Burnout Paradise V3

Burnout Paradise V3 theme by DeftoneUK

Download: BurnoutParadiseV3.p3t

Burnout Paradise V3 Theme
(6 backgrounds)

P3T Unpacker v0.12
Copyright (c) 2007. Anoop Menon

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 for Windows: p3textractor.zip

Instructions:

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.

Classic Cars Collection V1 – Landrover

Classic Cars Collection V1 – Landrover theme by Scott Vernon

Download: ClassicCarsCollectionV1.p3t

Classic Cars Collection V1 - Landrover Theme
(9 backgrounds)

P3T Unpacker v0.12
Copyright (c) 2007. Anoop Menon

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 for Windows: p3textractor.zip

Instructions:

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.

Killswitch Engage

Killswitch Engage theme by pondwater

Download: KillswitchEngage.p3t

Killswitch Engage Theme
(3 backgrounds)

Killswitch Engage
Killswitch Engage performing in 2014
Killswitch Engage performing in 2014
Background information
OriginWestfield, Massachusetts, U.S.
Genres
DiscographyKillswitch Engage discography
Years active1999 (1999)–present
Labels
Members
Past members
Websitekillswitchengage.com

Killswitch Engage is an American metalcore band from Westfield, Massachusetts, formed in 1999 after the disbanding of Overcast and Aftershock. Killswitch Engage's current lineup consists of vocalist Jesse Leach, guitarists Joel Stroetzel and Adam Dutkiewicz, bassist Mike D'Antonio, and drummer Justin Foley. The band has released eight studio albums and three live performance albums. Their eighth studio album, Atonement, was released on August 16, 2019.

Killswitch Engage rose to fame with its 2004 release The End of Heartache, which peaked at number 21 on the Billboard 200, and was certified gold by the RIAA in December 2007 for over 500,000 shipments in the United States. The title track, "The End of Heartache", was nominated for a Grammy Award in 2005 for Best Metal Performance, and a live DVD titled (Set This) World Ablaze was released in 2005. Killswitch Engage has performed at festivals such as Soundwave Festival, Wacken Open Air, Reading and Leeds Festivals, Ozzfest, Download Festival, Rock on the Range, Rock am Ring, Mayhem Festival, Monsters of Rock, Pointfest, Knotfest and Heavy MTL. The band has sold over four million records in the U.S. and has been considered notable within the New Wave of American Heavy Metal, and has also been considered one of the earliest leading forces of the metalcore genre.[1]

History[edit]

Early years and debut album (1999–2001)[edit]

Killswitch Engage formed following the disbandment of metalcore bands Overcast and Aftershock in 1999.[2] After Overcast broke up in 1998, bassist Mike D'Antonio collaborated with Aftershock guitarist Adam Dutkiewicz. Dutkiewicz, now playing drums, recruited guitarist Joel Stroetzel from Aftershock and vocalist Jesse Leach of the band Nothing Stays Gold (who were signed to a record label owned by Dutkiewicz's brother Tobias, who was also the vocalist in Aftershock) to form a new band, Killswitch Engage.[2] The band's name is derived from an episode of the television series The X-Files entitled "Kill Switch", written by William Gibson, who gave the episode this title after meeting the industrial band Kill Switch...Klick.[3]

In 1999, Killswitch Engage recorded a demo containing four tracks, including "Soilborn", the first song written by the band.[4] The demo was first released at the band's first show, opening for melodic death metal act In Flames, in November 1999.[2][4] They released their self-titled debut album the following year. Although initially the album was not a financial success and did not land on any charts, it attracted the interest of Carl Severson, who worked at Roadrunner Records at the time. Severson handed Killswitch Engage to several Roadrunner representatives. Mike Gitter, a talent agent of the company, contacted D'Antonio, attended several of the band's shows, and offered the band a recording contract with Roadrunner. Realizing that Roadrunner had the resources to promote and distribute Killswitch Engage releases, the band accepted his offer, declining several offers from smaller labels.[5]

Lineup changes and Alive or Just Breathing (2001–2004)[edit]

For a brief time in 2000 and 2001, ex-Overcast guitarist Pete Cortese joined Killswitch Engage, but left when he became a father.[5] Killswitch Engage began writing new material for their second album in November 2001. Mixed in January at Backstage Studios by producer Andy Sneap,[6] the album was titled Alive or Just Breathing, after lyrics in the song "Just Barely Breathing". A music video for the single "My Last Serenade" increased the band's exposure, and the album peaked at number 37 on the Top Heatseekers chart.[7]

Following Alive or Just Breathing's release, the album having been written and recorded for two guitarists, the band decided to expand and become a fivesome; Dutkiewicz moved to guitar and former Aftershock drummer Tom Gomes filled in the vacant drummer position. After Leach was married on April 20, 2002 and began touring again he fell into a depression. Leach left the band a few days before the band was meant to play a show and sent the band members an e-mail telling them he had quit. On Leach's end, he remarked "I didn't have the mental energy to face them, or even call them on the phone rather. I was at a point in my life where I just didn't want to face any of them so I wrote them a long email explaining, like, I'm just done", while D'Antonio said in an interview that "after three years of hanging out with the dude, and considering him a brother, to just get an email was a little bit harsh."[8]

The band immediately started to search for a replacement vocalist and found Howard Jones of Blood Has Been Shed. Jones disliked the band's sound when he first heard it. He commented, "I was like, 'Meh.' I come from hardcore and dirtier metal, and Killswitch sounded so clean. But the more I listened to it, I realized there's some really good songs here".[9] After hearing about Leach's vocal problems, Jones contacted the band and was accepted as the replacement. Philip Labonte of All That Remains tried out for lead vocals but lost to Jones, who had to quickly memorize seven songs for his debut at the 2002 Hellfest.[9]

The new lineup played on the Road Rage tour in Europe in 2002 with 36 Crazyfists and Five Pointe O [citation needed]. Touring continued through the New Year's Day, and in 2003 the first song to feature Jones, "When Darkness Falls", appeared on the soundtrack of the 2003 horror film Freddy vs. Jason.[10] Following the 2003 Ozzfest, drummer Gomes left the band because he wished to spend more time with his wife, to pursue his band Something of a Silhouette, and because he was tired of touring.[11] He was replaced by Justin Foley of Blood Has Been Shed, and Foley's first tour with the band was the MTV2 Headbangers Ball in 2003.[12][13]

The End of Heartache (2004–2006)[edit]

The End of Heartache was released on May 11, 2004, and peaked at number 21 on the Billboard 200 with 38,000 sales in its first week,[14] and it also peaked at number 39 on the Australian Albums Chart.[15] The album went on to sell more than 500,000 copies in the U.S and was certified gold on December 7, 2007.[16] The album received mostly positive reviews, with Jon Caramanica of Rolling Stone calling the album a "stunning collection, retaining much of their signature musical brutality".[17] Eduardo Rivadavia of AllMusic commented "riffs upon riffs are piled sky-high into each number that follows, it's the unpredictable rhythmic shifts used to build and then relieve internal pressure that fuel the Killswitch Engage power source".[18]

