
We now have details about the new DLC for Assassin’s Creed Mirage. Following the game’s recent setting in Japan, the series is returning to Assassin’s Creed Mirage with a brand new story and a different location to explore.
The new *Valley of Memory* downloadable content (DLC) takes players to the Valley of AlUla, a change of scenery from the city of Baghdad. Game Rant spoke with producer Vincent Maulandi-Rabbione and creative director Olivier Leonardi about how the DLC blends the familiar gameplay of *Assassin’s Creed Mirage* with a more open, natural setting. They also explained how their commitment to historical detail shaped the development process. This conversation has been shortened and clarified for easier reading.
The Devs Behind Assassin’s Creed Mirage Talk Valley of Memory DLC
Game Rant asked why the developers chose Baghdad as the setting for the main game instead of Al-Ula, which was initially considered.
When the team expressed a desire for a classic *Mirage* feel, the natural thought was to create a city setting—one that would really highlight the parkour gameplay. Choosing Baghdad was about returning to the series’ origins and recreating that tightly-packed, urban atmosphere.
The game doesn’t offer much chance to explore areas outside of Baghdad, and I believe limiting the action to the city itself was a key design decision.
Game Rant asked how the team adapted the core elements of *Assassin’s Creed*, specifically the strong parkour mechanics which traditionally work well in cities, to the wider, more open landscape of Al-Ula.
We definitely recognized that maintaining the original experience was a key challenge,” Leonardi explained. “So, we focused on creating new elements that would work well in this setting while still feeling comparable to what people enjoy in cities.
We needed to refine this part of the design to ensure the new area still felt natural and offered a similar parkour experience.
Did the game really need to emphasize parkour so much? Wouldn’t features like stealth and assassination have been simpler to add?
As a player, I’ve found the movement feels way smoother because the parkour system has clear rules – things like how far I can jump or how I flow from climbing to vaulting. Plus, there’s a ton of room for sneaky gameplay, especially in what they’re calling ‘The Wilderness’ – both down south and in that huge northern area of the map. It’s a great place to try out a stealthier approach.
You can play the game however you like, whether you prefer sneaking around undetected or going in with all-out action! We’ve included upgrades that support both approaches – some let you become virtually invisible, while others focus on creating distractions or drawing attention.
History And Valley of Memory
Game Rant asks: A fascinating part of developing *Mirage* was reconstructing locations like the House of Wisdom, since historical records about Baghdad were limited. Was it simpler to recreate Al-Ula? Is its history more readily apparent, or did the developers still need to make informed estimations in many areas?
The exploration and rediscovery of Al-Ula is a very recent development, really only within the last 15 years. Archaeological digs are currently underway, revealing a previously unknown civilization that once lived in the area.
We collaborated with specialists from the French agency overseeing the Al-Ula excavations, particularly around the Old Town and oasis. These archaeologists focused on specific areas – the Old Town itself, the wider oasis, the Lion’s Tomb, or the ancient city of Dedan. They’re also studying the numerous Nabataean tombs located in the northern part of the region.
Right from the beginning, we were able to communicate directly with the leading archaeologists who focused on specific time periods or places. This made recreating the world much simpler, as they provided us with real photos of artifacts they were excavating, as well as actual images and plans of their discoveries.
We had a close working relationship with them, and they immediately pointed out any inaccuracies in our work. While areas like the Old Town might resemble places like Anbar or Baghdad, unique details – such as the rooftop ventilation systems – were crucial. Their direct feedback helped us create the most accurate representation possible.
Game Rant: That’s fascinating. Does the fact that such a rediscovery is ongoing change the process?
Absolutely! Some places look almost exactly as they did in the ninth century, while others have left very little trace. We worked closely with archaeologists who were often still in the process of discovery, sometimes needing months to confirm details or even if they’d have answers at all. It was incredibly interesting to collaborate with them, especially when researching how places were named back then.
We encountered a situation where a location, originally known as Qasr al-Farid, had its name officially changed after being established for months. We were recently informed that new Nabataean research revealed the original name was different. They’re updating all official documents with the correct name over the next few weeks and months, and we have the opportunity to be the first to use it in our game.
Assassin’s Creed Mirage’s History and Story in Valley of Memory
Game Rant asked how the new ‘Stolen Goods’ activity connects to the overall themes of the ‘Valley of Memory’ area.
We kept the details of the main story under wraps, but we did share some information about the robbers. These new bandits are motivated by wealth and whatever the caravans are transporting, meaning the stolen goods reveal a lot about who they are and what they’re after.
You’ll first meet Hind, a civilian who represents the impact of the new faction. She’ll explain the new ‘Stolen Goods’ activity: you won’t be keeping what you find. Instead, you’ll return the stolen items to Hind, who will then distribute them back to the people who were originally affected, making it a positive act for the community.
This new group is causing trouble by robbing people, stealing, and even looting the homes of those who have recently passed away. It’s not just affecting travelers; the local people are suffering too. Naturally, Basim will need to step in and deal with them. Helping the locals get rid of this faction will also lead Basim closer to uncovering what happened to his father, something we’ve been building towards for a while.
So, I’ve been thinking about the new DLC, and it really digs into themes like making peace with the past, finding closure, and how much of our lives are actually predetermined. Knowing how *Assassin’s Creed Mirage* and *Valhalla* ended, it makes me wonder how all that shaped Basim’s character and who he ultimately became. It’s like, what part did those events play in turning him into the person we see in the game?
The story really focuses on Basim growing up and leaving his past behind. He carries a deep wound from being abandoned at age seven and growing up as a thief, especially after witnessing the Caliph’s massacre of children. He needs to understand why he was abandoned and why the Caliphate distanced his father. He’s searching for what happened during the ten years they were apart. Finding these answers will allow him to move on from his past, setting the stage for the final part of his journey—a transformation into a new person. We wanted this moment of closure to happen now, so he can fully embrace the next chapter of his life.
Game Rant: While researching the history, did anything particularly interesting or surprising catch your attention?
We’re constantly learning amazing things about this site! In our conversations with the experts, they keep sharing new discoveries – for example, they recently found Chinese cups and dishes, suggesting that people from China visited this remote desert location. Each discussion reveals something new and exciting.
We found that the sun’s position at a certain time of year creates a unique shadow on a building in the Old Town. This led to a festival celebrating nature and the Nabataeans’ incredible skill in collecting rainwater. Since Al-Ula only receives water from sudden flash floods, they had to maximize every moment of a downpour – about ten minutes of heavy rain – by collecting and distributing the water throughout the oasis.
Many people don’t realize that Al-Ula has a vast, hidden network of underground tunnels called qanats, which deliver water throughout the oasis. The city exists thanks to the Nabataeans, who were incredibly skilled at collecting and conserving rainwater.
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2025-10-07 22:49