Metal Gear Online theme by Draicus
Download: MetalGearOnline.p3t
(5 backgrounds)
Metal Gear Online | |
---|---|
Developer(s) | Kojima Productions |
Publisher(s) | Konami |
Series | Metal Gear |
Platform(s) | |
Release | PlayStation 3Arcade
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Genre(s) | Stealth, third-person shooter |
Mode(s) | Multiplayer |
Metal Gear Online, and also known as Metal Gear Online 2, was a stealth third-person shooter video game for the PlayStation 3.[1] It was an online multiplayer spin-off of the Metal Gear video game series. The starter pack of Online was available worldwide bundled with Metal Gear Solid 4: Guns of the Patriots, with a standalone release for Japan. The name Metal Gear Online is common with earlier online components for Metal Gear Solid 3: Subsistence and Metal Gear Solid: Portable Ops. Metal Gear Online's North American and European servers were shut down on June 12, 2012.
Gameplay[edit]
Metal Gear Online allowed up to 16 players to engage in online tactical warfare. Players create a character by choosing their name, gender (with the GENE Expansion), race and voice. Creating a new character requires the old to be deleted or an additional character slot to be purchased. Characters receive different performance indicators between official tournaments (grade) and regular matches (level). Both ranking systems encourage playing against higher ranked players and disfavor playing against players of equal or lower rank. Grades range from Rookie to SS+, and are influenced by performance in Survival and Tournament rounds.[2] Levels range from 0 to 22 and fluctuate based on results in Statistics enabled battles.
Statistics are recorded for each character, as well as a title, awards and match history. Based on these weekly and long term statistics, characters receive Animal Titles that denote their in-game behavior. For instance, frequently injecting enemies with the Scanning Plug will lead to the Bee rank, while using ENVG (Enhanced Night Vision Goggles) for a specific share of weekly play time grants the Night Owl rank. An inner rank hierarchy determines which of the acquired ranks will be active.
Skills can be equipped, both manually and by registering a skill set, to enhance character abilities. They range from the straightforward, like Assault Rifle+ that decreases reload time and recoil, to more complex, like Mοnomania which effectively turns bullets into short-term tracking devices. Equipped skills level up when the character is involved in an action pertinent to the skill. Depending on their level, skills occupy from 1 to the maximum of 4 available skill slots. Clans, mutually exclusive groups of up to 64 characters, were also supported, uniting members under the clan name, emblem and reputation. The clan's leader chooses its emblem, decides over the inclusion of clan applicants, and needs to be at least level 3, with over 20 hours online play. As of May 27, 2009, 12 players per region are randomly assigned the Patriot rank for a week. Patriots can select the namesake hand rifle, with infinite ammo and no reloading, in all game rules except Stealth Deathmatch and Team Sneaking.[3]
Rules of play[edit]
MGO provides several gameplay rules, fitting to both team based and solitary fighting styles. Every time you enter you must agree to the terms of the game.[4]
Deathmatch pits players against each other, competing for the highest score until the ever-decreasing kill counter or time reach zero. The player with the highest score is visible to others through SOP, and more when you kill.
Stealth Deathmatch also pits players against each other, geared with stealth camo. A three level alarm informs players of enemy proximity. Eventually, the game area begins to constrict, leaving all outside it to suffer damage. There is no respawning, so the battle continues until one player is left alive, or until time runs out. Players receive extra points for surviving another's death.
Team Deathmatch groups players into two teams, with each death decreasing the team's remaining tickets. The team to first deplete the other's tickets, or with more tickets when time runs out is the winner.
Capture Mission has teams racing to capture and hold within their goal area assigned targets, KEROTAN and GA-KO, for a cumulative period of 30 seconds. With both items in one team's goal area, the timer runs twice as fast, whereas if they are divided among goal areas, the timer is reset for both teams. An extra time option can be enabled, which disables winning by time.
Solo Capture Mission leaves each character to fend for themselves, while also trying to keep KEROTAN in their possession for a cumulative period of 60 seconds. The character who has hold of KEROTAN is visible to others through SOP.
Rescue Mission premises the attacking team acquire GA-KO and place it in their goal area or at least hold onto it when time reaches zero, while the other team defends. As there is no respawning in this mode, a team also wins by killing all the enemy team's members.
Base Mission is structured around capturing and defending small areas scattered across the map. A team wins by seizing all bases, or by having captured more bases than the enemy team when time runs out. Bases are captured by remaining within them for a period of time, and become spawn points for the capturing team. Contested bases can not be used as spawn points.
Bomb mission asks of the attacking team to plant a time bomb on a designated area and ensure it detonates within a time limit. A limited cache of time bombs are scattered across the map, and only one can be held at a time. The defending team wins by averting detonation, or by nullifying all bombs. A planted bomb is removed when sprayed with coolant, while a dropped bomb is destroyed if it doesn't get picked up again in a set amount of time.
Race Mission has each of two teams competing to deliver its target to a series of checkpoints. The Red Team's target is GA-KO, while the Blue Team's is KEROTAN. The target's position is reset, and the team's checkpoint changes if a target is dropped and not picked up within the allowed time limit.
Team Sneaking demands from the attacking team, equipped with stealth camo, to bring either KEROTAN or GA-KO to their goal area, while the other team defends the items. Another win condition is to kill, stun, and (only for the attacking team) hold up all enemy team members. Whenever a stealth soldier is discovered, all stealth camo is temporarily rendered non operational. Drebin Points do not apply to this type of mission.
Sneaking Mission features two opposing teams, Snake, and with at least 12 participants, Metal Gear Mk II. Snake wins by collecting, through body searches, three dogtags, with each life lost resetting the count to zero. Teams claim victory by killing Snake a set number of times, or by having scored more opposing team kills when time runs out. Drebin Points do not apply to this type of mission.
Interval allows players to engage in battle with no repercussion to their statistics or skill leveling. A time bomb can be collected and passed around players to liven up the pace. Weapons and attachments do not cost Drebin Points.
Non standard settings, that influence the battle's dynamic, are optional within some gameplay rules. Under the eponymous setting, players gain "Drebin Points" for actions such as kills and headshots, and can redeem them for advanced weapons, attachments and ammunition at their base or at respawn. Biding by "Headshots only", kills that aren't achieved through headshots cost the player their life and a time penalty before respawn, while in "Headshots Disabled" lobbies, a headshot's damage is reduced to that of other body parts.
SOP system[edit]
The SOP system, as within MGS4, is a fictional, nanomachine based network which ensures linked members share vital information.[5] This data consists of speech, character's location, even behind walls, traps and aiming lines, changes in battle capacity (stun, sleep, death, distracted) and Snake's location when he's discovered. Characters gather information through combat, Scanning Plug injections, which hack into an enemy's SOP data pool, and SOP augmenting skills and weapons. A temporary SOP cease fire is optionally enforced upon injuring a teammate.
Stealth[edit]
A character's presence and movement in the battlefield are accompanied by visual and aural signs. The body and equipment's visual presence, shadows, gunfire, footsteps, frozen breath and upset dust or snow from movement are the sum of these indicators. Suppressing these signs while attacking and diagnosing them while defending are equally contributing factors to success. As such, any surface that obscures the field of vision, be it a wall, car or even cardboard box, can serve as a hiding spot and set up to an ambush. Playing dead suppresses breathing and can trick careless foes, with the downside of vulnerability. As a countermeasure, wary combatants approach corners carefully, inspect unconvincing cardboard boxes and check suspicious bodies.
Stealth camouflage, available in Team Sneaking missions and Stealth Deathmatch, renders only the user's body transparent, leaving equipped gear visible. Snake's Octocamo and Facecamo, on the other hand, render him and his equipment invisible even to ENVG users, when fully capitalized. Neither technology prevents shadows, while both produce a distinct sound upon activation and deactivation. The knife is always visible even when not equipped.
Close Quarters Combat[edit]
Close Quarters Combat is a military technique that consists of throws and holds, used to incapacitate an enemy while bare-handed, or to gain a tactical, rather than lethal, advantage when armed. All characters can wield basic forms of CQC, such as the three-hit combo, the take-down throw, or the CQC push, with a two-handed gun. Weapons that support CQC are marked as such in their item box. As CQC is a close proximity, one versus one technique, lone soldiers tend to avoid it when outnumbered.
