Yamaha Stadium, a football stadium located in Iwata, Shizuoka Prefecture
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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.
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.
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This article is about the automotive brand and manufacturer, Porsche AG. For the holding company that is the majority owner of Volkswagen Group, see Porsche SE. For other uses of Porsche, see Porsche (disambiguation).
The origins of the company date to the 1930s when Czech-German automotive engineer Ferdinand Porsche founded Porsche[4] with Adolf Rosenberger, a keystone figure in the creation of German automotive manufacturer and Audi precursor Auto Union,[5] and Austrian businessman Anton Piëch, who was, at the time, also Ferdinand Porsche's son in law. In its early days, it was contracted by the German government to create a vehicle for the masses, which later became the Volkswagen Beetle.[6] After World War II, when Ferdinand would be arrested for war crimes, his son Ferry Porsche began building his own car, which would result in the Porsche 356.
In 2009, Porsche entered an agreement with Volkswagen to create an 'integrated working group' by merging the two companies' car manufacturing operations.[7][8] By 2015, Porsche SE, the holding company spun off from the original Porsche firm, had a controlling interest in the Volkswagen Group, which included Audi and Lamborghini as subsidiaries.[9]
Ferdinand Porsche (1875–1951) founded the company called "Dr. Ing. h. c. F. Porsche GmbH"[4] with Adolf Rosenberger[10] and Anton Piëch in 1931.[11] The name is short for Ferdinand Porsche's full title in German, Doktor Ingenieur honoris causa lit.'Doctor of Engineering, Honorary Degree' Ferdinand Porsche.[12] The main offices was at Kronenstraße 24 in the centre of Stuttgart.[13] Initially, the company offered motor vehicle development work and consulting,[4] but did not build any cars under its own name. One of the first assignments the new company received was from the German government to design a car for the people; that is, a Volkswagen.[4] This resulted in the Volkswagen Beetle, one of the most successful car designs of all time.[6] Later, the Porsche 64 would be developed in 1939 using many components from the Beetle.[4]
During World War II,[14]Volkswagen production turned to the military version of the Volkswagen Beetle, the Kübelwagen,[14] 52,000 produced, and Schwimmwagen,[14] 15,584 produced.[15] Porsche produced several designs for heavy tanks during the war, losing out to Henschel & Son in both contracts that ultimately led to the Tiger I and the Tiger II. However, not all this work was wasted, as the chassis Porsche designed for the Tiger I was used as the base for the Elefanttank destroyer. Porsche also developed the Maussuper-heavy tank in the closing stages of the war, producing two prototypes.[16] Ferdinand Porsche's biographer, Fabian Müller, wrote that Porsche had thousands of people forcibly brought to work at their factories during the war. The workers wore the letter "P" on their clothing at all times. It stood not for "Porsche", but for "Poland".[17]
At the end of World War II in 1945, the Volkswagen factory at KdF-Stadt fell to the British. Ferdinand lost his position as chairman of the board of management of Volkswagen, and Ivan Hirst, a British Army major, was put in charge of the factory. (In Wolfsburg, the Volkswagen company magazine dubbed him "The British Major who saved Volkswagen".)[18] On 15 December of that year, Ferdinand was arrested for war crimes, but not tried. During his 20-month imprisonment, Ferdinand Porsche's son, Ferry Porsche, decided to build his own car, because he could not find an existing one that he wanted to buy. He also had to steer the company through some of its most difficult days until his father's release in August 1947.[19]
The first models of what was to become the 356 were built in a small sawmill in Gmünd, Austria.[19] The prototype car was shown to German auto dealers, and when pre-orders reached a set threshold, production (with aluminum body) was begun by Porsche Konstruktionen GesmbH, founded by Ferry and Louise. Many regard the 356 as the first Porsche simply because it was the first model sold by the fledgling company. After production of the 356 was taken over by the father's Dr. Ing. h.c. F. Porsche GmbH in Stuttgart in 1950, Porsche commissioned a Zuffenhausen-based company, Reutter Karosserie, which had previously collaborated with the firm on Volkswagen Beetle prototypes, to produce the 356's steel body. In 1952, Porsche constructed an assembly plant (Werk 2) across the street from Reutter Karosserie; the main road in front of Werk 1, the oldest Porsche building, is now known as Porschestrasse.[20] The 356 was road-certified in 1948.
Württemberg-Baden and Württemberg-Hohenzollern both in 1952 became part of the present Bundesland of Baden-Württemberg after the political consolidation of West Germany in 1949, but the old design of the arms of Württemberg lives on in the Porsche logo. On 30 January 1951, not long before the formation of Baden-Württemberg, Ferdinand Porsche died from complications following a stroke.
In post-war Germany, parts were generally in short supply, so the 356 automobile used components from the Volkswagen Beetle, including the engine case from its internal combustion engine, transmission, and several parts used in the suspension. The 356, however, had several evolutionary stages, A, B, and C, while in production, and most Volkswagen-sourced parts were replaced by Porsche-made parts. Beginning in 1954 the 356s engines started utilizing engine cases designed specifically for the 356. The sleek bodywork was designed by Erwin Komenda, who also had designed the body of the Beetle. Porsche's signature designs have, from the beginning, featured air-cooled rear-engine configurations (like the Beetle), rare for other car manufacturers, but producing automobiles that are very well balanced.
In 1964, after a fair amount of success in motor-racing with various models including the 550 Spyder, and with the 356 needing a major re-design, the company launched the Porsche 911: another air-cooled, rear-engined sports car, this time with a six-cylinder "boxer" engine. The team to lay out the body shell design was led by Ferry Porsche's eldest son, Ferdinand Alexander Porsche (F. A.). The design phase for the 911 caused internal problems with Erwin Komenda, who led the body design department until then. F. A. Porsche complained Komenda made unauthorized changes to the design. Company leader Ferry Porsche took his son's drawings to neighbouring chassis manufacturer Reuter. Reuter's workshop was later acquired by Porsche (so-called Werk 2). Afterward, Reuter became a seat manufacturer, today known as Keiper-Recaro.
