Blue Bottle theme by ltmreal
Download: BlueBottle.p3t
(1 background)
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The #1 spot for Playstation themes!
Africa theme by ltmreal
Download: Africa.p3t
(1 background)
Area | 30,370,000 km2 (11,730,000 sq mi) (2nd) |
---|---|
Population | 1,393,676,444[1][2] (2021; 2nd) |
Population density | 46.1/km2 (119.4/sq mi) (2021) |
GDP (PPP) | $8.05 trillion (2022 est; 4th)[3] |
GDP (nominal) | $2.96 trillion (2022 est; 5th)[4] |
GDP per capita | $2,180 (Nominal; 2022 est; 6th)[5] |
Religions |
|
Demonym | African |
Countries | 54 recognized states, 2 partially recognized states, 4 dependent territories |
Dependencies | External (4) Internal (6+1 disputed)
|
Languages | 1250–3000 native languages |
Time zones | UTC-1 to UTC+4 |
Largest cities | Largest urban areas: |
Africa is the world's second-largest and second-most populous continent after Asia. At about 30.3 million km2 (11.7 million square miles) including adjacent islands, it covers 20% of Earth's land area and 6% of its total surface area.[7] With 1.4 billion people[1][2] as of 2021, it accounts for about 18% of the world's human population. Africa's population is the youngest amongst all the continents;[8][9] the median age in 2012 was 19.7, when the worldwide median age was 30.4.[10] Despite a wide range of natural resources, Africa is the least wealthy continent per capita and second-least wealthy by total wealth, ahead of Oceania. Scholars have attributed this to different factors including geography, climate,[11] corruption,[11] colonialism, the Cold War,[12][13] and neocolonialism. Despite this low concentration of wealth, recent economic expansion and the large and young population make Africa an important economic market in the broader global context. Africa has a large quantity of natural resources and food resources, including diamonds, sugar, salt, gold, iron, cobalt, uranium, copper, bauxite, silver, petroleum, natural gas and cocoa beans, and tropical fruit.
The continent is surrounded by the Mediterranean Sea to the north, the Isthmus of Suez and the Red Sea to the northeast, the Indian Ocean to the southeast and the Atlantic Ocean to the west. The continent includes Madagascar and various archipelagos. It contains 54 fully recognised sovereign states, eight cities and islands that are part of non-African states, and two de facto independent states with limited or no recognition. This count does not include Malta and Sicily, which are geologically part of the African continent. Algeria is Africa's largest country by area, and Nigeria is its largest by population. African nations cooperate through the establishment of the African Union, which is headquartered in Addis Ababa.
Africa straddles the equator and the prime meridian. It is the only continent to stretch from the northern temperate to the southern temperate zones.[14] The majority of the continent and its countries are in the Northern Hemisphere, with a substantial portion and a number of countries in the Southern Hemisphere. Most of the continent lies in the tropics, except for a large part of Western Sahara, Algeria, Libya and Egypt, the northern tip of Mauritania, and the entire territories of Morocco, Ceuta, Melilla, and Tunisia which in turn are located above the tropic of Cancer, in the northern temperate zone. In the other extreme of the continent, southern Namibia, southern Botswana, great parts of South Africa, the entire territories of Lesotho and Eswatini and the southern tips of Mozambique and Madagascar are located below the tropic of Capricorn, in the southern temperate zone.
