to begin a quest? UPDATE 24/3/21 Our article on the Odin's Rune Mystery prompted a response from Narrative Director Darby McDevitt, who confirmed that the mysterious symbols are part of a mystery that cannot be fully solved yet. After months of theorising and searching, community members can finally stop their investigations. It seems that the mystery will probably be continued in the upcoming DLC's or Seasonal Updates, but we look forward to joining the community once again one day to conclude this puzzling enigma. Rune 1 Located only a short distance away from the Ravensthorpe Settlement, the first rune can be found carved into rocks near the River Nene. Source: Jayvee Rune 2 Discovered by Reddit user Valentin0813, the second mysterious symbol can be found in Suthsexe, west of Brimclif Monastery along the coast line. You can also discover a hidden cave beneath the rune! Source Rune 3 Another rune was discovered by the Reddit community, this time in East Anglia, west of Elmenham. The marking is located next to a small pond on nearby rocks. Apparently, walking over or standing near this rune can activate a noise! You can listen to it below. Source Rune 4 Community member Andrew discovered this well hidden rune in Northern Hamtunshire, just south of Uffentune. After discovering the mysterious marking, he sent the location over to Youtuber Jayvee who covered it a video. As this rune is so hard to find, requiring Eivor to jump down several levels of mountain cliff, I highly recommend checking out the video if you're looking to find it yourself. Source Rune 5 The fifth rune was discovered members of the U bisoft Forums. In a thread dedica ted to the mystery, multiple theories are being crafted, many of which dive deep into Norse/ Isu lore. This rune can be found in Sciropshire, west of the Trent river on the base of a cliff. Once again, we see the same L shaped lettering, except this one is elevated in comparison to the first four. Rune 6 A sixth rune was found by community member Shane Reneaux, and covered by Youtuber Dark Strider in this video. To find this rune, head to Anlaf's lookout in Eurvicscire, and move a short distance away from the tower towards the steps, away from the scaffolding. Map Six Runes, or more? It seems that the runes may follow a pattern in terms of location and distance. Could another one be located in this area? It might even be that the mystery is somehow connected to the UK's leylines, areas often associated with mysterious earth energies or supernatural powers. As nine is such an important number in Norse mythology, it seems logical that there would be nine runes in the game. Are we missing three? Perhaps a sacrifice is needed near the runes to activate them? Fan Theories Twitter user BigDaddy1150 believes that the runes are of Icelandic origin, hinting at a possible meeting between The Raven Clan and Icelandic Vikings during Eivor's time in Ireland, which will be explored in the Wrath of the Druids DLC! He also adds that Odin's Illusionary Rune was used to make the bearer invisible or shape shift, such as the Viking berzerkers who took on the form, strength, and courage of bears in battle. Viking Repose By Seb McKinnon Pattinsondom from the Ubisoft Forums suggests that the mystery may be connected to a series of notes that can be found within the game. For example, a strange note that someone tried to hide from Odin can be found beneath the Well of Urdr in Asgard. Could it be connected? Stonesie87 from the Ubisoft Forums believes that the current rune locations may match the nine markers that can se seen on Eivor's skeleton! Jayvee revealed in a video that his followers have also found different strange markings. This symbol can be found on a tree in Gloucester, and also inside a tower that can only be found via an illusion Jotunheim. He suggests that perhaps Valhalla's main game may also have illusions for Eivor, rather than purely inside the dream state. Is an undiscovered item needed to trigger the illusions? Some fans claim to have discovered secret caves near the runes, so maybe one day a secret item will be found. Reddit user Acedyn22 suggests that the five Odin runes may be linked to the five senses: Touch, Sight, Taste, Smell, Sound, and maybe even Eagle Vision. Suthsexe: Illusionary Birds (Sight) East Anglia: Chime Sounds (Sound) Could there be more connections? We've hit a dead end with this mystery until future updates are made to the game, so hopefully together as a community we can find the answers! Huge thanks you to all the community members who have put so much time and energy into resolving this puzzle so far! Updates will be made to this article if more of Odin's Runes are discovered. 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 Codename Red confirmed for 2024 release by Ubisoft Employee | TheOnesWhoCameBefore
Assassin's Creed Codename Red confirmed for 2024 release by Ubisoft Employee News Share 31 Jan 2024 Written By: Edited By: UbiCypher (Joe) Colum Blackett Back To Database It seems that Assassin's Creed Codename Red has been officially confirmed for a 2024 release by a Ubisoft Employee on LinkedIn! In a post created last year advertising marketing opportunities between Ubisoft and potential partners, Arisa Lagunzad, (Business Development and Brand Partnership at Ubisoft Shanghai), stated that ''Assassin's Creed Red is set to be the biggest blockbuster of 2024”. The post has since been edited, removing the release date, suggesting that this confirmation of a release window wasn't supposed to be shared yet. According to numerous LinkedIn profiles related to employees currently assigned to Assassin's Creed: Codename Red, it would seem that the game's marketing campaign is currently being worked on behind the scenes in preparation for a full reveal, given the role of Philippe Bellemare Fraser; ''promotional trailers and announcement video editor.'' Another developer's profile suggests that the game may include naval elements, a key detail spotted by eagle-eyed Assassins. According to history, the Samurai were also seamen. It is well documented that they had their fair share of piracy as well, with the Japanese pirates roaming along the coast of China under the name of Wokou. One of the most famous examples of Japanese naval warfare supremacy was Oda Nobunaga. Nobunaga had six iron-covered Ō-atakebune (Great Atakebune) made in 1576. These ships were called Tekkōsen, (iron armored ships), armed with multiple cannons and large calibre rifles leaving no quarter to the wooden enemy vessels he mostly faced). Finally, Ubisoft Shanghai revealed at their Annual Meeting 2024 meeting that they are working on Assassin's Creed Codename Red! #AssassinsCreedCodenameRed . We can't wait to learn more about Assassin's Creed: Codename Red! Stay tuned for more news and updates on Assassin's Creed here at The Ones Who Came Before. Credits Updates by Assassin's Creed News ( @ _L3vi3 ) Translation by NerdLad comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author UbiCypher (Joe) is an Assassin's Creed Transmedia expert who worked as the Lead Admin for the Isu_Network social media team, providing consistent social media content in the form of Assassin's Creed lore trivia, puzzles and news coverage, spending countless hours researching the series and real history. In 2025, he stepped back from his social media duties to pursue other opportunities. UbiCypher (Joe)
- Christmas Giveaway: Lisa Zaman Art | TheOnesWhoCameBefore
Christmas Giveaway: Lisa Zaman Art Community Share 24 Dec 2019 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database We're proud to announce that we have collaborated with graphite portrait artist Lisa Zaman to produce a special Christmas themed Assassin's Creed art piece for our festive giveaway. Although this is new territory for Lisa, she has exceeded our expectations in producing a unique and interesting design capturing the essence of Christmas in the world of Assassins Creed. As a member of the AC Partnership Program, Lisa will be producing a variety of content for TOWCB. Back in May, she turned her attentions to the world of Assassin's Creed art, and began creating lifelike portraits of key characters. By joining the program, Lisa's work will be viewed by a larger number of community members, allowing her to build a captive audience. The partnership also means that we will be working closely with Lisa for more future art giveaways and competitions for the community. Stay tuned for more projects! 1x A5 art print for one lucky member of our community! To Enter: Follow @ACFirstCiv Follow @LisaZamanArt RT Ends 30/12/19. Open Worldwide. Good luck Assassins! Merry Christmas from TOWCB Admin Team and all our Partners! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)
- Remembering the Star Player Program | TheOnesWhoCameBefore