CQC enhancing skills increase stamina damage (from bare hand fighting and takedowns) and the speed of CQC actions. They also enable the choke-hold, which opens tactical options. With the target immobilized, the assailant can deplete the target's stamina, resulting in a knock out, force the enemy to the ground, or even release the enemy when fleeing is advised. Further actions become available by equipping weapons or skills, like planting C4 or a Sleeping Gas Satchel on the victim, throwing a grenade, using the foe as a human shield and firing at an impending threat (when armed with a handgun), slitting the enemy's throat (with Blades+3 CQC lvl 1 in use) or injecting a Scanning plug (only with it equipped). At CQC+ Lvl 3 a character can disarm the opponent through the choke-hold or the CQC push, while with the CQC EX skill players automatically counter CQC grabs (unless grabbed during a hold-up, from behind or from a player also with CQC EX).[6][7]
Non-lethal weapons[edit]
Typical effects of non-lethal weaponry include stamina depletion, target immobilization and information manipulation. Support items are the most diverse in realizing these goals. Stun grenades, for instance, deplete the stamina of nearby opponents, but also cause temporary blindness and deafness to targets up to medium distance. Other examples include proximity and trigger activated sleepgas mines, e-locators that disclose the position of close by targets, chaff grenades to both limit visibility and temporarily obscure the SOP radar, and magazines that occupy a target, rendering them immobile. Non lethal fire-arms consist of the Mosin-Nagant sniper rifle, the Ruger Mk. 2 tranquilizer pistol, the VSS sniper rifle equipped with anesthetic rounds, and any shotgun equipped with Vortex Ring ammo. Headshots from the Mosin-Nagant, VSS, and Ruger Mk. 2 tranquilize instantly, irrespective of target distance. Stunned characters can be body searched for their primary weapon and support items, killed by the enemy to grant even more Drebin Points, or woken up to return to battle. Stunning offers many advantages to simply killing the enemy. A stunned enemy will typically take significantly longer to awake then he would to respawn after being killed, and he does not gain the advantage of having his health and ammo supply regenerated as would happen upon respawning. In addition, his teammates will often divert manpower to attempt to rescue the knocked out player, giving the other team an advantage.
The most formidable non lethal weapon is the SOP destabilizer, only available in Base missions. By temporarily suppressing the nanomachines regulating enemies' behavior, the SOP destabilizer renders all alive enemy team members immobile. The attacking team can then overtake bases without competition while stunning or killing helpless foes. Its main drawbacks are that it leaves the bearer without a primary weapon, and requires a trip from his team's base to the enemy's.
Reward points and customization[edit]
Players are free to edit their character's appearance. Gaining an Animal Title grants the character its corresponding T-shirt.[2] Additional clothing, camouflage and color customizations are available in the Reward shop via Reward points, a form of in-game currency. Armor and other clothing bought in the Reward Shop will have no effect on how your character takes damage in the game.
Survival matches grant combatants Reward points[8] based on their win streak of matches, not individual rounds. These matches are open to all players, and players who have installed an expansion are granted entrance to the corresponding Survival lobbies.
Tournament matches, only open to players with the DW expansion, SCENE expansion, MEME expansion and GENE expansion, and allot reward points based on each team's final standing, while also granting the ultimate winners gear not available in the Reward shop.
Both Survival and Tournament matches are held at times predefined by Konami, and follow specific rules.
Logging a character in grants 50 reward points per day (100 on Wednesdays). For the Japanese version logging in is 100 reward points per day and 200 on Wednesday. Completing a round (win or lose), in an Automatching lobby grants the player 20 reward points. During prize matches (Random Automatching events) the winners of the match will receive an extra 200 points (In addition to the 40 reward points gained from playing two rounds) while the losers will receive the regular 40 points.
Development[edit]
Metal Gear Online was region locked, meaning that players must be in the same video game publication territory to play together.[9] Region restriction reduces lag, yet can be disadvantageous for the Region 1 and Region 3, designated for American and Asian players, respectively.
Konami required the bearer of the PSN account linked to Metal Gear Online be at least 18 years old. Sony Customer Services could be contacted to lift this restriction in regions where MGS4 has lower age requirements.
An online beta test was available in Japan, Europe and North America. 3,000 players were allowed into the Japanese beta test from August 20 to September 3, 2007. The beta test for North America (serial key only)[10] and Europe (no restrictions)[11] lasted from April 25 to May 11, 2008.
On March 14, 2011, Konami shut down Metal Gear Online's Japanese servers indefinitely in order to conserve power after the Japanese 2011 earthquake.[12]
Expansion packs[edit]
Beyond the initial content available with the Startup pack, new features, such as characters and maps, are added through expansion packs. These could be purchased via PSN. Some of the maps are remakes of areas of other Metal Gear games. MGS3 featured Groznyj Grad while MGS3: Subsistence's MGO featured City Under Siege and Brown Town, reinterpreted as Urban Ultimatum[13] and Coppertown Conflict,[8] respectively. MGS: Portable Ops included Silo entrance, which became Silo Sunset, and locations in MGS4 spurred Midtown Maelstrom, Virtuous Vista and Icebound Inferno.[8] Forest Firefight and Ravaged Riverfront are also loosely based on the forest area in MGS3 and the Eastern Europe area in MGS4.
Startup pack[edit]
The Startup Pack includes 5 maps, namely Ambush Alley, Blood Bath, Groznyj Grad, Midtown Maelstrom, and Urban Ultimatum.[14] It also allows players to assume the role of characters from MGS4's plotline, bearing fixed skill-sets beyond the numerical limitations of ordinary soldiers'. The Startup pack offers two playable special characters, available in Sneaking missions:
Solid Snake, the Legendary Hero, is equipped with CQC EX (Which Knocks out the enemy Instantly) and a diverse armament of lethal and non-lethal weapons. Apart from his FaceCamo and OctoCamo, the Threat Ring indicates the location of nearby characters. Also when you start as Snake he is equipped with the drum can which normally needs to be found on the map. The Solid Eye provides a visualization of the same data through the Baseline Map, identifies items and can switch to Night Vision or Binocular mode. He shouts out Liquids' name when he engages in combat with him. He is the only character in MGO with pro skills. When you have not bought any of the expansion packs, you can only use Snake in sneaking missions.
Metal Gear Mk. II, the Invisible Buddy, can back up Snake on the field. The Mark II is equipped with stealth camo and can display a magazine on its viewscreen to captivate the interest of nearby characters. It communicates with Snake using the character voice of Otacon from MGS4. It can also use its manipulator to electroshock enemies, collect and deliver dogtags to Snake, disarm mechanical traps, and knock on walls. If the Mark II's life gauge is depleted by enemy fire, it will self-repair over time.
GENE expansion[edit]
The GENE[15] expansion pack was released on July 17, 2008. The Plus version, with an additional character slot was discontinued in Japan on November 18, 2008. Players who install the expansion can create female characters and enter the GENE specific Survival lobby. They can also compete in three new maps, Virtuous Vista, Coppertown Conflict, and Tomb of Tubes and enter battle as two special characters:
- Johnny (Akiba), a Trap Otaku, can see all traps on the field, and disarm mechanical traps into items. Three consecutive kills stir up his chronic incontinence, resulting in a comical cloud of foul smell that can preoccupy foes and allies. When injuring a teammate, he leaves himself vulnerable while making excuses. Johnny can't use any form of CQC but the 3 hit combo, and he has no SOP enabling nanomachines, which restricts him from the advantages of information garnered through his teams SOP network but has the positive effect of making him immune to the negative effects of SOP such as Ocelots Guns of the Patriots weapon or SOP Destabs. His unique weapons include the XM8 Compact and the M82A2 Sniper Rifle, which kills with 1 shot from any range.
- Meryl, the Fiery Leader, allows nearby allies to recuperate stamina faster when saluting near them. She has CQC+ Level 2, accompanied by a slew of level 3 skills, including Monomania, Narc, Scanner, Quick Recovery, and Handgun+. Her special weapon is a scope-equipped Desert Eagle Long Barrel. With the Desert Eagle handgun, the ammo from the scope and non-scope desert eagle is pooled together. Meryl can fire both guns without reloading. Both Meryl and Johnny cry out when their other half is killed in combat.
MEME expansion[edit]
The MEME[16] expansion pack was released on November 25, 2008. The GENE expansion is a prerequisite to installing MEME, and a combo pack is also available. Players who install the expansion can compete in MEME Survival lobbies and purchase MEME specific camouflage gear. They can also experience three more maps, namely Silo Sunset, Forest Firefight, and Winter Warehouse and engage in combat as two special characters:
- Mei Ling, the Remote Captain, can command the USS Missouri to cannon strike any location within visible range. Her true skills are as a recon soldier, since her Soliton Sonar radar reveals the position of close by enemies (through SOP). Mei Ling can't use CQC, other than the 3 hit combo, but is equipped with the Scanner EX skill. Her salute entrances all soldiers in a small area.
