This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
A home, or domicile, is a space used as a permanent or semi-permanent residence for one or more human occupants, and sometimes various companion animals. It is a fully- or semi-sheltered space and can have both interior and exterior aspects to it.[vague] Homes provide sheltered spaces, for instance rooms, where domestic activity can be performed such as sleeping, preparing food, eating and hygiene as well as providing spaces for work and leisure such as remote working, studying and playing.
Physical forms of homes can be static such as a house or an apartment, mobile such as a houseboat, trailer or yurt or digital such as virtual space.[1] The aspect of 'home' can be considered across scales; from the micro scale showcasing the most intimate spaces of the individual dwelling and direct surrounding area to the macro scale of the geographic area such as town, village, city, country or planet.
The concept of 'home' has been researched and theorized across disciplines – topics ranging from the idea of home, the interior, the psyche, liminal space, contested space to gender and politics.[2] The home as a concept expands beyond residence as contemporary lifestyles and technological advances redefine the way the global population lives and works.[citation needed] The concept and experience encompasses the likes of exile, yearning, belonging, homesickness and homelessness.[3]
The earliest homes that humans inhabited were likely naturally occurring features such as caves. The earliest human fossils found in caves come from a series of caves near Krugersdorp and Mokopane in South Africa. The cave sites of Sterkfontein, Swartkrans, Kromdraai B, Drimolen, Malapa, Cooper's D, Gladysvale, Gondolin and Makapansgat have yielded a range of early human species dating back to between three and one million years ago, including Australopithecus africanus, Australopithecus sediba and Paranthropus robustus. However, it is not generally thought that these early humans were living in the caves, but that they were brought into the caves by carnivores that had killed them.[citation needed]
The first early hominid ever found in Africa, the Taung Child in 1924, was also thought for many years to come from a cave, where it had been deposited after being preyed upon by an eagle. However, this is now debated.[4] Caves do form in the dolomite of the Ghaap Plateau, including the Early, Middle and Later Stone Age site of Wonderwerk Cave; however, the caves that form along the escarpment's edge, like that hypothesized for the Taung Child, are formed within a secondary limestone deposit called tufa. There is numerous evidence for other early human species inhabiting caves from at least one million years ago in different parts of the world, including Homo erectus in China at Zhoukoudian, Homo rhodesiensis in South Africa at the Cave of Hearths (Makapansgat), Homo neanderthalensis and Homo heidelbergensis in Europe at Archaeological Site of Atapuerca, Homo floresiensis in Indonesia, and the Denisovans in southern Siberia.
In southern Africa, early modern humans regularly used sea caves as shelter starting about 180,000 years ago when they learned to exploit the sea for the first time.[5] The oldest known site is PP13B at Pinnacle Point. This may have allowed rapid expansion of humans out of Africa and colonization of areas of the world such as Australia by 60–50,000 years ago. Throughout southern Africa, Australia, and Europe, early modern humans used caves and rock shelters as sites for rock art, such as those at Giants Castle. Caves such as the yaodong in China were used for shelter; other caves were used for burials (such as rock-cut tombs), or as religious sites (such as Buddhist caves). Among the known sacred caves are China's Cave of a Thousand Buddhas[6] and the sacred caves of Crete. As technology progressed, humans and other hominids began constructing their own dwellings. Buildings such as huts and longhouses have been used for living since the late Neolithic.[7]
From the 14th to the 16th century, homelessness was perceived of as a "vagrancy problem" and legislative responses to the problem were predicated upon the threat it may pose to the state.[8]
According to Kirsten Gram-Hanssen, "It can be argued that historically and cross-culturally there is not always [a] strong relation between the concept of home and the physical building, and that this mode of thinking is rooted in the Enlightenment of the seventeenth century".[10] Before, one's home was more public than private; traits such as privacy, intimacy and familiarity would proceed to achieve greater prominence, aligning the concept with the bourgeoisie.[11][12] The connection between home and house was reinforced by a case law declaration from Edward Coke: "The house of everyman is to him as his castle and fortress, as well as his defense against injury and violence, as for his repose". Colloquially, this was adapted into the phrase "The Englishman's home is his castle" which popularised the notion of home as house.[13]
A result of the longstanding association between home and women, 18th century English women, of upper-class status, were scorned for pursuing activities outside of the home, thus seen to be of undesirable character.[14] The concept of home took on unprecedent prominence by the 18th century, reified by cultural practice.[15]