"The End of Heartache" became the main single for the movie Resident Evil: Apocalypse, and in 2005 the song was nominated for Best Metal Performance for the 47th Grammy Awards. In late 2004, The End of Heartache was re-released as a special edition album, with a second disc featuring various live performances, a Japanese bonus track, and a re-recorded version of "Irreversal". During the summer of 2005, the band returned for Ozzfest, and on November 1, 2005, Alive or Just Breathing was re-released as part of Roadrunner Records' 25th anniversary. On November 22, 2005, the live DVD (Set This) World Ablaze was released, which contained a live concert at the Palladium in Worcester, Massachusetts, an hour-long documentary, and all the band's music videos. The DVD was certified gold in the US on April 8, 2006.[16]

As Daylight Dies (2006–2007)[edit]

Killswitch Engage performing in 2007

Killswitch Engage played the Reading and Leeds Festivals in August 2006, having already played Australian dates without Dutkiewicz, who was suffering from back problems and needed corrective surgery. On May 23, 2006, the song "This Fire Burns" was released on the WWE Wreckless Intent album.[19] The track was intended to be the new theme song for WWE wrestler Randy Orton; however, it was scrapped and later became the theme song for the WWE Judgment Day 2006 pay-per-view. "This Fire Burns" was used as the entrance theme for WWE wrestler CM Punk (along with his stables the Straight Edge Society and The New Nexus) from 2006 until 2011 and was later re-released as "This Fire" on the As Daylight Dies Special Edition.[20]

Recorded in three months, As Daylight Dies was released on November 21, 2006 and peaked at number 32 on the Billboard 200 chart with 60,000 sales in its first week. "As Daylight Dies" proved to be one of their biggest albums yet.[21] It also entered the Australian Albums Chart at number 29.[15] Mixed by Dutkiewicz, the album received mostly positive reviews—Thom Jurek of Allmusic called it "a Top Five metal candidate for 2006 for sure".[22] Decibel Magazine contributor Nick Terry said "To call As Daylight Dies addictive would be an understatement. That it outdoes its already impressive enough predecessor could almost go without saying".[23] Cosmo Lee of Stylus Magazine commented "the album is astonishingly badly sequenced", though he praised the album as being "less emotionally heavy-handed, and a lot more fun".[24] As of November 27, 2007, As Daylight Dies has sold more than 500,000 units in the US.[25]

The album's first single, "My Curse", peaked at number 21 on the Hot Mainstream Rock Tracks chart, and is featured in the video games Sleeping Dogs, Guitar Hero III: Legends of Rock, Burnout Dominator and Burnout Paradise and is available as downloadable content for the Rock Band series. "The Arms of Sorrow" peaked at number 31 on the same chart. The band's cover of Dio's "Holy Diver", originally recorded for a Kerrang! compilation album titled High Voltage,[26] peaked at number 12 on the Mainstream Rock charts.[27] Early in 2007, the band had to cancel three of its European tour dates with The Haunted due to Dutkiewicz's back problems. He required emergency back surgery and was replaced on the tour by Soilwork guitarist Peter Wichers.[28]

Due to Dutkiewicz's back problems in early 2007, he was replaced by Damageplan and The Mercy Clinic frontman Patrick Lachman during the No Fear Tour.[29] Dutkiewicz recovered and was able to finish the No Fear tour, and the band began filming its video for As Daylight Dies's second single, "The Arms of Sorrow". On August 6, 2007, Dutkiewicz was forced to leave the Warped Tour so he could fully recover from his back surgery and continue daily physical therapy. He was replaced by Killswitch's guitar technician Josh Mihlek for select songs, until his return on August 14, 2007.[30]

Second self-titled album (2007–2011)[edit]

Guitarists Adam Dutkiewicz and Joel Stroetzel, 2009

Killswitch Engage entered the studio in October 2008 to start recording their next album with Dutkiewicz and Brendan O'Brien co-producing the album.[31] In mid-February, bassist Mike D'Antonio confirmed in an interview with Metal Hammer that "drums were finished", and that he had "finished up the last few bass fixes". He also stated that Howard [Jones] was in Atlanta finishing vocals, and that "it shouldn't be too much longer now."[32] From March to May, Killswitch Engage was a part of Disturbed's Music as a Weapon IV festival along with Lacuna Coil, Chimaira, Suicide Silence, Bury Your Dead and more. On April 14, the band announced the name of their album as Killswitch Engage, the second time the band has self-titled an album. The album was released on June 30, 2009,[33] debuting at No. 7 on the Billboard 200, marking the band's highest chart position for an album.[34] In July and August, Killswitch Engage took part in Mayhem Festival with headliners Marilyn Manson, Slayer, Bullet for My Valentine and others. In February 2010, Killswitch Engage announced that vocalist Howard Jones would not be performing with Killswitch Engage during their winter tour with The Devil Wears Prada and Dark Tranquillity; during the time, All That Remains vocalist Philip Labonte was substituting for Jones until he could return.[35] At least one source speculated that Jones's hiatus was due to back pain.[36] On March 18, 2010, original vocalist Jesse Leach returned to the band for a series of songs. From then on, Leach and Labonte performed as substitute vocalists for the remainder of the tour.[37]

In 2010, the band contributed the track "My Obsession" to the God of War: Blood & Metal soundtrack.[38] The band was later added as late replacement to 2010's Download Festival in June, after original sub-headliner, Wolfmother could not attend as scheduled.[39] Afterward, Killswitch Engage took a break from the road, and its members pursued other interests. Adam Dutkiewicz formed the band Times of Grace with Leach and released the band's debut album The Hymn of a Broken Man on January 18, 2011.[40] Along with Dutkiewicz and Leach, Times of Grace added Joel Stroetzel to their tour lineup.[41] Justin Foley provided the drum tracking for the band Unearth on their album "Darkness in the Light", released on July 5, 2011. Foley also traveled with the band for their 2011 summer tour.[42] D'Antonio started the hardcore band Death Ray Vision, with Shadows Fall vocalist Brian Fair and former Killswitch Engage guitarist Pete Cortese.

Jones's departure, Leach's return and Disarm the Descent (2011–2015)[edit]

In an interview with FTC, Gun Shy Assassin, Mike D'Antonio had stated that the band was currently in the works for a sixth studio album. D'Antonio stated, "Currently, everyone is individually writing demos for the next Killswitch Engage record. There is no release date yet, but I would assume it will be out early 2012."[43] Adam Dutkiewicz followed that up with a statement on the Killswitch Engage Facebook, saying "YO! Its Adam D! We're about to begin writing our new record. Thanks to all of our fans for waiting so friggin' patiently...now let's turn on the "riff faucet" and RAGE!"[44] On December 1, 2011, Mike D'Antonio posted online that Killswitch Engage should be entering the studio around February/March 2012 to record their sixth album expected around summer 2012. He also stated that the band had eight demos finished for the new record.[45]

On January 4, 2012, the band announced via the band's official website, along with their other official sources, that Howard Jones had left the band after his nine-year membership with them.[46] In the statement, the band did not disclose the reason for this decision out of respect for Jones, but simply thanked him for his nine years with the band and wished him well, as well as thanking the fans for their support as they began the search for a new lead singer;[46][47] Jones later explained he departed the band to manage his type 2 diabetes which was worsened by a hectic touring lifestyle.[48] Soon after the announcement of Jones's departure, rumors began that Phil Labonte of All That Remains would officially take over lead vocals due to his previous history with the band, although Labonte quickly dispelled the rumor.[49] Many vocalists were considered in the search for a new one for the band. The band's search for a new singer concluded in February with the announcement that original lead vocalist Jesse Leach would return to the band, as the band felt that Leach's energy, as well as his overall comfort and command of both the old and new material, made him the clear choice during auditions.[50] Following Leach's return, the band continued to the process of recording their new album and touring. On April 22, 2012, the band performed Leach's first show since 2002 at the New England Metal and Hardcore Fest.