The design office gave sequential numbers to every project (See Porsche type numbers), but the designated 901 nomenclature contravened Peugeot's trademarks on all 'x0x' names, so it was adjusted to 911. Racing models adhered to the "correct" numbering sequence: 904, 906, 908. The 911 has become Porsche's most well-known model – successful on the race-track, in rallies, and in terms of road car sales. It remains in production; however, after several generations of revision, current-model 911s share only the basic mechanical configuration of a rear-engined, six-cylinder coupé, and basic styling cues with the original car. A cost-reduced model with the same body, but with a 356-derived four-cylinder engine, was sold as the 912.
In 1972, the company's legal form was changed from Kommanditgesellschaft (KG), or limited partnership, to Aktiengesellschaft (AG), or public limited company, because Ferry Porsche came to believe the scale of the company outgrew a "family operation", after learning about Soichiro Honda's "no family members in the company" policy at Honda. This led to the establishment of an executive board with members from outside the Porsche family, and a supervisory board consisting largely of family members. With this change, most family members in the operation of the company, including F. A. Porsche and Ferdinand Piëch, departed from the company.
F. A. Porsche founded his own design company, Porsche Design, which is renowned for exclusive sunglasses, watches, furniture, and many other luxury articles. Louise's son and Ferry's nephew Ferdinand Piëch, who was responsible for mechanical development of Porsche's production and racing cars (including the very successful 911, 908 and 917 models), formed his own engineering bureau, and developed a five-cylinder-inlinediesel engine for Mercedes-Benz. A short time later he moved to Audi (used to be a division, then a subsidiary, of Volkswagen), and pursued his career through the entire company, ultimately becoming the chairman of Volkswagen Group.
The first chief executive officer (CEO) of Porsche AG was Ernst Fuhrmann, who had been working in the company's engine development division. Fuhrmann was responsible for the so-called Fuhrmann-engine, used in the 356 Carrera models as well as the 550 Spyder, having four overhead camshafts instead of a central camshaft with pushrods, as in the Volkswagen-derived serial engines. He planned to cease the 911 during the 1970s and replace it with the V8-front engined grand sportswagon 928. As we know today, the 911 outlived the 928 by far. Fuhrmann was replaced in the early 1980s by Peter W. Schutz, an American manager and self-proclaimed 911 aficionado. He was then replaced in 1988 by the former manager of German computer company Nixdorf Computer AG, Arno Bohn, who made some costly miscalculations that led to his dismissal soon after, along with that of the development director, Dr. Ulrich Bez, who was formerly responsible for BMW's Z1 model, and was CEO of Aston Martin from 2000 to 2013.[21]
In 1990, Porsche drew up a memorandum of understanding with Toyota to learn and benefit from Japanese lean manufacturing methods. In 2004 it was reported that Toyota was assisting Porsche with hybrid technology.[22]
Following the dismissal of Bohn, Heinz Branitzki, a longtime Porsche employee, was appointed as interim CEO. Branitzki served in that position until Wendelin Wiedeking became CEO in 1993. Wiedeking took over the chairmanship of the board at a time when Porsche appeared vulnerable to a takeover by a larger company. During his long tenure, Wiedeking transformed Porsche into a very efficient and profitable company.
Ferdinand Porsche's nephew, Ferdinand Piëch, was chairman and CEO of the Volkswagen Group from 1993 to 2002 and is chairman of the Volkswagen AG Supervisory Board since then. With 12.8 percent of the Porsche SE voting shares, he also remains the second-largest individual shareholder of Porsche SE after his cousin, F. A. Porsche, which had 13.6 percent.
Porsche's 2002 introduction of the Cayenne also marked the unveiling of a new production facility in Leipzig, Saxony, which once accounted for nearly half of Porsche's annual output. In 2004, production of the 456 kilowatts (620 PS; 612 bhp) Carrera GT commenced in Leipzig, and at EUR 450,000 ($440,000 in the United States) it was the most expensive production model Porsche ever built.
In mid-2006, after years of the Boxster (and later the Cayenne) as the best selling Porsche in North America, the 911 regained its position as Porsche's best-seller in the region. The Cayenne and 911 have cycled as the top-selling model since. In Germany, the 911 outsells the Boxster/Cayman and Cayenne.[23]
In May 2011, Porsche Cars North America announced plans to spend $80–$100 million, but will receive about $15 million in economic incentives to move their North American headquarters from Sandy Springs, a suburb of Atlanta, to Aerotropolis, Atlanta, a new mixed-use development on the site of the old Ford Hapeville plant adjacent to Atlanta's airport.[24] Designed by architectural firm HOK, the headquarters will include a new office building and test track.[25][26][27] The facility will be known by its new address, One Porsche Drive.
In October 2017, Porsche Cars North America announced the launch of Porsche Passport,[28] a new sports car and SUV subscription program. This new offering allows consumers to access Porsche vehicles through subscribing to the service, rather than owning or leasing a vehicle. The Porsche Passport service was available initially in Atlanta,[29][30] and has become available in many major cities across the US.[31]
During the COVID-19 pandemic, in March 2020, Porsche suspended its manufacturing in Europe for two weeks, "By taking this step, the sports car manufacturer is responding to the significant acceleration in the rate of infection caused by the coronavirus and the resultant measures implemented by the relevant authorities."[32]
The two companies collaborated in 1969 to make the VW-Porsche 914 and 914-6, whereby the 914-6 had a Porsche engine, and the 914 had a Volkswagen engine. Further collaboration in 1976 resulted in the Porsche 912E (US only) and the Porsche 924, which used many Audi components, and was built at Audi's Neckarsulm factory, which had been NSU's. Porsche 944s were also built there,[34] although they used far fewer Volkswagen components. The Cayenne, introduced in 2002, shares its chassis with the Volkswagen Touareg and the Audi Q7, which is built at the Volkswagen Group factory in Bratislava, Slovakia.
In Tolkien's later conception, Balrogs could not be readily vanquished—a certain stature was required by the would-be hero. Only dragons rivalled their capacity for ferocity and destruction,[T 2] and during the First Age of Middle-earth, they were among the most feared of Morgoth's forces. Their power came from their nature as Maiar, angelic beings like the Valar, though of lesser power.