The concept of a smart home arose in the 19th century in turn with electricity having been introduced to homes in a limited capacity.[10] The distinction between home and work formulated in the 20th century, with home acting as sanctuary.[16] Modern definitions portray home as a site of supreme comfort and familial intimacy, operating as a buffer to the greater world.[14]
The concept of home is one with multiple interpretations, influenced by one's history and identity.[17] People of differing ages, genders, ethnicities and classes may have resultingly different meanings of home.[18] Commonly, it is associated with various forms of abodes such as wagons, cars, boats or tents although it is equally considered to extend beyond the space, in mind and emotion.[8][19][20] The space of a home need not be significant or fixed though the boundaries of home are often tied to the space.[19][20] There have been multiple theories regarding one's choice of home with the residential conditions of their childhood often reflected in their later choice of home.[11] According to Paul Oliver, the vast majority of abodes are vernacular, constructed in accordance with the residents' needs.[21]
The social unit that lives in a house is known as a household. Most commonly, a household is a family unit of some kind, although households may also be other social groups, such as roommates or, in a rooming house, unconnected individuals. Some houses only have a dwelling space for one family or similar-sized group; larger houses called townhouses or row houses may contain numerous family dwellings in the same structure. A house may be accompanied by outbuildings, such as a garage for vehicles or a shed for gardening equipment and tools. A house may have a backyard or a front yard or both, which serve as additional areas where inhabitants can relax or eat. [citation needed] Houses may provide "certain activities, which gradually accumulate meaning until they become homes".[20]
Joseph Rykwert distinguished between home and house in their physicality; a house requires a building whereas a home does not.[24]Home and house are often used interchangeably, although their connotations may differ: house being "emotionally neutral" and home evoking "personal, cognitive aspects".[20][25] By the mid-18th century, the definition of home had extended beyond a house.[15] "Few English words are filled with the emotional meaning of the word home".[14]
Home as constitutionally mobile and transient has been contended by anthropologists and sociologist.[26] A mobile home (also known as a house trailer, park home, trailer, or trailer home) is a prefabricated structure, built in a factory on a permanently attached chassis before being transported to site (either by being towed or on a trailer). Used as permanent homes, or for holiday or temporary accommodation, they are often left permanently or semi-permanently in one place, but can be moved, and may be required to move from time to time for legal reasons.
A houseboat is a boat that has been designed or modified to be used primarily as a home. Some houseboats are not motorized, because they are usually moored, kept stationary at a fixed point and often tethered to land to provide utilities. However, many are capable of operation under their own power. Float house is a Canadian and American term for a house on a float (raft); a rough house may be called a shanty boat.[27] In Western countries, houseboats tend to be either owned privately or rented out to holiday-goers, and on some canals in Europe, people dwell in houseboats all year round. Examples of this include, but are not limited to, Amsterdam, London, and Paris.[28]
A traditional yurt or ger is a portable round tent covered with skins or felt and used as a dwelling by several distinct nomadic groups in the steppes of Central Asia. The structure consists of an angled assembly or latticework of wood or bamboo for walls, a door frame, ribs (poles, rafters), and a wheel (crown, compression ring) possibly steam-bent. The roof structure is often self-supporting, but large yurts may have interior posts supporting the crown. The top of the wall of self-supporting yurts is prevented from spreading by means of a tension band which opposes the force of the roof ribs. Modern yurts may be permanently built on a wooden platform; they may use modern materials such as steam-bent wooden framing or metal framing, canvas or tarpaulin, plexiglass dome, wire rope, or radiant insulation.
A housing cooperative, or housing co-op, is a legal entity, usually a cooperative or a corporation, which owns real estate, consisting of one or more residential buildings; it is one type of housing tenure. Typically housing cooperatives are owned by shareholders but in some cases they can be owned by a non-profit organization. They are a distinctive form of home ownership that have many characteristics that differ from other residential arrangements such as single family home ownership, condominiums and renting.[29]
The cooperative is membership based, with membership granted by way of a share purchase in the cooperative. Each shareholder in the legal entity is granted the right to occupy one housing unit. A primary advantage of the housing cooperative is the pooling of the members' resources so that their buying power is leveraged; thus lowering the cost per member in all the services and products associated with home ownership.