- Liquid Ocelot, Guns of the Patriots, can use the namesake weapon to temporarily effect upon enemies an SOP safety lock, or a seizure, by disabling the nanomachines controlling their behavior. Much like Snake, he is equipped with CQC EX, while his three-hit combo can end in either a strong punch or a headbutt. He can shock his opponent with the Stun Knife during a choke hold, instantly knocking out the opponent. The Thor .45-70 handgun, his unique weapon, requires reload after every bullet fired but deals lethal damage within medium range. He shouts out his nemesis' name when he spots Snake and exclaims the phrase 'You're pretty good!' when shot in the head. If Liquid is killed and does not respawn when the time runs out in any mode that allows respawns, he resets the match's timer, which can change the outcome of the game, but can be done only once in a game.
SCENE expansion[edit]
The SCENE[17] expansion pack was released on March 17, 2009. The MEME expansion is a prerequisite to installing SCENE, and bundle packs with older expansions are available. After purchasing the expansion, players can compete in Tournaments, wear SCENE specific camo gear, fight in Outer Outlet, Hazard House, Ravaged Riverfront and Icebound Inferno. Old Snake can now be used in any game type that has Special Characters enabled, or the player can select from two new special characters:
- Raiden, the White-blooded Scout, can fall from any height without damage and jump on ledges that would normally require a boost, and has no nanomachines. He handles a High Frequency Blade, operable in lethal and non-lethal mode, which allows him to deflect frontal attacks. His other unique weapons are the Mk.23 pistol and the Throwing Knife. When his Visor is closed, he can see all traps in the map. Instead of the usual CQC three-hit combo, he will instead start a spin kick which will continue as long as the user keeps tapping R1. When pressing the jump back button, Raiden, will do backwards handstands instead of jumping backwards (Raiden can get shot during these back handstands). He is also equipped with CQC 2 and a throat-slitting ability, along with a running ability higher than runner 3. (Equal to Runner 3 as of version 1.36)
- Vamp, the Undead Blade, can fall from any height without damage and jump on ledges that would normally require a boost. He is an expert at using the Combat Knife and Throwing Knives. On his normal R1 CQC Combo, his third attack is replaced with an axe kick. Pressing the side roll button will make Vamp move swiftly to the right/left (depending on which way you are making him move) which avoids all bullets. Pressing the jump back button, will make Vamp swiftly move backwards, however, this move does not avoid bullets. Upon dying, he is resurrected on the spot after a few seconds. His Throwing Knives home in on an enemies chest if locked on with Auto Aim. He is also equipped with CQC 2 and a throat-slitting ability, along with a running ability higher than runner 3. (Equal to Runner 3 as of version 1.36)
Cheating and distributed denial of service attacks[edit]
Metal Gear Online has been plagued by several methods of cheating, including lag-switching and exploiting glitches. It has also been the target of frequent DDoS attacks, starting from 2011 and lasting until service termination. When the attacks first started, the targets were primarily the players of the opposing team in a competitive match. Attackers disconnected these players either to win the match by default or to gain an advantage. Konami silently addressed this by masking IPs of players in official modes. However, attackers instead targeted the servers themselves. These attacks typically resulted in higher-than-average lag while navigating the in-game menus, and/or the disconnection of players who were online. Because of the nature of these attacks, it is difficult to effectively report the perpetrators. On August 31, Konami issued a statement assuring players that any persons violating the codes of conduct will be banned from service. Although banning perpetrators kept them off the game, the server attacks could still be carried out. Up until its shutdown, these attacks had not ceased.[18][failed verification]
Termination of service[edit]
On February 14, 2012, Konami announced via their website and in-game client that all Metal Gear Online services will be, and has been terminated on June 12, 2012.[19] The announcement detailed cancellations of various services up to June 12 including the closure of the online store and that all expansion packs will be free of charge from April 24, 2012, onward. The game servers originally had a contract for three years, however the service was extended an additional year before termination, for a total of four years of service. As of the 2.00 patch issued on June 8, 2012, the Metal Gear Online game data and menu option was permanently removed from the game.
Competitions[edit]
Konami organized regional and worldwide competitions periodically. Notable examples include the MGO World Championship 2008.[20] and the MGO Anniversary Tournament.[21]
2010 European championship[edit]
Entrants were selected on a first come, first served basis. In the first round of the tournament finals, eight preliminary groups of eight teams competed in a knock-out style tournament in which only one team could proceed to the next round. These eight winning teams advanced to a final knock-out stage, held on the March 7, 2010, where a best-of-three format was adopted. To The Max defeated PBO in the grand finals, and Peace Of Mind defeated PotentiaL in the third place play-off. The 1st, 2nd and 3rd placed teams received an MGS4 Edition Astro Audio System, Astro Gamer-Backpack "Scout", and Astro Gamer-Tasche "Mission", respectively.[22][23]
There was controversy when one of the event players by the name of "REDWINGS" took part in the tournament but cheated in order to win the prize. Many EU players have said he is the reason there hasn't been any tournaments since EC 2010 as he wasn't the only person to play unfairly.[citation needed]
Metal Gear Arcade[edit]
Metal Gear Arcade is a reworked arcade version of Metal Gear Online developed by Kojima Productions and released on December 20, 2010, in Japan.[24] It features head controls and stereoscopic 3D rendering.[25]
Legacy[edit]
On June 13, 2013, Hideo Kojima confirmed that a new Metal Gear Online would be included with Metal Gear Solid V: The Phantom Pain.[26]
Notes[edit]
- ^ Standalone version
References[edit]
- ^ "Metal Gear Online Page". GamePro. Archived from the original on 2007-11-11. Retrieved 2008-04-22.
- ^ a b "Online information, Contact, 03-17-2009 02:00". Archived from the original on 2013-03-18.
- ^ "MGO: Patriots". Archived from the original on 2009-09-26.
- ^ "MGO Rules". Archived from the original on 2012-10-20.
- ^ "What is the SOP System?". Archived from the original on 2012-10-20.
- ^ "Metal Gear Online Version Info". Archived from the original on 2009-06-09.
- ^ "SCENE expansion on US Playstation blog".
- ^ a b c "Official release of GENE expansion". Archived from the original on 2009-03-14.
- ^ "Metal Gear Online Region Locked". 25 September 2023.
- ^ "Metal Gear Solid 4: Guns of the Patriots FAQ". 2008-02-28. Retrieved 2008-04-22.
- ^ "Metal Gear Online beta sneaking to Europe April 17". 2008-04-11. Retrieved 2008-04-22.
- ^ Magrino, Tom (2011-03-14). "Japanese publishers cancel, delay games after quake - GameSpot.com". Uk.gamespot.com. Archived from the original on 2013-01-23. Retrieved 2012-08-04.
- ^
Final Fantasy VII #8
Final Fantasy VII theme by MysticJon
Download: FinalFantasyVII_8.p3t
(16 backgrounds)
Final Fantasy VII Developer(s) Square Publisher(s) - PlayStation
- JP: Square
- WW: Sony Computer Entertainment
- Windows
- Eidos Interactive
- Later releases
- Square Enix
Director(s) Yoshinori Kitase Producer(s) Hironobu Sakaguchi Programmer(s) Ken Narita Artist(s) Writer(s) Yoshinori Kitase
Kazushige NojimaComposer(s) Nobuo Uematsu Series Final Fantasy Platform(s) Release January 31, 1997Genre(s) Role-playing Mode(s) Single-player Final Fantasy VII[a] is a 1997 role-playing video game developed by Square for the PlayStation console and the seventh main installment in the Final Fantasy series. Square published the game in Japan, and it was released in other regions by Sony Computer Entertainment, becoming the first game in the main series to have a PAL release. The game's story follows Cloud Strife, a mercenary who joins an eco-terrorist organization to stop a world-controlling megacorporation from using the planet's life essence as an energy source. Ensuing events send Cloud and his allies in pursuit of Sephiroth, a superhuman who seeks to wound the planet and harness its healing power in order to be reborn as a god. Throughout their journey, Cloud bonds with his party members, including Aerith Gainsborough, who holds the secret to saving their world.
Development began in 1994, originally for the Super Nintendo Entertainment System. After delays and technical difficulties from experimenting with several platforms, most notably the Nintendo 64, Square moved production to the PlayStation, largely due to the advantages of the CD-ROM format. Veteran Final Fantasy staff returned, including series creator and producer Hironobu Sakaguchi, director Yoshinori Kitase, and composer Nobuo Uematsu. The title was the first in the series to use full motion video and 3D computer graphics, featuring 3D character models superimposed over 2D pre-rendered backgrounds. Although the gameplay remained mostly unchanged from previous entries, Final Fantasy VII introduced more widespread science fiction elements and a more realistic presentation. The combined development and marketing budget amounted to approximately US$80 million.
