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.
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.
The game is played from a third-person perspective and its world is navigated on foot and by vehicle. Throughout the single-player mode, players control Niko Bellic. An online multiplayer mode is also included with the game, allowing up to 32 players to engage in both cooperative and competitive gameplay in a recreation of the single-player setting.[b] Two expansion packs were later released for the game, The Lost and Damned and The Ballad of Gay Tony, which both feature new plots that are interconnected with the main Grand Theft Auto IV storyline, and follow new protagonists.
Development of Grand Theft Auto IV began soon after the release of San Andreas and was shared between many of Rockstar's studios worldwide. The game introduced a shift to a more realistic and detailed style and tone for the series. Unlike previous entries, Grand Theft Auto IV lacked a strong cinematic influence, as the team attempted an original approach to the story. As part of their research for the open world, the development team conducted extensive field research in New York, capturing over 100,000 photographs and several hours of video. The developers considered the world to be the most important element of the game; though not the largest map in the series, they considered it comparable in scope due to its verticality and level of detail. The budget climbed to over US$100 million, making it one of the most expensive video games to develop.
Grand Theft Auto IV was released for the PlayStation 3 and Xbox 360 consoles in April 2008, and for Windows in December. Upon release, the game received critical acclaim, with praise particularly directed at the narrative and open-world design. Grand Theft Auto IV broke industry sales records and became the fastest-selling entertainment product in history at the time, earning US$310 million in its first day and US$500 million in its first week. Considered one of the most significant titles of the seventh generation of video games, and by many critics as one of the greatest video games of all time, it won year-end accolades, including Game of the Year awards from several gaming publications. It is among the best-selling video games with over 25 million copies sold by 2013. The game generated controversy, with criticism directed at the game's depiction of violence and players' ability to drink-drive. Its successor, Grand Theft Auto V, was released in September 2013.
Grand Theft Auto IV is an action-adventure game played from a third-person perspective.[2] Players complete missions—linear scenarios with set objectives—to progress through the story. It is possible to have several active missions running at one time, as some require players to wait for further instructions or events. Outside of missions, players can freely roam the game's open world and complete optional side missions.[3] Composed of the fictional city of Liberty City, the world is larger in area than most earlier Grand Theft Auto series entries.[4] At the beginning of the game, players can only explore the first island—composed of Dukes and Broker—with all other islands unlocking as the story progresses.[5]
Players use melee attacks, firearms and explosives to fight enemies, and may run, jump, swim or use vehicles to navigate the game's world. There is a first-person perspective option when using vehicles. In combat, auto-aim and a cover system can be used as assistance against enemies. Should players take damage, their health meter can be fully regenerated by consuming food or drinks, using medical kits, or calling for paramedics.[6] If players commit crimes, the game's law enforcement agencies may respond as indicated by a "wanted" meter in the head-up display (HUD). On the meter, the displayed stars indicate the current wanted level (for example, at the maximum six-star level, efforts by law enforcement to incapacitate players become very aggressive). Law enforcement officers will search for players who leave the wanted vicinity. The wanted meter enters a cool-down mode and eventually recedes when players are hidden from the officers' line of sight.[7]
The game's cover system allows players to move between cover, to fire blindly, aim freely, and target a specific enemy. Individual body parts can also be targeted.[8] Melee attacks include additional moves, such as dodging, blocking, disarming an opponent and counter-attacking. Body armour can be used to absorb gunshots and explosive damage, but is used up in the process. When health is entirely depleted, gameplay stops, and players respawn at the nearest hospital.[6]
The single-player mode lets players control an Eastern European war veteran, Niko Bellic. During the story, Niko meets and befriends various new characters. They can then perform favours for Niko whenever he asks; for example, his cousin Roman, who owns a taxi service, can send one of his cabs to take Niko to any destination around the city. Cabs are always available during gameplay for quick travel to a destination. Throughout the course of the game, players are also faced with morality choices, which alter the storyline appropriately depending on the player's choice. While free roaming the game world, players may engage in context-specific activities such as bowling or darts. Other available activities include a vigilante mini-game, and in-game television programming.[9][10][11] Niko has a cell phone for contacting friends and starting activities.[12] The cell phone is also used to access the game's online multiplayer mode, and to enter cheat codes.[13] To access the in-game Internet, which allows Niko to send and receive emails and set up prospective dates with potential girlfriends, Niko can use Internet cafés located around the city.[14] The game also features a subway system, allowing players to quickly traverse through the game's world.[15]
The online multiplayer mode for Grand Theft Auto IV allows up to 32 players[b] to freely roam across the map. Players decide which game mode they wish to play, including deathmatches and street races. Both cooperative and competitive game modes are available, split into ranked and unranked matches.[16] For players to level up through ranks, in-game money has to be earned. The game also features a Free Mode, in which players have the entire map open to explore, with no end goal or mission to complete. Hosts of the game can control many variables, such as police presence, traffic, and weapons.[17] The multiplayer mode was discontinued on Windows in 2020.[18]
Grand Theft Auto IV takes place in 2008, within a redesigned version of Liberty City. The design of the city focuses on a recreation of four of the boroughs of New York City: Broker (based on Brooklyn), Dukes (Queens), Bohan (The Bronx), and Algonquin (Manhattan). The setting also includes the neighbouring state of Alderney (based on New Jersey).[19] Initially, bridges are locked down due to a terrorist threat, and police constantly pursue players if the bridges are crossed. The blockades are lifted as the story progresses, allowing the player to traverse between islands safely.
Grand Theft Auto IV is set in the fictional "HD Universe", which mirrors and parodies the real world. The previous games formed fictional universes of their own,[c] which despite having many similarities with the HD Universe, are considered to be different continuities. Hence, the Liberty City depicted in Grand Theft Auto IV is different from its previous renditions, and the game itself serves as a reboot for the series. The new timeline established by Grand Theft Auto IV would continue with two expansion packs, The Lost and Damned and The Ballad of Gay Tony, and a sequel, Grand Theft Auto V, as well as its online component, Grand Theft Auto Online.[21][22][23] The handheld game Grand Theft Auto: Chinatown Wars is also considered part of the HD Universe, because it features the same map as Grand Theft Auto IV, except for Alderney.[24]
Niko Bellic, an Eastern European ex-soldier,[25] arrives in Liberty City aboard a cargo ship, the Platypus, to escape his criminal past, pursue the American Dream, and search for the man who betrayed his unit to an ambush during a war ten years prior. Reuniting with his cousin Roman, he discovers that his tales of riches were lies concealing his small, dirty apartment, unprofitable taxi company, gambling debts, and disputes with loan sharks. Niko begins assisting Roman with his problems, which leads him to make his first criminal contacts in the city. He befriends Yardies second-in-command Little Jacob and is forced to work for Vlad Glebov, Roman's Russian loan shark, whom Niko eventually kills upon learning he had slept with Roman's girlfriend, Mallorie.