Tolkien invented the name "Balrog", providing an in-universe etymology for it as a word in his invented Sindarin language. He may have gained the idea of a fire demon from his philological study of the Old English word Sigelwara, which he studied in detail in the 1930s.
Balrogs appear in the film adaptations of The Lord of the Rings by Ralph Bakshi and Peter Jackson, in the streaming series The Rings of Power, and in computer and video games based on Middle-earth.
According to the fictional history in The Silmarillion, the evil ValaMelkor corrupted lesser Maiar (angelic beings) to his service, as Balrogs, in the days of his splendour before the making of Arda.[T 3][T 4] Upon the awakening of the Elves, the Valar captured Melkor and destroyed his fortresses Utumno and Angband. But they overlooked the deepest pits, where, with many of Melkor's other allies, the Balrogs fled into hiding. When Melkor returned to Middle-earth from Valinor, now bearing the epithet Morgoth, he was attacked by the evil giant spider Ungoliant; his scream drew the Balrogs out of hiding to his rescue.[T 4]
Tolkien's conception of Balrogs changed over time. In all his early writing, they are numerous. A host of a thousand is mentioned in the Quenta Silmarillion,[T 5] while at the storming of Gondolin Balrogs in the hundreds ride on the backs of the Dragons.[T 6] They are roughly of twice[T 7] human size,[T 8] and were rarely killed in battle.[T 9] They were fierce demons, associated with fire, armed with fiery whips of many thongs and claws like steel, and Morgoth delighted in using them to torture his captives.[T 10]
In the published version of The Lord of the Rings, however, Balrogs became altogether more sinister and more powerful. Christopher Tolkien notes the difference, saying that in earlier versions they were "less terrible and certainly more destructible". He quotes a very late marginal note[T 11] that was not incorporated into the text saying "at most seven" ever existed;[T 12] though in the Annals of Aman, written as late as 1958, Melkor still commands "a host of Balrogs".[T 13] In later writings they ceased to be creatures, but are instead Maiar, lesser Ainur like Gandalf or Sauron, spirits of fire whom Melkor had corrupted before the creation of the World.[T 3] Power of the order of Gandalf's was necessary to destroy them, as when Gandalf at the Bridge of Khazad-dûm tells the others "This is a foe beyond any of you."[T 14]
As Maiar, only their physical forms could be destroyed. Tolkien says of the Valar and the Maiar that they can change their shape at will, and move unclad in the raiment of the world, meaning invisible and without form.[T 15] But it seems that Morgoth, Sauron, and their associated Maiar could lose this ability: Morgoth, for example, was unable to heal his burns from the Silmarils or wounds from Fingolfin and the eagle Thorondor;[T 16] and Sauron lost his ability to assume a fair-seeming form after his physical body was destroyed in the downfall of Númenor.[T 17]
Tolkien does not address this specifically for Balrogs, though in his later conception, as at the Bridge of Khazad-dûm, the Balrog appears "like a great shadow, in the middle of which was a dark form, of man-shape maybe, yet greater". Though previously the Balrog had entered the "large square chamber" of Mazarbul, at the Bridge of Khazad-dûm it "drew itself to a great height, and its wings spread from wall to wall" in the vast hall.[T 14]
The Balrog's size and shape, therefore, are not given precisely. When Gandalf threw it from the peak of Zirakzigil, the Balrog "broke the mountain-side where he smote it in his ruin".[T 18]
Whether Balrogs had wings (and if so, whether they could fly) is unclear.[1] This is due both to Tolkien's changing conception of Balrogs, and to the imprecise but suggestive and possibly figurative description of the Balrog that confronted Gandalf.[T 14]
The Balrog of Moria used a flaming sword ("From out of the shadow a red sword leapt flaming") and a many-thonged whip that "whined and cracked" in its battle with Gandalf. In The Silmarillion, they also used black axes and maces.[T 19] Earlier writings also speak of steel claws and iron mail.[T 20]
In earlier drafts of The Lord of the Rings, some further indications of Tolkien's evolving conceptions appear, as when
A figure strode to the fissure, no more than man-high yet terror seemed to go before it. They could see the furnace-fire of its eyes from afar; its arms were very long; it had a red [?tongue].[T 21]
At this writing Tolkien contemplated an edict of the Valar concerning Balrogs, having Gandalf challenge the Balrog by saying "It is forbidden for any Balrog to come beneath the sky since Fionwë[a] son of Manwë overthrew Thangorodrim."[T 21]
Gothmog is developed in successive versions of Silmarillion material. He is physically massive and strong, and in one version he is some 12 feet tall.[T 23] He wields a black axe and whip of flame as his weapons. He holds the titles of the Lord of the Balrogs, the High Captain of Angband, and Marshal of the Hosts. In the Second Battle, Dagor-nuin-Giliath, he leads a force that ambushes Fëanor and wounds him mortally.[T 24] He leads Balrogs, Orc-hosts, and Dragons as Morgoth's commander in the field in the Fifth Battle, Nírnaeth Arnoediad, and slays Fingon, High King of the Noldor. In that same battle, he captures Húrin of Dor-lómin, who had slain his personal guard of Battle-trolls, and brings him to Angband.[T 25] As Marshal of the Hosts, he is in command of the Storming of Gondolin. He is about to kill Tuor when Ecthelion of the Fountain, a Noldorin Elf-lord, intervenes. Gothmog fights Ecthelion in single combat, and they kill each other.[T 26]
In The Book of Lost Tales, Tolkien describes Kosomot, the original version of Gothmog, as a son of Morgoth and the ogress Fluithuin or Ulbandi.[T 27]Gothmog is Sindarin for "Dread Oppressor".[T 28]Kosomot is often considered Gothmog's Quenya name;[T 29] however, in the Quenya name-list of The Fall of Gondolin another version appears, Kosomoko.[T 30]
In Tolkien's early Lay of the Children of Húrin is "Lungorthin, Lord of Balrogs". This might be another name for Gothmog, though Christopher Tolkien thought it more likely that Lungorthin was simply "a Balrog lord".[T 31]