Final Fantasy VII received widespread commercial and critical success and remains widely regarded as a landmark title, and it is regarded as one of the greatest and most influential video games ever made. The title won numerous Game of the Year awards and was acknowledged for boosting the sales of the PlayStation and popularizing Japanese role-playing games worldwide. Critics praised its graphics, gameplay, music, and story, although some criticism was directed towards the original English localization. Its success has led to enhanced ports on various platforms, a multimedia subseries called the Compilation of Final Fantasy VII, and a high definition remake trilogy currently comprising Final Fantasy VII Remake (2020), and Final Fantasy VII Rebirth (2024).
Gameplay[edit]
The gameplay of Final Fantasy VII is similar to earlier Final Fantasy titles and Japanese role-playing games.[1] The game features three modes of play: the world map, the field, and the battle screen.[2][3]: 15, 20 At its grandest scale, players explore the world of Final Fantasy VII on a 3D world map.[4] The world map contains representations of areas for the player to enter, including towns, environments, and ruins.[5] Natural barriers—such as mountains, deserts, and bodies of water—block access by foot to some areas; as the game progresses, the player receives vehicles that help traverse these obstacles.[3]: 44 Chocobos can be found in certain spots on the map, and if caught, can be ridden to areas inaccessible on foot or by vehicle.[3]: 46 In field mode, the player navigates fully scaled versions of the areas represented on the world map.[4] VII marks the first time in the series that the mode is represented in a three-dimensional space. In this mode, the player can explore the environment, talk with characters, advance the story, and initiate event games.[3]: 15 Event games are short minigames that use special control functions and are often tied to the story.[3]: 18 While in field mode, the player can also find shops and inns. Shops allow the player to buy and sell items that can aid Cloud and his party, such as weapons, armor, and accessories. Inns restore the hit points and mana points of characters who rest at them and cure abnormalities contracted during battles.[3]: 17
At random intervals on the world map and in field mode, and at specific moments in the story, the game will enter the battle screen, which places the player characters on one side and the enemies on the other. It employs an "Active Time Battle" (ATB) system, in which the characters exchange moves until one side is defeated.[1][2] The damage or healing dealt by either side is quantified on screen. Characters have several statistics that determine their effectiveness in battle; for example, hit points determine how much damage they can take, and magic determines how much damage they can inflict with spells. Each character on the screen has a time gauge; when a character's gauge is full, the player can input a command for them. The commands change as the game progresses, and are dependent on the characters in the player's party and their equipment. Commands include attacking with a weapon, casting magic, using items, summoning monsters, and other actions that either damage the enemy or aid the player characters. Final Fantasy VII also features powerful, character-specific commands called Limit Breaks, which can be used only after a special gauge is charged by taking enemy attacks. After being attacked, characters can be afflicted by one or more abnormal "statuses", such as poison or paralysis. These statuses and their adverse effects can be removed by special items or abilities or by resting at an inn. Once all enemies are defeated, the battle ends and the player is rewarded with money, items, and experience points. If the player is defeated, it is game over and the game must be loaded to the last save point.[3]: 20–27
When not in battle, the player can use the menu screen, where they can review each character's status and statistics, use items and abilities, change equipment, save the game when on the world map or at a save point, and manage orbs called Materia. Materia are the main method of customizing characters in Final Fantasy VII, and can be added to equipment to provide characters with new magic spells, monsters to summon, commands, statistical upgrades, and other benefits.[6] Materia level up through their own experience point system and can be combined to create different effects.[3]: 30–42
Synopsis[edit]
Setting and characters[edit]
Final Fantasy VII takes place on a world referred to in-game as the "Planet" and retroactively named "Gaia".[7][8] The planet's lifeforce, called the Lifestream, is a flow of spiritual energy that gives life to everything on the Planet; its processed form is known as "Mako".[9] On a societal and technological level, the game has been defined as an industrial or post-industrial science fiction setting.[10] During Final Fantasy VII, the Shinra Electric Power Company, a world-dominating megacorporation headquartered in the city of Midgar, is draining the Planet's Lifestream for energy, weakening the Planet and threatening its existence and all life.[11] Significant factions within the game include AVALANCHE, an eco-terrorist group seeking Shinra's downfall so the Planet can recover;[8] the Turks, a covert branch of Shinra's security forces;[12] SOLDIER, an elite Shinra fighting force created by enhancing humans with Mako;[13] and the Cetra, a near-extinct human tribe which maintains a strong connection to the Planet and the Lifestream.[14]
The main protagonist is Cloud Strife, an aloof mercenary who claims to be a former 1st Class SOLDIER. Early on, he works with two members of AVALANCHE: Barret Wallace, its brazen but fatherly leader; and Tifa Lockhart, a shy yet nurturing martial artist and his childhood friend. During their journey, they meet Aerith Gainsborough, a carefree flower merchant and one of the last surviving Cetra;[14][15] Red XIII, an intelligent quadruped from a tribe that protects the planet;[16] Cait Sith, a fortune-telling robotic cat controlled by repentant Shinra staff member Reeve;[3][17] and Cid Highwind, a pilot whose dream of being the first human in outer space was unrealized.[18] The group can also recruit Yuffie Kisaragi, a young ninja and skilled Materia thief; and Vincent Valentine, a former Turk and victim of Shinra's experiments.[19] The game's main antagonists are Rufus Shinra, the son of President Shinra and the later leader of the Shinra Corporation;[20] Sephiroth, a former SOLDIER who reappears several years after being presumed dead;[3] and Jenova, a hostile extraterrestrial life-form who the Cetra imprisoned 2,000 years ago and who Sephiroth was created from.[21][22][23] A key character in Cloud's backstory is Zack Fair, a member of SOLDIER and Aerith's first love.[24]
Plot[edit]
AVALANCHE destroys a Shinra Mako reactor in Midgar, but an attack on another reactor goes wrong and Cloud falls into the city's slums. There, he meets Aerith and protects her from Shinra.[25][26] Meanwhile, Shinra finds AVALANCHE's base of operations and intentionally collapses part of the upper city level in retaliation for the Mako reactor being destroyed, killing many AVALANCHE members and innocent bystanders as collateral damage.[27] Aerith is also captured since Shinra believes that as a Cetra, she can potentially reveal the "Promised Land", which they believe is overflowing with Lifestream energy they can exploit.[28][29] Cloud, Barret, and Tifa rescue Aerith, and during their escape from Midgar, discover that Sephiroth murdered President Shinra despite being presumed dead five years earlier.[30] The party pursues Sephiroth across the Planet, with now-President Rufus on their trail; they are soon joined by the rest of the playable characters.
At a Cetra temple, Sephiroth reveals he intends to use a powerful magical artifact known as "Black Materia" to cast the spell "Meteor", which would have a devastating impact on the Planet. Sephiroth claims he will absorb the Lifestream as it attempts to heal the wound caused by Meteor, and become a god-like being in the process.[31] The party retrieves the Black Materia, but Sephiroth manipulates Cloud into surrendering it. Aerith departs alone to stop Sephiroth and follows him to an abandoned Cetra city. While Aerith prays to the Planet for help, Sephiroth attempts to force Cloud to kill her; after this fails, he kills her himself before fleeing, leaving the White Materia behind.[32] The party then learns of Jenova, a hostile alien lifeform who landed on the Planet two thousand years prior to the game's events. Upon arrival on the Planet, Jenova began infecting the Cetra with a virus, and they were nearly wiped out. However, a small group managed to seal away Jenova in a tomb, which Shinra later unearthed. At Nibelheim, Jenova's cells were used in experiments which led to the creation of Sephiroth.[21][32] Five years before the game's events, Sephiroth and Cloud visited Nibelheim, where Sephiroth learned of his origins and was driven insane as a result. He murdered the townspeople, and then vanished after Cloud confronted him.
At the Northern Crater, the party learns that the "Sephiroths" they have encountered are Jenova clones who the insane Shinra scientist Hojo created. Cloud confronts the real Sephiroth as he is killing his clones to reunite Jenova's cells, but is again manipulated into giving him the Black Materia. Sephiroth then taunts Cloud by showing another SOLDIER in his place in his memories of Nibelheim, suggesting that Cloud is a failed clone of Sephiroth.[33] Sephiroth summons Meteor and seals the Crater as Cloud falls into the Lifestream and Rufus captures the party.