Remembering the Star Player Program In Memoriam Share 28 Nov 2023 Written By: Edited By: Colum Blackett (Col_96) TOWCB Team Back To Database After months of speculation regarding it's future, Ubisoft has officially announced that the Ubisoft Star Player program is set to be discontinued with immediate effect. The news comes as another blow to community members trying to make a name for themselves in the world of content creation. For Ubisoft community members, an invitiation to The Star Player Program meant official recognition and support, early access and attending various events around the world. It was led by a special group of people within Ubisoft who went above and beyond to create amazing opportunities for fans, and its presence will be sorely missed. Replacing The Star Player Program is The 'Ubisoft Creators Program', a new initiative which recruits members via an application process, taking into account a person's social media influence, past projects, and consistent view counts. It can be tough to gain access to the program, and the whole system seems to be focussed around providing opportunities, such as 'drops', for streamers. Of course, for former Star Players or content creators with a small audience, the new shift in structure is a disappointing one, as it may feel like Ubisoft are no longer supporting small-scale community members. Also with the termination of The Star Player Program dies 'The Mentors Order', which was supposed to replace The Mentors Guild, another well-known community initative which was disbanded back in 2022. It's currently unknown why Ubisoft keeps on shutting down fan services which give so much to community members, but we can only guess that it's related to finances or staffing shortages. Everyone who was involved in the Star Player Program knows how special it was, and it's a real shame that content creators making a name for themselves going forward will never know the excitement it brought and passion for gaming it generated. Remembering The Star Players Program Do you have any memories of the Star Player program that would like to share? Let us hear them in the comments section below! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)
- Ubisoft Launches Educational Discovery Tour for Assassin's Creed Valhalla | TheOnesWhoCameBefore
Ubisoft Launches Educational Discovery Tour for Assassin's Creed Valhalla News Share 19 Oct 2021 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database Ubisoft has now launched the third entry in the Discovery Tour series, Viking Age. The non-combat educational experience allows players to explore and learn more about the places, people, and cultures of ninth-century England and Norway. Assassin’s Creed Valhalla's new educational expansion builds upon the prior releases covering Ancient Egypt and Ancient Greece, allowing players to freely roam the Viking era to discover more about the history and traditions of the time. This entry however takes a new approach to how players explore history. Instead of embarking on guided tours, players will assume the roles of different characters and take on quests, which aim to bring them closer to the material by putting them at the center of it. (Ubisoft Blog) Another new introduction is the inclusion of Discovery Sites, that each focus on a different element of the Vikings / Anglo-Saxons culture, including Viking Age: War & Politics, Daily Life, Religion & Magic, Myths & Legends, Science, Law & Justice, Art & Culture and Trade & Economy. Players embark on 8 quests that feature such sites that host images of items housed within the collections of Discovery Tour’s museum partners: UK’s Hampshire Cultural Trust, Preston Park Museum & Grounds, York Archaeological Trust, The British Library; Réunion des Musées Nationaux; National Museum of Denmark. The entry actively encourages players to explore the time period in an authentic, narrative driven way, in comparison to the digital museum exhibitions of Greece and Egypt, making it feel more lifelike. By engaging with stories and playing as historical characters, new opportunities for learning are created. Although the quests are relatively short, each arc contains a wealth of history in a playable format that makes the educational platform feel more personal and memorable than ever before. The two new creative pillars, “History through stories” and “Learning by doing'', really are the driving force, combining narrative threads with historical information and virtual artefacts, bringing it to life. Viking Age is the strongest entry in the Discovery Tour series, and pushes the boundaries of virtual learning even further. Storytelling is at the heart of the experience, and was designed in close collaboration with historians and archaeologists. The non-combat approach also means that the tool can be used around the world to educate pupils on historical culture, with Ubisoft recently renewing its partnership with UKIE on the Digital Schoolhouse project. This saw the company release 5000 PC codes to 52 primary schools, who are now able to access the platform in unique lessons split between virtual education and traditional. Ubisoft has also developed curriculum guides that offer customised activities and lesson plans based on the field of study and the level of the students, in partnership with the Montréal McGill University, with a grant from Mitacs. (Via Ubi Press Release) Discovery Tour: Viking Age also treats all Assassin’s Creed Valhalla fans with 11 exclusive rewards to unlock in the main game, 25 Behind-The-Scenes stations about the main game development, and 24 exploration characters. Discovery Tour: Viking Age will be free for all owners of Assassin’s Creed® Valhalla and will be available on the same platforms as the main game. The PC standalone version of Discovery Tour: Viking Age will be available via Ubisoft Connect and on the Epic Games Store for £16.99. For the very first time in the Discovery Tour franchise, Discovery Tour: Viking Age will also release as a standalone on Stadia, Luna, PlayStation®4, PlayStation®5, Xbox One and Xbox Series S | X in early 2022. History is our playground 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 Valhalla: Dawn of Ragnarok Press Event Round-up | TheOnesWhoCameBefore
Assassin's Creed Valhalla: Dawn of Ragnarok Press Event Round-up Events Share 13 Feb 2022 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database We can now reveal that on the 2nd February 2022 we attended an online Assassin's Creed Valhalla: Dawn of Ragnarok Press event! Here are some of the key points! - Dawn of Ragnarok (DOR) kicks off Year 2 of Assassin's Creed Valhalla Content. - It follows the personal saga of Odin, as he attempts to rescue his son, Baldr. - DOR Expands Viking Mythology: Svartalfheim, a realm torn by war. - DOR Introduces Dwarven Race. Odin needs help from the Dwarves, who are hidden in 'shelters'. Follow clues to find them. Shelters vary: unusual crystal caves with vendors that can help Odin. - Odin's powers enhance core pillars. - New Divine Quality gear. - New 'Arena' Combat Game Mode - Players see a new side of Odin's personality. - Surtur's family introduced. Son of Surtur, Glod (below) - New weapon: Atgeir (polearm) - AC III DLC style powers: Upgradable. Shapeshift into a raven. X3 powers equipped at a time. System based on 'Hugr'. Rip the life force from enemies. Power of Rebirth. Reanimate the dead to join Odin. You can exchange health for more Hugr. - Power of Muspelheim: Odin becomes a Musphel to leave combat. Social Stealth Tool. Blend In. - New DLC HUD. Greener. - You can exchange health for more Hugr. - New enemies: Musphels. There are various Musphel enemies: Flame Keepers can reanimate fallen foe so best to kill them first. Fire combat: Musphels use lava attacks - Recommended power level: 340. - Game requires you to adapt: change powers often. We would like to say a big thank you to Ubisoft_UK and The Mentors Guild for the opportunity! Assassin’s Creed Valhalla: Dawn of Ragnarök, the most ambitious expansion in franchise history releases 10th March 2022. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)
- Announcement: Two of our admins are joining The Mentors Guild! | TheOnesWhoCameBefore
Announcement: Two of our admins are joining The Mentors Guild! News Share 19 Oct 2020 Written By: Edited By: Ashlea Blackett Colum Blackett Back To Database We're pleased to announce that two members of TOWCB admin team, Col and Ash are officially joining The Mentors Guild! This is a huge opportunity for our community that will hopefully open many doors, and we are extremely excited to join a network of Assassin's Creed leaders around the world. We hope to help bridge the gap between community members and developers, and look forward to the future projects this community initiative will provide. We would like to say a huge thank you to the Assassin's Creed Community Development team for inviting us to join the program. What is the Mentors Guild? The Mentors Guild is a collection of Assassin’s Creed Community leaders, ranging in skillsets and areas of expertise. Members include cosplayers, artists, content creators, opinion leaders, and fan site administrators. The Mentors Guild was initiated by Ubisoft, spearheaded by Assassin's Creed Community Development team, and its members are hand chosen by Ubisoft. The Mentors Guild’s main purposes are to connect disparate community members together, assist in grass-roots community initiatives, and act as a bridge of communication between the developers and the fans for both criticism and praise. Our Admins Colum Blackett ( Col_96 // Col ) is the community admin for The Ones Who Came Before, and is joining the Mentors Guild as a community builder. Col has been a community ambassador in the UK for the last 4 years, and created TOWCB in 2014. It took a great deal of time to grow, but six years later TOWCB is a community that can be found across several different platforms and has an overall number of around 30,000 members. "It's a great honour to be selected for the Mentors Guild community program. I've spent many years within the Assassin's Creed community, and I can't wait to get started. I hope to bring a fresh wave of ideas to TMG that will help with its future. I have a ton of experience when it comes to community building, and hope to work together with fellow Mentors to create opportunities that will benefit the entire community." Trivia: Col is also an Assassin's Creed merchandise collector, and has one of the biggest collections in the UK! See more Ashlea Buckley ( Ashlea_97 // Ash) is the Editor/ Charity Project Coordinator for The Ones Who Came Before, and is joining the Mentors Guild as a community builder. Ash joined the Assassin's Creed community in 2016 during