In retaliation, Niko and Roman are kidnapped by Russian mobsters on orders of their boss Mikhail Faustin and his lieutenant, Dimitri Rascalov. Indifferent to Vlad's murder, Faustin releases them and employs Niko as a hitman, eventually ordering him to kill the son of Russian crime lord Kenny Petrović. When Petrović threatens retaliation, Dimitri convinces Niko to assassinate Faustin. However, he then betrays and brings Niko to his former employer, Ray Bulgarin, who accuses Niko of stealing from him during a botched human trafficking job years earlier. Niko denies the allegation and a firefight ensues, allowing Dimitri and Bulgarin to escape.
Dimitri's men burn down Niko and Roman's apartment and taxi company, forcing them to flee to Bohan. While Niko finds work with several local drug lords, Dimitri kidnaps Roman in a failed attempt to lure Niko into a trap. Later, Niko discovers that his romantic interest, a woman named Michelle, is a government agent, who then entraps him into working for her agency. In exchange for the murders of several known or suspected terrorists, the agency clears Niko's criminal record and assists him in searching for the traitor he seeks. Niko and Roman's fortunes improve when the latter receives a large amount of insurance money from his destroyed business, which he uses to rebuild it and buy an apartment in Algonquin. Roman also proposes to Mallorie, who accepts.
While working for the Irish Mob, Niko befriends gangster Patrick "Packie" McReary and helps him and his brothers carry out various jobs, including a major bank robbery. Niko is later hired by Ray Boccino, a caporegime in the Pegorino crime family, to oversee a diamond deal, which goes awry. Boccino repays Niko by helping him find his ex-comrade Florian Cravic, now known as Bernie Crane, who claims he was not the one to betray their unit. Niko concludes that the traitor was Darko Brevic, the only other survivor. Niko continues working for the Mafia in Liberty City and eventually earns the trust of Don Jimmy Pegorino, who orders Niko to kill Boccino after suspecting him of being a police informant. Niko also helps Packie kidnap Don Giovanni Ancelotti's daughter to ransom her for the diamonds, but Bulgarin intercepts the exchange. In the ensuing firefight, the diamonds are lost.
Eventually, the government agents find Darko in Romania and bring him to Liberty City for Niko to decide his fate. Afterwards, Niko is summoned by Pegorino for one final favour: to help with a highly lucrative heroin deal in collusion with Dimitri. Niko must either agree to work with Dimitri or exact revenge on him.[26] If Niko goes through with the deal, Dimitri betrays him again,[27] kills Pegorino,[28] and attempts to kill Niko via an assassin at Roman's wedding, but accidentally kills Roman;[29] Niko retaliates by tracking and murdering Dimitri.[28] If Niko chooses to exact revenge, he kills Dimitri aboard the Platypus,[30] prompting a furious Pegorino to target Niko but accidentally kill Packie's sister Kate, whom Niko had been dating, at Roman's wedding;[29] Niko retaliates by tracking and murdering Pegorino.[31] Later, either Mallorie or Roman tells Niko that Mallorie is pregnant.
Preliminary work on Grand Theft Auto IV began in November 2004,[32] a month after the release of Grand Theft Auto: San Andreas.[33] Rockstar president Sam Houser felt that following up San Andreas was "a nightmare".[34]Rockstar North, the core 220-person team behind the game, co-opted studios owned by parent company Rockstar Games to facilitate development between a full team of over 1,000,[35] including 50 employees at Rockstar NYC, 40 at Rockstar Lincoln, 10 at Rockstar San Diego, and around 600–700 working part-time internally and externally.[36] Some key members of the development team worked 12-hour days during production, often without holidays.[35] The team decided to continue the numbering scheme absent from the previous two main games to represent the same leap in production as Grand Theft Auto 2 (1999) to Grand Theft Auto III (2001).[33] Development of Grand Theft Auto IV ceased by 21 April 2008 when the game was submitted for manufacturing.[37] Producer Leslie Benzies estimated that the budget of the development efforts exceeded US$100 million, making Grand Theft Auto IV one of the most expensive video games ever made.[35]
The game's setting, Liberty City, is based on New York City. The team did not look at the previous renditions of Liberty City as inspiration, wanting it to retain the "general feel" but nothing else.[38] The map is roughly three times the size of Grand Theft Auto III's.[38] The developers originally considered using the entire state of New York, before restricting it to Manhattan, and then expanding it out again. They considered including more suburbs with woods, and would regularly vote on which areas to include.[39] Art director Aaron Garbut said that the team chose the setting because of the detail and variety it provided, describing New York as "an amazing, diverse, vibrant, cinematic city".[40] Writer Dan Houser added that the team "wanted to be somewhere where we had a foothold" due to the amount of research required for the world; Rockstar Games's main headquarters are located in New York.[41] The team consciously avoided a precise recreation of New York City to allow for more enjoyable game design,[32] selecting the areas that they felt "characterised it the best".[40] Garbut wanted to capture a caricature of the city as he felt that most people were familiar with "the highlights" from film or literature but did not need to know the areas precisely.[40] The city was not built with specific missions in mind; the area was created first, and missions implemented later.[42]
To achieve a realistic environment, 60–70 employees from Rockstar North travelled to New York for research: first at the beginning of the project in March or April 2005 for a week and a half,[39] and a smaller trip in 2007.[38] Police officers who previously worked the beat drove the team around Washington Heights.[39] A full-time research team based in New York handled further requests for information, such as the ethnic minority of a neighbourhood or videos of traffic patterns. Videos shot in New York were played on televisions at the Rockstar North offices "so while they worked they could look up and there was New York".[39] Benzies claimed that the team took over 100,000 photographs on location in New York,[35] though Garbut estimates that they took around 250,000.[38] They also studied architectural plans for apartments, used satellite images to determine city block layout, researched sales figures for models of cars, and read books that detailed the city's infrastructure, including its subways, sewers, and garbage disposal.[43] Hove Beach is based on Brighton Beach, which Sam Houser found "pretty incredible" and unusual; the name is based on the English city Brighton and Hove, made up of the former neighbouring towns Brighton and Hove.[44] Houser appreciated that Brighton Beach was home to several Eastern Europeans due to the nature of the game's characters.[44]