This Balrog appears in The Lord of the Rings, encountered by the Fellowship of the Ring in the Mines of Moria.[1] It survived the defeat of Morgoth in the War of Wrath, escaping to hide beneath the Misty Mountains.[T 32] For more than five millennia, the Balrog remained in its deep hiding place at the roots of Caradhras,[T 33] one of the Mountains of Moria, until in the Third Age, the mithril-miners of the Dwarf-kingdom of Khazad-dûm disturbed it. The Balrog killed Durin VI, the Dwarf-King of Khazad-dûm, whereafter it was called Durin's Bane by the Dwarves.[T 32][T 34]Avarice, principally for mithril, drove the dwarves to go too deep and awaken the Balrog.[2]
The Dwarves attempted to fight the Balrog, but its power was far too great for them. In their efforts to hold Khazad-dûm against it, many Dwarves were killed: Durin's successor Náin ruled for only a year. The survivors were forced to flee. This disaster reached the Silvan Elves of Lothlórien, many of whom fled the "Nameless Terror".[T 32] From this time Khazad-dûm was known as Moria, Sindarin for "Black Pit" or "Black Chasm".[T 35][T 36]
For another 500 years, Moria was left to the Balrog; though according to Unfinished Tales, Orcs crept in soon after the Dwarves were driven out, leading to Nimrodel's flight.[T 37]Sauron began to put his plans for war into effect, and he sent Orcs and Trolls to the Misty Mountains to bar the passes.[T 34]
During the reign of Thráin II, the Dwarves attempted to retake Moria in the War of the Dwarves and Orcs, culminating in the Battle of Azanulbizar before the eastern gate of Moria. This was a victory for the Dwarves, but the Balrog prevented them from reoccupying Moria. Dáin II Ironfoot, having slain the Orc Azog near the gate, perceived the terror of the Balrog within[T 32] and warned Thráin that Moria was unachievable until some greater force could remove the Balrog. The Dwarves departed and resumed their exile. Despite Dáin's warning, Balin made another attempt to retake Moria.[T 34] His party managed to start a colony, but was massacred a few years later.[T 14]
The Fellowship of the Ring travelled through Moria on the quest to destroy the One Ring in Mount Doom. They were attacked in the Chamber of Mazarbul by Orcs.[T 14] The Fellowship fled through a side door, but when the wizard Gandalf the Grey tried to place a "shutting spell" on the door to block the pursuit behind them, the Balrog entered the chamber on the other side and cast a "terrible" counterspell. Gandalf spoke a word of Command to stay the door, but the door shattered and the chamber collapsed. Gandalf was weakened by this encounter. The company fled with him, but the Orcs and the Balrog, taking a different route, caught up with them at the Bridge of Khazad-dûm. The Elf Legolas instantly recognized the Balrog and Gandalf tried to hold the bridge against it. As Gandalf faced the Balrog, he proclaimed, "You cannot pass, flame of Udûn!", and broke the bridge beneath the Balrog. As it fell, the Balrog wrapped its whip about Gandalf's knees, dragging him to the brink. As the Fellowship looked on in horror, Gandalf cried "Fly, you fools!" and plunged into the darkness below.[T 14]
After a long fall, the two crashed into a deep subterranean lake, which extinguished the flames of the Balrog's body; however it remained "a thing of slime, stronger than a strangling snake". They fought in the water; the Balrog clutched at Gandalf to strangle him, and Gandalf hewed the Balrog with his sword, until finally the Balrog fled into the primordial tunnels of Moria's underworld. Gandalf pursued the monster for eight days, until they climbed to the peak of Zirakzigil, where the Balrog was forced to turn and fight, its body erupting into new flame. Here they fought for two days and nights. In the end, the Balrog was defeated and cast down, breaking the mountainside where it fell "in ruin".[T 18] Gandalf himself died shortly afterwards, but he returned to Middle-earth with greater powers, as Gandalf the White, "until his task was finished". Critics such as Jerram Barrs have recognised this as a transfiguration similar to that of Jesus Christ, suggesting Gandalf's prophet-like status.[3]
The critic Clive Tolley notes that the contest between Gandalf and the Balrog on Durin's bridge somewhat recalls a shamanistic contest, but that a far closer parallel is medieval vision literature, giving the example of St Patrick's Purgatory, and even Dante's Divine Comedy.[4]
The name "Balrog", but not the meaning, emerges early in Tolkien's work: it appears in The Fall of Gondolin, one of the earliest texts Tolkien wrote, around 1918. Tolkien began a poem in alliterative verse about the battle of Glorfindel with the Balrog in that text, where both were killed by falling into the abyss, just like Gandalf and the Balrog in The Lord of the Rings.[1]
An early list of names described Balrog as "an Orc-word with no pure equivalent in Tolkien's invented language of Quenya: 'borrowed Malaroko-' ".[T 38]
In Gnomish (another of Tolkien's invented languages), Balrog is parsed as balc 'cruel' + graug 'demon', with a Quenya equivalent Malkarauke. Variant forms of the latter include Nalkarauke and Valkarauke.[T 39]
By the 1940s, when Tolkien began writing The Lord of the Rings, he had come to think of Balrog as Noldorinbalch 'cruel' + rhaug 'demon', with a Quenya equivalent Malarauko (from nwalya- 'to torture' + rauko 'demon').[T 40]
The last etymology, appearing in the invented languages Quendi and Eldar, derives Balrog as the Sindarin translation of the Quenya form Valarauko (Demon of Might). This etymology was published in The Silmarillion.[T 41][T 42]
Gandalf on the bridge of Khazad-dûm calls the Balrog "flame of Udûn" ( the Sindarin name of Morgoth's fortress Utumno).[T 14]