the promotional campaign for the movie, working from the shadows to keep our social media spoiler-free. She later took on the bigger role of Editor, where she reviews and edits all content published by TOWCB. At University, Ash was the Charity Officer for the Fencing society, where she helped raise money for various charities. Upon leaving, this was something she wanted to continue, and took on the additional role of Charity Project Coordinator. Ash has created several fundraising projects since joining TOWCB, most recently for The Italian Red Cross during the Coronavirus pandemic, supporting the efforts to combat the virus by providing resources and aid. To date, Ash has helped to raise over £1000 for various campaigns through Assassin's Creed community fundraisers. "It is such an honour to be selected as part of the Mentors Guild. It was definitely unexpected as I have not been involved in the Assassin's Creed community for as long as the other people in the program, having only been on the scene for the last 4 years, but it is great to see that even when working mostly behind the scenes the work I do as a part of The Ones Who Came Before doesn't go unnoticed. I really appreciate being given this opportunity to further my contributions to the franchise" Trivia: Ash has also cosplayed at several UK events, and is the host of the Rally the Creed podcast! Going Forward A new wave of members are joining the ranks from across the globe, and it's exciting times ahead for all involved. You can expect a ton of fan-led initiatives in the future, as we aim to help and inspire content creators to take the next step. We'll also be sharing community projects over on TMG social media accounts, so keep an eye out for that! Until then, you can find everything you need regarding AC here at the home of Assassin's Creed community content. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Ashlea is the Editor/ Charity Project Coordinator for The Ones Who Came Before on its wide variety of social media platforms. Her main responsibilities for TOWCB involve creating and editing articles, organisation of events and coordinating our charity fundraising, as well as hosting the Rally The Creed Podcast. Ashlea Blackett
- Assassin's Creed Cast Reunion set to assemble voice talent from Valhalla and Odyssey | TheOnesWhoCameBefore
Assassin's Creed Cast Reunion set to assemble voice talent from Valhalla and Odyssey News Share 19 Oct 2024 Written By: Edited By: Colum Blackett (Col_96) TOWCB Team Back To Database The team at Podcast141 have announced that an upcoming livestream has assembled a huge collection of Assassin's Creed voice actors who provided performances Assassin's Creed Odyssey & Valhalla. Magnus Bruun (Eivor) @ magnusbruun Michael Antonakos (Alexios) @ michaelantonakos Melissanthi Mahut (Kassandra) @ melissanthimahut Gudmundur Thorvaldsson (Sigurd) @ gthorvaldsson David Menkin (Dag) @ davidmenkin Aron Már Ólafsson (King Harald) @ aronmola Boris Hiestand (Rued/Fenrir) @ borishiestand Craig Burnatowski (Glod) @ craigburnat Mike Kovac (Krauser from RE4 Remake / Expert Host) @ fightmikekovac Marwen Heni (Host) @ marwenheni The show, hosted by Marwen Heni ( VenomSnake141 ), is set to bring together a total of eight actors who contributed performances to Odyssey and Valhalla, including three main characters, Eivor (Havi), Kassandra and Alexios, voiced by Magbus Bruun, Michael Antonakos, Melissanthi Mahut. We can't wait to see the cast re-enact fan favourite scenes, tell behind-the-scenes stories and answer community questions! Check out the stream which airs October 22nd at 12 PM PT / 8 PM BST: VenomSnake141 on Twitch 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)
- 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)
- Assassin's Creed Shadows Claws of Awaji Wallpaper Collection | TheOnesWhoCameBefore
Assassin's Creed Shadows Claws of Awaji Wallpaper Collection Community Share 30 Sept 2025 Written By: Edited By: Frame Hold Photography TOWCB Team Back To Database We're pleased to reveal the Assassin's Creed Shadows Claws of Awaji wallpaper collection by Frame Hold Photography from TOWCB Core Team! Each wallpaper has two versions, clean or text, which can be downloaded and used as a phone wallpaper. Let us know in the comments which one is your new phone wallpaper! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Frame Hold Photography is a passionate Virtual Photographer who joined our Video Content Creation Team in Summer 2022, as we began our efforts to break away from solely written content. During a period of uncertainty for TOWCB website, FHP stepped up and took on the role of Site Manager, overseeing our restoration efforts. Our website today now sits at the top of many Google searches📈 Outside of AC, she is also a full time editor and visual effects artist on TV commercials, and has been putting her skills to use in the community by creating epic Assassin's Creed tribute videos, miniature figure painting videos and editing episodes of our Rally the Creed podcast! Frame Hold Photography
- This Week in Assassin’s Creed Virtual Photography: 16th - 22nd January 2023 | TheOnesWhoCameBefore
This Week in Assassin’s Creed Virtual Photography: 16th - 22nd January 2023 Community Share 22 Jan 2023 Written By: Edited By: Aaron Young Ashlea Blackett. Back To Database Welcome to the weekly virtual photography roundup hosted by Aaron Young from The AC Partnership Program. Every week I will be picking our top 5 favourite Assassin’s Creed shots and showcasing them on The Ones Who Came Before website, in order to promote virtual photography and talented content creators within the community. Aaron is a keen virtual photographer and loves to post his journeys through Assassin’s Creed on Twitter. Keep an eye on the site as more weekly shots are added, we are looking for captures across all Assassin’s Creed games. Tag your photos to the #TOWCBWeeklyCapture for a chance to be featured. This week’s theme: Assassin’s Creed The Eagle Bearer Game: Assassin’s Creed Odyssey VP Artist: @ G_Assassin90 First up this week we have Kassandra rocking the Ikaros armour set. This is one of my favourites from the game, the colours and the mask just work so well on Kassandra. This shot is all about the lighting, I love the shadows and the angles. That black background is really making the shot for me. A wonderful capture from G-Assassin, check the link below for the full set. Link to set: In Flight Game: Assassin’s Creed Origins VP Artist: @ therajabros Continuing with the bird theme, we have an elegant shot of white Senu soaring through the sky. I adore the simplistic nature of this capture. Excellent placement of the camera to hide the sun behind the body of the bird, creating those incredible rays of light. The eagle has been a symbol of the Assassins from the start and looks set to continue in Mirage. Coming In To Land Game: Assassin’s Creed Origins Platform: PS5 VP Artist: @ BasimIbnIshaq_ It seems this week I cannot escape eagle shots. Senu once again features for photo number three. I have to say I think this is one of the best captures from Origins I have seen. The framing is on point and the timing is something else. I love how Bayek has his arm out ready to receive his companion. This reminds me of the awesome Origins CGI trailers we saw in the build up to release. The Ones Who Came Before Photo of the Week: Judge : Finn Fletcher - TOWCB Writing Team This image is a great depiction of the feeling you get when playing Origins. Bayek alone in the desert, nothing but the next target to guide you and with Senu always by your side and always graceful. Plus, the composition as Senu's head guides your eye to Bayek brings it all together. Egypt From Above Game: Assassin’s Creed Origins VP Artist: @ missroseplays I should have put out an eagle theme for this week! Next up we have a glorious shot of Senu gliding through the air. The depth of field here is perfect, you get to see Senu in all her glory without missing the majesty of the golden topped pyramid and the surround environment. The love that has been shown for loyal Bonelli eagle this week amazes me. Liberation Game: Assassin’s Creed Valhalla Platform: PS5 VP Artist: @ Jaque_Ar Our final shot this week perfectly wraps up the showcase. We can see Eivor taking a leap of faith and diving straight into the weekend. I can't quite make out the outfit, I believe it could be Basim's. This shot is all about the sun and those golden rays. The Vistas in Valhalla are so beautiful, and this capture is showcasing one of them impeccably. And that sums it up for this week’s Assassin’s Creed virtual photography recap list! Thank you for checking out this week’s photo collection. This would not be possible without the virtual photographers out there so a huge thanks to them. Until next week keep those shots coming in! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Aaron is a passionate Assassin's Creed fan who joined our AC Partnership Program as an Online Article Writer back in 2021 after the release of Assassin's Creed Valhalla. After building momentum and interest on TOWCB website for Virtual Photography, Aaron established TOWCB Virtual Photography Team, of which he is now Team Leader. Throughout 2024, TOWCB VP Team will be sharing community captures in dedicated articles, and providing a positive environment on Twitter for gamers to share their shots. Aaron Young
- This Week in Assassin’s Creed Virtual Photography: 3rd to 9th April | TheOnesWhoCameBefore