Dan Houser described Liberty City as "the biggest character" of the game.[40] The Grand Theft Auto IV rendition of Liberty City is more detailed and larger in size than most earlier entries in the series; although smaller than San Andreas, the setting of the previous main game, the developers considered it comparable in scope due to city's verticality, number of buildings, and level of detail.[45] The team wanted less dead spots and irrelevant spaces, such as the wide open deserts in San Andreas.[32] They wanted the game to be "a more focused experience" than San Andreas, and Dan Houser felt that the limited activities of New York allowed this.[33] The team felt that the addition of Niko's mobile phone added to the immersion of the world and represented society's shifted focus on phones.[33] The in-game brands and products are designed over several years; the billboards were implemented in the game around six months prior to release.[38]
Benzies produced the game. Dan Houser co-wrote the story,[35] while his brother Sam executive-produced the game.[34]
The game's script, written by Dan Houser and Rupert Humphries, is about 1,000 pages.[35] Approximately 660 actors provided voices for the game over 80,000 lines of dialogue.[39] After conceiving the character and setting, Dan Houser spoke with his brother Sam Houser and Leslie Benzies to bounce story ideas before writing a rough synopsis, a six-paged, detailed document. Once the synopsis was reworked, the designers broke it into missions, represented by a large flow document demonstrating each section. The writers then work on the introductions to the missions; the gameplay dialogue comes much later.[41] Unlike previous Grand Theft Auto games, Grand Theft Auto IV does not have cinematic influences. "We were consciously trying to go, well, if video games are going to develop into the next stage, then the thing isn't to try and do a loving tribute or reference other stuff," said Dan Houser.[41] He said that the writers wanted something "fresh and new and not something that was obviously derived from [a] movie".[41] Dan Houser felt that the quality of the writing had to improve alongside the advancements in graphics and technology. He noted that the improvements in facial animation allowed for slower-paced cutscenes.[40] The unique dialogue that plays when a mission is retried was to ensure that the gameplay felt "less canned and less like Groundhog Day".[40]
Dan Houser described Niko Bellic as "a more rounded character" than those in previous games.[40] He felt that his dual personality—often saving innocent people, while also being a "cold-hearted killer"—made him more relatable.[40] He also felt that Niko's unfamiliarity with Liberty City allowed for the player to relate to him more, only driven by his vague past and relationship with Roman. When deciding on Niko's background, the writers felt that being an immigrant could lead to more dangerous situations, and therefore more enjoyable missions; after discussions with criminal experts, Dan Houser found that "the real scary characters are not born in America anymore".[40] He felt that Niko's outsider view of American culture was "fun".[40] The team wanted Niko to be "more of an anti hero than a hero, capable of making positive actions within his criminal world".[46] They wanted his demeanour to reflect the weight of his past and choices.[46]
Niko's design underwent a few changes, but was finalised early in development.[47] His outfit underwent several changes based on Eastern Europeans, particularly photographs of men fighting in winter wars in Yugoslavia and Chechnya. The primary motivation for the design was a face to convey the appropriate emotions and a body that could move nicely with the new animations.[40] The in-game purchasable outfits were also designed to fit with the character.[33] The team ensured that the gameplay choices presented to the player were not too extensive, as they still had to make sense to the character, who is driven by the people around him. Dan Houser felt that the missions in San Andreas had become too linear, and wanted to present choices to the player in Grand Theft Auto IV.[40]
The writers found that Niko needed a motivation to come to America, so they created his cousin, Roman. Dan Houser felt that the two could not be brothers as there would be a deeper level of familiarity than necessary. He described the two as a double act, with Roman's fantasist charm playing off Niko's tough cynicism. The team gave other non-playable characters (NPCs) more definable behaviours and dialogue to make them feel more alive. The writers initially considered having a smaller group of characters, but found that the story became boring and that players were less likely to explore the world. The stranger characters found in the game world were based on the "crazy people" that populate New York, according to Dan Houser, which in previous games were only able to be captured through radio stations or mild pedestrian behaviours.[38] The team based the ethnicities, clothing, and behaviours of the NPCs on the photographs and videos that they captured around New York, divided into different areas;[40] they created mood boards for each location.[38] The NPCs also converse in different languages.[39]
Grand Theft Auto IV sees a shift in the series to a more realistic and detailed style and tone, partly a result of the transition to consoles which offered high-definition graphics and the new and improved capabilities of such consoles. The development team worked to represent the upgrade in quality across all design aspects while maintaining the coherence of the previous games.[32] The team took the game's development as an opportunity to "strip things back and start again", refining the art style without losing the style of the series;[40] they distanced the game from the "cartoon-like style" of its predecessors while creating a new style that was consistent across all aspects of the game.[48] Garbut found the increased demand of detail brought on by the advanced technology daunting.[49] A technique used to make the visuals look real was to avoid harsh edges, instead blending surfaces together to make the world look dirty and lived-in.[50] The props department created multiple variations of different objects to make the world more interesting and unique.[40]G
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Wipeout HD is a futuristic racing video game developed by Studio Liverpool and published by Sony Computer Entertainment for the PlayStation 3. It is the eighth installment of the Wipeout series and was first released on the PlayStation Network on 25 September 2008 in both Europe and North America, and on 29 October in Japan. A major expansion pack titled Wipeout HD Fury was released worldwide via the PlayStation Network worldwide on 23 July 2009. A retail version was later made available in Europe on 16 October. Both Wipeout HD and its HD Fury Expansion are playable in 3D when connected to a 3D TV.
The game revolves around players competing in the FX350 anti-gravity racing league, and features selected tracks from the PlayStation Portable games Wipeout Pure and Wipeout Pulse, although the content has been upgraded to render 1080p visuals in 60 frames per second. Wipeout HD was developed by Studio Liverpool, who had desired to release a game for the PlayStation store to stress that downloadable content was not reserved for smaller games. The game was delayed for a few months due to reports of it failing epilepsytests.