Home repair involves the diagnosis and resolution of problems in a home, and is related to home maintenance to avoid such problems. Many types of repairs are "do it yourself" (DIY) projects, while others may be so complicated, time-consuming or risky as to require the assistance of a qualified handyperson, property manager, contractor/builder, or other
Gods of War, a 2009 science fiction novel by Ashok Banker
God of War (DC Comics), a 2010–2011 limited six-issue comic book series published by WildStorm and DC Comics, based around the Greek era of the video game series.
God of War, a 2010 novelization of the 2005 video game, God of War, written by Matthew Stover and Robert E. Vardeman
God of War II, a 2013 novelization of the 2007 video game, God of War II, written by Robert E. Vardeman.
God of War (Dark Horse Comics), a 2018–2021 limited two-volume eight-issue comic book series published by Dark Horse Comics, based around the Norse era of the video game series.
This disambiguation page lists articles associated with the title God of War. If an internal link led you here, you may wish to change the link to point directly to the intended article.
The main games are played from a third-person perspective, with gameplay mostly revolving around combat, shooting, exploration, and puzzles, while platforming is used to navigate the environment. Later titles began including competitive and co-operative multiplayer game modes, stealth, and driving gameplay. Uncharted drew inspiration from other games,[1] film, and additional media, and is known for featuring exotic locations. Several adaptations of the series have also been released, including a live-action film, board games, comics, and a novel.
The main series received critical acclaim, with praise for the stories, characters, voice acting, gameplay, graphics, and replayability, with its high production value being frequently compared to Hollywood-producedaction-adventure films. It has also been credited by critics and publications for raising standards for single-player games, and its second and fourth numbered installments are consistently ranked among the greatest video games. Uncharted has shipped over 41 million units, making it one of the best-selling video game franchises, helping the success of PlayStation during the seventh and eighth generation and elevating Naughty Dog's reputation as a developer.
^Remastered version of Uncharted 4 and The Lost Legacy
Drake's Fortune, the first game in the series, was released for PlayStation 3 in November 2007.[2] The system carried the following two installments of the main series, after Naughty Dog agreed to exclusively release the games on Sony systems. Among Thieves was published in 2009, and the creative team were afforded a greater license to utilize a larger amount of the system's random-access memory (RAM), due to an improved proprietary engine. It subsequently introduced more locales, higher free roam and combat abilities, and a larger map. Drake's Deception, released in 2011, built upon this aspect, while it also added an improved online multiplayer mode.
The following main installment, A Thief's End, was published on PlayStation 4, and focused on realism and detail. The last in the series to feature the main protagonist, it added driving elements and improved other gameplay aspects, like stealth and role-playing, and comprehensive upgrades to multiplayer. It was released to massive financial success, breaking multiple records.[3] A free-to-play game for iOS and Android, Fortune Hunter, was released to tie in with A Thief's End.[4][5]
Golden Abyss was published in 2011, and is the first in the series to be released on PlayStation Vita, marking the series' first on a handheld console. It is considered a prequel to the main series, although, some developers have stated that it acts as a separate, original story.[6] In 2012, a turn-based card game titled Fight for Fortune was released. It was developed by One Loop Games,[7][8] and contained interactive elements suitable for the Vita.[9]
Drake's Trail is a now-defunct 2007 online game. The game was a browser-based game[10] with alternative reality elements. Consisting of ten chapters, the story, serving as a prequel to Drake's Fortune, recounts journalist Elena Fisher hiring a private detective to track down famous treasure hunter Nathan Drake believing he is onto something big. The game was played using a Google Maps plugin to locate game areas within the real world, in conjunction with a Flash Player to explore those fictional locations (such as Drake's apartment) for clues to the next location.