This Week in Assassin’s Creed Virtual Photography: 3rd to 9th April Community Share 11 Apr 2023 Written By: Edited By: Aaron Young Colum Blackett Back To Database Welcome to the weekly virtual photography roundup hosted by Aaron Young from The AC Partnership Program. Every week 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 captures across all Assassin’s Creed games. Tag your photos to the #TOWCBWeeklyCapture for a chance to be featured. This week’s theme: Assassin’s Creed Assassin Game: Assassin’s Creed III VP Artist: @ Virtualtourism We begin the week with a trip down memory lane as Connor looks down on the snow covered streets below. I admire the wintery feel to this capture along with the excellent positioning of Connor. I must say I am impressed with the quality of this shot considering the games age. I would love for Connor to be the blueprint for Basim’s gameplay, but it might be a wish too far though. Link to set: Caribbean Game: Assassin’s Creed Black Flag VP Artist: @ G_Assassin90 Sticking with the classic Assassin’s Creed games, we have a wonderful set from Black Flag. This capture is so perfectly lined up. I love how the Assassin symbol has been added to the stone with the foliage marking the outline. Performing the leap of faith never gets old and makes for some cracking photos. One of my favourite things about Black Flag were the rich colours and this captures showcases that. Link to set: The Ones Who Came Before Photo of the Week: Judge - Michael Doyle My favourite image this week has to be the Black Flag leap of faith. The symmetry of the shot with the perfect alignment of the creed symbol is something straight out of a promotional trailer. The random orb shaped object (possibly a coconut or turtle, we may never know…) at the base of the symbol also has a striking resemblance to the Apple of Eden. Finally, the way that the foliage has crept across the structure gives a striking visual indication of ancient history and ancestral wisdom. Big Head Game: Assassin’s Creed Valhalla VP Artist: @ m_nt_13 Ubisoft really caused a stir with the Valhalla April fools update. Two big heads added to your inventory for a limited time. I have to say it is quite funny, and reminds me of the Goldeneye multiplayer mode. This set of shots showcasing the update are fantastic, and I particularly like this one as Eivor’s eyes look so good through the grass. The details on that helmet are fantastic, and the saturation of the capture is just perfect. Link to set: In The Shadows Game: Assassin’s Creed Valhalla VP Artist: @ NovA1990 I am enjoying selecting a Valhalla shot from #Thorsday , and this week it had to be this splendid black and white portrait of Eivor. I love the way the shot connects Eivor to her Viking heritage and the creed. The shadow work here is exceptional, as the light is just hitting all the right areas. I am impressed that this shot was achieved in game without additional photo editing tools. From the Light Game: Assassin’s Creed Origins VP Artist: @ Birgamerinalbu1 We end this week with a sensational edit of Bayek and the pyramids. I could not help but feature this shot. For me it mirrors the Mirage trailer……………….from the light, you will return to the dark. The orange sand signifying Bayek’s happy times as a father and husband. However he must journey into the darkness of Egypt, a place filled with corruption and greed, for vengeance is required. 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
- Assassin's Creed Shadows: TOWCB Spoiler-Free Review | TheOnesWhoCameBefore
Assassin's Creed Shadows: TOWCB Spoiler-Free Review Review Share 18 Mar 2025 Written By: Edited By: TOWCB Team Colum Blackett Back To Database Banner by Frame Hold Photography. Thanks to Ubisoft for providing a code for the purposes of this review Contributions by: Colum Blackett Taylor McKay UbiCypher Aaron Young Frame Hold Photography Turið Torkilsdóttir ''Japan is a land of danger. Navigating it will take some thought and skill, as enemies lurk in the shadows. It’s a truly immersive experience.'' Described by one developer as ‘Ubisoft’s suicide note’, Assassin’s Creed Shadows could be the single most important game that Ubisoft has ever released, as the fate of the company may ride on its success. It’s a game that media outlets have pitched as a ‘make or break’ title for Ubisoft after a difficult financial year, so does Assassin’s Creed Shadows do enough to turn the tide? Early on in the marketing campaign, the development team dubbed it ‘the ultimate Assassin’s Creed game’, a bold statement considering the success of former releases. In this review, we will outline its strengths and weaknesses, dissecting it bit by bit to rate it not just as a video game but as an entry into the Assassin’s Creed universe, with the full weight of history and lore that came before stacked against it. After 2018’s Odyssey, Ubisoft Quebec moved on to 2020’s Immortals Fenyx Rising while envisioning their next AC in pre production. Full production began in 2021 leading Shadows to have the longest development cycle since the 2007 original, leading to a reinvention and re-evaluation of the core mechanics of AC. The game was also delayed twice, which massively increased expectations, but also gave the development more time to polish and finalise, something which is clear in the finished product. Shadows massively delivers on the majority of core Assassin's Creed pillars, and provides an engaging narrative which serves as a major cornerstone for the game's triumph. Promotional image for Assassin's Creed Shadows (2025) Narrative and Story 1579 Feudal Japan Our story begins in the Iga province of Japan in 1579 with a young woman named Naoe, training as Shinobi to protect Iga from Oda Nobunaga, who is conquering Japan into one united unit under the Shogun and Iga wants to remain independent. leading the game to open during Oda’s invasion in 1581. The game is set during a time where Portuguese influence was growing across Japan, and deals were being struck to increase the freedom of trading and movement for the Church. In return, Nobunaga gets a a new weapon in his arsenal, in the form of gunpowder called Toppo. This makes him and his forces a deadly adversary as they seek to conquer under one banner. Dual protagonists return in Assassin's Creed Shadows, connecting two personal stories into a shared arc which aligns at connected intervals, forming an engaging and interwoven narrative that drives the player forward. The game uses history to weave together a powerful story, in a way that has never been done before in the series. The attack on Iga event is seen from both perspectives, something which is new to the franchise, acting as a major lifechanging event for both Yasuke and Naoe. The connected story, which provides 9 main targets (the Shinbakufu), is incredibly satisfying. They can be completed in numerous ways, taking the original idea of a 'sandbox assassination' to another level. Both characters are incredibly driven in their pursuits and put themselves in danger to achieve their goals for the people of Japan. There are personal quests for each character, which demonstrate their personality in different ways. Many of the quests are calm and don't require combat, giving the players a glimpse at the humanity of each protagonist. They are both very likeable for various reasons: Naoe ‘’The life of an Assassin is pain’’ (Ezio Auditore) Naoe is the embodiment of this, and channels it, using her pain as motivation to strike against her enemies. She has to live with pain caused by her enemies, suffering a tragic backstory, as many Assassin's Creed characters do. It is used as motivation that fuels her. Anger turned into calculated risk. She is incredibly intelligent for her age considering her youth, and not rash when hitting back in response. She was trained as a Shinobi by her father for two years prior to the start of the game, giving her a great grasp of parkour and a sense of righteousness. As she is a native Japanese she has a clear understanding of the culture and world making her feel very part of the world. Although things are very different in her village compared to the rest of Japan, she is able to blend into society by keeping her true thoughts and motivations for only her most trusted allies. The flashbacks to Naoe’s past are excellent. They do interrupt the flow of the main campaign but they are used to further the audience's connection to her, making her history, a clear part of her future. She looks both backwards and forwards at the same time. Yasuke Yasuke is an outsider in a foreign land, possibly Mozambique in Southeastern Africa, who gains the interest of Oda Nobunaga, who sees his potential from the offset. Initially known as ‘Diogo’, a slave captured by the Portuguese, he takes back control of his situation by learning the language and customs of Japan. He is a stranger in a strange land. He is immediately an outsider, not only due to his skin colour but also his height as he is taller (6 foot) than the Japanese in general (average is 5 ft 4 inches) so they see him as giant. He has to fight for his place among the Samurai and Nobunaga’s presence as well as forging a name for himself. But once a samurai he has interactivity in the world as NPCs will bow to him when walking around the world and he will be acknowledged by other Samurai making him feel part of the world He is a tank, as when you control him he feels very heavy and slow to move: think of Eivor but with more physicality. The ‘One man army’ storms across Japan, making an impact, but there is also a more human and softer side to Yasuke that makes him likeable and caring about the plights of others. He begins his journey as a victim, but rises well above his expected station by becoming a respected warrior for Oda Nobunaga, winning battles and helping to unite Japan. He does not let power go to his head, but uses his new position to help people on a more personal level. Think of the homestead activities or world events in Assassin's Creed Valhalla, but with more opportunities to help and gain reward and