Wipeout HD and its expansion pack received positive reviews upon release. Critics unanimously praised the game's 1080p visuals, smooth frame rate, and techno soundtrack – a feature many critics recognised as a hallmark of the Wipeout series. The game received controversy over its in-game advertising at the time of the Fury expansion pack's release, with many players complaining of extended loading times due to in-game advertisements. Wipeout HD, along with its Fury expansion pack, was also chosen as a free offering as part of Sony's "Welcome Back" programme due to the 2011 PlayStation Network outage. The expanded Fury version and the subsequent Wipeout 2048 were remastered for PlayStation 4 and released as Wipeout Omega Collection in 2017.[1]
Wipeout HD is a racing game in which players compete in the FX350 anti-gravity racing league. The game features a selection of eight tracks originally used in Wipeout Pure and Wipeout Pulse, albeit updated in 1080p visuals and rendered in 60 frames per second.[2][3][4][5] Players pilot anti-gravity ships owned by racing corporations (collectively referred to as "teams" in-game). The base game (excluding the Fury expansion pack) allows participation by up to twelve teams, with six ships each,[6]trophy support, an online mode capable of holding eight players per race,[4] and eight race tracks.[3]
The game has five race modes: the first is a standard single race, which involves the player racing to finish first to earn a gold medal; securing second or third place will reward the player with silver and bronze medals, respectively.[7][8] Tournament mode consists of four single races in each tournament; the player who earns the most points wins.[9] Time trials and speed laps involve obtaining the fastest time in either three laps or a single lap.[10] The final race mode is called "Zone Mode", in which survival is the goal, as the player's ship increasingly accelerates to extreme speeds.[8][2][11] In addition to the five race modes, Wipeout HD provides a "Photo Mode", which can be activated after the player completes a race. In "Photo Mode", the player can take screenshots of the completed race and may change the exposure, saturation, lens focus, or add effects such as depth of field or motion blur.[12][4]
Every ship in the game has its own characteristics; depending on the team selected, a ship will vary in terms of speed, acceleration, manoeuvrability, and shield strength.[13] Each ship is equipped with an energy shield which absorbs damage sustained; energy is lost whenever the player's ship collides or is hit by weapon fire. If the shield runs out, the ship and player in question will explode, resulting in elimination from the race.[14] However, players may replenish energy by absorbing unwanted weapon pick-ups.[4] The weapons are the same ones featured in Wipeout Pulse; defensive weapons range from shields—which temporarily make the player's ship invulnerable to damage—to land mines and stationary bombs.[15] Offensive weapons include machine guns, missiles, rockets, and a "quake" – which comes in the form of a devastating earthquake that damages all opponents situated in front of the player.[16] In addition, every ship is equipped with air brakes which can be used for manoeuvring through corners at high speed.[8]
An introduction to the series is the Pilot Assist feature. Intended for players new to the series, it is a passive auto-piloting feature that assists players by nudging them away from the edges of the track or from walls, though its effects at higher speed settings are less desirable.[4][5][8]Wipeout HD allows players to control their craft by using the motion-sensitive features of the PlayStation 3's Sixaxis controller.[3] Motion control comes in two variants: pitch and steering, or pitch only.[17][2] The former allows the craft to be totally controlled by moving the controller, while the latter only allows the nose of the craft to be raised or lowered by motion control, with the steering either controlled by an analogue stick or D-pad.[17][2]
A major expansion pack titled Wipeout HD Fury was released on the PlayStation Store worldwide on 23 July 2009.[18] The pack consisted of four new race tracks, four "Zone Event" tracks, 13 new ship models, and three new game modes: Eliminator, "Zone Battle" and Detonator. The add-on also included a new 80-event campaign mode, a redesigned menu interface, several new trophies and six new music tracks.[19] Eliminator mode is taken directly from Wipeout Pulse and centres around players destroying other competitors for points and finishing laps.[11][19] "Zone Battle" is an eight-player version of the normal "Zone Mode". In it, players must fly over zone pads in order to gain enough speed and reach the target. The first player to reach the target wins, therefore ending the game.[19][18] The final mode is Detonator, in which a single player scores points by shooting mines scattered throughout a race track.[11][18]
Wipeout HD was developed by Liverpudlian developer Studio Liverpool. The studio wanted to take advantage of the PlayStation 3's rendering capabilities to make the game run in full 1080p and 60 frames per second.[20][21] In a retrospective interview, director Tony Buckley said that the team made the decision to release the game as a PlayStation Store exclusive title before development, to stress that downloadable content does not have to be focused on minor games.[20]
Wipeout HD was first announced during E3 2007, where it was initially said to be a download-only title featuring remastered versions of old race tracks.[22] It was also revealed that the game runs in full high-definition and in 1080p.[23] Later in the year at the Tokyo Game Show, Sony revealed to journalists that the game would be available before the end of 2007,[23] and would include two further game modes that were ultimately not included for the final release.[24] This release was not forthcoming; development continued through 2008, and a shifting release date was eventually finalised in the middle of September 2008, for a release later that month.[25]
The delay from the initial summer time frame was widely reported as being due to a technical issue in development.[26] David Reeves, CEO of Sony Computer Entertainment Europe (SCEE), stated that it was a technical problem with the game that they were yet to solve.[26] Reports soon emerged that the game had failed epilepsytesting, and that it would have to be re-engineered before it could be released.[27] These reports were addressed by a SCEE representative, who claimed that the delay was due to numerous improvements and added features, which included the reverse tracks, four extra ships, two new heads-up displays, the addition of a two-player offline split screen mode, and trophy support.[28] Addressing the reports of health issues, they affirmed that they strongly consider consumer safety and maintain it with frequent care.[28] A comparison video between the preview and final builds later showed greatly toned down equaliser visuals in the game's "Zone Mode".[29] The issues were confirmed when Wipeout HD's director, Tony Buckley, spoke about the tests, saying that although he felt the tests were subjective and the exact issues hard to identify, they took them seriously and that the game has emerged finely with additional features, despite their initial fears that the game would "look poorer as a result".[30]
Wipeout HD, along with its Fury expansion pack, were chosen as a free PlayStation Store offering as part of Sony's "Welcome Back" programme due to the 2011 PlayStation Network outage.[31][32][33][34]
The same update released alongside the Fury expansion pack introduced in-game advertisements, found in the loading screens before a race.[35] This move was met with criticism from gaming news outlets,[36] particularly as the advertisements almost doubled the loading time between levels, and while the game content loads at the same speed, the advert must finish playing before the race can begin.[35][37] The adverts were removed soon after numerous complaints were made by players.[38] In addition to the load time problems, there had been consternation about advertising being retroactively added into a game that had already been paid for.[39]
Critics unanimously praised the graphics and visuals. Martin Robinson from the British IGN thought that the game featured the most sophisticated graphics to date on a downloadable title and applauded the game's futuristic aesthetics, saying that its 1080p visuals and seamless 60 frames per second were matched by significant details that benefit the game.[2] Chris Roper from the American IGN praised the lighting effects and the attention to detail made to the ships and tracks, which he thought was visually impressive in 1080p and 60 frames per second.[10] Dan Whitehead of Eurogamer noted that he was insistent that gameplay is a more important aspect than graphics, but stressed that Wipeout HD's visuals was the most important element.[4] Guy Cocker of GameSpot said that the advanced and glossy 1080p graphics should please new and old fans alike. Furthermore, Cocker opined that "all of the [PlayStation's] horsepower" was concentrated on producing very firm visuals, which he alluded to as one of the reasons for the game's prolonged development time.[8] Tom Orry from VideoGamer.com commended the highly smooth 1080p visuals and detailed HD graphics, saying the game's powerful presentation leads to such appearance.[44] Locke Webster from UGO Networks thought that the efficient visuals and variety of features justified the merits of an expensive downloadable title.[45]