The Nathan Drake Collection is a remastered collection of the series' first three installments, and was ported to PlayStation 4 by Bluepoint Games in October 2015. It was released to compensate for the delay in production for A Thief's End, which was originally slated for release in summer 2015. The game also included a voucher for the beta for the multiplayer for A Thief's End.[11] The games feature enhancements such as new trophies, an in-game Photo Mode, and improved textures and gameplay. The multiplayer modes from Uncharted 2 and Uncharted 3 are excluded.[12] It received positive reviews, with most praising the technical improvements and visual enhancements.[13] The game was offered for free as part of Sony's Play at Home initiative during the COVID-19 pandemic in April–May 2020.[14][15]
The Lost Legacy was released as a standalone expansion to A Thief's End, and marks the first entry in the series not to feature Drake. It features the characters Chloe Frazer and Nadine Ross, who previously appeared in Among Thieves and Drake's Deception, and A Thief's End, respectively.[16] It was released on PlayStation 4 in 2017.[17]Uncharted: Legacy of Thieves Collection, a remastered version of A Thief's End and The Lost Legacy, was released on January 28, 2022, for PlayStation 5;[18] a Windows version, developed in collaboration with Iron Galaxy, was released on October 19, 2022.[19]
Gameplay in the Uncharted series is a combination of action-adventure elements and 3D platforming with a third-person perspective. The player is given various physical tasks which must be completed to progress through the storyline, such as jumping, swimming, grabbing and moving along ledges, and climbing and swinging from ropes.[20] Other aspects, including shooting, combat, and puzzle solving, also regularly feature. In later titles, driving, boat riding, and other acrobatic actions were added or developed.
The Uncharted games grant a reasonable amount of freedom through the design of the maps. Later games contain elements of open world design, in order to encourage free-roaming to secure collectibles or stealth to avoid enemies.[20] In A Thief's End, role-playing was expanded to include side discussions with other characters. The Uncharted series follows the structure of traditional action games, where players complete a single track series of levels with linear gameplay, and is navigated through a third-person perspective.
Shooting is central to the game's function, as players are also required to bypass a string of foes. Although a wide variety of weapons are present in the game, the player can only carry a sidearm such as pistol, a primary weapon such as a rifle or shotgun, and a handful of grenades. These weapons are obtained by picking up weapons dropped by a downed foe, or from those scattered around the various maps. If the player dies, they will respawn at a specific level checkpoint.[21]
In A Thief's End, the use of vehicles in an explorable environment was developed. It provides the player with freedom to take vehicles wherever they please, albeit, must be driven to a certain location to progress the story.[22]
In Among Thieves, multiplayer was introduced. It features both competitive and co-operative gameplay. The co-op multiplayer mode allows up to three players to take the roles of Drake and two other "hero" companions and features missions involving gunfights, platforming, and teamwork-based objectives.[23] Players can also assist their comrades if they become critically injured or if they are grabbed by an enemy.[23] The competitive multiplayer allows a maximum of ten players to play against each other in two teams of five. Six competitive modes are featured, including single or team-based deathmatches, and team-based objectives.[24] In A Thief's End, survival mode was introduced, which features wave-based progression on swarms of increasingly powerful enemies, as well as completing other objectives. Furthermore, multiplayer allows players to accrue points and rank up, which can be used to purchase more skins for both heroes and villains.[24]
In Uncharted: Drake's Fortune, the game is set off the coast of Panama, in the Amazon rainforest, and an uncharted island off the coast of South America. The second entry in the franchise, Uncharted 2: Among Thieves, was the first in the series to experiment with several locales. The game is set in the snow-capped mountain landscapes of the Tibetan Plateau in southernmost China, a museum in Istanbul, the jungles of Borneo, and the urban landscapes of Nepal. Subsequent games followed this concept, with Uncharted 3: Drake's Deception featuring the streets of London and Colombia, as well as a château in France, a castle in Syria, a city in Yemen, and the sprawling deserts of the Rub' al Khali.
Uncharted 4: A Thief's End features a Panamanian jail, an estate in Italy, a cathedral in Scotland, several locations in Madagascar, and many uncharted islands in the Indian Ocean not far from Africa, to reflect Libertalia. Boston and New Orleans are also included, in both the past and present respectively, where the titular character resides.
The prequel game Uncharted: Golden Abyss features a dig site and several other locales set in the forests of Panama while the standalone expansion Uncharted: The Lost Legacy features the locales set in and around the mountain ranges of Western Ghats in India as well as a small bazaar and a city in Tamil Nadu.
Many of the locations represented were extensively researched for the series. The development team organized field research trips with tour guides and architectural historians and captured many photos and hours of video footage to properly reflect the settings.