After escaping Shinra, the party discovers Cloud at an island hospital in a catatonic state from Mako poisoning, and Tifa decides to stay as his caretaker. When a planetary defense force called Weapon attacks the island, the two fall into the Lifestream,[34] where Tifa helps Cloud reconstruct his memories. Cloud was a mere infantryman who was never accepted into SOLDIER; the SOLDIER in his memories was his friend Zack. At Nibelheim, Cloud ambushed and wounded Sephiroth after the latter's mental breakdown, but Jenova preserved Sephiroth's life. Hojo experimented on Cloud and Zack for four years, injecting them with Jenova's cells and Mako. They managed to escape, but Zack was killed in the process. The trauma of these events triggered an identity crisis in Cloud, and he constructed a false persona based around Zack's stories and his own fantasies.[32][35] Cloud accepts his past and reunites with the party, who learn that Aerith's prayer to the Planet had been successful: the Planet had attempted to summon Holy to prevent Meteor's impact, but Sephiroth prevented it from having any effect.
Shinra fails to destroy Meteor, but manages to defeat a Weapon and puncture the Northern Crater, seemingly killing Rufus and several other personnel. After killing Hojo, who is revealed to be Sephiroth's biological father,[21] the party descends to the Planet's core through the opening in the Northern Crater and defeats both Jenova and Sephiroth. The party escapes and Holy is summoned once again, destroying Meteor with help from the Lifestream.[36] Five hundred years later, Red XIII is seen with two cubs looking out over the ruins of Midgar, which are now covered in greenery, showing that the planet has healed.
Development[edit]
Initial concept talks for Final Fantasy VII began in 1994 at Square studio, following the completion of Final Fantasy VI. As with the previous installment, series creator Hironobu Sakaguchi reduced his role to producer and granted others a more active role in development: these included Yoshinori Kitase, one of the directors of FFVI. The next installment was planned as a 2D game for Nintendo's Super Nintendo Entertainment System (Super NES). After creating an early 2D prototype of it, the team postponed development to help finish Chrono Trigger.[37] Once Chrono Trigger was completed, the team resumed discussions for Final Fantasy VII in 1995.[37][38]
The team discussed continuing the 2D strategy, which would have been the safe and immediate path just prior to the imminent industry shift toward 3D gaming; such a change would require radical new development models.[37] The team decided to take the riskier option and make a 3D game on new generation hardware but had yet to choose between the cartridge-based Nintendo 64 or the CD-ROM-based PlayStation from Sony Computer Entertainment.[37] The team also considered the Sega Saturn console and Microsoft Windows.[39] Their decision was influenced by two factors: a highly successful tech demo based on Final Fantasy VI using the new Softimage 3D software, and the escalating price of cartridge-based games, which was limiting Square's audience.[37][40][41] Tests were made for a Nintendo 64 version, which would use the planned 64DD peripheral despite the lack of 64DD development kits and the prototype device's changing hardware specifications. This version was discarded during early testing, as the 2000 polygons needed to render the Behemoth monster placed excessive strain on the Nintendo 64 hardware, causing a low frame rate.[37] It would have required an estimated thirty 64DD discs to run Final Fantasy VII properly with the data compression methods of the day.[42] Faced with both technical and economic issues on Nintendo's current hardware, and impressed by the increased storage capacity of CD-ROM when compared to the Nintendo 64 cartridge, Square shifted development of Final Fantasy VII, and all other planned projects, onto the PlayStation.[37]
In contrast to the visuals and audio, the overall gameplay system remained mostly unchanged from Final Fantasy V and VI, but with an emphasis on player control.[43] The initial decision was for battles to feature shifting camera angles. Battle arenas had a lower polygon count than field areas, which made creating distinctive features more difficult.[40] The summon sequences benefited strongly from the switch to the cinematic style, as the team had struggled to portray their scale using 2D graphics.[44] In his role as producer, Sakaguchi placed much of his effort into developing the battle system.[24] He proposed the Materia system as a way to provide more character customization than previous Final Fantasy games: battles no longer revolved around characters with innate skills and roles in battle, as Materia could be reconfigured between battles.[40] Artist Tetsuya Nomura also contributed to the gameplay; he designed the Limit Break system as an evolution of the Desperation Attacks used in Final Fantasy VI. The Limit Breaks served a purpose in gameplay while also evoking each character's personality in battle.[24][40]
Square retained the passion-based game development approach from their earlier projects, but now had the resources and ambition to create the game they wanted. This was because they had extensive capital from their earlier commercial successes, which meant they could focus on quality and scale rather than obsessing over and working around their budget.[37] Final Fantasy VII was at the time one of the most expensive video game projects ever, costing an estimated US$40 million, which adjusted for inflation came to $61 million in 2017.[37][45][46] Development of the final version took a staff of between 100 and 150 people just over a year to complete. As video game development teams were usually only 20 people, the game had what was described as the largest development team of any game up to that point.[37][44] The development team was split between both Square's Japanese offices and its new American office in Los Angeles; the American team worked primarily on city backgrounds.[42]
Art design[edit]
The game's art director was Yusuke Naora, who had previously worked as a designer for Final Fantasy VI. With the switch into 3D, Naora realized that he needed to relearn drawing, as 3D visuals require a very different approach than 2D. With the massive scale and scope of the project, Naora was granted a team devoted entirely to the game's visual design. The department's duties included illustration, modeling of 3D characters, texturing, the creation of environments, visual effects, and animation.[47] The Shinra logo, which incorporated a kanji symbol, was drawn by Naora personally.[48] Promotional artwork, in addition to the logo artwork, was created by Yoshitaka Amano, an artist whose association with the series went back to its inception.[49] While he had taken a prominent role in earlier entries, Amano was unable to do so for Final Fantasy VII, due to commitments at overseas exhibitions.[8][49] His logo artwork was based on Meteor: when he saw images of Meteor, he was not sure how to turn it into suitable artwork. In the end, he created multiple variations of the image and asked staff to choose which they preferred.[50] The green coloring represents the predominant lighting in Midgar and the color of the Lifestream, while the blue reflected the ecological themes present in the story. Its coloring directly influenced the general coloring of the game's environments.[47]
Another prominent artist was Nomura. Having impressed Sakaguchi with his proposed ideas, which were handwritten and illustrated rather than simply typed on a PC, Nomura was brought on as main character designer.[24] Nomura stated that when he was brought on, the main scenario had not been completed, but he "went along like, 'I guess first off you need a hero and a heroine', and from there drew the designs while thinking up details about the characters. After [he'd] done the hero and heroine, [he] carried on drawing by thinking what kind of characters would be interesting to have. When [he] handed over the designs [he'd] tell people the character details [he'd] thought up, or write them down on a separate sheet of paper".[51] Something that could not be carried over from earlier titles was the chibi sprite art, as that would not fit with the new graphical direction. Naora, in his role as an assistant character designer and art director, helped adjust each character's appearance so the actions they performed were believable. When designing Cloud and Sephiroth, Nomura was influenced by his view of their rivalry mirroring the legendary animosity between Miyamoto Musashi and Sasaki Kojirō, with Cloud and Sephiroth being Musashi and Kojirō respectively. Sephiroth's look was defined as "kakkoii", a Japanese term combining good looks with coolness.[40] Several of Nomura's designs evolved substantially during development. Cloud's original design of slicked-back black hair with no spikes was intended to save polygons and contrast with Sephiroth's long, flowing silver hair. However, Nomura feared that such masculinity could prove unpopular with fans, so he redesigned Cloud to feature a shock of spiky, bright blond hair. Vincent's occupation changed from researcher to detective to chemist, and finally to a former Turk with a tragic past.[8][24]
Scenario[edit]
Sakaguchi was responsible for writing the initial plot, which was quite different from the final version.[52] In this draft for the planned SNES version, the game's setting was envisioned as New York City in 1999. Similar to the final story, the main characters were part of an organization trying to destroy Mako reactors, but they were pursued by a hot-blooded detective named Joe. The main characters would eventually blow up the city. An early version of the Lifestream concept was present at this stage.[37][41][52] According to Sakaguchi, his mother had died while Final Fantasy III was being developed, and choosing life as a theme helped him cope with her passing in a rational and analytical manner.[44] Square eventually used the New York setting in Parasite Eve (1998).[41] While the planned concept was dropped, Final Fantasy VII still marked a drastic shift in setting from previous entries, dropping the Medieval fantasy elements in favor of a world that was "ambiguously futuristic".[53]
Jessica Biel #2
Jessica Biel theme by MysticJon
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Jessica BielBorn Jessica Claire Biel
March 3, 1982Ely, Minnesota, U.S.[1]Occupations - Actress
- producer
Years active 1991–present Spouse Children 2 Jessica Claire Timberlake (née Biel /biːl/; born March 3, 1982) is an American actress. Biel began her career as a vocalist appearing in musical productions until she was cast as Mary Camden in the family drama series 7th Heaven (1996–2006), in which she achieved recognition.[2]
In 1997, Biel won the Young Artist Award for her role in the drama film Ulee's Gold. She received further recognition for her lead role as Erin Hardesty in the horror film The Texas Chainsaw Massacre (2003). Biel has since starred in such films as The Rules of Attraction (2002), Blade: Trinity (2004), Stealth (2005), The Illusionist (2006), I Now Pronounce You Chuck & Larry (2007), Valentine's Day (2010), The A-Team (2010), New Year's Eve (2011), Total Recall (2012), and Hitchcock (2012).