Africa is highly biodiverse;[15] it is the continent with the largest number of megafauna species, as it was least affected by the extinction of the Pleistocene megafauna. However, Africa also is heavily affected by a wide range of environmental issues, including desertification, deforestation, water scarcity, and pollution. These entrenched environmental concerns are expected to worsen as climate change impacts Africa. The UN Intergovernmental Panel on Climate Change has identified Africa as the continent most vulnerable to climate change.[16][17]
The history of Africa is long, complex, and varied, and has often been under-appreciated by the global historical community.[18] Africa, particularly Eastern Africa, is widely accepted to be the place of origin of humans and the Hominidae clade, also known as the great apes. The earliest hominids and their ancestors have been dated to around 7 million years ago, including Sahelanthropus, Australopithecus africanus, A. afarensis, Homo erectus, H. habilis and H. ergaster, the earliest Homo sapiens (modern human) remains, found in Ethiopia, South Africa, and Morocco, date to circa 233,000, 259,000, and 300,000 years ago, respectively, and Homo sapiens is believed to have originated in Africa around 350,000–260,000 years ago.[a] Africa is also considered by anthropologists to be the most genetically diverse continent as a result of being the longest inhabited.[25][26][27]
Civilisations, such as Ancient Egypt, Kerma, Punt, and the Tichitt Tradition emerged in North, East and West Africa during the 4th and 3rd millennia BC, while the Bantu expansion from 4000 BC until 1000 AD was substantial in laying the foundations for societies and states in Central, East, and Southern Africa. A complex historical patchwork of civilisations, kingdoms, and empires followed, with most African societies recording their state apparatus, literature, and history via oral tradition. Within Africa slavery was historically widespread and internal slave markets were used to fuel various exporting slave trades, creating various diasporas, including in the Americas. From the late 19th century to early 20th century, driven by the Second Industrial Revolution, Africa was rapidly conquered and colonised by European nations, reaching a point when only Ethiopia and Liberia were independent polities.[28] European rule had significant impacts on Africa's societies and the suppression of communal autonomy disrupted traditional local customary practices and caused the irreversible transformation of Africa's socioeconomic systems.[29] Most present states in Africa emerged from a process of decolonisation following World War II, and established the Organisation of African Unity in 1963, the predecessor to the African Union.[30]
Afri was a Latin name used to refer to the inhabitants of what was then known as northern Africa, located west of the Nile river, and in its widest sense referring to all lands south of the Mediterranean, also known as Ancient Libya.[31][32] This name seems to have originally referred to a native Libyan tribe, an ancestor of modern Berbers; see Terence for discussion. The name had usually been connected with the Phoenician word ʿafar meaning "dust",[33] but a 1981 hypothesis[34] has asserted that it stems from the Berber word ifri (plural ifran) meaning "cave", in reference to cave dwellers.[35] The same word[35] may be found in the name of the Banu Ifran from Algeria and Tripolitania, a Berber tribe originally from Yafran (also known as Ifrane) in northwestern Libya,[36] as well as the city of Ifrane in Morocco.
Under Roman rule, Carthage became the capital of the province then named Africa Proconsularis, following its defeat of the Carthaginians in the Third Punic War in 146 BC, which also included the coastal part of modern Libya.[37] The Latin suffix -ica can sometimes be used to denote a land (e.g., in Celtica from Celtae, as used by Julius Caesar). The later Muslim region of Ifriqiya, following its conquest of the Byzantine (Eastern Roman) Empire's Exarchatus Africae, also preserved a form of the name.
According to the Romans, Africa lies to the west of Egypt, while "Asia" was used to refer to Anatolia and lands to the east. A definite line was drawn between the two continents by the geographer Ptolemy (85–165 CE), indicating Alexandria along the Prime Meridian and making the isthmus of Suez and the Red Sea the boundary between Asia and Africa. As Europeans came to understand the real extent of the continent, the idea of "Africa" expanded with their knowledge.
Other etymological hypotheses have been postulated for the ancient name "Africa":
Africa is considered by most paleoanthropologists to be the oldest inhabited territory on Earth, with the Human species originating from the continent.[46] During the mid-20th century, anthropologists discovered many fossils and evidence of human occupation perhaps as early as seven million years ago (Before present, BP). Fossil remains of several species of early apelike humans thought to have evolved into modern humans, such as Australopithecus afarensis radiometrically dated to approximately 3.9–3.0 million years BP,[47] Paranthropus boisei (c. 2.3–1.4 million years BP)[48] and Homo ergaster (c. 1.9 million–600,000 years BP) have been discovered.[7]
After the evolution of Homo sapiens approximately 350,000 to 260,000 years BP in Africa,[20][21][22][23] the continent was mainly populated by groups of hunter-gatherers.[49][50] These first modern humans left Africa and populated the rest of the globe during the Out of Africa II migration dated to approximately 50,000 years BP, exiting the continent either across Bab-el-Mandeb over the Red Sea,[51][52] the Strait of Gibraltar in Morocco,[53][54] or the Isthmus of Suez in Egypt.[55]
Other migrations of modern humans within the African continent have been dated to that time, with evidence of early human settlement found in Southern Africa, Southeast Africa, Nort
Ying Yang (Improved) theme by gismo72
Download: YingYangImproved.p3t
(3 backgrounds, different for HD and SD)
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.