The series has included a wide variety of voice actors, with the development team settling on the decision that prominent characters would be voiced by lower profile actors. Only three characters have featured in every main installment, while Chloe is the only other single-player playable character:
Nathan is portrayed as a professional treasure hunter with a shady background. He is physically fit, highly intelligent, self-educated in history and various languages, and a supposed descendant of Sir Francis Drake. Naughty Dog gave Drake a very strong personality, as they did not want him to act blandly, thus he often thinks out loud and comments on and complains about the absurdity of his situations.[25] Although naturally handsome, Drake's appearance is generic and not excessively muscular, usually appearing in a plain shirt and jeans to portray the everyman persona. North also strongly mixed in his own personality with Drake's, ad-libbing portions of the character's dialogue and improvising numerous scenes.[26]
Elena is an investigative journalist, who often finds herself on the same excursions as Drake. They begin a relationship, and eventually marry and have a child. Naughty Dog initially designed Elena solely as a sidekick and a romantic interest to Drake, and her personality to complement his. However, she grows to be as capable as Drake at gun battles and resourcefulness.[27] Rose commented that "in the first game, she's a lot younger, she's a lot more naive, and she looks at things as being very possible, and in the second [game], has seen murders and adventure... the way that any person grows, you see that in her. She's a little bit more hesitant, a little more cynical".[28] The games tell the story of her romantic relationship with Drake.[29][30][31]
A former U.S. Navy officer, Sullivan is a skilled traveler, able to navigate planes and submarines. He is also able to engage in similar gun battles as Drake, and is adept at star-based navigation. Sullivan is Drake's mentor and father figure, having picked him up as a wandering orphan in Colombia. Naughty Dog also designed him to fit the everyman persona, as he clads himself in odd guayabera-style shirts, khaki pants, and smokes cigars. He is also constantly in debt, and often relies on other people to fund the pair's adventures.[32]
The only other single-player playable character, Chloe was designed to be a darker version of the main character, and a stark contrast to Elena. She is an impulsive and reckless adventurer, and is witty, devious, and fun-seeking.[33] Chloe is also a very sexually forward character, using it to help further her interests. At first, she appears selfish, caring little for anything but her goal, but is later seen as a very loyal and determined character. She is as skilled as Drake and Sullivan in gun battles and fights, while Black also ad-libbed segments of dialog to influence Chloe's personality.[34][35]
Uncharted: The Board Game is a board game published by Bandai in 2012. It was designed by Hayato Kisaragi and allows between two and four players to compete for treasure and fight enemies.[36]
Sony Computer Entertainment America released the first of a four-part motion comic series adventure called Uncharted: Eye of Indra on October 23, 2009.[37] It is a prequel to Uncharted: Drake's Fortune. The second part was released on November 25, while the third and fourth parts released simultaneously on December 7.[38]
A motion comic adaptation of the prologue of Uncharted: Drake's Fortune, starting with the discovery of Francis Drake's coffin and up to the first encounter with Gabriel Roman. Uses the same voice clips from the video game.
An Uncharted comic book was released by DC Comics around the time Uncharted 3 came out. Written by Joshua Williamson, with art by Sergio Sandoval and covers by Adam Hughes, it was released on November 30, 2011, as part of a 6-issue mini series.[39][40] In the story, a quest for the legendary "Amber Room" launches Nathan Drake on a journey to the Hollow Earth.[41]
A novel titled Uncharted: The Fourth Labyrinth was published in October 2011. The novel is written by Christopher Golden and published by Del Rey Books, and follows the search for Daedalus's Labyrinth, a maze used to hold the Minotaur, a monster from Greek mythology.[42]
In July 2018, director Allan Ungar posted a fan-made 15-minute short film, starring Nathan Fillion as Nathan Drake, who for years had been campaigning for the role. It was very well received, with particular praise given to Fillion's performance as Drake, and to an action sequence shot from an over-the-shoulder angle, similar to the shooting sequences in the video games. The short also features Stephen Lang as Victor Sullivan and Mircea Monroe as Elena Fisher, with appearances from Ernie Reyes Jr. and Geno Segers.[48][49] The reception towards the fan film resulted in some speculation as to whether it would influence and alter the plans of the official film. Druckmann, vice-president of Naughty Dog, tweeted a heart emoji towards the fan film, with film director Shawn Levy also praising it,[50] while Ungar expressed his support towards the official film.[51]
This disambiguation page lists articles associated with the title Chimera. If an internal link led you here, you may wish to change the link to point directly to the intended article.