status for doing so. Joint story The Joint story involves both Naoe and Yasuke hunting down the remaining members of the Shinbakafu as they each have a personal stake in seeing the order ended. They will each go through a personal journey and grow and develop and thus learn to work together with their skill sets. The story is engaging and aligns itself more with Origins than the previous few entries. Shadows is a slow burner, and requires a bit of patience. It is well worth it though once the game opens up and Ubisoft does what it knows best. With the possibility of 60+hours to complete the main storyline, players will haver plenty of time to get to know both Yasuke and Naoe. Both the main characters are very strong in their own right. We believe that Naoe is the most compelling and we wouldn't be surprised if she is able to match Kassandra as a fan favourite. That being said, Yaskue has his own playstyle and mystery so you constantly debate switching between the two, opening up more possibilities. Throughout the main storyline, multiple minor characters catch the attention of the audience early on in the game, with their stories slowly developing as you progress. It's nice to see the calmer moments which contrast against the violence, and bring depth to the world. We feel that players will be drawn to the main storyline and a higher number of players than usual will complete the game, as it is incredibly interesting and connects at numerous intersections that provides both satisfaction and at points, emotion. Naoe and Yasuke The World The world of Assassin’s Creed Shadows is incredibly beautiful and full of opportunities. The dynamic weather cycle adds depth to exploration, and also makes it possible to notice the passage of time. Shadows introduces the first fully next gen open world Assassin’s Creed game, built for the latest platforms, pushing technology to be the best it can be. Vibrant colours contrast against the dark night, adding a layer of beauty to a land of war and politics. The weather can massively impact decisions for players, as a windy day can turn into a storm, making it easier to attack, whilst a sunny afternoon makes the chances of being spotted more likely. You can also feel the wind in the game, as trees and nature respond to it. There is a distinct balance of violence and beauty, contrasting between conflict and slower moments such as art, eating, celebrating, ordinary everyday actions that make the world feel more authentic to the period. The new method of synchronization encourages players to unfog the map for themselves, highlighting points of interest rather than revealing everything at once. This leads to more exploration, and takes players deeper into the world of Assassin’s Creed Shadows. Japan is full of opportunities, and provides an atmospheric sense of uncovering the next secret, creating a rewarding journey for players. Throughout the world players will uncover: Shinto shrines, which provide some temporary bonus. Praying at temples, Kodas (Samuari training). Kofun, Shadows’ equivalent to tomb puzzles that reward a piece of gear. Kuji-Kiri (meditation areas that do trigger some flashbacks for Naoe). Sumi-E (Allows Naoe and Yasuke to exercise their drawing skill and draw paintings of animals that can be added to the hideout as pets and decorate buildings with. Horse archery practice Renga-shi (collaborative poetry). Outside of all these, players will also discover white orbs that appear in certain locations and these are the codex entries, similar to how they appeared in 2023’s Assassin’s Creed Mirage. If you wish to find all of them, as they do not appear on the map, you will have to find them. This action and design decision encourages exploration so you may find several each time you play. Although the scenery is visually appealing, Japan is also a land of danger. Navigating it will take some thought and skill, as enemies lurk in the shadows. It’s a truly immersive experience. Animals in the game are peaceful, and are to be admired, not hunted like in previous games or the Far Cry series. The danger comes from enemies scattered across the land, posing a threat in restricted areas. The best way to proceed is by building a network of spies and scouts who can provide intel when deployed correctly, or assist players when called upon. Just like in Assassin's Creed Brotherhood, the scouts patrol nearby and eliminate threats from stealth positions. The world of Assassin's Creed Shadows is incredibly detailed and beautiful, and we can't wait to see the photo mode captures at launch! Promotional image for Assassin's Creed Shadows Stealth This is by far the most ambitious, care taken, polished and refined stealth since the days of AC1. This is where the game really shines, from allowing you the ability to go prone and the inclusion of an expert mode for hardcore players. The introduction of prone l the team to completely rethink the standard Assassin’s Creed control mapping, which shows the dedication and commitment of the team to revamp this essential core pillar of the series. A s the title of the game implies, stealth is an element which is pivotal to the series. Valhalla did a good job at creating opportunities for stealth, but a lack of tools and an imperfect social stealth system made it difficult to master. Shadows introduces fresh ideas and tools, such as the ability to extinguish lights to operate in the shadows, perform double Hidden Blade assassinations and new tools such as the kukri (throwing knife), bells (to distract enemies), Shuriken, and of course, the return of the classic smoke bomb. Tall grass is new, and can be used to go prone in. It can also be destroyed if detected or hit with a weapon. The useful 'Last detected shadow' once again appears, allowing you to see where enemies lost sight of you allowing you to react. A simple feature is back with the whistle, which can be used to lure enemies away from their guarding positions. You can draw enemies towards a certain death if used correctly. Hiding spots return such as haystack, a coffin, a closet and a chandelier on the roof. Naoe is the master of stealth, but it can be challenging to use it effectively. Time and thought is needed for the player to also become the true stealth master. She is very fast and agile and you can feel the difference when playing as both characters. Something in particular which is incredibly satisfying in the game is the unlockable Shoji door assassination, which takes inspiration from old school Ninja movies. On the other hand, Stealth is challenging for Yasuke, with limited options available. Although he can go prone, it feels like his character is built purely for combat, although we have no doubt some players will master stealth for Yasuke, using the rifle to dispatch enemies from the bushes. You can infiltrate castles and hunt down samurai Dashos, who's death leads to a reward by gaining a mastery point. Clear all of them in a castle to unlock its gear chest. As restricted areas house many enemies, it is rewarding to use stealth to enter and dispatch enemies. Eagle vision is restricted to Naoe only but you can tag enemies with both characters; you can also play as Naoe to tag enemies, then switch to Yasuke and the tags remain. This is because Naoe observes her surroundings differently to Yasuke, due to her training and discipline. It is worth mentioning that social stealth has been removed. Blending, distracting enemies by sending large groups and bench sitting have all gone, but we feel that it is acceptable as Naoe operates in the shadows rather than in plain sight. For her to expose herself too often could lead to increased danger, and she has enough new tools, abilities and kill moves to make stealth both fun, challenging and rewarding. Stealth promo image for Assassin's Creed Shadows Parkour Naoe is lightweight and nimble, moving effortlessly across the rooftops. The revamped parkour system has been fully redeveloped. Gone are the days of every surface being climbable since the days of Origins. This has been replaced with a similar system seen in the Ezio and Kenway games with a definite parkour start and finish alongside path markers like bridges and robes, as well as the “yellow” paint with player guidance. Naoe’s rope can allow her to reach high places but it can’t be used as a rope between buildings. The tree swing assassination encourages parkour, so players will find themselves looking down on opponents frequently throughout the game to get the satisfaction of death from above. Naoe bring the delicate balance of precise manoeuvres, mastered during her time in Iga. She can quickly gain a vantage point and tag enemies or observe surroundings from above. Parkour feels useful again. Enemies no longer frequent high places, as was the case in Mirage and previous games, as parkour is limited to a select number throughout Japan, such as Shinobi. The game does a really good job at taking Naoe from street level to a high place in the blink of an eye, either by using the rope or by climbing structures. Some buildings are still in development, and Naoe can climb up the wooden beams before a roof has been added, also allowing her to enter and loot chests. Parkour has a host of new animations and flips which make it both fun and energetic. It's clear that Ubisoft put a lot of thought and effort into this, as Naoe moves effortlessly. The Parkour up and down functions serve the game well, providing opportunities to move with speed and purpose. Yasuke’s heavy build means that parkour is limited. He can climb on to roofs but not tall buildings making him ineffective in stealthy castle infiltrations. We feel that players will switch to Naoe if they wish to get a parkour experience, as Yasuke's physique makes it difficult to do more than jump