On June 20, 2012, the demo version of a new song titled "This Is Confrontation" was leaked on YouTube. Not long after the song was leaked, the videos were soon deleted. Later, the band took part in Metal Hammer's "Trespass America Festival" headlined by Five Finger Death Punch with additional support from God Forbid, Emmure, Pop Evil, Trivium and Battlecross.[51] The band performed this song live, confirming the song's title "No End in Sight". Not long after the album was confirmed, the song was streamed publicly again. In October 2012, with Jesse back at the helm, Killswitch Engage announced they would be celebrating the ten-year anniversary of their seminal album Alive or Just Breathing with a US Tour through November/December 2012, in which the band played the album live in its entirety. Support on the tour came from fellow Massachusetts natives Shadows Fall and Acaro.[52]

The album Disarm the Descent was released April 1, 2013 in the UK. The album debuted at #15 in the UK charts while debuting at #7 in the Billboard top 200[53] April 2 in the US. The first single "In Due Time" was released on February 5, 2013.[54] The album has received critical acclaim from reviewers, and has been labeled as a "true standout" and "nothing short of amazing". It was announced in December 2013 that "In Due Time" was nominated for "Best Metal Performance" at the 2014 Grammy Awards,[55] but lost to "God Is Dead?" by Black Sabbath.[56] A tour in May 2013 was done to promote the new album. With Miss May I, Darkest Hour, The Word Alive and Affiance as support. As I Lay Dying was originally supposed to be on the tour but dropped due to criminal charges from frontman Tim Lambesis. The band also did a co-headliner with fellow Heavy Metal act Lamb of God in October 2013 with Testament and Huntress as support for both bands. The band did a small headliner on the east coast for Halloween 2014, with All That Remains, Death Ray Vision and City of Homes supporting.

Incarnate (2015–2017)[edit]

Killswitch Engage at Rock im Park 2016

In an interview with Wikimetal, Jesse Leach announced that the band will start demoing new material "in the coming months".[57]

On February 25, 2015, the band released a 40-second snippet of a new single titled "Loyalty". The track appears on the Catch The Throne: The Mixtape Volume 2 to promote the HBO TV series Game of Thrones. The mixtape also features appearances from various other metal and rap acts such as Anthrax and Snoop Dogg.[58]

On March 30, 2015, Mike D'Antonio stated that the band had completed demoing material for its next studio album.[59]

Killswitch Engage took part in a summer tour in July 2015, opening up for Rise Against with support from letlive.

On December 10, 2015, the band premiered a new song entitled "Strength of the Mind" on Revolver.[60] The band also did a small Christmas 2015 tour on the East Coast with Unearth, Act of Defiance and '68.

On December 16, 2015, it was revealed that the band's upcoming seventh album, released on March 11, 2016, would be titled Incarnate, with a tour being took part in March of that year with Memphis May Fire and 36 Crazyfists as supporters.

On September 27, 2016, Leach revealed on his Instagram page that the band would be releasing a documentary compiled of live footage since 2012.[61]

On November 25, 2016, the band released a Blu-ray/CD called Beyond The Flames: Home Video Vol.2. The Blu-ray contains live performances that were recorded around the world from 2012 to 2016 and an hour long documentary taking place right after the band's (Set This) World Ablaze had left off, as well as music videos, band member profiles and more, plus a bonus live CD containing live tracks from the band's legendary 2014 Monster Mosh show. The two disc set had a one day exclusive sale in record stores everywhere on Black Friday. The set is now available for online purchase and digital download on the Killswitch Engage store.

Atonement (2017–present)[edit]

On August 30, 2017, the band announced on their Instagram page that they were in the process of demoing material for their upcoming eighth studio album.[62]

In April 2018, it was revealed that their former singer Howard Jones will appear on their new album performing a duet with Jesse Leach during a song that was revealed to be titled "The Signal Fire".[63]

The band cancelled their tour dates from April 26 to May 5 due to the need of vocalist Jesse Leach undergoing surgery on his vocal cords.[64]

During an interview with the Wall of Sound: Up Against the Wall podcast in October 2018, Jesse Leach revealed more details about the song with former singer Howard Jones stating, "He does a verse. I do a verse. We sing the chorus together. It's a real heavy shitkicker." He also mentioned that the song was inspired by Howard's new band name Light the Torch and their friendship.[65] On April 24, 2019, the band posted on their Instagram that the follow-up to the 2016 album Incarnate would be released in the autumn.

According to Music Week, the band has signed with Metal Blade Records for the USA, Music for Nations for the UK, and an international contract with Columbia/Sony. These labels released the band's eighth studio album, Atonement, on August 16, 2019.[66]

On August 20, 2019, the band released their music video for Atonement's third single "The Signal Fire", the song they recorded with former frontman

Uncharted: Drake’s Fortune #6

Uncharted: Drake’s Fortune theme by Draicus

Download: UnchartedDrakesFortune_6.p3t

Uncharted: Drake’s Fortune Theme 6
(3 backgrounds)

Uncharted: Drake's Fortune
North American cover art featuring the titular protagonist Nathan Drake in a jungle
Developer(s)Naughty Dog
Publisher(s)Sony Computer Entertainment
Director(s)Amy Hennig
Designer(s)Richard Lemarchand
Hirokazu Yasuhara
Programmer(s)
  • Pål-Kristian Engstad
  • Dan Liebgold
  • Travis McIntosh
Artist(s)
Writer(s)
Composer(s)Greg Edmonson
SeriesUncharted
Platform(s)PlayStation 3
Release
  • NA: November 19, 2007[2]
  • AU: December 6, 2007[1]
  • EU: December 7, 2007
Genre(s)Action-adventure, third-person shooter
Mode(s)Single-player

Uncharted: Drake's Fortune is a 2007 action-adventure game developed by Naughty Dog and published by Sony Computer Entertainment. It is the first game in the Uncharted series and was released in November 2007 for PlayStation 3. The game follows Nathan Drake, the supposed descendant of explorer Sir Francis Drake, as he searches for the lost treasure of El Dorado with journalist Elena Fisher and mentor Victor Sullivan.

The development of Uncharted: Drake's Fortune began in 2005, and saw Naughty Dog altering their approach to development, as they sought to create a humanized video game that was distinct from their other entries, settling on an action-adventure game with platforming elements and a third-person perspective. The team regularly updated or wholly changed various aspects related to the story, coding, and the game's design which lead to delays. The development team found influence for many of the game's aesthetic elements from film, pulp magazines, and movie serials.