Fushi theme by sagitairedudu
Download: Fushi.p3t
(4 backgrounds)
Fushi may refer to:
Renegade Jimmy theme by Jonybags
Download: RenegadeJimmy.p3t
(1 background)
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.
Grand Theft Auto IV theme by R2_Joe
Download: GTAIV_15.p3t
(16 backgrounds)
Grand Theft Auto IV | |
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Developer(s) | Rockstar North[a] |
Publisher(s) | Rockstar Games |
Producer(s) | Leslie Benzies |
Programmer(s) |
|
Artist(s) | Aaron Garbut |
Writer(s) |
|
Composer(s) | Michael Hunter |
Series | Grand Theft Auto |
Engine | RAGE |
Platform(s) | |
Release | PlayStation 3, Xbox 360
|
Genre(s) | Action-adventure |
Mode(s) | Single-player, multiplayer |
Grand Theft Auto IV is a 2008 action-adventure game developed by Rockstar North and published by Rockstar Games. It is the sixth main entry in the Grand Theft Auto series, following 2004's Grand Theft Auto: San Andreas, and the eleventh entry overall. Set in the fictional Liberty City, based on New York City, the single-player story follows Eastern European war veteran Niko Bellic and his attempts to escape his past while under pressure from high-profile criminals. The open world design lets players freely roam Liberty City, consisting of three main islands, and the neighbouring state of Alderney, which is based on New Jersey.
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]
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
SOCOM Series theme by Dennis “F-Rott” Ferrand
Download: SOCOMSeries.p3t
(7 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.
Final Fantasy VII: Advent Children theme by Star_Waters
Download: FFVIIAdventChildren_4.p3t
(3 backgrounds)
Final Fantasy VII: Advent Children | |
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Directed by | Tetsuya Nomura |
Written by | Kazushige Nojima |
Produced by |
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Starring | |
Cinematography | Yasuharu Yoshizawa |
Edited by | Keiichi Kojima |
Music by | Nobuo Uematsu |
Production company | |
Distributed by | Square Enix Holdings |
Release dates |
|
Running time | 101 minutes |
Country | Japan |
Languages | Japanese English |
Final Fantasy VII: Advent Children[a] is a 2005 Japanese computer-animated film directed by Tetsuya Nomura, written by Kazushige Nojima, and produced by Yoshinori Kitase and Shinji Hashimoto. Developed by Visual Works and Square Enix, Advent Children is part of the Compilation of Final Fantasy VII series of media, which is based in the world and continuity of the 1997 role-playing video game Final Fantasy VII. Final Fantasy VII: Advent Children was released on Blu-ray and Universal Media Discs with Japanese voice acting in Japan on September 14, 2005, and on April 25, 2006 with English voice acting in North America and the UK.
Advent Children takes place two years after the events of Final Fantasy VII and focuses on the appearance of a trio that kidnaps children infected with an unexplained disease called Geostigma. Final Fantasy VII hero Cloud Strife, suffering from the same disease, goes to rescue the children. He discovers that the trio plan to resurrect Sephiroth using the remains of the extraterrestrial villain Jenova, and he and his compatriots from the game fight to stop them. The film's voice acting cast includes Takahiro Sakurai, Ayumi Ito, and Toshiyuki Morikawa in Japanese, and Steve Burton, Rachael Leigh Cook, and George Newbern in English.