In 2017, Biel was the executive producer and star of the USA Network limited drama series The Sinner,[3] for which she received nominations for a Golden Globe Award and a Primetime Emmy Award for Outstanding Lead Actress in a Limited Series or Movie.[4][5]
Early life and education[edit]
Jessica Claire Biel was born on March 3, 1982[6][7] in Ely, Minnesota, to Kimberly (née Conroe), a homemaker and spiritual healer, and Jonathan Biel, a business consultant and General Electric worker.[8][9] Her paternal great-grandfather was the son of Hungarian-Jewish immigrants, which she discovered on the show Who Do You Think You Are?;[10][11] she also has German, French, English, and Scandinavian ancestry.[12][13]
Biel's family moved frequently during her childhood, living in Texas, Connecticut, and Woodstock, Illinois, before finally settling in Boulder, Colorado. While growing up, Biel played soccer[14] and trained as a level six gymnast.[9]
From 2000 to 2002, she attended Tufts University in Medford, Massachusetts.[15]
Career[edit]
Beginnings (1991–2002)[edit]
Biel initially trained to be a vocalist.[16] At age nine, she appeared in several musical productions in her hometown, playing lead roles in productions such as The Sound of Music and Beauty and the Beast.[17] At 11 she participated in a competition sponsored by the International Modeling and Talent Association in Los Angeles where she acquired an agent and professional talent manager.[18] She began modeling for print advertisements and appeared in commercials for products such as Dulux Paint and Pringles.[8] In her film debut, Biel played the character Regrettal, a lead role in the ambitious musical film It's a Digital World, produced and directed by Paul Greenberg. At age 14, after auditioning for several television pilots, Biel was cast as Mary Camden, the oldest daughter and second-oldest child in the family drama 7th Heaven.[18]
Biel landed her first feature film role as Peter Fonda's granddaughter in the critically acclaimed drama Ulee's Gold, released in 1997. Her performance earned her a Young Artist Award.[19] In spring 1998, during a break from filming 7th Heaven, she co-starred in I'll Be Home for Christmas with Jonathan Taylor Thomas as his character's love interest.[17] When she was 17, she posed for a risque photo shoot that appeared in the March 2000 issue of Gear. Producers of 7th Heaven were outraged and brought legal action against Gear.[17] She later expressed regret for doing it, claiming she had been used and that she had been shown different pictures from those published.[20] In 2001, Biel played the love interest of Freddie Prinze, Jr. in the baseball-themed film Summer Catch. In 2002, she starred as promiscuous college student Lara in the ensemble film The Rules of Attraction, an adaptation of the Bret Easton Ellis novel. The movie received mixed reviews, became a box-office hit, and has since gained a cult following.[21][22]
Rise to prominence (2003–2012)[edit]
Biel was cast in her first top-billing role in The Texas Chainsaw Massacre.[23] Although the film met with negative reviews, it was a commercial success, scoring the number-one spot in its opening week and going on to earn more than $80 million in the U.S.[23][24] In 2003, Biel began work on the third installment of the Blade film series, Blade: Trinity. Despite negative reviews, Trinity was a box office hit, grossing $150 million worldwide.[25] After finishing it in 2004, she headed to Australia to shoot the action-thriller Stealth.[26] Biel also appeared in the 2004 film Cellular; played a supporting role, Ellen, in the romantic comedy Elizabethtown (2005); and starred in the indie film London. In 2005, Esquire named her the "Sexiest Woman Alive" in a six-part series with each month revealing a different body part and clue to the woman's identity.[8]
In 2006, Biel played a turn-of-the-century duchess in the period piece The Illusionist, co-starring Edward Norton and Paul Giamatti. While her casting was met with a mixed response, her performance was ultimately praised. James Berardinelli of Reelviews called her the "film's real acting revelation",[27] while Todd McCarthy of Variety wrote, "Handily employing a refined English accent where the others lay on a light Austrian veneer, Biel is entirely stunning enough to fight to the death over."[28] Biel played an Iraq War veteran in the 2006 film Home of the Brave, a drama about soldiers struggling to readjust to society after facing the hardships of war. In Next Biel starred alongside Nicolas Cage and Julianne Moore. She appeared in the summer comedy I Now Pronounce You Chuck & Larry, co-starring Adam Sandler and Kevin James. In late 2007, Biel signed on to play a stripper in Powder Blue, alongside Forest Whitaker (who also produced the film), Ray Liotta and Patrick Swayze. In 2007, Stuff magazine's named her No. 1 on their "100 Sexiest Women".[29]
At the start of 2008, Biel shot Easy Virtue, an adaptation of the play by Noël Coward. Like the play, the film is set in the 1920s and Biel plays young widow Larita, who impulsively marries John Whittaker in France and must face her disapproving in-laws on returning to England. The film premiered in September 2008 at the Toronto International Film Festival.[30] Critics praised Biel for her performance, with Todd McCarthy of Variety saying Biel "more than kept up" with veterans Kristin Scott Thomas and Colin Firth and praising her "sparkling" performance.[31][32] The Hollywood Reporter described her performance as "an irresistible force of nature — a kind, witty, supremely intelligent and beautiful woman who ... is capable of rejoinders that thoroughly undercut her opponent's withering criticism."[33] Biel also performed two songs on the film's soundtrack, "Mad About the Boy" and "When the Going Gets Tough".[citation needed]
In 2009, Biel lent her voice to the animated science fiction film Planet 51. Biel performed the role of Sarah Brown with the Los Angeles Philharmonic in a fully staged concert production of Guys and Dolls during the 2009 season at the Hollywood Bowl.[34][35] On the last night, she received a rousing standing ovation from 17,000 people.[9] She subsequently landed a part in Lincoln Center Theater's two-week-long workshop of the musical version of the Pedro Almodóvar film Women on the Verge of a Nervous Breakdown, along with Salma Hayek.[9]
In 2010, Biel starred in the large ensemble cast film Valentine's Day and in the A-Team, based on the television series as Capt. Charissa Sosa. In 2011, she appeared in New Year's Eve, directed by Valentine's Day's Garry Marshall.[36] In 2012, Biel starred in the remake of the 1990 science fiction movie Total Recall alongside Colin Farrell and Kate Beckinsale. She portrayed actress Vera Miles in the biographical film Hitchcock, based on Stephen Rebello's book Alfred Hitchcock and the Making of Psycho. She also appeared in Playing for Keeps with Gerard Butler.[37]
Independent film route and move into producing (2013–present)[edit]
Biel starred in the thriller film Emanuel and the Truth About Fishes, which premiered at the Sundance Film Festival on January 18, 2013.[38] In April 2008, Biel began working on the political satire Nailed, with Jake Gyllenhaal. The film centers around a woman who accidentally gets a nail lodged in her head and travels to Washington, D.C. to fight for better health care. In May 2009, Biel spoke about the film's production turmoil, saying: "That was definitely an experience, something I could not say no to. I am a huge David O. Russell fan. It's just heartbreaking that so many people put so much work into this particular project only to have it sit there, unfinished."[39] The film was released on video on demand on February 10, 2015,[40] and received largely negative reviews from critics.[41]