from ledge to ledge or climb basic platforms. Overall, we're really impressed with the new parkour system. It doesn't feel sticky, and the player feels like they have full control over movement when freerunning. The animation team did a really great job at updating a system that hasn't really changed in recent Assassin's Creed games. It's great to see that the series still shows such a willingness to adapt and evolve. Naoe throws a smokebomb above her target, using height to her advantage. Combat Combat is a very different experience for Naoe and Yasuke. Combat for Naoe is a mixture of light and heavy attacks, carefully waiting for the opportunity to strike. She is better at waiting for the right opportunity to strike, rather than lashing out in haste. Due to her small size, a heavy attack can do major damage to Naoe. Yasuke has increased health due to his stature and heavy armour. He is lethal in combat due to his huge arsenal of weapons and abilities. In combat, players have the objective of destroying armour before delivering the killing blow, breaking down opponents and catching them off guard. Yasuke tends to block or parry rather than dodge, the favoured approach by Naoe due to her size. Each character has their own arsenal. Naoe has her aforementioned tools alongside a Katana, Tanto, and a Kusarigama, a long range weapon. Yasuke has a more varied arsenal with a Long Katana, a Kanabo, a Naginata, alongside ranged weaponry consisting of a bow and a Teppo (early firearm), exclusive to him is the ability to parry unblockable attacks as well as more health and two more health rations. He can also charge doors, which in missions can allow allies to join the fight. One thing that Naoe can do to even the odds is use silent arrows, which can pierce armour and break down an opponent before she even has to consider close quarters combat. The brutality of combat is immediate, with decapitations common and increased blood. A new series of kill animations will shock players, as Naoe can flip behind a player and slit their throat. Both players can cut an enemies head clean off its shoulders, making it easily the most fierce combat system in an Assassin's Creed game, beating the brutality of Valhalla. Yasuke has many unlockable abilities for combat, all of which make him more deadly when facing enemies. His kick in particular is strong, knocking enemies of all sizes to the ground. Think, Sparta Kick in AC Odyssey without the need for a Piece of Eden powering it. His size is pure muscle and strength, which he channels in combat. Even though Yasuke is a huge man, the enemies he faces are varied in size, so he doesn't always feel overpowered. Smaller foe like Shinobi are much quicker and can surprise with quick reflexes and multiple attacks at once. Learning the best course of action will keep players occupied when choosing the more direct approach. We thoroughly enjoyed combat in Assassin's Creed Shadows, but the majority of our team prefer the stealth approach in AC Title. That being said, both playstyles have their own benefits in AC Shadows that will keep players swapping depending on the situation or quest requirements. Yasuke in combat Modern Day Assassin’s Creed Shadows introduces a new present day story which is connected to the Animus Hub platform, the new overarching platform which acts as the home of Assassin’s Creed content. Immediately players are introduced to the ‘Animus Ego’, an incredibly powerful piece of Abstergo marketing which is hacked by an unknown digital entity known as ‘The Guide’, a hologram which provides cryptic digital support. It’s without a doubt the most visual and immersive Animus experience yet, but it would be a mistake to overly praise a modern day Animus experience that strips away gameplay entirely. ‘Welcome to the dark’. From the offset, it’s an engaging Modern Day storyline that calls back to the darker tones layed out in previous titles, channelling the easy vibes that were present during the Clay Kaczmarek glyphs and the Erudito Animus hacking cutscenes in Assassin’s Creed Liberation. The Modern Day air of mystery returns, something which will be a relief for old-school fans of the Assassin’s Creed Initiates platform, as completing activities in-game unlocks information and data that is stored in the Animus Hub database. Plus, the references to Carl Gustav Jung from which the Animus Ego is named after referencing his archetypes from which “The Shadow” is conveniently one of them, and the fact that it is a new type of Animus managed by an AI “Ego” that is able to harness the power of the Bleeding Effect by overloading the user's senses in order to subdue them and render then totally controllable. A new story arc revolving around Tatyana Dane and Joel Eastman in what seems like an “almost apocalyptic world” hunted down by operatives in Marrakech. The name Geoff Eastman also appears and is implied to be somewhat of an “Assassin” archetype as he is apparently the main reason why Joel (his son) is doing what he's doing in Morocco; “To change the world and make a difference”. Through the Animus Hub, you have memories, projects, exchange and vault Memories: Here players will be welcomed to a timeline and are greeted with images of the protagonist from recent Assassin’s Creed titles such as Basim, Kassandra and Eivor, booting up their memories, as the Hub acts as an all-in-one game launcher. Right now only Origins, Odyssey, Valhalla, Mirage, and Shadows are available. Projects : Data streams are corrupted. These quests are tied to the projects tab within the Animus Hub, these act as mini battle passes, and completing these tasks reward helix keys, you can also find them randomly strewn across the world. You can use these Keys at the exchange which replaces Reda’s shops with daily rewards. Exchange: This is Shadow’s version of Reda’s shop from Origins and Valhalla where you can see the deal of the day or gear to spend those hard earned helix keys earned through projects. The Vault: Here you can find text, voice or video files related to the modern day overarching narrative that are unlock through progression of shadow’s story and through levels completed through projects. There's a lot to look forward to in the Modern Day storyline, but it's disappointing to see a lack of playable missions. Shadows is another attempt at making the present day story optional, and running in the background via the Animus Hub. After Valhalla and Mirage helped to establish Basim as a new threat in the Modern Day, it would have been very interesting to learn more about his activities, rather than completing missions to gain intel. After years of stripping away Modern Day Assassination missions, should we even be surprised at this point? Things you missed We have exclusive information from Akim Milne, Director of Cinematography from Ubisoft Quebec who gave a fascinating presentation at the UK Assassin's Creed Shadows Community Launch event, showing the incredible depth of research and thought that went into the game's development. Camera Angles and references The game uses a wide range of camera angles which take inspiration from a number of sources, such as Japanese cinema, anime, Western cartoons and mainstream Western depictions of the East. These reference points can be seen throughout the game and have also appeared in the marketing campaign for Shadows. For example, Crash zooms, which appears in a number of films by Director Quentin Tarantino, famously appearing in the Kill Bill series. In Assassin's Creed Shadows, when an enemy of rank is revealed, the camera zooms in, revealing the true title of enemy. The team really pushed to get Japanese film references into the game, for example callbacks to Seven Samurai (1954), which were even present in early mood boards. When presenting Iga, the team wanted to show that all members of the community were constantly practicing martial arts, as is customary throughout Japanese cinema. More recently, in the film 47 Ronin (2023), an infiltration with grappling hooks takes place in the daytime, and this is something which the development team wished to replicate as players can't change the day and night cycle due to the dynamic weather feature. Another film reference is Naoe's rope dart which draws inspiration from Mortal Kombat when used in combat. Cultural references from a wide range of historical sources have been included in the game. The Hideout represents this, and shows the normality of everyday life, with NPC’s performing everyday tasks such as washing clothes. Due to the notable size differences between Naoe and Yasuke, during cutscenes, low angle lenses were often used to make Naoe feel small in a gigantic world, grounding the camera work and giving perspective against the ever present landscape. Many times throughout cutscenes, over the shoulder camera angles were used to highlight distance, creating a sense of awkwardness. For example, when Naoe meets leaders, the camera angles purposely build tension by showing her as a small figure who is meeting someone of power, raised on a platform. There is an ever growing sense of danger should she say the wrong thing. At times, there is a focus on forefront details as things go on in the background to draw viewers to facial expressions, an intentional artistic decision to highlight emotions, often fear, and show the power dynamic between the one kneeling, and the one standing. For example, a sacrificial beheading scene. It's worth noting that Akim believes that Naoe at times is faking the submissive role, not making direct eye contact, looking away, something which causes tension. Iga is independent and remote, so didn't adhere to social hierarchy. As an Igan shinobi, she has been trained as an equal, but must succumb to the hierarchy and customs of respect