Advent Children has been released in multiple versions; Final Fantasy VII: Advent Children Complete, released on Blu-ray Disc in 2009, adds 26 minutes of new and expanded scenes to the 101-minute original. It has received mixed reviews; critics praised its animation and CGI, but criticized the plot as being incomprehensible to viewers who did not play Final Fantasy VII and having a thin connection between action scenes. The film received the "Maria Award" at the Sitges Film Festival in 2005 and the "Best Anime Feature" at the 2007 American Anime Awards. The original release was one of the best-selling animated films in Japan and the United States in its release year. The Complete release was noted as driving a large increase in sales of the PlayStation 3 console in its release week. By May 2009, the DVD and Universal Media Disc releases had sold over 4.1 million copies worldwide. Advent Children (the Complete version) returned to Japanese theaters from January 19, 2024 to February 1, 2024, and returned to stateside theaters on February 21, 2024, to promote the launch of the video game Final Fantasy VII Rebirth.[1]
Advent Children takes place two years following the events of the 1997 role-playing video game Final Fantasy VII, during which the antagonist Sephiroth attempted to absorb the Lifestream, the lifeblood and soul of the Planet, and be reborn as a god.[2] He was defeated by Cloud Strife and his companions, but his final spell, Meteor, destroyed the city of Midgar.
Since the end of the game, the survivors of Midgar founded the new city of Edge, where Cloud and his childhood friend Tifa Lockhart now run a courier service and are the caretakers of an orphan Denzel and the adopted daughter of Barret Wallace, Marlene. Out of guilt for failing to save Aerith Gainsborough, Cloud has recently moved out and isolated himself from his friends. The story also portrays that many people, including Cloud and Denzel, are infected with a mysterious and incurable disease known as "Geostigma".
Final Fantasy VII chronology |
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Cloud is contacted through Tifa and summoned to a meeting with the Shinra Company's former president Rufus Shinra, who was presumed dead in Final Fantasy VII.[3] Rufus asks for Cloud's help to stop Kadaj, Loz, and Yazoo, who are the physical manifestation of Sephiroth's surviving spirit and seek to resurrect him using the remains of the extraterrestrial villain Jenova.[4] Cloud refuses to help and leaves.
Meanwhile, Kadaj and his colleagues are recruiting children infected with Geostigma, and Denzel falls in with the group after being attracted by their promises of a cure. Loz follows Tifa and Marlene to Aerith's church, where they are searching for Cloud, and attacks them. Tifa is knocked unconscious in the fight, and Loz kidnaps Marlene. The abducted children are taken to the ruins of the Forgotten City, where Kadaj embraces them as brethren and announces his intention for them to be reunited with Jenova. When Cloud arrives to rescue them, Kadaj's gang overpowers him, but he is saved by the arrival of his old comrade Vincent Valentine. Cloud then returns to the city, where Kadaj has summoned Bahamut SIN and other monsters to terrorize the population.[5] With the help of his companions, Cloud engages and defeats the monsters.
Kadaj confronts Rufus Shinra, who reveals he possesses Jenova's remains. He attempts to destroy it, but Kadaj saves it and flees the city with his companions, with Yazoo and Loz being caught in a blast by an explosive planted by Reno and Rude. Cloud chases Kadaj down and engages him in battle, ultimately subduing him. Outmatched, Kadaj opens Jenova's box and fuses with its contents, transforming into Sephiroth. He tells Cloud he will use the souls of Geostigma's deceased victims to dominate the Planet.[6] He and Cloud then fight; throughout the encounter, Sephiroth appears to have the upper hand and ultimately impales him through the shoulder. He asks Cloud to tell him what he most cherishes so that he can have the pleasure of taking it away. Cloud replies that he cherishes everything and then uses his Limit Break, Omnislash Ver. 5, to defeat Sephiroth. Sephiroth's spirit departs, leaving behind the mortally wounded Kadaj. As he lies dying in Cloud's arms, a healing rain starts falling across the land, curing the people of their Geostigma. Yazoo and Loz appear and confront Cloud; setting off a massive explosion that engulfs the three.