In 2015, Biel starred in the independent drama Bleeding Heart, in which she plays a yoga instructor named May who meets her biological sister Shiva (Zosia Mamet), a sex worker, for the first time.[42] The film premiered on April 17, 2015, at the Tribeca Film Festival, receiving mixed reviews, though Biel earned praise for her performance. Richard Lawson of Vanity Fair commented: "Though she's not given too much to work with in terms of character, Biel plays May with appealing nuance, creating a low-key, bliss-based Angeleno, all light and airy and gentle and poised, who discovers within herself an untapped hardness and anger and strength... when Biel has to conjure up more profound emotions, she proves adept, and surprisingly subtle."[43] Clayton Davis of AwardsCircuit.com also praised her performance, writing, "With an internalized and very subtle performance, Biel excels in her ability to find the very motivation of May."[44]
In 2016, Biel co-starred with Patrick Wilson (with whom she had worked on The A-Team) in the thriller A Kind of Murder, based on the novel The Blunderer by Patricia Highsmith.[45] She voiced the character Vix in the animated film Spark, with Susan Sarandon and Hilary Swank, which was released in 2016.[46][47] Biel also appeared in the drama The Book of Love, based on the book The Devil and the Deep Blue Sea, about an introverted architect (Jason Sudeikis) who loses his wife (Biel) and sets out to help a teenager named Millie (Maisie Williams). Biel also produced the project from its conception some years prior, and was directed by Bill Purple, who directed her in the short film Hole in the Paper Sky. The film was released in January 2017.[48]
On August 2, 2017, Biel's eight-episode limited series murder mystery, The Sinner, debuted on USA Network. Biel is both executive producer and played the series' lead character Cora Tannetti. She stated that she moved into production so that she could develop projects with challenging and interesting roles rather than waiting for them to happen.[49]
In October 2021, it was announced Biel would star and executive produce the true-crime drama miniseries Candy for Hulu.[50]
Biel is set to lead the upcoming sci-fi thriller Ursa Major directed by brothers Jonathan and Josh Baker.[51]
Personal life[edit]
In January 2007, Biel began dating singer-songwriter Justin Timberlake.[52] They became engaged in December 2011[53] and married on October 19, 2012, at the Borgo Egnazia resort in Fasano, Italy.[54] The couple have two sons.[55][56][57]
Alongside Robert F. Kennedy Jr., Biel publicly lobbied in June 2019 against California's vaccination bill that would limit medical exemptions from vaccinations without approval from a state public health officer.[58][59][60]
Charitable causes[edit]
On July 18, 2006, Biel participated in a charity auction to raise medical funds for teen Molly Bloom, who was injured in a limousine accident.[61] "I promise I'm a cheap date", Biel quipped in a pre-recorded video. John Schiffner of Fergus Falls, Minnesota, successfully bid $30,000 to have lunch with Biel. Biel and Schiffner lunched at The Palm restaurant in Denver, Colorado, on August 18, 2006.[62]
In early 2007, Biel co-founded the Make the Difference Network with her father and another business partner, Kent McBride.[63]
In 2010, Biel climbed to the summit of Mount Kilimanjaro with members of the United Nations Foundation to raise awareness of the global water crisis.[64] That same year Biel earned a nomination for a Do Something Award.[65]
Biel teamed with nonprofit health care organization WomanCare Global to develop content that will provide girls with sex education.[66]
In 2021, Biel teamed up with Jeremy Adams, a natural products entrepreneur, and co-founder Greg Willsey, to launch Kinderfarms, a health and wellness brand for families.[67]
Filmography[edit]
Film[edit]
Year Title Role Notes 1994 It's a Digital World[68] Regrettal Short film; debut[69] 1997 Ulee's Gold Casey Jackson 1998 I'll Be Home for Christmas Allie Henderson 2001 Summer Catch Tenley Parrish 2002 The Rules of Attraction Lara Holleran 2003 The Texas Chainsaw Massacre Erin Hardesty 2004 Cellular Chloe Blade: Trinity Abigail Whistler 2005 Stealth Lt. Kara Wade London London Elizabethtown Ellen Kishmore 2006 The Illusionist Duchess Sophie von Teschen Home of the Brave Vanessa Price 2007 Next Liz Cooper I Now Pronounce You Chuck & Larry Alex McDonough 2008 Hole in the Paper Sky[70] Karen Watkins Short film; also executive producer Easy Virtue Larita Whittaker 2009 Powder Blue Rose-Johnny Planet 51 Neera Voice 2010 Valentine's Day Kara Monahan The A-Team Capt. Charisa Sosa 2011 New Year's Eve Tess Byrne 2012 The Tall Man Julia Denning Total Recall Melina Hitchcock Vera Miles Playing for Keeps Stacie Dryer 2013 The Truth About Emanuel Linda 2015 Accidental Love Alice Eckle Bleeding Heart May 2016 The Book of Love Penny Herschel Also producer A Kind of Murder Clara Stackhouse Spark Vix Voice 2017 Shock and Awe Lisa Television[edit]
Year Title Role Notes 1996–2003 & 2006 7th Heaven Mary Camden 136 episodes 2004 Johnny Bravo Herself (voice) Episode: Johnny Bravo Goes to Hollywood 2005 & 2013 Family Guy Brooke Roberts (voice) 2 episodes 2009 Saturday Night Live Jessica Rabbit Episode: "Dwayne Johnson/Ray LaMontagne" 2014 New Girl Kat Episode: "The Last Wedding" 2016–2018 BoJack Horseman Herself (voice) 4 episodes[71] 2017 The Sinner Cora Tannetti Main role (Season 1; 8 episodes)
(also Producer, 2017–2021)2019 Limetown Lia Haddock Main role 2021 Scooby-Doo and Guess Who? Herself (voice) Episode: "The Lost Mines of Kilimanjaro!" 2021-2023 Cruel Summer — Executive producer 2022 Candy Candy Montgomery Also executive producer TBA The Better Sister Chloe Also executive producer Music videos[edit]
Year Song Artist Notes 2001 "Fly Away from Here" Aerosmith [72] 2018 "Man of the Woods" Justin Timberlake [73] Awards and nominations[edit]
Awards and nominations Awards and nominations Shadow of the Colossus #4
Shadow of the Colossus theme by MysticJon
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Shadow of the Colossus Developer(s) Japan Studio (Team Ico) Publisher(s) Sony Computer Entertainment Director(s) Fumito Ueda Producer(s) Kenji Kaido Writer(s) - Junichi Hosono
- Masashi Kudo
- Takashi Izutani
Composer(s) Kow Otani Platform(s) PlayStation 2 PlayStation 3 PlayStation 4 Release Genre(s) Action-adventure, puzzle Mode(s) Single-player Shadow of the Colossus[a] is a 2005 action-adventure game developed by Japan Studio and Team Ico, and published by Sony Computer Entertainment for the PlayStation 2. It takes place in a fantasy setting and follows Wander, a young man who enters an isolated and abandoned region of the realm seeking the power to revive a girl named Mono. The player assumes the role of Wander as he embarks on a mission that might entail Mono's resurrection: to locate and destroy the colossi, sixteen massive beings spread across the forbidden land, which the protagonist traverses by horseback and on foot.
The game was directed by Fumito Ueda and developed at Sony Computer Entertainment's International Production Studio 1, also known as Team Ico, the same development team responsible for the acclaimed PlayStation 2 title Ico, to which the game is considered a spiritual successor. Сonceived as an online multiplayer game titled NICO directly after Ico's completion, Shadow of the Colossus underwent a lengthy production cycle during which it was redeveloped as a single-player title. The team sought to create an outstanding interactive experience by including a distinct visual design, an unorthodox gameplay template, and non-player characters with sophisticated artificial intelligence such as the colossi and Wander's horse, Agro.
Cited as an influential title in the video game industry and one of the best video games ever made, Shadow of the Colossus is often regarded as an important example of video games as art due to its minimalist landscape designs, immersive gameplay, and emotional weight of the player character's journey. It received wide critical acclaim by the media and was met with strong sales compared to Ico, due in part to a larger marketing campaign. The game won several awards for its audio, design, and overall quality. A remastered version for the PlayStation 3 was released alongside Ico as The Ico & Shadow of the Colossus Collection in September 2011, developed by Bluepoint Games, who later produced a high definition remake of the game for the PlayStation 4 in 2018.