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Jessica Marie Alba (/ˈælbə/AL-bə; born April 28, 1981)[2] is an American actress. She began her acting career at age 13 in Camp Nowhere (1994), followed up by The Secret World of Alex Mack (1994), and rose to prominence at age 19 as the lead actress of the television series Dark Angel (2000–2002), for which she received a Golden Globe nomination.[3][4][5]
In 2011, Alba co-founded The Honest Company, a consumer goods company that sells baby, personal and household products.[7] A number of magazines, including Men's Health, Vanity Fair and FHM, have included Alba on their lists of the world's most beautiful women.
Jessica Marie Alba was born in Pomona, California[8] on April 28, 1981, to Catherine Louisa (née Jensen) and Mark David Alba. Her mother has Danish, Welsh, German, English and French ancestry, while her paternal grandparents, who were born in California, were children of Mexican immigrants.[9] She has a younger brother, Joshua. Her third cousin, once removed, is writer Gustavo Arellano.[10] Her father's Air Force career took the family to Biloxi, Mississippi, and Del Rio, Texas, before they settled in Claremont, California when she was nine years old.[4] Alba has described her family as "very conservative… a traditional, Catholic, Latin American family", and herself as very liberal; she says she identified as a "feminist" as early as age five.[11]
Alba's early life was marked by a multitude of physical maladies. During childhood, she suffered from pneumonia four to five times a year and had partially collapsed lungs twice as well as a ruptured appendix and tonsillar cyst. She has also had asthma since she was a child.[4] She became isolated from other children at school because she was hospitalized so often, no one knew her well enough to befriend her.[12] She has said that her family's frequent moving also contributed to her isolation from her peers.[11] She graduated from Claremont High School at age 16 and subsequently attended the Atlantic Theater Company.[13]
Alba expressed an interest in acting from age five. In 1992, the eleven year old Alba persuaded her mother to take her to an acting competition in Beverly Hills, where the grand prize was free acting classes. She won the grand prize, and took her first acting lessons. An agent signed her nine months later.[4][14] Her first film appearance was a small role in the 1994 feature Camp Nowhere as Gail. She was originally hired for two weeks but her role turned into a two-month job when one of the prominent actresses dropped out.[3]
Alba appeared in two national television commercials for Nintendo and J. C. Penney as a child. She was later featured in several independent films. She branched out into television in 1994 with a recurring role as the vain Jessica in three episodes of the Nickelodeon comedy series The Secret World of Alex Mack.[15] She then performed the role of Maya in the first two seasons of the 1995 television series Flipper.[3][15] Under the tutelage of her lifeguard mother, Alba learned to swim before she could walk, and was a PADI certified scuba diving skills which were put to use on the show, which was filmed in Australia.[15][16]
Her big break came when James Cameron picked Alba from over 1000 candidates for the role of the genetically engineered super-soldier Max Guevara on the FOX sci-fi television series Dark Angel.[19] The series ran for two seasons, until 2002, and earned Alba critical acclaim, a Golden Globe nomination, the Teen Choice Award for Choice Actress, and a Saturn Award for Best Actress.[6][20] Her role has been cited as a feminist character and is considered a symbol of female empowerment. Writing for the University of Melbourne, Bronwen Auty considered Max "the archetypal modern feminist hero—a young woman empowered to use her body actively to achieve goals", citing Max's refusal to use firearms and instead using martial arts and knowledge as weapons.[21] In 2004, Max was ranked #17 in TV Guide's list of "25 Greatest Sci-Fi Legends".[22][23] Her Dark Angel role led to significant parts in films. She had her big screen breakthrough in 2003 when she starred as an aspiring dancer-choreographer in Honey.[24]Rotten Tomatoes' critical consensus was: "An attractive Jessica Alba and energetic dance numbers provide some lift to this corny and formulaic movie".[25] Budgeted at US$18 million, the film made US$62.2 million.[26]
Alba portrayed the Marvel Comics character Invisible Woman in Fantastic Four (also 2005), alongside Ioan Gruffudd, Chris Evans, Michael Chiklis, and Julian McMahon.[31]The Guardian, in its review for the film, noted: "Feminists and non-feminists alike must absorb the Fantastic Four's most troubling paradox: having been admitted to the story on the grounds of her beauty, [Alba's] superpower is to be invisible".[32] The film was a commercial success despite negative reviews, grossing US$333.5 million worldwide. At the 2006 MTV Movie Awards, Alba earned nominations for Best Hero and Best On-Screen Team. Her last 2005 film was the thriller Into the Blue, where she portrayed, opposite Paul Walker, one half of a couple who find themselves in trouble with a drug lord after finding the illicit cargo of a sunken airplane. The film saw moderate box office returns, with a US$44.4 million worldwide gross.[33] She hosted the 2006 MTV Movie Awards and performed sketches spoofing the movies King Kong, Mission: Impossible III and The Da Vinci Code.[34]