Gabe Graziani of GameSpy praised the presentation, saying that it contained a heavy amount of polished visuals as well as a smooth frame rate, and summarised that it updated the PSP titles Wipeout Pure and Wipeout Pulse to HD "magnificently".[41] Jesse Costantino of Game Revolution said that Wipeout HD "joins an elite class of current-gen racers" due to its 1080p visuals and a nearly constant 60 frames per second. Costantino also praised the richly detailed environments of the race tracks, stating that he felt like they were made in real life.[5] Frédéric Goyon of Jeuxvideo.com said Wipeout HD was atypically a large attainment regarding its visuals, and also thought the combined colour choices made it a visually unique racing game.[46] Ryan Davis from Giant Bomb praised the game's transition to HD, stating that he wondered how the Wipeout series treated graphics without 1080p visuals prior to the release of Wipeout HD. In addition, Davis also commended the ship design and very solid frame rate.[42] Terry Terrones of GamePro said that the game was visually stunning, but also implied that it was "essentially a pig with lipstick".[43]
The techno soundtrack and general audio were also praised by critics. Robinson recognised that techno music featured played an important part in the Wipeout series, opining that the entire game is set to a traditional pounding soundtrack. Additionally, Robinson enjoyed how the music was filtered out each time the player performed an airborne jump.[2] Roper similarly acknowledged that soundtracks have always been an integral part of the Wipeout franchise, and said that the music tracks in Wipeout HD fits well with both visuals and the overall racing experience by blending into the background. Regarding the sound effects, Roper noted that not many of them appear, although he appreciated the few ones that are in the game.[10] Cocker felt that the game's soundtrack was enjoyable for fans of electronica, although he liked the fact that players could import their own playlists to the game, an aspect he thought that introduced more variation. In cohesion with other critics, Cocker recognised that music was important to the franchise, and commended the mix of techno, dubstep, and drum and bass soundtracks.[8] Orry stated that the game featured a "brilliant" soundtrack, and also commended its integrated custom soundtrack support.[44] Goyon praised the electro-orientated music, stating that the sound is suitable for the futuristic universe of Wipeout, and also enjoyed the idea of playing customised music if the player did not like the standard soundtrack.[46] Although Davis noted the lack of successful artists like The Prodigy, Daft Punk, or The Chemical Brothers (all of whom were featured in Wipeout 2097), he did acknowledge that there were still "plenty of chilly synths" and throbbing background beats to listen to.[42]
^ abcPinnock, Daimon (15 September 2008). "WipEout HD Officially Dated, Priced". PlayStation Blog. Sony Interactive Entertainment LLC. Retrieved 22 December 2016.
Final Fantasy is mostly an anthology series with primary installments being stand-alone role-playing games, each with different settings, plots and main characters, but the franchise is linked by several recurring elements, including game mechanics and recurring character names. Each plot centers on a particular group of heroes who are battling a great evil, but also explores the characters' internal struggles and relationships. Character names are frequently derived from the history, languages, pop culture, and mythologies of cultures worldwide. The mechanics of each game involve similar battle systems and maps.
Final Fantasy has been both critically and commercially successful. Several entries are regarded as some of the greatest video games, with the series selling more than 185 million copies worldwide, making it one of the best-selling video game franchises of all time. The series is well known for its innovation, visuals, such as the inclusion of full-motion videos, photorealistic character models, and music by Nobuo Uematsu. It has popularized many features now common in role-playing games, also popularizing the genre as a whole in markets outside Japan.
The first installment of the series was released in Japan on December 18, 1987. Subsequent games are numbered and given a story unrelated to previous games, so the numbers refer to volumes rather than to sequels. Many Final Fantasy games have been localized for markets in North America, Europe, and Australia on numerous video game consoles, personal computers (PC), and mobile phones. As of June 2023, the series includes the main installments from Final Fantasy to Final Fantasy XVI, as well as direct sequels and spin-offs, both released and confirmed as being in development. Most of the older games have been remade or re-released on multiple platforms.[1]
Three Final Fantasy installments were released on the Nintendo Entertainment System (NES). Final Fantasy was released in Japan in 1987 and in North America in 1990.[2][3] It introduced many concepts to the console RPG genre, and has since been remade on several platforms.[3]Final Fantasy II, released in 1988 in Japan, has been bundled with Final Fantasy in several re-releases.[3][4][5] The last of the NES installments, Final Fantasy III, was released in Japan in 1990,[6] but was not released elsewhere until a Nintendo DSremake came out in 2006.[5]
The PlayStation console saw the release of three main Final Fantasy games. Final Fantasy VII (1997) moved away from the two-dimensional (2D) graphics used in the first six games to three-dimensional (3D) computer graphics; the game features polygonal characters on pre-rendered backgrounds. It also introduced a more modern setting, a style that was carried over to the next game.[3] It was also the second in the series to be released in Europe, with the first being Final Fantasy Mystic Quest. Final Fantasy VIII was published in 1999, and was the first to consistently use realistically proportioned characters and feature a vocal piece as its theme music.[3][13]Final Fantasy IX, released in 2000, returned to the series' roots, by revisiting a more traditional Final Fantasy setting, rather than the more modern worlds of VII and VIII.[3][14]
Three main installments, as well as one online game, were published for the PlayStation 2.[15][16][17]Final Fantasy X (2001) introduced full 3D areas and voice acting to the series, and was the first to spawn a sub-sequel (Final Fantasy X-2, published in 2003).[18][19] The first massively multiplayer online role-playing game (MMORPG) in the series, Final Fantasy XI, was released on the PS2 and PC in 2002, and later on the Xbox 360.[20][21] It introduced real-time battles instead of random encounters.[21]Final Fantasy XII, published in 2006, also includes real-time battles in large, interconnected playfields.[22][23] The game is also the first in the main series to utilize a world used in a previous game, namely the land of Ivalice, which was previously featured in Final Fantasy Tactics and Vagrant Story.[24]
In 2009, Final Fantasy XIII was released in Japan, and in North America and Europe the following year, for PlayStation 3 and Xbox 360.[25][26] It is the flagship installment of the Fabula Nova Crystallis Final Fantasy series[27] and became the first mainline game to spawn two sub-sequels (XIII-2 and Lightning Returns).[28] It was also the first game released in Chinese and high definition along with being released on two consoles at once. Final Fantasy XIV, a MMORPG, was released worldwide on Microsoft Windows in 2010, but it received heavy criticism when it was launched, prompting Square Enix to rerelease the game as Final Fantasy XIV: A Realm Reborn, this time to the PlayStation 3 as well, in 2013.[29]Final Fantasy XV is an action role-playing game that was released for PlayStation 4 and Xbox One in 2016.[30][31] Originally a XIII spin-off titled Versus XIII, XV uses the mythos of the Fabula Nova Crystallis series, although in many other respects the game stands on its own and has since been distanced from the series by its developers.[38] The sixteenth mainline entry, Final Fantasy XVI,[39] was released in 2023 for PlayStation 5.[40]
Square Enix has expanded the Final Fantasy series into various media. Multiple anime and computer-generated imagery (CGI) films have been produced that are based either on individual Final Fantasy games or on the series as a whole. The first was an original video animation (OVA), Final Fantasy: Legend of the Crystals, a sequel to Final Fantasy V. The story was set in the same world as the game, although 200 years in the future. It was released as four 30-minute episodes, first in Japan in 1994 and later in the United States by Urban Vision in 1998. In 2001, Square Pictures released its first feature film, Final Fantasy: The Spirits Within. The film is set on a future Earth invaded by alien life forms.[57]The Spirits Within was the first animated feature to seriously attempt to portray photorealistic CGI humans, but was considered a box office bomb and garnered mixed reviews.[57][58][59]
A 25-episode anime television series, Final Fantasy: Unlimited, was released in 2001 based on the common elements of the Final Fantasy series. It was broadcast in Japan by TV Tokyo and released in North America by ADV Films.