Tolkien was a professional philologist, a scholar of comparative and historical linguistics.[T 44] The Balrog and other concepts in his writings derived from the Old English word Sigelwara, used in texts such as the Codex Junius to mean "Aethiopian".[6][7] He wondered why the Anglo-Saxons would have had a word with this meaning, conjecturing that it had formerly had a different meaning. He emended the word to Sigelhearwan, and in his essay "Sigelwara Land",[T 43] explored in detail the two parts of the word. He stated that Sigel meant "both sun and jewel", the former as it was the name of the Sun rune*sowilō (ᛋ), the latter connotation from Latinsigillum, a seal.[5] He decided that Hearwa was related to Old English heorð, "hearth", and ultimately to Latin carbo, "soot". He suggested from all this that Sigelhearwan implied "rather the sons of Muspell than of Ham",[b] a class of demons in Northern mythology "with red-hot eyes that emitted sparks and faces black as soot".[T 43] The Tolkien scholar Tom Shippey states that this both "helped to naturalise the Balrog" and contributed to the Silmarils, which combined the nature of the sun and jewels.[8] The Aethiopians suggested to Tolkien the Haradrim, a dark southern race of men.[T 45][9]
A real-world etymological counterpart for the word "Balrog" existed long before Tolkien's languages, in Norse mythology; an epithet of the Norse godOdin was Báleygr, "fire-eyed".[10]
Joe Abbott, writing in Mythlore, notes that the Old Norse Voluspa mentions that the fire-demon Surt carries both a sword and a sviga laevi, a deadly whipping-stick or switch; he suggests that it is "a short step" from that to the Balrog's flaming whip.[1] Abbott makes a connection, too, with the Beowulf poet's account of the monster Grendel: he notes that Tolkien wrote that Grendel was "physical enough in form and power, but vaguely felt as belonging to a different order of being, one allied to the malevolent 'ghosts' of the dead", and compares this with Aragorn's description of the Balrog as "both a shadow and a flame, strong and terrible".[1]
Tolkien felt acutely the error made by the Anglo-Saxon commander, the ealdormanByrhtnoth, at the Battle of Maldon, allowing the Vikings to step ashore and win the battle. Alexander Bruce, in Mythlore, comments that Tolkien may have used Gandalf's battle with the Balrog on the narrow bridge in Moria to "correct the behavior of the self-serving Byrhtnoth through the actions of the self-less Gandalf".[11] Bruce notes that the Tolkien scholar Janet Brennan Croft also contrasts the two leaders.[11][12]
Alexander Bruce's comparison of Gandalf's stand in Moria with Byrhtnoth's action in the Battle of Maldon[11]
There are multiple parallels between the Fall of Gondolin and the fall of Troy, as told in the Iliad, but again the tales differ. The Elf Ecthelion leads the charge against the Orcs, and fights Gothmog, the greatest Balrog; they wound each other and both fall into the king's fountain in Gondolin; both drown. Bruce compares this to how Aeneas rallies the Trojans, but fails, and sees king Priam perish.[13]
The Balrog in Ralph Bakshi's 1978 animated version was named Durin's Bane and had large wings like those of a bat.[14]Peter Jackson's 2001 and 2002 films The Fellowship of the Ring and The Two Towers had similar wings, expressing its "satanic, demonic nature".[14] Earlier artists such as Ted Nasmith had depicted Balrogs without wings; Jackson's films used the design of Tolkien illustrator John Howe, making wings standard, in the same way that Jackson has made pointed ears standard for elves.[14] A Balrog appears in The Lord of the Rings: The Rings of Power, with a similar visual design to Jackson's monster.[15]
A Balrog features in King Gizzard & the Lizard Wizard's 2017 album Murder of the Universe (2017) as a giant reanimated monster. Songwriter Stu Mackenzie explained: "It might not be the Balrog from Middle Earth, but he is a sort of fire demon."[18]
A now-defunct fantasy writing prize, the Balrog Award, was named after the monsters.[20] The Japanese novel series Restaurant to Another World introduces a Balrog as a butler; this Balrog is described as polite.[21]
^Tolkien 1977 and its early drafts speak frequently of the whips of fire. The Lays of Beleriand describe Morgoth's prisoners tortured by Balrogs with scourges; and the Balrog in Moria (The Fellowship of the Ring, "The Bridge of Khazad-dûm") is armed explicitly with a "whip of many thongs" or strands.
^Tolkien 1984b, "Turambar and the Foalókë", p.85: "yet of all are they [dragons] the most powerful, save it be the Balrogs only."
Devil May Cry 4[a] is a 2008 action-adventure game developed and published by Capcom. It was released for the PlayStation 3, Xbox 360, and Microsoft Windows platforms. It is the fourth installment in the Devil May Cry series and is written by Bingo Morihashi and directed by Hideaki Itsuno. The story follows Nero, a young man possessing demonic powers who is on a mission to stop the series' main character, Dante, after he assassinates the leader of the Order of the Sword. The player assumes the role of both Nero and Dante as they fight enemies using their demonic powers and a variety of weapons.
Devil May Cry 4 is the first entry in the series to be released simultaneously for multiple consoles. During its development, Capcom focused on each version achieving the same visual quality using the MT Frameworkgame engine. Around eighty people formed the team that created the game. Nero was introduced to attract the new gamers. Dante's popularity with gamers proved challenging because the developers needed to use him as a supporting character in the story.
Critical reception to Devil May Cry 4 was positive. It was praised for its challenging difficulty, its visuals and Nero's characterization as a new protagonist. However, it was criticized for its backtracking in Dante's stages and a troublesome camera. The game sold over three million units worldwide, becoming the series' best-selling title before the release of its sequel. Bingo Morihashi adapted it into a two-volume light novel.
It was released on iOS as Devil May Cry 4: Refrain in February 2011. A remastered version of the game was released in June 2015 as Devil May Cry 4: Special Edition which adds both English and Japanese voice tracks, improved visual effects and textures, in-game re-balancing, additional costumes, and three bonus playable characters: Vergil, Lady and Trish. A sequel, Devil May Cry 5, was released on March 8, 2019.