Alba reprised her role in Fantastic Four: Rise of the Silver Surfer, released in June 2007. According to Alba, Tim Story's direction during an emotional scene almost made her quit acting. "[He told me] 'It looks too real. It looks too painful. Can you be prettier when you cry? Cry pretty, Jessica.' He was like, 'Don't do that thing with your face. Just make it flat. We can CGI the tears in.'" According to Alba, this experience filled her with self-doubt: "And then it all got me thinking: Am I not good enough? Are my instincts and my emotions not good enough? Do people hate them so much that they don't want me to be a person? Am I not allowed to be a person in my work? And so I just said, 'Fuck it. I don't care about this business anymore.'"[35] The film grossed US$290 million globally.[36]
In Good Luck Chuck (also 2007), Alba portrayed the love interest of a womanizer dentist. She posed for one of the Good Luck Chuck's theatrical posters parodying the well-known Rolling Stone cover photographed by Annie Leibovitz featuring John Lennon and Yoko Ono in similar poses. While the film was heavily panned by critics, it made almost US$60 million upon its release.[37] Her third starring vehicle in 2007 was the psychological thriller Awake, portraying the girlfriend of a wealthy man who is about to have a heart transplant.[38] Reviews were lukewarm, but Roger Ebert praised her performance,[39] and budgeted at around US$8 million, the film made US$32.7 million.[40]
While Alba did not have any film release in 2009, five high-profile films released throughout 2010 featured her in significant roles. Her first role in the year was that of a prostitute in The Killer Inside Me, an adaptation of the book of the same name, opposite Kate Hudson and Casey Affleck, which premiered at the Sundance Film Festival to polarized reactions from critics.[49][50][51] Her next film was the romantic comedy Valentine's Day, in which she played the girlfriend of a florist as part of a long ensemble cast consisting of Jessica Biel, Bradley Cooper, Taylor Lautner and Julia Roberts, among others. Despite negative reviews, the film was a commercial success, with a worldwide gross of US$216.5 million.[52] In the action film Machete, Alba reunited with director Robert Rodriguez, taking on the role of an immigration officer torn between enforcing the law and doing what is popular in the eyes of her family. Machete made over US$44 million globally.[53]
The drama An Invisible Sign of My Own, which Alba filmed in late 2008, premiered at the Hamptons Film Festival. In it, she portrayed a painfully withdrawn young woman.[54][55][56] Her last 2010 film was the comedy Little Fockers, in which she played an extrovert drug representative, reuniting with Robert De Niro, who was also in Machete. Despite negative reviews from critics, the film grossed over US$310 million worldwide.[57] For all her 2010 roles, she received a Razzie Award for Worst Supporting Actress.[58]
2011–present: action and independent media productions[edit]
In 2011, Alba worked for the third time with Robert Rodriguez in the film Spy Kids: All the Time in the World, portraying a retired spy who is called back into action. To bond with her new stepchildren, she invites them along.[59] The film paled at the box office in comparison to the previous films in the franchise, but was still a moderate success, taking in US$85 million around the globe.[60] Alba next appeared with Adam Scott, Richard Jenkins, Jane Lynch, Mary Elizabeth Winstead, and Catherine O'Hara in the comedy A.C.O.D. (2013), portraying what the Washington Post described as a "fellow child of divorce", with whom Scott's character "almost cheats on" her girlfriend.[61]ScreenRant critic Ben Kendrick wrote: "[Winstead] and [Alba] also deliver in their contributions – though both of their characters are mainly designed to be mirrors for Carter to examine his own life and choices."[62]A.C.O.D. received a limited theatrical run in North America.[63] In 2013, Alba also made her voice acting debut in the moderately successful animated film Escape from Planet Earth.[64]