In 2005, Final Fantasy VII: Advent Children, a feature length direct-to-DVD CGI film, and Last Order: Final Fantasy VII, a non-canon OVA,[60] were released as part of the Compilation of Final Fantasy VII. Advent Children was animated by Visual Works, which helped the company create CG sequences for the games.[61] The film, unlike The Spirits Within, became a commercial success.[62][63][64][65]Last Order, on the other hand, was released in Japan in a special DVD bundle package with Advent Children. Last Order sold out quickly[66] and was positively received by Western critics,[67][68] though fan reaction was mixed over changes to established story scenes.[69]
Two animated tie-ins for Final Fantasy XV were released as part of a larger multimedia project dubbed the Final Fantasy XV Universe. Brotherhood is a series of five 10-to-20-minute-long episodes developed by A-1 Pictures and Square Enix detailing the backstories of the main cast. Kingsglaive, a CGI film released prior to the game in Summer 2016, is set during the game's opening and follows new and secondary characters.[70][71][72][73] In 2019, Square Enix released a short anime, produced by Satelight Inc, called Final Fantasy XV: Episode Ardyn – Prologue on their YouTube channel which acts as the background story for the final piece of DLC for Final Fantasy XV giving insight into Ardyn's past.
Square Enix also released Final Fantasy XIV: Dad of Light in 2017, an 8-episode Japanese soap opera based, featuring a mix of live-action scenes and Final Fantasy XIV gameplay footage.
As of June 2019, Sony Pictures Television is working on a live-action adaptation of the series with Hivemind and Square Enix. Jason F. Brown, Sean Daniel and Dinesh Shamdasani for Hivemind are the producers while Ben Lustig and Jake Thornton were attached as writers and executive producers for the series.[74]
Several video games have either been adapted into or have had spin-offs in the form of manga and novels. The first was the novelization of Final Fantasy II in 1989, and was followed by a manga adaptation of Final Fantasy III in 1992.[75][76] The past decade has seen an increase in the number of non-video game adaptations and spin-offs. Final Fantasy: The Spirits Within has been adapted into a novel, the spin-off game Final Fantasy Crystal Chronicles has been adapted into a manga, and Final Fantasy XI had a novel and manga set in its continuity.[77][78][79][80] Seven novellas based on the Final Fantasy VII universe have also been released. The Final Fantasy: Unlimited story was partially continued in novels and a manga after the anime series ended.[81] The Final Fantasy X and XIII series have also had novellas and audio dramas released. Final Fantasy Tactics Advance has been adapted into a radio drama, and Final Fantasy: Unlimited has received a radio drama sequel.
Hellsing (stylized in all caps) is a Japanese manga series written and illustrated by Kouta Hirano. It was serialized in Shōnen Gahōsha's seinen manga magazine Young King OURs from April 1997 to September 2008, with its chapters collected in ten tankōbon volumes. The series chronicles the efforts of the mysterious and secret Hellsing Organization as it combats vampires, ghouls, and other supernatural foes who threaten England. The series was licensed for English language release in North America by Dark Horse Comics. From 2002 to 2006, Hirano released a six-chapter prequel series, Hellsing: The Dawn, in Young King OURs Zōkan (later Young King OURs+ before ceasing publication).
A thirteen-episode anime television series adaptation by Gonzo, directed by Umanosuke Iida and Yasunori Urata, with screenplay by Chiaki J. Konaka, was broadcast on Fuji TV from October 2001 to January 2002. A ten-episode original video animation (OVA), titled Hellsing Ultimate, was produced by Geneon. It followed the manga storyline more closely than the anime series.[5] It was released between February 2006 and December 2012. In North America, both the TV series and the OVA were first licensed by Geneon Entertainment and later by Funimation. Following the announcement that Funimation would be unified under the Crunchyroll brand, both Hellsing and Hellsing Ultimate were moved to the platform in 2022.
Hellsing is named after and centered around the Royal Order of Protestant Knights originally led by Abraham Van Helsing. The mission of Hellsing is to search for and destroy the undead and other supernatural forces of evil that threaten the queen and the country. This organization is currently led by Sir Integra Fairbrook Wingates Hellsing, who inherited the leadership of Hellsing as a child after the death of her father. She witnessed his death which turned her from a once innocent and shy little girl to a tough and deadly force. She is protected by the faithful Hellsing family butler Walter C. Dornez, a deadly foe in his own right, and Alucard, the original and most powerful vampire, who swore loyalty to the Hellsing family after being defeated by Van Helsing one hundred years before the story takes place. These formidable guardians are joined early on in the storyline by former police officer Seras Victoria, whom Alucard turned into a vampire.
As the scale and frequency of incidents involving the undead escalate in England and all around the world, Sir Integra discovers that the remnants of a Nazi group called Millennium still exist and are intent on reviving Nazi Germany by creating a battalion of vampires. Millennium, Hellsing, and the Vatican section XIII Iscariot clash in an apocalyptic three-sided war in London, and Millennium reveals its true objective: to destroy the vampire lord Alucard, ending a feud begun during World War II.