Gameplay in Devil May Cry 4 is like previous games in the series. The player must fight through levels called "missions", occasionally solving puzzles or gathering items. Performance in a mission is graded from "D", the lowest grade, to "A" then "S", "SS", and "SSS", the highest grade. Grades are based on items used, Red Orbs gathered, time taken, and the number of Style Points accumulated. Each Style Point grade has its own tag-word. The stylish grade shows up on the side of the screen and begins at "Deadly" (D); progresses through "Carnage" (C), "Brutal" (B), and "Atomic" (A); then, advances through one last bar of grades containing the phrases "Smokin'" (S), "Smokin' Style" (SS), and lastly "Smokin' Sick Style" (SSS). Stylish combat is the focus of the game, conveyed through unbroken combos of varied attacks while avoiding damage. The player must avoid enemy attacks to continue performing combos, often by memorizing attack patterns.[2] The Devil Trigger is a super state that enables the player to become more powerful adding a slow but steady health regeneration, with increased damage done. Devil Trigger can be activated by pressing the button to trigger it when the gauge is filled.[2]
Some changes introduced in Devil May Cry 4 are the presence of two playable characters, Dante and Nero, and a slight modification to the shop system. A new currency, Proud Souls, is used to buy new abilities while Red Orbs are used to buy items. Proud Souls are rewarded at the end of missions; the amount varies depending on how well the player performed. The cost of abilities increases with the purchase of other abilities, though all abilities can be sold back for their original price.[2]
The player plays as Nero throughout most of the game. He is equipped with the Red Queen sword, Blue Rose revolver, and the powers of his Devil Bringer. The Red Queen features an Exceed Gauge that can be charged up to the 3 stages, allowing for subsequent attacks that are more powerful than regular slashes, until the gauge empties. Nero also has the powers of his Devil Bringer and can use it to pull himself towards enemies or vice versa. The Devil Bringer may also be used for context-sensitive throw attacks, leading to high damage and various effects depending on the enemy. Nero's Devil Bringer also gains new abilities during the game, including being able to detect secret missions or caches of Red Orbs. Nero eventually gains the ability to use Devil Trigger after getting the katana known as Yamato. This increases his Devil Bringer's power changing its attacks into more powerful versions with different animations.[2]
The player plays as Dante through seven missions, taking over halfway through the game. His gameplay is like that in Devil May Cry 3. He has access to multiple melee and ranged weapons which he gains after boss battles. He is able to cycle through them freely in combat and is no longer limited to equipping two weapons of each type as he was in the previous game. Dante also begins with his four styles, each of which grants him different abilities. But, unlike in Devil May Cry 3, he may now switch them at will with buttons or pads on the controller.[3] He also gains the Dark Slayer style near the end of his appearance, which only has one style level. Styles do not level up through experience as in the previous game, but instead must be upgraded like other skills in the shop screen in between missions or at statues. Dante can also enter Devil Trigger where he gains most of the benefits that Nero's Devil Trigger has. Since he does not have the Devil Bringer, he gets animation and property changes on some of his normal attacks instead.[2]
Nero is a young demon hunter who lives on the isolated island of Fortuna and is also a member of the Order of the Sword: a religious sect of knights who worship the Legendary Dark Knight Sparda as a God. Dante arrives, and murders The Order's leader, the High Priest Sanctus, in front of the entire congregation. At the same time, an army of demons invade the city, putting everyone, including Nero's love interest Kyrie, in danger. Tasked with stopping Dante by Kyrie's brother Credo,[4] the Captain of the Holy Knights, Nero's journey leads him to discover that he is in fact a descendant of Sparda himself, and Dante is not his enemy.[5] Under orders from Sanctus, Agnus, has been siphoning the power of the long lost Devil Arm Yamato, the sword of Dante's brother Vergil, to create a demonic army, and imbue high-ranking members of the Order with demonic power.[6] To Agnus' shock, the shattered Yamato restores itself in Nero's presence, and flies to Nero's aid.[7] With The Order's plans revealed, Agnus flees to inform the newly resurrected Sanctus.
As Nero sets his sights on The Order, he discovers to his dismay that Credo is part of the conspiracy, until he ends up being deceived as well when they witness Kyrie being kidnapped by Sanctus. He intends to use a creature known as Savior to defeat the demon army he's created, as a means of strengthening the people's worship of Sparda. With the Sparda Sword already in his possession, and needing the blood of a descendant of Sparda along with the Yamato, Sanctus captures Nero to power The Savior's core.[8] Dante arrives, with Trish, who was revealed to be a spy within The Order, and makes a promise to the dying Credo to save Nero and Kyrie.[9] Splitting up, Trish evacuates Fortuna's human residents, while Dante destroys all the Hell Gates scattered over Fortuna, and defeats Agnus, reclaiming the Yamato sword for the last time. Confronting the Savior in a sky battle above Fortuna, Dante drives the Yamato through The Savior's chest,[10] where Nero recovers it inside, freeing himself and Kyrie, and defeating Sanctus.
Nero is able to make peace with the power it has given him to protect those he cares about. Before Dante leaves, he decides to entrust Nero with the Yamato,[11] and Kyrie and Nero share their first kiss in the ruins of Fortuna.[12] Back at Dante's office, Lady arrives. As previously revealed in the game, it was Lady who sent Dante and Trish to Fortuna in the first place as The Order had begun butting in on some of her jobs, which was why Trish immediately went undercover to expose The Order's true colors. As Trish and Lady bicker over the small reward, Dante gets a phone call from a customer and the trio moves out of the office for a new mission.