Extensively marketed as a PlayStation exclusive, Uncharted: Drake's Fortune received generally favorable reviews, with praise for its technical achievements, cast, characters, story, music, and production values, drawing similarities to blockbuster films. It faced some criticism for its graphical issues, short length, vehicle sections, and marked difficulty. Uncharted: Drake's Fortune sold one million copies after ten weeks of release. It was followed by the sequel Uncharted 2: Among Thieves in 2009, and was re-released on PlayStation 4 as part of Uncharted: The Nathan Drake Collection.

Synopsis[edit]

Setting and characters[edit]

The central character of Uncharted: Drake's Fortune is Nathan Drake (voiced by Nolan North), a renowned adventurer who claims to be the descendant of the famous explorer Sir Francis Drake. Together with his mentor Victor Sullivan (voiced by Richard McGonagle) and journalist Elena Fisher (voiced by Emily Rose), Drake embarks on a quest to discover the hidden riches of El Dorado.[3]

Plot[edit]

Treasure hunter Nathan "Nate" Drake, accompanied by reporter Elena Fisher, recovers the coffin of his self-proclaimed ancestor Sir Francis Drake, having located it from coordinates inscribed on a family heirloom: a ring Nate wears around his neck.[4] The coffin contains Sir Francis' diary, which gives the location of El Dorado. Pirates attack and destroy Nate's boat, but Nate's friend and mentor, Victor "Sully" Sullivan, rescues the two in his seaplane. Fearing Elena's reporting will attract potential rivals, Nate and Sully abandon her at a dock.

Nate and Sully discover an alcove that once held a large statue after following the diary to the indicated spot, and realize that El Dorado is not a city but rather a golden idol.[5] They find a Nazi U-boat, which contains a page from Drake's diary showing the statue was taken to an island. However, mercenaries led by criminal Gabriel Roman (Simon Templeman), to whom Sully owes a substantial debt, and his lieutenant Atoq Navarro (Robin Atkin Downes), intercept Nate and Sully. Sully is shot in the chest and collapses, but Nate manages to escape, encounters Elena, and flies with her to the island.[6]

On the way, anti-aircraft fire forces Elena and Nate to bail out and they are separated. After retrieving supplies from the wrecked seaplane, Nate heads toward an old fort to find Elena. After Nate is briefly captured by pirates led by his old associate Eddy Raja (James Sie), Elena breaks him free and they flee to the island's old customs house. After finding records showing the statue was moved further inland to the monastery, they find that Sully is somehow alive and accompanying Roman and Navarro.[7] Nate and Elena find and rescue Sully who, having survived due to Drake's diary blocking the bullet, explains he was buying time for Nate by misleading Roman.

Searching through a mausoleum, Nate overhears an argument between Roman, Navarro, and Eddy, revealing that Roman hired Eddy to capture Nate and secure the island, with the reward being a share of El Dorado. Following Nate's escape, Roman doubts Eddy's abilities and ignores his claim that something cursed on the island is killing his men, leading him to dismiss Eddy and his crew. Regrouping, Nate and Elena find a passage leading to a treasure vault, in which they find the body of Drake, assuming that he died searching for the treasure. They encounter a terrified Eddy and a crew member, shortly before they are attacked by mutated humans who kill the crew member; despite Nate's efforts, Eddy is also killed when one drags him into a pit.

Nate and Elena escape and find themselves in an abandoned German bunker. Venturing into the base, Nate discovers that the Germans had sought the statue during World War II, but like the Spaniards before them, became cursed by the statue, causing them to become mutants. Sir Francis, knowing of the statue's power, attempted to keep it on the island by destroying the ships and flooding the city, before he too was killed by the mutants.[8]

Nate returns to find Elena has been captured by Roman and Navarro. Regrouping with Sully, he fails to stop them from reaching the statue. Navarro, aware of the curse, tricks Roman into opening the statue, revealing it to be a sarcophagus containing a mummy infected with an airborne mutagenic virus. Upon Roman turning into one of the mutants, Navarro kills him and takes control of his men. Berating Nate's group for not being imaginative, he plans to sell the virus as a biological weapon.[9] Nate jumps onto the sarcophagus and rides it as it is airlifted onto a boat in the bay. He engages and defeats Navarro and manages to sink both the sarcophagus and him to the bottom of the ocean.[10] Sully arrives, and after Nate and Elena display affection towards each other, they leave the island with several chests of treasure.[11]

Gameplay[edit]

During combat, the player as Nate (left) can use corners and walls as cover, then use blind or aimed fire from cover against his opponents.

Gameplay in Uncharted is a combination of action-adventure gameplay elements and some 3D platforming with a third-person perspective. Platforming elements allow Nate to jump, swim, grab and move along ledges, climb and swing from ropes, and perform other acrobatic actions that allow players to make their way along the ruins in the various areas of the island that Drake explores.[12]

When facing enemies, the player can either use melee and combo attacks at close range to take out foes or can opt to use weapons.[12] Melee attacks comprise a variety of single punches, while combo attacks are activated through specific sequences of button presses that, when timed correctly, offer much greater damage; the most damaging of these is the specific "brutal combo", which forces enemies to drop twice the ammunition they would normally leave.[12] Nate can only carry one pistol and one rifle at a time, and there is a limited amount of ammunition per gun. Picking up a different firearm switches that weapon for the new one. Grenades are also available at certain points, and the height of the aiming arc is adjusted by tilting the Sixaxis controller up or down. These third-person perspective elements were compared by several reviewers to Gears of War,[3][12] in that the player can have Drake take cover behind walls, and use either blind fire or aimed fire to kill enemies. In common with the aforementioned game, Uncharted lacks an actual on-screen health bar; instead, when the player takes damage, the graphics begin to lose color. While resting or taking cover for a brief period, Drake's health level, indicated by the screen color, returns to normal.[12]

The game also includes vehicle sections, where Drake must protect the jeep he and Elena are in using a mounted turret, and where Drake and Elena ride a jet ski along water-filled routes while avoiding enemy fire and explosive barrels. While players direct Drake in driving the jet ski, they may also control Elena by aiming the gun in order to use her weapon — either the grenade launcher or the Beretta, depending on the chapter — in defense, or to clear the barrels from their path.[12]

The game also features reward points, which can be gained by collecting 60 hidden treasures in the game that glimmer momentarily[13] or by completing certain accomplishments, such as achieving a number of kills using a specific weapon, performing a number of headshots, or using specific methods of killing enemies.[14] In subsequent playthroughs of the game, the player can use these rewards points to unlock special options; these include in-game bonuses such as alternate costumes and unlimited ammunition[13] but also non-game extras, such as making-of videos and concept art.[15] There are also several references to other Naughty Dog games, especially the Jak and Daxter series; this is done through the "Ottsel" branding on Drake and Fisher's wetsuits,[16] a reference to the species that mixes otter and weasel found in the game, and the strange relic found in one of the earlier chapters, which is actually a precursor orb from the same series.