In 1996, manga author Kouta Hirano published a one-shot, titled Hellsing: The Legends of Vampire Hunter, in Wanimagazine's hentai magazine Comic Kairakuten.[6][7] Hirano commented that it was not his intention to create a story of this genre, and that he only wanted to create a "somewhat daring" action story.[8] Hirano said that the original story did not take him long to create, and that the fact that he was drawing hentai at the time afforded him the opportunity to have it published.[9] Afterwards, Hirano considered to create another story, using the same setting, removing the erotic side and focusing more on the action, explaining that this was the origin of Hellsing. Given its "atypical" universe, Hirano and the publisher Shōnen Gahōsha decided to test the reception with readers, explaining that that was the reason why the start of the series may seem "a little disjointed", and that after the reception turned out to be positive, it was decided to make it a serialized work.[8]
Hirano stated that he wanted to make a story with gunplay, but that a story of vampires with guns would not work with Alucard being portrayed as a "formulaic vampire", so Hirano added him a hat and a long coat, stating: "[i]t's still dark and ominous, but just more suited to his behavior. I always come up with the characters before the story."[9] Hirano said that he received various comments comparing Alucard's design to Vash the Stampede from Trigun (whose continuation, Trigun Maximum, was also published in Young King OURs), expressing that he "shouldn't have given him the sunglasses".[10] Hirano said that, due to the "dark, desolate story", he wanted to create someone who made the series "a bit warmer" and a female character involved as well, so he created the character of Seras Victoria, who offered the opportunity "for both of those at the same time", adding that she is "the only one who stands out from the darkness."[9] Hirano commented that for the references to historical characters, mythology, and pop culture featured in the series, he did not do specific research, stating that he is not "someone with a lot of culture", but "just an otaku", and that all the references came from what he had seen and read out of "otaku passion".[8]
The anime producer, Yasuyuki Ueda, commented that for Hellsing Ultimate he wanted to make it as an original video animation (OVA) instead of a television series due to the time limit that implies the former, and since he was a fan of the series, he wanted to take more time to "get more out of my system from the manga", adding that the OVA allowed him to do much more than the TV series. He discussed it with writer Yōsuke Kuroda and he agreed to write the script. Ueda commented, at the time, that various series were using CG animation, which he said that was "very time-consuming", especially when incorporating it to traditional animation, but that since the project would be an OVA, they did have the "luxury" to work with it, and that he wanted to use it for the weaponry and bullets to make them look realistic.[9]
Written and illustrated by Kouta Hirano, Hellsing was serialized for eleven years in Shōnen Gahōsha's seinen manga magazine Young King OURs from April 30, 1997,[a] to September 30, 2008.[13] Its 89 individual chapters were collected by Shōnen Gahōsha in ten tankōbon volumes, released from September 24, 1998,[14] to March 27, 2009.[15]
In North America, the series was licensed for English release by Dark Horse Comics in 2003.[16] The ten volumes were released from December 1, 2003,[17] to May 19, 2010.[18] In January 2020, Dark Horse Comics announced that they would re-release the series in a three-volume deluxe edition, with over 600 pages each.[19] The volumes were released from July 15, 2020, to June 16, 2021.[20][21][22]
Chuang Yi licensed the series in English in Singapore.[23] Madman Entertainment released the series in Australia and New Zealand.[24]
Crossfire is a three-chapter one-shot story, which was published in the defunct Hobby Japan's magazine Comic Master [ja].[10] It follows Heinkel Wolfe and Yumie Takagi, a Catholic nun and an assassin who work for the Iscariot organization. They call themselves "earthly agents of divine punishment". Crossfire also has cameos by Alexander Anderson and Enrico Maxwell, the head of Iscariot. Across the three chapters, Heinkel and Yumie face a variety of opposition, including Islamic terrorists, communist revolutionaries, and finally, an obscure pagancult. Crossfire as a side work was discontinued by Kouta Hirano, but it was republished in the first three volumes of Hellsing as an extra. Crossfire was adapted into a drama CD and included in Hellsing Ultimate OVA 6 and 7.
A prequel series, titled Hellsing: The Dawn, was published Young King OURs Zōkan (later Young King OURs+ before being discontinued),[25] with six chapters released from the March 2002 to the March 2006 issues;[26] the series remains incomplete.[6]The Dawn features a fourteen-year-old Walter C. Dornez and Alucard, in the form of a young girl, attacking Millennium's base of operations in Nazi-controlled Poland in September 1944, during the Warsaw Uprising.
The manga was adapted into a thirteen-episode anime television series by Gonzo. The series was directed by Yasunori Urata, under the chief direction of Umanosuke Iida, and written by Chiaki J. Konaka.[27] The series uses the same characters and settings, but narrates a different story from its source manga.[28] It was broadcast on Fuji TV from October 11, 2001, to January 17, 2002.[27] The series opening theme is "Logos Naki World" (ロゴスなきワールド, Rogosu Naki Wārudo, "A World Without Logos") by Yasushi Ishii and the ending theme is "Shine" by Mr. Big.[27]
In North America, the series was first licensed by Pioneer Entertainment (later Geneon USA).[29] Four DVD sets were released between July 23, 2002,[30] and January 21, 2003.[31] The series was broadcast in the United States on Starz!'s Encore Action channel, as part of its Animidnight late night programming block, starting in October 2003.[32][33] The series was later acquired by Funimation in 2010;[34] they released the series on a complete DVD set on November 13, 2012.[35] Following the announcement that Funimation would be unified under the Crunchyroll brand, the series was moved to the platform in 2022.[36]
In the United Kingdom, the series was first licensed by ADV Films, who released four DVDs from July 21, 2003,[37] to January 19, 2004.[38] The series was later licensed by Manga Entertainment and released on a four-disc box set on August 12, 2013.[39] In Australia and New Zealand, the series was licensed by Madman Entertainment, who released four DVDs from November 13, 2002, and February 11, 2003.[40]
In April 2005, it was announced that a new original video animation (OVA) adaptation, titled Hellsing Ultimate (still known simply as Hellsing in Japan), more faithful to the original manga than the TV series, would be released by Geneon Entertainment in Japan and North America.[41] The first four episodes of the OVA were animated by Satelight, directed by Tomokazu Tokoro, and written by Yōsuke Kuroda;[42] they were released from February 10, 2006,[43] to February 22, 2008.[44] The three following episodes (5–7) were animated by Madhouse, directed by Hiroyuki Tanaka and written by Kuroda; they were released from November 21, 2008,[45] to December 23, 2009.[46] The three last episodes (8–10) were animated by Graphinica,[47] directed by Yasuhiro Matsumura (8, 10) and Kenichi Suzuki (9 and 10), and written by Kuroda;[48][49][50] they were released from July 27, 2011,[51] to December 26, 2012.[52] Each limited edition of the last three episodes' home video release included an episode of Hellsing: The Dawn.[53][54][55]