Cloud has visions of his deceased friends Aerith and Zack Fair, who say that his time to join them has not yet come. He then awakens in the church, healed of his injuries and surrounded by his friends. Behind them, he sees the spirits of Aerith and Zack, smiling at him before departing to the afterlife. Aerith says to Cloud, "You see, everything's all right". He agrees: "I know. I'm not alone... not anymore". Cloud and the sick children celebrate by bathing in the rainwater.
During the credits, Cloud is seen driving his motorcycle to parts unknown. Advent Children Complete adds a new post-credit scene where Zack's Buster Sword is seen in Aerith's church while flowers from the church are seen blooming at the location of Zack's last stand, having been placed there by Cloud.
Advent Children was released with a Japanese voice track in Japan, and an English voice track elsewhere.[7]
Advent Children began as a short film by Visual Works, a company used by Square to develop CGI scenes for their video games, based on Final Fantasy VII. Kazushige Nojima, who had written the script for the game, was brought on to write a 20-minute script. He decided to write "a story about Cloud and Tifa and the kids".[20] The film was developed as a part of the Compilation of Final Fantasy VII, a set of different media content intended to expand upon the world of Final Fantasy VII.[21] Square's research and development department worked with Visual Works on the piece, and Tetsuya Nomura joined the crew after VII's director Yoshinori Kitase called him. Early in pre-production, the team thought about making Advent Children into a game. Still, Nomura decided against it, partially because Visual Works had no experience making a full game. The creators had no prior experience working on films, so they fell back on their knowledge of in-game movies.[22]
The film was planned to focus on the characters of Cloud and Tifa in a similar way to how other titles from Compilation of Final Fantasy VII centered on certain characters; for example, Before Crisis focuses on the Turks, Crisis Core on Zack Fair, and Dirge of Cerberus on Vincent.[21] Nomura says the film was, in its first manifestation, only going to be 20 minutes long. The original story featured someone requesting a message to be sent to Cloud; the message is relayed to Cloud through several children. When the message finally reaches Cloud, it is revealed who the messenger is. Nomura very much liked the original script, and it became the foundation of the final version. He decided to make the project longer and grander in scope when the early word of the film generated great interest among Final Fantasy VII fans, most of whom wanted something feature-length. The film's length was expanded to 100 minutes.[23]
Takeshi Nozue and Nomura, who had first worked together on the video game Kingdom Hearts, split the role of directing, as Nomura felt this would add depth to the film. In designing the battle scenes, they first discussed the setting and layout. They then went to the staff with their ideas, deciding which were the best and developing them further. The battle between Cloud's group and Bahamut was the most difficult to design due to the size of the area and the number of objects the staff had to add to the scene to keep it realistic. The alternating positions of the characters, including Bahamut itself, took the staff a long time to complete to give the scene a sense of flow.[24] Nomura said that the team decided not to worry about making the fight sequences realistic, as they felt this would restrict their ability to give the film a "cool look". Therefore, they worked by creating their "own rules". Motion capture was used for many of the film's battle scenes; maneuvers that were not physically possible for live actors to perform were constructed digitally.[25]
While designing the characters, the staff discovered that it was impossible to translate the Final Fantasy VII designs into the film. Thus some identifying characteristics had to be discarded.[26] Cloud's redesign was a combination of eight different designs, from his super deformed appearance in the game to his more realistic appearance in the film. The difficulties in making Sephiroth led the staff to reduce his appearances in the film. It took them two years to develop and refine his look.[24] Nozue also had difficulty developing a framework for Tifa's body that was "balanced, yet showed off her feminine qualities".[27] Kadaj, Loz, and Yazoo were designed to be a manifestations of Sephiroth's spirit—his cruelty, strength, and allure respectively.[10] In contrast to Sephiroth, the trio was meant to be younger than Cloud, to focus on the "next generation" theme.[25] By October 2003, the film was 10% complete; while the script was written, not all the characters were designed.[26]