that were prevalent in the period, or at least pretend to do so. Eye contact changes throughout the game depending on the relationship Yasuke or Naoe have with the character. This changes depending on the level of formality, as they wish to present themselves correctly. The game presents the historical mandatory distance for addressing a person of power. The intentional awkwardness of being on the floor, giving a full bow, feeling a sense of fear, and no eye contact really comes across in the final product. Some cutscenes aim to be fully immersive, with no talking whatsoever. Lots of cinematic shots in the game also look like paintings. The team really wanted to demonstrate the relationship between ink and blood, often using tones of red when calligraphy is represented to give the sense that war is always looming, and the spill of blood can be caused by the beautiful and peaceful act of ink painting, such as giving an order. The colour grade in the game is intentionally noticeable. The colours in Spring pop, and contrast the darkness of night, which are incredibly dark compared to previous AC titles, making Naoe practically invisible. The hyper saturated colours also mean that the cherry blossom trees stand out in a vivid shade of pink. Completely different light rigs were used for the two protagonists. Naoe has young skin lighter, creating shadows on her face. Yasuke beard, and darker skin complexion natural uses contrast to show colouring, with natural tones of orange and purple to add warmth and naturalise complexion in different lighting. Performance and Animation Focus on cultural gestures, bowing, early animation tests, authentic, came about from research. Minimalist approach was taken. Often in games, gestures exaggerated in approach. The team went back to drawing board and carefully select ones that felt legit to time, before creating their own. Traditional poses, Samurai would sit in Agura pose, proper way of sitting. Correct posture and stances were to feel minimal, and authentic. Mocap is used to capture moves etc, and are then sent to the animation team, who use them to embody scenes they shoot, rather than static storyboards. They are a reference to animation team rather than doing full body mocap like in the past. Performance capture is dots on faces, and records exact performance, but is very expensive, due to it requiring the full film crew, actors and stunt doubles. Combat moments are done this way. The voice actors include Japanese tonality phrasing of sentences. The actor who plays Yasuke would embody character, mentally transform, becoming larger in his posture. When Naoe talks to an ally, she can be herself. This is seen in her eye movement and facial expressions. Naoe weaponises her decision to use eye contact, faking it at times to infiltrate and gain information, pretending to be subservient. Yasuke will full bow at the start of the game, and do less as he gains rank. Bows are a major part of Japanese culture, so a wide variety of bow animations, depending on hierarchy and situation were created. They vary in length, show respect, and have different levels of eye contact too depending on circumstances. Villagers will bow to Yasuke, as Samurai have power and respect. There are situations where player needs to remember which bow is appropriate 700+ cutscenes feature in the game. As there are weather differences, height and body differences, the team had to create every cutscene independently as camera angles can't be shared. Also choices may branch differently, so a lot of time went into creating cutscenes. They had to Test animations in each and every scenario to make sense, ground the scenes and make them immersive regardless of time or day. The Transmog system can vary in depth, ranging from changing the look of a certain weapon to stripping it part by part, creating ultimate version of a weapon Conclusion After an insensitive marketing campaign struggled to drum up hype for the game until late in production, due to questionable marketing practices and lack of research, the game itself is overall a wonderful balance of old and new, bringing together the most complete relationship between the old games and the newer RPG titles, all within a well crafted immersive world. Strengths Voice acting performances and dialogue. Facial expressions and animations are much improved. Music is excellent throughout Atmosphere balances light and dark. Connected narrative, seen from both perspectives. Stealth options. Revamped parkour system. Naoe and Yasuke are both interesting protagonists. Negatives Lack of playable Modern Day The main Templar group feels undeveloped as characters The character not in use doesn't really do anything No hunting and crafting Removal of social stealth OUR SCORE 9/10 Closing Remarks Aaron Comments The opening sections of the game suffer with some flat lighting which makes the game feel a little outdated. However this becomes less frequent once the prologue has been completed. In fact I think the lighting can be quite impressive, especially in darker areas later in the game. I do feel like the skin textures of some characters feel a little off. Naoe especially has less facial details than Eivor or Basim. The Score is fantastic, really complimenting the story. You can feel the Japanese influence. At times there is a Taratino vibe when aspects of the game collide with this quirky soundtrack. The combat is a huge step up from the previous games. There is now a real sense of satisfaction from timing and a smoothness that enables encounters to flow seamlessly. The Animus Hub is a fantastic idea and presents itself very well to the player. I love the fact you can launch the previous RPG AC games from there. The animations of the characters are great and I love that for Shadows both protagonists wear what you currently have on in the game. The menus in the game are very clean and impressive. I like the dark backgrounds as it makes everything seem really professional and easy to read. Codex entries function like they did in Mirage. I actually enjoy this way of learning about the world. It does make me sad that we might not get a Discovery Tour though. I think it would be wise to mention the chromatic aberration. This was a contentious issue with Mirage. Once again it is turned on as default. If you are a virtual photographer it might be worth switching it off from the start. I found it negatively impacted the photo mode. Photo Mode Congratulations to Ubisoft for braving a new Photo Mode. It would have been easy to just copy paste from Mirage. The old PM is so user friendly, albeit a little outdated. You now have a completely different layout for the PM. There are tabs to switch between, similar to what we saw in Star Wars Outlaws. All the parameters in the Photo Mode are slow to adjust. This makes editing a shot a lengthy process, especially when compared to the previous games. The filters are such a cool edition, allowing players to diversify their captures. The red dragon is a particular favorite. I still believe that adding expressions for the characters would have further enhanced this photo mode. Unless you are in combat both Naoe and Yasuke have the same look on their face. With Star Wars Outlaws getting a time of day function, it is pretty disappointing that Shadows misses out. Especially as we can be locked in a season for quite some time. I am really sad that the fog option has been removed. This was such a unique feature to AC photo modes. The only saving grace is that the natural weather in the game produces some very nice fog. The depth of field is now aligned to a real camera. It functions well enough but can be hindered by the slow movement. It is tricker to use than the previous games and may become a barrier for new virtual photographers. With the lack of a bird companion in this game the range is now an issue. I think you can move the camera further than in the previous games but without the height of an eagle those long distance shots will be tricky. The Photo Mode does allow for nicer shots, with less post editing than we are used to. Once again you can post your shots straight to Ubi Connect or upload them to your console. Seeing everyones capture on the world map is always a joy. The frames are more aligned to Odyssey’s PM which I know will delight a few people. Frame Hold Photography’s Comments: Assassin’s Creed Shadows is a visually stunning and immersive game, and I have had so much fun with it during my early access preview. This latest entry into the Assassin’s Creed series truly takes advantage of all the newest tech to provide a gorgeous rendition of Feudal Japan for players to explore. The new dynamic weather and season systems are fantastic. It is incredible how much the world changes as you progress through the seasons and how the environment affects your play. Tall grass that was in one location in the summer is dead by winter, and water that you could once swim through freezes over. Snowstorms and thunderstorms can aid in your stealthy approaches toward camps, castles, and forts, while sunny summer days make it easier for guards to spot you. These elements are playstyles that never had to be considered in previous Assassin’s Creed games, making Shadows all the more unique and impressive. Shadows does not include a bird companion for Naoe or Yasuke. I was a bit upset when I first heard this news since the recon Senu, Ikaros, Synin, and Enkidu provided was extremely useful for tagging enemies, loot, and mission markers. Once I started playing Shadows, I soon understood why a bird companion wouldn’t fit into this game's pace, style, and philosophy. Everything in Shadows encourages players to slow down, calculate their movements, plan attacks, and admire the natural world and its beauties. The new