In North America, Geneon Entertainment released the first three episodes from December 5, 2006,[56] to October 16, 2007.[57] Geneon announced that they would stop self-distribution of its titles in 2007.[58] The first two episodes were broadcast on Starz Edge's Animidnight programming block on February 12, 2008;[59][60] episodes 3 and 4 were also announced to air,[61] however, the fourth episode was not ready with an English-language track at the time and they were not broadcast.[62] In 2008, Funimation announced that they would distribute "select" Geneon titles,[63] and re-released the first three episodes of Hellsing Ultimate on September 16 of the same year,[64] along with the fourth episode on September 23.[65] In 2010, Funimation announced that they had licensed episodes 5–7;[66] in 2011, they announced that they had licensed the 8th episode as well.[67] Funimation re-released the first four episodes on DVD/Blu-ray Disc sets on October 30, 2012,[68] while episodes 5–8 were released on the same formats on November 13 of the same year.[35] Episodes 9–10 were released on October 28, 2014.[69][70][71] The series was broadcast on Adult Swim's Toonami programming block from September 13 to December 13, 2014.[72][73] Funimation released all the episodes on a Blu-ray Disc set on June 4, 2019.[74][75] Following the announcement that Funimation would be unified under the Crunchyroll brand, Hellsing Ultimate was moved to the platform in 2022.[36]
The music of the Hellsing anime television series was composed by Yasushi Ishii. Two soundtrack CDs were released: Raid was released on November 22, 2001;[76] and Ruins was released on February 22, 2002.[77] In North America, both CDs were released on July 1 and September 2, 2003, respectively.[78][79]
The music of Hellsing Ultimate was composed by Hayato Matsuo. An extra CD, titled Warsaw Recording Selection, was released with the limited edition of the fourth episode on February 22, 2008.[80] The original, Black Dog, was released on March 21, 2008;[81] An extra CD, titled Nazi CD, was released with the limited edition of the first Blu-ray box set on October 22, 2010.[82] An extra CD, titled Somehow, Iscariote, was released with the limited edition of the second Blu-ray box set on April 1, 2015.[83]
In March 2021, it was announced that Amazon Studios is developing a live-action film adaptation of Hellsing with scripts by Derek Kolstad. It will be produced by Kolstad, Automatik's Brian Kavanaugh-Jones and Fred Berger, Ranger 7 Films's Mike Callaghan and Reuben Liber, and Soluble Fish Productions' Jason Lust.[84]
The ten volumes of the Hellsing manga have sold 4 million copies worldwide.[85] In 2005, the sixth and seventh volumes ranked among Diamond Comics Distributors' list of the top 48 manga volumes sold in the United States for the year.[86] In November 2007, the ninth volume was among the top 10 volumes sold according to Japan's monthly sales rankings.[87][88]
In a review of the first volume, Winnie Chow of Animerica commented that the English translation "works to enhance the locations and people of the story", and noted that the original manga contains more comedy elements than its anime adaptation. Chow said that the series' violence is "everywhere, which is only to be expected when one is in the occupation of undead extermination", and that the characters are "magnificent to behold in action when they get into a frenzy, from crushing heads beneath their boot heels to impaling an enemy with an untold number of blessed blades", ultimately stating that Hirano "does violence right".[89] Reviewing the first volume, Publishers Weekly called the series "mostly a fun, violent romp", stating that the "rather awkward" religious sparring between the Catholic Church and Hellsing, are "goofy details" that give it "some charm and energy". They concluded: "Hirano's storytelling is easy to follow, as stylish close-ups of the "we're-groovy-and-we-know-it" characters explode into violent full-page illustrations of all-out mayhem."[90] In a review of the first volume, Barb Lien-Cooper of Sequential Tart gave it a 7 out of 10, commending the series for its worldbuilding and pacing, but criticizing the "repetitive violence", stating: "[y]ou've seen one blown off head, you've seen 'em all."[91] Reviewing the first volume, Justin Rich of AnimeOnDVD gave it a B− grade. Rich commented that the series is consistent with the action, and while he stated that the first volume does not have a "real sense of a continuing arc", "orders here are very enjoyable", and concluded: "[s]itting down and spending some time with the blasé Alucard makes me look forward to the next volume."[92] Connie C. of Slightly Biased Manga, in her review of the first volume, said: "[i]t's got just the right amount of blood and violence, great art, and I like everything about this series", concluding: "[r]ead it if you're in to this sort of thing, I promise you'll love it if you're not offended."[93]
Reviewing the fourth volume, Liann Cooper of Anime News Network (ANN) said that one its "greatest strengths" is the impeccable storytelling of Hirano, calling the story "dark and gory", but also "incredibly amusing". Cooper concluded: "[c]ombined with highly detailed artwork and near flawless character designs, every action-packed, blood-spewing battle to each eerie character expression completes one of the most well-rounded manga series I've had the pleasure of reading. This is one horrifically enticing vampire series that you can't afford to miss."[94] Hilary Goldstein of IGN, in a review of the sixth volume, called it "the best vampire manga around", and that it "clamors forward with a seething wit and a frantic pace, and style that passes beyond gothic grace."[95] Reviewing the first volume, Ryan Huston of Manga Life gave the first volume a C− grade. Huston wrote that the series "borrow heavily" from the stylistic elements of Blade, Castlevania, The Crow, and BloodRayne,[b] also calling it "very contrived", stating that "there's nary of whiff of originality", and criticizing the "inconsistent" artwork.[96] In a more positive review of the eighth volume, Lori Henderson of the same website gave it an A grade. Henderson wrote: "I generally don't read blood-spilling horror manga, but for Hellsing, I make an exception", stating that she was "instantly hooked" by the series, concluding: "Hellsing is a title that totally lives up to its hype. The art is fantastic, and the story strings you along just enough to keep you coming back for more."[97] Also reviewing the eighth volume, Katherine Dacey of PopCultureShock gave it a B+ grade. Dacey said that the plot of the volume is "absurd", but that "Hirano's bold visuals, insane plot twists, and extended action sequences make for an entertaining read, even when the plot makes absolutely no sense at all."[98]
Reviewing the tenth and final volume, Davey C. Jones of Active Anime commented that it "doesn't disappoint but it is always sad to see such a great series come to an end", also expressing that the series has a "unique style and an awesome, mind bending anti-hero in Alucard", concluding that it is "hard not to keep from wanting more."[99] Reviewing the same volume, Connie C., writing for PopCultureShock, gave it a B grade. She commented that the series is "ridiculous, violent, over-the-top, and absolutely revels in its debauchery", and called the epilogue "a little underwhelming", but stated, however, concludedt: "[i]t was violent and action-packed in the most extreme way possible all the way through and quiet moments feel out of place. It revels in depravity and does it better and marginally more coherently than most other series that try it. It's a true legend to the end."[100] Carl Kimlinger of ANN gave the final volume a B grade. Kimlinger criticized its ending, stating that the final arc "finishes it in an undignified rush", and that it "falls back on some insultingly overused anime cheese to expedite its finish." Kimlinger, however, wrote that "a tired, rushed Hellsing is still Hellsing", adding that "[t]here's still enough demented ultraviolence and bizarre indulgences on display to shame all but the most transgressive of other manga."[101]
Courtney Kraft of Graphic Novel Reporter said that one of the series' appeal is that "every cast member is very one-dimensional, and yet each is unique, interesting, and memorable", not only commending the main cast
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.