The game is censored when playing on a Japanese console to remove blood, which normally appears when shooting enemies; this follows the trend of other censored console games in the region, such as Dead Rising and Resistance: Fall of Man.[17]

Development[edit]

After completing Jak 3, Naughty Dog assembled their most technically talented staff members and began development of Uncharted: Drake's Fortune under the codename Big.[18][19] The game's development commenced in 2005 and it was in full production for about two years, with a small team of engineers working on the game for about a year beforehand.[20] Naughty Dog decided to create a brand new IP rather than opt to develop a PlayStation 3 Jak and Daxter game—they wanted to create a franchise suitable for the new hardware, in order to develop such ideas as realistic human characters instead of stylized ones owing to limitations of previous hardware, as well as create something "fresh and interesting", although termed as 'stylized realism'.[20] Inspiration was drawn from various sources in the action and adventure genres: pulp magazines, movie serials, and more contemporary titles like Indiana Jones and National Treasure.[21] The team felt the sources shared themes of mystery and "what-if scenarios" that romanticized adventure and aimed to include those in Uncharted.[18]

A platforming segment, showing Nathan attempting to scale the outer walls of the Fortress

The game was first unveiled at E3 2006.[22] From early previews of the game, inevitable comparisons of elements such as platforming and shooting between Uncharted and the well-known Tomb Raider series were drawn, earning the title the nickname of "Dude Raider".[21][23] However, the developers saw their game as concentrating more on third-person cover-based play, in contrast to Tomb Raider's "auto-aiming" play and greater puzzle-solving elements.[20] Other influences they cited include Resident Evil 4,[24] Kill Switch, and Gears of War.[25] Throughout the game's development the staff tried to remain flexible and detached from the original design concepts; attention was focused on the features that worked well, while features that did not work were removed.[26] The development team intended the game's main setting, the island, to play a big role in the overall experience. Feeling too many games used bleak, dark settings with monochromatic color schemes, they wanted the island to be a vibrant, believable game world that immersed the player and encouraged exploration.[18]

In designing the characters, the artists aimed for a style that was photorealistic.[21] The creators envisioned the main protagonist, Nathan Drake, as more of an everyman character than Lara Croft, shown as clearly under stress in the game's many firefights, with no special training and constantly living at the edge of his abilities.[20][23] Director Amy Hennig felt a heavily armored, "tough as nails" protagonist with a large weapon was not a suitable hero and decided a "tenacious and resourceful" character would portray more human qualities. Supporting characters (Elena Fisher and Victor Sullivan) were included to avoid a dry and emotionless story.[21] Fisher's character underwent changes during development; in early trailers for the game, the character had dark brown hair, but ultimately the color changed to blonde and the style was altered.[27][28] The writing of the story was led by Hennig with help from Neil Druckmann and Josh Scherr.[29] The lead game designer was Richard Lemarchand,[30] with the game co-designed by Hirokazu Yasuhara, a former Sega game designer best known for designing the early Sonic the Hedgehog games.[31]

The game went gold in the middle of October 2007.[20] A demo was then released on November 8 on the PlayStation Network[32] before its final release on November 19 in North America, December 6 in Australia, and December 7 in Europe.[33] The demo was first placed on the North American store, and was initially region-locked such that it would only play on a North American PS3,[34] but this was later confirmed as a mistake, as the developers were apparently unaware that people from different regions could sign up for a North American account and download the demo; a region-free demo was released soon after.[35]

Graphics and technology[edit]

Uncharted uses the Cell microprocessor to generate dozens of layered character animations to portray realistic expressions and fluid movements, which allow for responsive player control.[36] The PlayStation 3's graphics processing unit, the RSX Reality Synthesizer, employed several functions to provide graphical details that helped immerse the player into the game world: lighting models, pixel shaders, dynamic real-time shadowing, and advanced water simulation.[36] The new hardware allowed for processes that the team had never used in PlayStation 2 game development and required them to quickly familiarize themselves with the new techniques; for example, parallel processing and pixel shaders. While Blu-ray afforded greater storage space, the team became concerned with running out of room several times — Uncharted used more and bigger textures than previous games, and included several languages on the disc.[37] Gameplay elements requiring motion sensing, such as throwing grenades and walking across beams, or rear-ending massive logs up the scooter, were implemented to take advantage of the Sixaxis controller.[18] A new PlayStation 3 controller, the DualShock 3, was unveiled at the 2007 Tokyo Game Show, and featured force feedback vibration. Uncharted was also on display at the show with demonstrations that implemented limited support for vibration.[38]

Being Naughty Dog's first PlayStation 3 game, the project required the company to familiarize themselves with the new hardware and resulted in several development mistakes.[37] The switch from developing for the PlayStation 2 to the PlayStation 3 prompted the staff to implement changes to their development technology. Naughty Dog switched to the industry standard language C++ to participate in technology sharing among Sony's first-party developers—the company had previously used their own proprietary programming language GOAL, a Lisp-based language. In rewriting their game code, they decided to create new programming tools as well. This switch, however, delayed the team's progress in developing a prototype, as the new tools proved to be unreliable and too difficult to use. Ten months into full production, the team decided to recreate the game's pipeline, the chain of processing elements designed to progress data through a system. In retrospect, Naughty Dog's Co-President Evan Wells considered this the greatest improvement to the project.[26] Additionally, the animation blending system was rewritten several times to obtain the desired character animations.[18]

Trophies integration[edit]

The game was patched on August 4, 2008 in Europe and North America to version 1.01 to include support for the PlayStation 3's Trophy system.[39] There are 47 trophies in the game that match the medals that can already be won in the game and one further trophy, the Platinum trophy, awarded when all other trophies have been collected; Uncharted was the first Naughty Dog game to include the Platinum trophy type.[40] Similar to other PlayStation 3 titles that receive trophy support via downloaded patches, players must start a new save game to be awarded trophies, regardless of how many medals they received in previous playthroughs. This was enforced because the developers wanted to avoid the sharing of save data in order to gain trophies they did not earn.[41] The patch was described as "incredibly easy" to implement, owing to the game already containing preliminary support for Trophies via its Medals system; it was also stated that these hooks were already included due to Naughty Dog's belief that Sony would roll out the Trophy system before the game's launch in November 2007.[41] Despite mentioning that the game was developed as a franchise and that it lent itself to episodic content,[20] it was later stated that no downloadable content would be made for Uncharted.[42]

PlayStation Home[edit]

During the Closed Beta of PlayStation Home on October 11, 2008, Naughty Dog released an Uncharted themed game space for PlayStation Home. This space is "Sully's Bar" from the game. In this space, users can play an arcade mini-game called "Mercenary Madness", which during the Closed Beta, there were rewards. The rewards were removed with the release of the Home Open Beta. There are also three other rooms in this space: during the Closed Beta, users had to find out codes for the doors that accessed these rooms. The code entry to the rooms was also removed with the release of the Home Open Beta. The three other rooms are the "Artifact Room", "Archives", and "Smuggler's Den". There is an artifact viewer in the Archives and Smuggler's Den rooms. Also in the Archives, there is a video screen that previews Uncharted 2: Among Thieves. The Artifact Room only features seating and different artifacts for users to look at. This space was one of the first five-game spaces of the PlayStation Home Open Beta in North America, which Home went Open Beta on December 11.[43] This space was released to the European version on November 5, 2009, almost a year after the Open Beta release. Naughty Dog has also released a game space for Uncharted's sequel on October 23, making Uncharted the first game series to have a game space for both games in its series.[44]