Alba worked once again with director Rodriguez for two film sequels. She reprised her role of an Immigration Officer, in an uncredited cameo appearance, in Machete Kills (2013), which flopped with critics and audiences,[65] and her much larger role of stripper Nancy Callahan, seeking to avenge her late protector, in Sin City: A Dame to Kill For, which was released in August 2014, on 2D and 3D.[66][67][68] Unlike the first film, A Dame to Kill For was a commercial failure, grossing US$39 million against its US$65 million production budget,[69] and received mixed reviews from film critics. Variety felt it was a "late, limp attempt to turn Alba's character from an exploited figure into an empowered one".[70] She next took on the roles of a cabaret show performer in the dramedy Dear Eleanor (2014), the athletic girlfriend of a successful and well-respected English professor in the romantic comedy Some Kind of Beautiful (2014), a receptionist at a limo company in the thriller Stretch (also 2014), an emotionally vulnerable weapons trafficker in the crime comedy Barely Lethal (2015), and that of a documentary filmmaker in the horror film The Veil (2016); all films were released for limited theatrical runs and VOD.[71][72][73]
In the action film Mechanic: Resurrection (2016), alongside Jason Statham, Alba played the girlfriend of a retired hitman. She did Krav Maga to get into shape for the film,[74] and was drawn to the strength her character exhibited, remarking: "I think for these types of movies you don't often get to see the female romantic lead kind of kick butt. I mean, it's usually she's being saved by the guy, and so it's nice that I got to come to the table with a toughness, and a real heart".[75] The film made US$125.7 million worldwide.[76]
She will star in and executive produce a new documentary series for Disney+ called Parenting Without Borders (working title) which will focus on families around the world and their beliefs and culture.[77]
In January 2012, Alba and business partner Christopher Gavigan launched The Honest Company, selling a collection of household goods, diapers, and body care products.[7] The company was successful, and was valued at US$1 billion as of 2014[update].[78]
In early 2013, Alba released her book, The Honest Life, based on her experiences creating a natural, non-toxic life for her family. The book became a New York Times Best Seller.[79][80] In October 2015, Alba launched a collection of skin care and beauty products called Honest Beauty.[81][82]
As of April 2022, Alba owned 6.5 percent of the company. She was employed as the company's chief creative officer, receiving an annually base salary of $700,000 and restricted stock valued $1,500,000.[83] Alba stepped down as chief creative officer in April 2024.[84]
Alba posed for a bondage-themed print advertising campaign by Declare Yourself, a campaign encouraging voter registration among youth for the 2008 United States presidential election. The ads, photographed by Mark Liddell,[85][86] feature Alba wrapped in and gagged with black tape, and drew national media attention.[86] Alba said of doing the advertisements that "it didn't freak me out at all." Alba also said, "I think it is important for young people to be aware of the need we have in this country to get them more active politically...People respond to things that are shocking."[86]
In June 2009, while filming The Killer Inside Me in Oklahoma City, Alba was involved in a controversy with residents when she pasted posters of sharks around town.[89] Alba said that she was trying to bring attention to the diminishing population of great white sharks. Media outlets speculated that Alba would be pursued and charged with vandalism.[90] On June 16, 2009, Oklahoma City police said that they would not pursue criminal charges against Alba, because none of the property owners wanted to pursue it.[91][92] Alba apologized in a statement to People magazine and said that she regretted her actions.[91] She later donated an undisclosed amount of money (over US$500)[93] to the United Way, whose billboard she had obscured with one of the shark posters.[94][95][96][97]
In 2011, Alba participated in a two day lobbying effort in Washington D.C. in support of the Safe Chemicals Act, a revision of the Toxic Substances Control Act of 1976.[98][99] Alba returned to Capitol Hill in 2015 to lobby lawmakers as they once again debated a replacement for the 1976 Substances Control Act.[100] She has also been a strong supporter of gay rights and on June 27, 2013, she expressed her delight with the Supreme Court's decision to strike down DOMA on her Twitter account. She tweeted "#equality #love".[101]
Alba's charity work has included participation with Clothes Off Our Back, Habitat for Humanity, National Center for Missing and Exploited Children, Project HOME, RADD, Revlon Run/Walk for Women, SOS Children's Villages, Soles4Souls, Step Up and Baby2Baby.[102][103] Alba is an ambassador for the 1Goal movement to provide education to children in Africa.[104] She has also served as a Baby2Baby "angel" ambassador, donating and helping to distribute items such as diapers and clothing to families in Los Angeles.[105]
In 2015, Alba and The Honest Company sponsored a laboratory at Mount Sinai Hospital in New York City. The lab was announced to be a specialized room designed to keep out dust and particles, where a team of epidemiologists would research links between household chemicals and autism.[106]