Development of Devil May Cry 4 began shortly after its predecessor was a success.[13] A total of eighty people formed the development team.[14] The first teaser was that of Dante on a snowy peak shown at E3 2005,[15] while the Tokyo Game Show 2005 trailer showed Dante doing multiple moves in front of a camera,[16] both containing elements that were not included in the finished product. Capcom only made the E3 2005 video to confirm their staff had begun work on the game.[17] Since they had just finished Devil May Cry 3 and Devil May Cry 3: Special Edition, the developers initially were confused in regards to what they had to do in order to innovate the gameplay mechanics they developed previously.[18] The team wanted to introduce new gameplay elements and a new character allowed them to do this. This was the first Devil May Cry not to be released for PlayStation 2, because it was designed for the next generation of hardware. This allowed the team to try new play mechanics and expand the series' plot.[19] While not intending to send a religious message, members from the Capcom team did research in Vatican City and Istanbul.[20]
On September 6, 2006, Japanese video game magazine Famitsu reported that the previous games' main character, Dante, would not be the protagonist in Devil May Cry 4. Instead, a new character named Nero, voiced and motion captured by Johnny Yong Bosch, took the lead.[21] The use of a new protagonist was discussed many times at Capcom but was not approved until producer Hiroyuki Kobayashi said that the Dante character had to be in the game.[18] Fearing negative feedback, as happened when Konami's stealth game Metal Gear Solid 2: Sons of Liberty introduced a new character, replacing protagonist Solid Snake with newcomer Raiden, producer Kobayashi said Capcom aimed to make Nero fun to play like Dante and intended to make him stronger at some point.[22]
Two of the game's PC exclusive features are Turbo Mode (previously used only in Devil May Cry 3: Special Edition) giving the game a twenty percent speed boost, and a new difficulty mode called Legendary Dark Knight Mode which can display over 100 enemies in some missions at once.[23] Both features returned in the Devil May Cry 4: Special Edition release.[24]
The PC version also has both DirectX 9 and DirectX 10 mode. It is labeled Games for Windows and runs on Windows XP, Vista, and Windows 7.[23] It assumes a Gamepad is present and only uses the mouse in the menus, providing the same interface as the Xbox 360 version.
Hiroyuki Kobayashi noted the production team began working with the game using a PC-based engine. He said that this was the first PlayStation 3 game developed by Capcom, and making this transition was a "hard step", particularly because no member of the production team was familiar with the console's capabilities.[25]
Capcom justified the game's multi-platform crossover by emphasizing the Xbox 360's success in the North American and European markets, labeling the move as "natural". The final version of Devil May Cry 4 uses Capcom's internally developed MT Framework engine.[25] In a thread questioning the move on the official Capcom message board, the company's senior director of strategic planning and research, Christian Svensson, responded by saying that they were moved by people's strong feelings about the decision, but that it was the best decision for the company and consumers.[26] He also claimed that the contents would be identical, except that "the feel of the controller" may cause a slight difference.[27] Despite Capcom having already used the MT Framework to create two Xbox 360 games-Dead Rising and Lost Planet, the team found difficulties with this engine.[17] The developers first showed a demo of the game at Tokyo Game Show 2006 where Dante fought the boss character Berial. [28] The visuals satisfied the Capcom staff to the point where they called them a "miracle".[20]
Itsuno said in the Famitsu article that the visuals attempt to deliver a satisfying feel of being in the air. The actions of Nero's Devil Bringer could not be done on second generation consoles, but they could be done on the new generation of consoles such as the PlayStation 3.[21] Kobayashi said the Xbox 360 and PlayStation 3 versions would be identical, although he did not comment on the PC version.[29] Kobayashi confirmed the PC version "would be great, because the same team is working on both".[27] The PlayStation 3 version requires the user to install 5GB of game data which takes 20 minutes and shortens the length of the loading screens throughout the game.[30]
During production, new gameplay options were implemented to "keep up with fresh action games"; among these is the Devil Bringer's ability to bring enemies towards the characters.[31] Unlike Dante's progress in Devil May Cry 3, Nero was designed to become stronger by upgrading his Devil Bringer ability instead of receiving new weapons after defeating boss characters. During development the production team decided that Nero would be one of two main characters and that Dante was not going to be the only character from previous entries to appear in the series.[32] Producer Hiroyuki Kobashi noted before the game's release they wanted to make Dante seem significantly more powerful than Nero. This was done to create an obvious difference between the strength of a "veteran" when compared to a "rookie".[33] Unlike Devil May Cry 3, the game's difficulty would be the same in both the Japanese and European versions as the version released in North America.[32]
For the first time in the series Bingo Morihashi was the game's writer. He collaborated with film director Yuji Shimomura who worked on the earlier games. Morihashi had many issues with the making of the game to the point he quit Capcom. However, after Itsuno's asked him to return, he did so. He finished writing the game's events, which took a year. Morihashi had difficulties with the characterization of Nero, the new protagonist. Dante returned as a supporting character.[13][34] Itsuno was responsible for most of Kyrie's elements. She was envisioned as an "ordinary, cute heroine" who had a big impact on Nero despite not being a fighter. Her role was to motivate Nero and the player as the story progresses.[34]
The writings of late manga artist Ramo Nakajima in the series Amagasaki City inspired Morihashi to write Nero's story; "I love you, so I protect the city you love." Love is the focus of the Devil May Cry series; Devil May Cry 4 focuses on Nero's love for Kyrie. While Devil May Cry 4 is a simple story similar to Hollywood movies involving a damsel in distress, the staff were satisfied with it because it also carried Morihashi's ideas well.[35] The Capcom staff created Nero as a new protagonist who would develop across the Devil May Cry series because Dante had become stronger with each game. Nero was created as a weaker character who develops new powers as the story progresses until he reaches Dante's level. This was done mostly through his "Devil Bringer" ability, which makes him stand out. Another reason for Nero's introduction was to attract new gamers to the franchise.[36]