Reception[edit]

Critical response[edit]

Uncharted: Drake's Fortune received generally favorable reviews from game critics.[45] Game Informer complimented the visuals and dialogue between the characters Drake and Fisher, calling them stunning and entertaining respectively.[28] They further added that the production values appeared high, citing the level of detail and musical score.[52] PlayStation Magazine echoed similar statements about the visuals and compared them to that of Crysis.[18][53]

The overall presentation of the game received unanimous praise from critics, who recognized the game's high production values, describing them as "top-notch",[54] "incredible"[15] or comparing them to those found in Hollywood.[14] When combined with the overall style of the game, this led many reviewers to compare Uncharted to summer blockbuster films,[3][55][56] with the action and theme of the game drawing comparisons to the Indiana Jones film series and Tomb Raider.[15][55] As part of the presentation, the game's story and atmosphere were also received well.[3][55] The depth of the characters was praised, each having "their own tone".[55] The voice acting was also received well, as the cast "nails its characterizations"; overall, the voice acting was described as a "big-star performance",[14] "superb"[56] and "stellar".[3] Game designer Tim Schafer, well known as the creator of the early LucasArts adventure games such as The Secret of Monkey Island, has also lauded the game, saying he "liked it a lot", and jokingly thanked it for teaching him a new fashion tip (Nathan Drake's "half-tucked" shirt).[57]

The technical achievements in creating this presentation were also lauded. The graphics and visuals were a big part of this, including appreciation of the "lush" jungle environments,[3][12][15] with lighting effects greatly adding to them.[56] The game's water effects were also appreciated.[54] Overall, many reviewers commented that, at the time, it was one of the best-looking PlayStation 3 games available.[48] Further to the graphical aspects, both facial animation and the animation of characters,[16][56] such as Nate's "fluid" animations as he performs platforming sections were noted,[3] although the wilder animations of enemies reacting to being shot were over-animated "to perhaps a laug

Killzone 2 #3

Killzone 2 theme by Draicus

Download: Killzone2_3.p3t

Killzone 2 Theme 3
(3 backgrounds)

Killzone 2
Developer(s)Guerrilla Games
Publisher(s)Sony Computer Entertainment
Director(s)Mathijs de Jonge
Designer(s)Neil Alphonso
Programmer(s)Michiel van der Leeuw
Artist(s)Jan-Bart van Beek
Bas Uterwijk
Composer(s)Joris de Man
SeriesKillzone
Platform(s)PlayStation 3
Release
  • AU: February 26, 2009
  • NA: February 27, 2009
  • EU: February 27, 2009
Genre(s)First-person shooter
Mode(s)Single-player, multiplayer

Killzone 2 is a 2009 first-person shooter developed by Guerrilla Games and published by Sony Computer Entertainment for the PlayStation 3. It is the second main installment in the Killzone series, following 2004's Killzone.

Similar to its predecessor, Killzone 2 takes place in the 24th century and chronicles the war between two human factions; the Vektans, and the Helghast. The game takes place two years after the events of Killzone and follows protagonist Tomas "Sev" Sevchenko as he and his unit battle the Helghast as the Vektans invade Helghan. The protagonist of Killzone and Killzone: Liberation, Cpt./Col. Jan Templar, returns in a supporting role, along with Rico Velasquez. Killzone 2 is played from a first-person view and allows the player to use a variety of weapons. It was released worldwide in February 2009.

Killzone 2 was widely anticipated prior to its release. It was critically acclaimed by critics and fans, who praised it as a superior title to the original Killzone. Additional praise was given to the game's visuals, action, multiplayer modes, soundtrack and atmosphere, although criticism was directed at the narrative. The game's critical and commercial success led to a sequel, Killzone 3, which was released in February 2011.

The official servers for Killzone 2 and Killzone 3 were shut down in March 2018. However, in 2021, a game preservation group called PSONE restored most of the game's online capability on their own set of servers.

Gameplay[edit]

Campaign[edit]

Killzone 2 at E3 2007

The game is presented almost entirely from a first person perspective, aside from vehicular combat. Killzone 2 features a "lean and peek" cover system which allows the player to take cover behind an object and then pop out to fire at enemies. The "lean and peek" mechanic stays in first-person view at all times. It is also possible for the player to pilot vehicles at two points in the game: a tank and an exoskeleton. Many classic weapons and vehicles from previous Killzone installments return, such as the M82-G and the StA-52 LAR.[citation needed] The Sixaxis motion control feature is also utilized in performing certain actions such as turning a valve, arming an explosive charge and sniping.

Multiplayer[edit]

Warzone, the title of the online multiplayer component of Killzone 2 has been developed by Guerrilla Games in conjunction with the game's single-player campaign.[citation needed] The online multiplayer gameplay is class-based, meaning the player can choose a class of character which is specialized for a specific role to better suit the player's needs in battle. There are 7 classes in total, in which the player can mix and match a main and sub ability according to their playing style, and can switch abilities upon death. There are 15 weapons available to the player, most of which cannot be used until the player reaches a certain rank. Two of these weapons are secondary firearms, and a further two weapons, the Boltgun and Flamethrower, are exclusive to the downloadable maps "Suljeva Cliffside" and "Arctower Landing".

Players play as either the ISA or Helghast, with a few gameplay differences. The character model and respawn points, and the "lean and peek" cover systems were removed. Each class levels up with experience gained from killing enemies or completing mission objectives. With enough experience, players unlock new weapons and skills, as well as a new class. Each class has two badges, the Primary badge selects the class and their specified skill. The secondary badge has an extra skill for the specified class but can be swapped to create own custom class.

Warzone plays out through dynamic matches where multiple game types are played in a single round. The game does not reset between game types, instead flowing between them, with the winning team determined by who wins the most modes. The game ships with five different game types including Assassination, Search & Retrieve, Search & Destroy, Bodycount and Capture & Hold.[1] Online matches can connect 2 to 32 players, and they can group into six squads of up to four players. If an online match does not have a full 32 players, computer-generated "bots" can be added in to create bigger teams (but only in an unranked match). Killzone 2 also offers a clan system, which allows clans of up to 64 players to compete for "Valor Points", an in-game currency that clans can use to bet on tournaments.

Players can also play offline against AIs with Skirmish mode and unranked online multiplayer, but there is no offline multiplayer mode for splitscreen players.

Eight multiplayer maps are included on disc at release,[2] but Guerrilla has released more maps as downloadable content. 6 more maps have been added to multiplayer since release via downloadable content purchasable from the PlayStation Store.

Plot[edit]

Two years after the attempted Helghast invasion of Vekta, an ISA fleet led by Colonel Jan Templar is sent to attack Pyrrhus, the capital city of Helghan, with the goal of deposing and arresting Emperor Scolar Visari on charges of war crimes. Among the ISA units taking part in the attack is Alpha Squad, led by Jan's old comrade Ricardo "Rico" Velasquez. Sergeant Tomas "Sev" Sevchenko, a veteran of the ISA "Legion" battalion, is assigned to serve as his second-in-command.