Observe Mechanic better fits into this philosophy since it has players look around their environments, climb to higher places to have better vantage points, and pay attention to more minor details. While the bird companion was a much quicker and instantly gratifying tool, the Observe Mechanic is a new way to immerse players into the world. The combat and stealth systems in Shadows feel great. Combat feels weighty, parrys feel powerful, and abilities change the tides of fights. I’ve been enjoying the three weapon types both Naoe and Yasuke have access to. My favorite for Naoe is the Tanto blade since it’s fast and incorporates hidden-blade combat again! For Yasuke, I have been enjoying the heavy weight of the Kanabo. While slow, this weapon can absolutely decimate enemies. When it comes to stealth, Naoe’s grappling hook makes it easy to scamper up buildings quietly, and the ability for both characters to go prone opens up a host of new stealth opportunities. I have only experienced a fraction of the whole game, but the writing and character development within the first 20 hours have been rich, exciting, and outright shocking at times. Much like the Odyssey, the beginning of Shadows is starting to form a core ensemble of characters, and I am excited to see how they all develop throughout the main story. Lastly, I’d like to comment on the game’s music. The Flight, who composed the soundtrack for Odyssey, also composed the soundtrack for Shadows. The soundtrack weaves traditional Japanese instruments with modern Japanese Rock, creating a diverse range of sonic tones for the game–from peaceful and meditative to action-packed and adrenaline-filled. I love that this mix of styles pays homage to the musical history of Japan. Gentle tracks accompany the player as you explore the vast world, and heart-pumping rock songs set the tone for boss fights and intense game moments. Overall, I am incredibly impressed with what I have experienced so far in Assassin’s Creed Shadows and am excited to continue my playthrough! Taylor's comments The story is an interesting part of shadows. It is very dark and serious in tone, not comedic in any way. The pacing does suffer a little bit as unfortunately the prologue feels a little rushed and chopped up making the beginning feel off. In addition Act 2 also suffers pacing issues due to its non linear structure, think of a procedural case of the week TV show. While Naoe and Yasuke's personal quests let them shine. Some of the antagonists/targets feel underdeveloped as villians. The soundtrack is fantastic but i felt in some scenes it ruined the atmosphere or the music choice didn't fit. The world design impressed me with the variety of biomes as well the Codex entries have to be found by exploring, this encourages the player it really impressed further. This was further illustrated by the ?s really highlighting the culture of Japan with praying at Shinto shrines and meditating, it really makes the world feel that more real. I also appreciate the effort taken to provide Japanese and Portuguese audio as it adds to the historical accuracy. However I found some flaws that gave me concern. Side quests aren't marked for what character leading to tedious character switching. Season timer is not explained and needs more tutorialzation. When a character isn't in use they don't really do anything just sit in the hideout and it makes me upset as they feel more Avatarish than an inhabitant in the world. I feel that the English VO is kind of flat either due to a lack of direction or interpretation. Another thing I noticed is when it snows or rains in the game, their clothes get wet or snow on them but their hair is clear of any such blemish. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author A collection of articles from The Ones Who Came Before team. TOWCB Team
- This Week in Assassin’s Creed Virtual Photography: 4th to 10th December | TheOnesWhoCameBefore
This Week in Assassin’s Creed Virtual Photography: 4th to 10th December Community Share 18 Dec 2023 Written By: Edited By: Aaron Young Colum Blackett Back To Database Welcome to the weekly virtual photography roundup hosted by Aaron Young from the AC Partnership Program. Every week we will be picking our top 5 favourite Assassin’s Creed shots and showcasing them on The Ones Who Came Before website, in order to promote virtual photography and talented content creators within the community. This week’s guest judge is Magnus Bruun, the fantastic actor behind Eivor, the fierce Viking protagonist of Assassin’s Creed Valhalla. Magnus is also known for his devilish role as Cnut in The Last Kingdom TV series. It is an honour to have him on board for the special theme week. Keep an eye on the site as more weekly shots are added, we are looking for captures across all Assassin’s Creed games. Tag your photos to the #TOWCBWeeklyCapture for a chance to be featured. This week’s theme: Eivor Shadow Walker Game: Assassin’s Creed Valhalla VP Artist: @ artschoolglasses The Ones Who Came Before Photo of the Week Judge: @ Magnus_Bruun ''Great depth in this picture. It’s a snapshot in action. I really like the intense look on her face, and I could see this one on my wall. Congrats!'' Aaron (@ FalconSwift87 ) “I am Odin’s messenger to command.” Warriors of Odin, shadow walkers are spirits living in the forests of England and come out at night to wreak havoc on the living. Their use of shadows and stealth mirrors perfectly with the Assassin’s persona. Eivor is willing to be whatever she needs to, for the sake of the Raven Clan. Here we have a foreboding shot of Eivor atop the Draugr horse. The autumnal setting and the foggy background are adding to the menacing feel. I like the framing with the tree on the left, the colours of the shot are beautiful and complement Eivor. Her face is so determined, I would not want to be the target. Berserker Game: Assassin’s Creed Valhalla VP Artist: @ KeenEyeVP “I have travelled far since we landed and seen much on the roads and fields of this new England.” Something I really hope future Assassin’s Creed games implement are the customisation options for your character. Assassin’s Creed Valhalla had some really awesome hairstyles, beards and tattoos. Troy’s portrait of Eivor brilliantly showcases this. What a striking shot of the wolf-kissed one, the details are insane. The beard is extraordinary, and the Odin blessing tattoo looks sensational with that hairstyle. I really like the blue background with the limited saturation of Eivor. I am loving the head turn as it give the sense he is in mid battle, raging with the fury of the Norseman. Eivor Varinsdottir Game: Assassin’s Creed Valhalla VP Artist: @ StefanieMcMaken “My Destiny is mine to weave.” Eivor Varinsdottir is one of my favourite characters in the Assassin’s Creed universe. She is a humble and loyal Viking from Norway who travels to England in search of a new life. Her entanglement with Odin is so interesting and gives great depth to the character. I feel this portrait from Steffi is a perfect homage to the wolf-kissed one. The black background is exquisite and works beautifully with the light across her face. The hood and cloak are giving off huge Odin vibes. I love how the darkness (Odin) is descending on her but that light sources provides defiance. Eivor will not bow to him, and she knows that Destiny is all. Fated Game: Assassin’s Creed Valhalla VP Artist: @ PodToGo “I will have my revenge.” Eivor’s calmer and more pragmatic approach to the Saxon is tested once his brother Sigurd has been captured by Fulke. We then see a more angered and vengeful Eivor which I like. For me this shot perfectly fit the theme week, with Eivor looking like both Cnut and Uhtred. Both Valhalla and The Last Kingdom share so much in common. This portrait is a delight for the eyes, with the lighting so impressive. I love how it reflects off the armour and marries excellently with the shadows. The use of black and white really helps to enhance the lighting. The beard looks so real and the eyes focused, the shot is doing wonders to showcase Eivor’s details. All Father Game: Assassin’s Creed Valhalla VP Artist: @ Cll3ar “The realm is changed. But this is not Surtr’s doing. It is something more.” Assassin’s Creed Valhalla boasts a considerable section dedicated to Havi. When entering these mythical worlds, photography options become a lot more varied. On reflection I cannot wait to revisit them soon. This stunning landscape shot of Havi gives me real box art vibes, in fact it isn’t too dissimilar to what Ubisoft used. I adore Havi stance as it shows him in pain, something he must endure a lot of during the Ragnarok DLC. The cold tones in the background fit beautifully with the Norse theme, reminding me of the Norway arc. I love the red leaves, they look so graceful fluttering up behind him. The remains of an enemy put to the sword by the High One. 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! Finally, we would like to say a huge thank you to Magnus for joining us for this article! Interested in Assassin's Creed Virtual Photography? Join our Assassin's Creed VP Community on Twitter for a chance to be featured in a future article! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Aaron is a passionate Assassin's Creed fan who joined our AC Partnership Program as an Online Article Writer back in 2021 after the release of Assassin's Creed Valhalla. After building momentum and interest on TOWCB website for Virtual Photography, Aaron established TOWCB Virtual Photography Team, of which he is now Team Leader. Throughout 2024, TOWCB VP Team will be sharing community captures in dedicated articles, and providing a positive environment on Twitter for gamers to share their shots. Aaron Young
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