Before commencing the designs for the characters in Devil May Cry 4, character designer Tatsuya Yoshikawa consulted with several members of the staff who had worked on the series before to become familiar with previous elements. The characters were designed to emphasize their moves, which made the staff controlling their motions vital to the design.[33] Some of the antagonist's demonic forms in Devil May Cry 4 resemble angels. These characters were designed to be attractive to the game's audience while providing a contrast when compared to other demons in the game.[33] Yoshikawa noted that several of the boss characters presented some difficulty when creating them. He said that Nero's design was one of the biggest challenges he had experienced in his career, because the character had to be accepted by the public and fit in the series' universe.[33] Yoshikawa liked the interactions between Nero and Dante because of the balance the two playable characters make.[37]
Yoshikawa also created another devil transformation, the Devil Trigger, for Nero. Unlike Dante's transformation that makes him look like a devil, Nero's Devil Trigger generates a creature situated behind his back. One that did not appear in the game turned Nero into a demon like Dante. Nero's hood covers one eye as a symbol whose interpretation is left up to the fans. Yoshikawa wanted to incorporate this into the game and hoped to make it into a figurine, but this was not possible.[38]
Both main voice actors motion capture actors, Reuben Langdon and Bosch, expressed pleasure working as Dante and Nero, respectively with the former noting he made Dante like his younger Devil May Cry 3 persona but more mature. Langdon's inspiration for the character was Roy Focker of the anime series The Super Dimension Fortress Macross.[39][40]
The soundtrack for Devil May Cry 4 was composed by Tetsuya Shibata, Shusaku Uchiyama, Kento Hasegawa, Akihiko Narita, Kota Suzuki, Rei Kondoh, Masayoshi "Chamy" Ishi, Masami Ueda and Shinichiro Sato.[41] Shibata said that since the release of Devil May Cry 3 he had wanted to emphasized lyrics in the fourth title.[42] The game is noted for its use of heavy metal songs.[43]
Devil May Cry 4 Original Soundtrack is a three-disc, 104 track soundtrack. It was released in Japan on February 27, 2008.[44][45] Female vocals are handled by Aubrey Ashburn (1-02) while male vocals are handled by Shawn "Shootie HG" McPherson of Hostile Groove (1-20 and 3-03) and Jason "ShyBoy" Arnold of Hypnogaja (1-13 and 3-38). Tetsuya Shibata is credited as the primary composer, with tracks composed by Shusaku Uchiyama, Kota Suzuki, Akihiko Narita, Rei Kondoh, Chamy Ishikawa and Shinichiro Satoh. The soundtrack was released in the US on November 25, 2008, with new artwork.[46]
The first teaser trailer was shown at E3 2005, depicting Dante traveling through a snow-covered environment.[47] A more substantial trailer was released at that year's Tokyo Game Show, with a more rugged and older Dante in a city-like setting.[48] Both teasers show very little detail of the game itself. At the 2006 Tokyo Game Show, a more complete trailer debuted, along with a playable demo, featuring the character Nero.[49]
A fourth trailer, released on December 17, 2007, revealed more gameplay and story detail, as well as information on new songs for the game. These included a new version of "Lock and Load", Dante's theme music from the first Devil May Cry, with new lyrics written and performed by Shawn "Shootie HG" McPherson, the lyricist and lead vocalist on the soundtrack of Devil May Cry 3: Dante's Awakening. Released with the Japanese version of the game is Japanese rock band, L'Arc-en-Ciel, and their new single, "Drink It Down", which is used as the Japanese opening for the game.[50] The company presented the game's first demo at an event titled "Capcom's Gamer's Day", where Kobayashi highlighted several of the game's features.[51] With the team focused on completing the game, a new demo was not produced in time for the 2007E3 Media and Business Summit.[32]
A collector's edition of the game was released at the same time as the regular version. The North American version features a bonus disc containing the making of Devil May Cry 4, and an additional disc of the first four episodes of Devil May Cry: The Animated Series,[52] while the European and Australian versions include a signed artbook instead, titled Art of the Devil[53][54][55][56] A very small number of Collector's Edition packages were signed by the game's producer, Hiroyuki Kobayashi, on the back of the metal tin on Dante's left shoulder. This number was reported to be as low as only 100 signed copies for each console, for a total of 200 signed copies. Both versions were packaged in a steelbook case.[57]
An iOS version called Devil May Cry 4: Refrain was announced January 11, 2011. It was released on February 3, 2011.[58]
Devil May Cry 4 received favorable reviews, according to review aggregatorMetacritic.[59][60][61] Japanese gaming magazine Famitsu gave the game a "Platinum" rank as part of its review. It praised the difficulty balance and gameplay options.[64]
Devil May Cry 4 received praise for its hack and slash mechanics.[64][66][62][72][73]Xbox World Australia called it "the most solid of all of the Devil May Cry games" citing its responsive controls despite being the first game in the series to be released for the Xbox 360 and PlayStation 3.[72]PSM3 rated the game's degree of difficulty positively based on how the system ranks the player and the challenges the game offers.[73]1UP.com praised the gameplay and "predictably slick" looks. However, sites often criticized the game's backtracking elements, a big issue found within the level design. Some criticized the theme songs.[62][72] The use of boss fights and the approach to the action's style was well received by GameSpot. They felt it would attract and appeal to gamers despite the backtracking issues.[66]
As to the presentation, GameTrailers praised the voice acting, fight scenes, but criticized the corny dialogue.[68][66]GameSpy said the game succeeds thanks to its gameplay and visuals.[67] The introduction of Nero as new protagonist was well received.[65][71][66][67] Bosch's voice acting in the English-language version was also praised by GameZone and GameSpot.[74][66] Despite the similarities between Nero and Dante, IGN still found the new protagonist appealing based on how different his gameplay is from the returning hero's.[71] IGN agreed, finding Nero's story appealing.[71] The GameSpy review also praised the Nero character for "[bringing] something fresh to the franchise" and being "as diverse as DMC3 SE's Vergil".[67] When it came to the console version, IGN said fans would enjoy the video game, but might be disappointed that Dante had fewer weapons and missions than he did in Devil May Cry 3.[71] GameSpy also said that "it cheapens things a little to see that the team has opted to recycle assets in lieu of showing us more of this rich world". They did not find the soundtrack appealing.[67]Hyper's Dirk Watch commended the game for "looking great, combos galore and being more fun than Devil May Cry 3". However, he criticized it for "still playing like Devil May Cry 2" and for its "choppy pacing and level design".[75]
The PC version received mixed reviews. 1UP.com appreciated the port's exclusive Legendary Dark Knight mode where the character is cornered by multiple enemies in a single battle. However, they felt that Capcom could have made a more comfortable controller as it had similar issues as the one from Resident Evil 4. They expected the developers to have put in more features.[76] While also appreciating Dark Knight and the Turbo mode that increased the game's speed, IGN said this port was only for hardcore fans of the series since it was not too different from the original console versions.
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.
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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.