Tasked with securing Pyrrhus against the fierce resistance of the Helghan Second Army, the team quickly discovers that the Helghast are well prepared for an invasion. Using Helghan's harsh environment to their advantage, they have developed new weapons and equipment, none of which the ISA has ever seen before. Furthermore, the planet's fog-like atmosphere, gritty deserts, and constant storms pose almost as much of a threat to the invaders as the enemy themselves.

Story[edit]

Led by Jan's flagship, the New Sun, the ISA bombard Pyrrhus as cover for a massive ground assault on the city. Despite stiff resistance from well-armed Helghast divisions, they steadily advance towards the Imperial Palace, ultimately capturing both Visari Square and the Helghan Military Academy. Just as the main convoy is set to attack the palace, Colonel Mael Radec, commander of the Second Army, activates a network of arc towers hidden beneath Pyrrhus, killing hundreds of ISA soldiers and breaking their momentum.

Dante Garza, a member of Alpha Squad and close friend of Tomas's, retrieves a piece of a destroyed tower and sends it to ISA researcher Evelyn Batton, who learns that the towers are powered by Petrusite, a mineral capable of generating and channeling electricity. She also identifies an old mining outpost on the outskirts of Pyrrhus where the Helghast have been secretly extracting it for military use.

While working to restore the outpost's communication antenna, Tomas and Rico are separated from the rest of Alpha Squad, allowing Radec's men to capture them. The two fight their way through the refinery where the captives were taken, stumbling upon an interrogation overseen by Radec himself. Oddly enough, he demands that Evelyn give him the launch codes to a set of stolen nuclear warheads in Helghast custody. Rico loses his temper and surprises Radec, saving the captives but leaving Garza mortally wounded when one of Radec's men Rico kills discharges his weapon and Garza is shot in the process. Blaming him for his friend's death, Tomas and the squad return to the New Sun.

Before Garza can be properly mourned, an elite Helghast battalion led by Radec mounts a surprise attack on the fleet, boarding or destroying several ships including the Sun. The ship's crew manages to evacuate, but Radec reaches the bridge, mortally wounds Jan and executes Evelyn, downloading the codes before they can be deleted. With the last of his strength and before succumbing to his wounds, Jan maneuvers the ship to crash into the center of Helghan's Petrusite distribution grid, causing it to explode and disrupt the arc network.

Seizing the opportunity, the survivors attempt to regroup, only to witness Visari detonate the warheads over Pyrrhus, destroying it and killing both the entire population and most of the remaining ISA forces.

With ISA captain Jason Narville leading an offensive on the remnants of the Second Army, Alpha Squad breaches the palace, where they encounter Radec and the imperial guard. After a pitched battle, the wounded commander and his men commit mass suicide out of disgrace, clearing the way to Visari's throne room.

As Tomas moves to arrest him, Visari gloats that he has still won, as the Helghast are now united against the ISA, and without him, they cannot be stopped. Overcome with guilt and wanting revenge for Templar and Garza's deaths, Rico kills him on the spot.

Weary from fighting, Tomas exits the palace and sits on the steps. Above him, a large armada belonging to the Helghan First Army begins its attack on what is left of the ISA invasion force.

Development[edit]

At E3 2005, Killzone 2 was debuted with a trailer depicting soldiers landing in a hostile war-zone on Helghan and fighting Helghast forces. Critics in the media argued that the trailer shown at the trade show did not show actual gameplay footage, as its high level of visual detail has been argued to be impossible to render in real-time on the PlayStation 3 and the audio mix of the trailer was slightly delayed. SCEA's Vice President, Jack Tretton, stated that the footage of Killzone 2, that was believed to be pre-rendered, "is real gameplay everybody's seeing out there".[3] Several days later, Phil Harrison, SCE Europe's Vice President of Development, stated in an interview that all of the footage of PlayStation 3 games at E3 2005 were "running off video" which was "done to PS3 spec".[4] Further interviews eventually revealed the trailer was indeed a "target render", a prerendered video showing the developer's goals for the finished product.[5]

At the Game Developers Conference in 2007, a Killzone 2 teaser was shown behind closed doors, and was never released to the public. It featured various battles, destructible environments, and lighting effects among others.[6] Killzone 2 was shown to a panel of journalists at a special pre-E3 2007 event in Culver City, California, and then the next day to the public at Sony's E3 press conference.[7] An in-game trailer showing real-time gameplay of Killzone 2 was also released,[8] along with several videos of extended gameplay.[9] A number of media outlets since E3, such as the BBC, have referred to Killzone 2 as being "one of the most cinematic and immersive games ever produced on a console".[10] At the Leipzig Games Convention in 2007, Killzone 2 was presented in playable form to the media. It was the same demo level as shown at E3 2007, although journalists were allowed to play it hands-on.[11] At Sony's PlayStation Day 2008, the first level in Killzone 2's single-player campaign was presented, named "Corinth River".[12]

Michal Valient, a Senior Programmer at Guerrilla Games, presented details of their Killzone 2 proprietary game engine at a Developers Conference in July 2007.[13] As with many other titles published by SCE, including LittleBigPlanet and Infamous, Killzone 2 uses a deferred shading engine which enables far greater control over the game's characteristic lighting palette, while maximising processor throughput and limiting shader complexity. Other games to use similar approaches include Rockstar Games' Grand Theft Auto IV and GSC Game World's S.T.A.L.K.E.R.: Shadow of Chernobyl. However, this approach does create some additional problems, notably with respect to anti-aliasing and transparencies. The former was solved using a MSAA Quincunx (multisample anti-aliasing) solution, and the latter by the addition of a standard forward rendering path. The game's graphics were universally praised by critics.[14]

The animation was done in Maya 8.5 with some motion capture animations tweaked in MotionBuilder. 3D artists, animators and level designers used Maya as their production environment, which is unusual considering that most 3D games are produced using 3ds max. A large library of custom Maya tools and scripts was created to support these different disciplines.[15] Tools like "Hyperion", a lightmap rendering software, were used in place of Maya's viewport rendering software. In-game animation was assisted with another tool they created called "AnimationBlender" and particle effects were edited using a tool called "Particle Editor". They also created a tool called "ColorTweaker", which gave them the possibility to do color correction on the PS3 in real-time.[15]

Most of the animation was done using motion capture with some animations, reload animations for example, done by hand. Facial animation was done using blendshapes with bones for the jaw and the eyes. Lead tech artist, Paulus Bannink, explains that "The main reason for going with blendshapes was the relative ease with which they can be transferred to different faces, it would also provide a more artist friendly way of editing the facial animation rig.".[15] The cut scene facial animation was done using marker motion capture. In game dialog was done generically using MotionBuilder after audio files were plugged in. The game was developed not only by artists in Amsterdam, but also by people living in New Zealand, Australia, Japan, Korea, the UK and the US. The data files, gigabytes in size, were sent over the internet.[15]

Killzone 2's budget was originally US$20 million but rose to US$40–45 million at the end of the development, with a team of 120.[16][17][18][19]

Soundtrack[edit]

Killzone 2 (Original Soundtrack from the Video Game)
Soundtrack album by
ReleasedOctober 19, 2009
GenreOrchestral, Video game soundtrack
Length1:14:22

The score to Killzone 2 was composed by Joris de Man, who scored 60 minutes of in-game music and 30-minutes of live orchestral score for the game, recorded at Abbey Road Studios in London, with the Nimrod Studio Orchestra.[20] The score was produced and mixed by Rich Aitken, regular mix partner for Joris de Man and Marc Canham, at Nimrod Productions.