Nomura felt that Advent Children differed from Hollywood films, where the meaning of most scenes tends to be explained. However, with Advent Children, the staff wanted viewers to interpret the scenes individually, allowing them to come to different conclusions.[24] Nojima described the theme of the film as "survival".[26] Other themes Nomura and Nojima were concerned to include Cloud's feelings of guilt and regret for failing to save his friends Zack and Aerith. These feelings are symbolized by a grey wolf that appears whenever Cloud thinks about them. The wolf disappears at the end of the film as Cloud comes to terms with his feelings.[28] The word "children" was used in the title to refer to the film's children, as they represent the "next generation".[25]
The music of Final Fantasy VII Advent Children was composed by Nobuo Uematsu, Keiji Kawamori, Kenichiro Fukui, and Tsuyoshi Sekito, and arranged by Fukui, Sekito, Kawamori, Shirō Hamaguchi, and Kazuhiko Toyama. Nomura would make some changes and have the composers re-record the piece upon hearing each track.[29] The end theme, "Calling", was written and performed by former Boøwy vocalist Kyosuke Himuro. The soundtrack includes both pieces original to the film and arrangements of works from Final Fantasy VII, originally composed by Uematsu. Some of the arrangements, including "Advent: One-Winged Angel", are performed by The Black Mages, a rock band formed by Uematsu, Fukui, and Sekito.[30] Both the pieces are original to the film, and the film arrangements cover a variety of musical styles, including orchestral, choral, classical piano, and rock music; Variety noted that the styles vary between "sparse piano noodlings, pop-metal thrashings, and cloying power ballads".[31] The 2005 soundtrack album Final Fantasy VII Advent Children Original Soundtrack collects 26 tracks of music from the film on two discs. Square Enix published it on September 28, 2005. In addition to the regular release, a limited edition was produced containing alternative cover art and a booklet of credits and lyrics.[30] The soundtrack album reached position #15 on the Japanese Oricon music charts and stayed on the charts for ten weeks.[32]
A mini-album entitled Final Fantasy VII Advent Children Complete Mini Album was released on April 10, 2009, to coincide with the release of the Final Fantasy VII Advent Children Complete version of the film.[33] This version of the film included a new ending theme, "Safe and Sound", by Kyosuke Himuro and My Chemical Romance singer Gerard Way.[34] "Water" was replaced with a new song—"Anxious Heart".[33] Tracks on the album included new versions of "The Chase of Highway", "Those Who Fight Further", "Sign", "Advent: One-Winged Angel", and "On the Way to a Smile".[35] A larger album, Final Fantasy VII Advent Children Complete: Reunion Tracks, was released with 21 tracks on September 16 the same year. This album contains the tracks from the mini-album and several lengthened pieces for the Complete film version but not rearranged.[36] Reunion Tracks appeared on the Oricon charts for a single week at position #108.[37]
Advent Children and the Compilation of Final Fantasy VII series were first announced at the 2003 Tokyo Game Show in September, the former as a direct-to-DVD film.[38][39] The first trailer for the film was featured in the international version of the video game Final Fantasy X-2, released in February 2004.[40] The trailer used a motion capture that was altered in the final film.[26] Advent Children was initially scheduled for a September 13, 2005 release in North America and a September 14 in Japan,[41][42] but the North American release date was pushed back several times. It was first moved to November,[43] then to January 2006,[44] and finally scheduled for April 25 for release on DVD and Universal Media Discs for the PlayStation Portable.[45]
In 2004, Panasonic produced the Japanese exclusive FOMA P900iV cell phone identical to the one Cloud uses in the movie; the phone contained several features related to Advent Children such as wallpapers and ringtones.[40] Before the film's release, Square Enix serialized the web novel "On the Way to a Smile" written by Kazushige Nojima on the Japanese Advent Children website on September 5, 2005,
Alexi Mac Fusion theme by Robert Watson Download: AlexiMacFusion.p3t P3T Unpacker v0.12 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: Evilstars HD theme by lister Download: EvilstarsHD.p3t P3T Unpacker v0.12 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:Alexi Mac Fusion
(1 background)
Copyright (c) 2007. Anoop Menon
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.Evilstars HD
(3 backgrounds)
Copyright (c) 2007. Anoop Menon
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.