Killzone 2 (Original Soundtrack from the Video Game)
No.TitleWriter(s)Length
1."Opening - Birth of War (Retribution)"Joris de Man3:40
2."The Second Helghan March (Helghan Forever)"Joris de Man2:21
3."Battle Preparations"Joris de Man1:33
4."Bridge is Down"Joris de Man1:47
5."Ambush"Joris de Man2:23
6."Protecting the Convoy"Joris de Man3:14
7."Flight into Blood Meridian"Joris de Man0:45
8."Fight Your Way Through"Joris de Man3:21
9."Heavy Resistance"Joris de Man1:32
10."An Unexpected Guest"Joris de Man0:58
11."The Police Station"Joris de Man2:33
12."Resistance on the Bridge"Joris de Man0:53
13."Taking the Bridge"Joris de Man3:03
14."Petrusite Revealed"Joris de Man0:56
15."The Academy"Joris de Man3:21
16."Fight the A.T.A.C."Joris de Man1:59
17."A Day of Mourning"Joris de Man2:36
18."Suljeva"Joris de Man3:12
19."Next Stop Tharsis Refinery"Joris de Man2:26
20."Question Time with Radec"Joris de Man1:18
21."Dante Garza RIP"Joris de Man1:58
22."Going Up"Joris de Man2:07
23."Templar's Last Stand"Joris de Man3:45
24."The Exoskeleton"Joris de Man3:38
25."Nuked"Joris de Man1:53
26."Radec's Personal Guards"Joris de Man3:10
27."Visari's Lament"Joris de Man4:41
28."End Credits Suite"Joris de Man8:07
29."Fight the A.T.A.C. (Remix)"Joris de Man1:12

Release[edit]

Beta access was given to a select number of North American and European PlayStation Network subscribers. The beta consisted of three online multiplayer maps; "Blood Gracht" (small), "Radec Academy" (medium) and "Salamun Market" (large), with unlockable ranks and character classes ("badges"). Beta testers had their own statistics and have the ability to enter clan competitions. Beta access was private and thus could not be shared with other PlayStation Network accounts. Also, beta testers are tied with Sony Computer Entertainment Inc. by a non-disclosure agreement; therefore they were not allowed to reveal contents of the beta experience. A technical demo of one of Killzone 2's TV commercials, known as the "Bullet" trailer, was released on the PlayStation Store on April 2, 2009.[21] The demo features the commercial itself, the ability to shift camera angles and film speed, and several commentaries from key development staff at Guerrilla Games.

On February 5, 2009, SCEE released a single player demo of Killzone 2 on the European/Oceanic PlayStation Store.[22] The demo includes the first two sections of 'Corinth River' (the first level of the game) as well as the tutorial sequence from the final game.[23] A demo card, granting access to a Killzone 2 demo was also offered to US gamers who pre-ordered the game at GameStop. The US demo was also made available to those customers on February 5. In the North American version of PlayStation Home, if users found an avatar dressed in a Helghast costume, the avatar with the Helghast costume would give that user a code for the demo. This occurred on February 16.[24] On February 26, the demo was made available for download from the PlayStation Store in North America.

The servers for Killzone 2 and Killzone 3 were shut down on March 29, 2018. They have since been offline and can no longer be played online.[25]

PlayStation Home[edit]

In the North American version of PlayStation Home, if users pre-ordered Killzone 2 from Amazon.com, users received free male and female I.S.A. and Helghast uniforms for their avatar.[26] In the European version of PlayStation Home, if users participated in the "Killzone AM" event that took place on Saturday March 28, 2009, at 11 am CET for one full round, the Home Managers gave the participants a code for the Killzone 2 uniforms. Requirement was that users had to have a United Kingdom PSN account.[27] For a limited time in Japanese Home, users received an I.S.A. uniform for watching the Killzone 2 trailer and answering a questionnaire. To get the Helghast uniform in Japan, users had to do a pre-order. In Home's shopping complex, there are fourteen — seven for male and seven for female — Killzone 2 themed shirts available for purchase as well as the Helghast Tactician uniform. A costume for Radec was released on March 4, 2010, to the European Home and has been released in the North American.

Guerrilla Games have released a Killzone 2 themed apartment called the "Visari Throne Room" for Home. The Visari Throne Room apartment is based on the throne room inside Visari's Palace from the final mission of Killzone 2. For the Visari Throne Room, there are five pieces of furniture based on actual palace furnishings from Killzone 2: two types of Visari-style chairs, an administrative desk, a plant container with authentic Helghan vegetation, and a freestanding painting which portrays an important moment in the colonial history of the Helghast. The Visari Throne Room and matching furniture were made available to the European Home on July 2, 2009,[28] the North American on August 27, 2009,[29] and the Asian[30] and Japanese Home on October 9, 2009.[31]

Downloadable content[edit]

On April 10, 2009[32] Hermen Hulst, Managing Director from Guerrilla Games announced on GameTrailers TV[citation needed] that Killzone 2 would get a DLC map pack named "Steel & Titanium" which would contain two new maps called Wasteland Bullet and Vekta Cruiser. With new gameplay elements and strategic twists.[33][34] The first DLC map pack was released on Thursday, April 30.[34][35] Hulst stated that the next Killzone 2 DLC map pack that they were releasing would have a 'Retro Vibe' to it.[citation needed]

The second map pack was officially announced on May 20, 2009 as "Flash and Thunder", and features two maps previously seen in Killzone called "Beach Head" and "The Southern Hills". Both maps followed the first map pack by bringing new gameplay elements and strategic twists; Beach Head, the wide open battlefield, with rain-filled trenches, and Southern Hills with its intermittent nuke explosion. It was released on June 11, 2009.[36] Both map packs have twelve trophies that go along with them, six for each map.

On July 10 the third map pack was officially announced, even though Sony stated that there were no plans for a third pack. The DLC "Napalm and Cordite" was released on July 23, 2009, it contained two new maps "Suljeva Cliffside" and "Arctower Landing", in addition to the maps the Flamethrower and the Boltgun both from singleplayer made their debut in multiplayer.[37] The Flamethrower is found in the Suljeva Cliffside map and the Boltgun is found in the Arctower Landing map. A multiplayer map pack bundle was also released to coincide with the release of Napalm and Cordite, containing all six maps from the DLC packs, for the price of four maps.[38] The downloadable content pack three has eight trophies that go along with it, four for each map which are for the new weapons. With the fifth anniversary of the original Killzone taking place, the map pack "Flash & Thunder" was reduced in price in North America and Europe.

Reception[edit]