Gameplay[edit]
Described by several commentators as an action-adventure game,[2][3] Shadow of the Colossus takes place from a third-person perspective in a three-dimensional (3D) graphic environment and involves combat-based gameplay sequences, as well as platforming and puzzle game elements.[4] The game's environment is largely presented as a seamless open world.[5] Progression through Shadow of the Colossus occurs in cycles. Beginning at a central point in an expansive landscape, the player seeks out and defeats a colossus, and is then returned to the central point to repeat the process.[2] To find each colossus, Wander may raise his sword while in a sunlit area to reflect beams of light, which will converge when the sword is pointed in the right direction of the next encounter.[6] The player's journey to a colossus seldom follows a direct route: stretches of varied terrain often require that a detour be taken along the way. Most colossi are situated in remote areas, such as atop cliffs or within ancient structures.[2][7]
Once a colossus is found, the player must discover its weaknesses to defeat it. Each colossus dwells in a unique lair, and in most encounters the player must use some aspects of the current battlefield to advantage, a necessity that becomes more pronounced as the game progresses.[9] The first two battles take place on simple, vast, flat areas of land, wherein the player's only goal is to discover how to scale the colossi and attack their weak points.[6][9] However, the majority of the following fourteen battles require that the player make use of the surrounding environment.[10][11]
Every colossus has at least one weak point, symbolized by a glowing sigil[12] that can be illuminated and identified by the sword's reflected light.[6][13] Each colossus has areas covered with fur or protruding ledges, which Wander may use to grip and scale the colossus while it thrashes about in an attempt to dislodge him.[2] Wander has a limited stamina gauge that decreases as he hangs onto the colossus; the player thus must act quickly when they scale the creature.[4] Aside from the colossi, who are the only enemies of the game, the environment is inhabited by natural animals. Only one species, however, has an effect on gameplay: eating the tail of a certain kind of lizard increases Wander's stamina gauge. Likewise, the player may find fruit that increases Wander's maximum health.[14]
Wander's horse, Agro,[15] plays a large role in the game. Aside from her capacity as a means of transportation, Agro enables the player to fight from horseback, a critical avenue to defeating some of the colossi.[16] However, the game contains many environments that players cannot traverse by horse, and colossi are often found in areas within deep water or beyond large obstacles that must be scaled. Agro cannot travel beyond these, and when separated from Wander by such obstacles, cannot participate in the following battle.[6] While throughout the game, Wander's equipment consists of only a sword and a bow with arrows,[17] in subsequent playthroughs players may access bonus weapons and in-game features after finishing optional Time Attack trials, which allow the battles with the colossi to be replayed with a restricted time limit.[14]
Synopsis[edit]
Setting[edit]
Presented through a minimalistic narrative,[18] Shadow of the Colossus eschews disclosure of detailed information about the backstories and interrelationships of its characters to the player.[2] The game takes place in a fantasy world,[19][20] wherein a vast and unpopulated peninsula, known as the Forbidden Land, serves as the main setting for the game's events. Separated from the outside realm by a distant mountain range to its north and sea to the south and east, the area contains ruins and remnants of ancient structures, an indication that it had formerly been a settlement.[21][22][23]
The only point of entry to the region is a small cleft in the mountains to the north that leads to a massive stone bridge. This bridge spans half the distance of the landscape and terminates at a large temple called the "Shrine of Worship" located at its center. It is, however, forbidden to enter the land,[24] which includes diverse geographical features, such as lakes, plateaus, canyons, caves, and deserts in addition to human-made structures.[2][11]
Characters[edit]
The protagonist of the game is Wander (ワンダ, Wanda, voiced by Kenji Nojima), a young man whose goal is to resurrect a girl named Mono (モノ, voiced by Hitomi Nabatame). The only established fact regarding Mono is that she was a maiden who was sacrificed because she was believed to have a cursed destiny.[26] Assisting Wander in his quest to revive her is his loyal horse, Agro (アグロ, Aguro), who serves as his sole ally in defeating the colossi;[27] the English-language version of the game refers to Agro as a male steed,[28] although director Fumito Ueda said that he saw Wander's horse as female.[29] Wander also receives aid from an entity called Dormin (ドルミン, Dorumin, voiced by Kazuhiro Nakata and Kyōko Hikami). The story revolves around these characters but features a small supporting cast, represented by Lord Emon (エモン, voiced by Naoki Bandō) and his men.
Speaking with two voices at once (one male and one female), Dormin is a mysterious, disembodied entity. According to legends of the game's world, Dormin has the power to revive the dead;[24][27] this premise serves as the driving cause for Wander's entrance upon the forbidden land, as he seeks the being's assistance in reviving Mono. Dormin offers to revive her in exchange for Wander destroying the sixteen colossi.[26] One of the commentators of the game's plot speculated that the name "Dormin", which spells "Nimrod" backwards, serves as a reference to the body of the biblical King Nimrod which was cut up and scattered.[30]
Lord Emon is a shaman who narrates a vision in the game's introduction that vaguely explains the origin of the land to which Wander has come and establishes that entry to this place is forbidden.[24] As portrayed by the game, he possesses vast knowledge about the nature and containment of Dormin, and wields the ability to use powerful magic. He has a small group of warriors at his command, and is pursuing Wander to prevent the use of "the forbidden spell", the rite that involves the destruction of the sixteen colossi and the restoration of Dormin's power.[31]
The colossi are armored, most often enormous creatures with forms ranging from various humanoids to predatory animals, and live in all manner of surroundings and environments, including underwater and flying through the air.[18][32] Their bodies are a fusion of organic and inorganic parts such as rock, earth, and architectural elements,[4] some of which are weathered or fractured. Some colossi are peaceful and will only attack when provoked, whereas others are aggressive and will attack on sight.[2] Inhabiting specific locations in the forbidden land, they do not venture outside their own territory. Once slain they will remain where fallen, as a mound of earth and rock vaguely resembling the original colossus.[33][34] A pillar of light marks the location of each colossus after they are defeated.[35] The Latin names of the colossi, though spread throughout fan related media, are not official and are never referred to within the game.[36][37]
Plot[edit]
As the game begins, Wander enters the forbidden land and travels across a long bridge on his horse, Agro. After they reach the entrance to the Shrine of Worship, Wander, who has carried with him the body of Mono, brings her to an altar in the temple. A moment later, several humanoid shadow creatures appear and approach Wander before he easily dismisses them with a wave of the ancient sword in his possession.
After the shadow creatures are vanquished, the disembodied voice of Dormin manifests within the shrine and expresses surprise at the fact that Wander possesses the weapon. Wander explains the plight that led him to seek the forbidden land and asks that Dormin return Mono's soul to her body. Dormin offers to grant Wander's request under the condition that he completes a rite designed to destroy the sixteen idols lining the temple's hall. To that end, Wander must use his sword to slay each of the idol's physical incarnations–the colossi, whose presence ranges across the vast expanse outside the temple. Although warned by Dormin that he may have to pay a great price to revive Mono, Wander sets out to search the land for the colossi and destroy them.[38]
An aspect of Wander's mission that is unknown to him is that the colossi contain portions of Dormin's own essence, scattered long ago to render the entity powerless.[26][39] As Wander kills each colossus, a released fragment of Dormin enters his body. Over time, the signs of Wander's deterioration from the gathered essence start to appear: his skin becomes paler, his hair darker, and his face is increasingly covered by dark veins. The outcome of the battle with the twelfth colossus leads to a reveal of a group of warriors that has been pursuing Wander, led by Emon. Urged to hurry with his task by Dormin, Wander soon heads off to defeat the sixteenth and final colossus. On the way to this confrontation, he rides horseback across a long bridge which begins to collapse as he is halfway across, but Agro manages to throw Wander over to the other side before falling into the distant river below.
Soon after, Wander goes on to defeat the final colossus as Emon's company arrives in the Shrine of Worship to witness the last temple idol crumble. Wander appears back in the temple soon after, the signs of his corruption readily apparent: his skin is pallid, his eyes glow silver, and a pair of tiny horns have sprouted from his head. Emon recognizes him as a transgressor who, in an event that occurred before Wander's journey to the forbidden land, stole the ancient sword with which he killed the colossi.[31] Emon orders his warriors to kill the "possessed" man as he approaches Mono and finally falls once stabbed through the heart by one of Emon's men.[40] However, a newly whole Dormin takes control of Wander's body and transforms into a shadowy giant.[39][41] While his men flee, Lord Emon casts the ancient sword into a small pool at the back of the temple's hall to evoke a whirlwind of light. The supernatural vortex consumes Dormin and Wander, which seals Dormin within the temple once again. As Emon and his warriors escape, the bridge that leads to the temple collapses behind them, and its destruction forever isolates the forbidden land from the rest of the world. Although he has condemned Wander for his actions prior to their encounter, Emon expresses hope that Wander may be able to atone for his crimes one day should he have survived.[42]
Back in the temple, Mono awakens and finds Agro limping into the temple with an injured hind leg. Mono follows Agro to the pool into which Wander and Dormin were pulled by Emon's spell, where she finds a male infant with tiny horns on his head. Mono takes the child with her, following the horse to higher levels of the Shrine of Worship, and arrives at a secret garden within the shrine as the game ends.
Development[edit]
Origin[edit]
Shadow of the Colossus is the second project of Team Ico, a group of staff members within Sony Computer Entertainment's (SCEI) International Production Studio 1 that was led by director Fumito Ueda and producer Kenji Kaido.[32][43][44] The game originated from one of Ueda's concepts that he developed directly after the team submitted their debut title Ico, released in late 2001 for Sony's PlayStation 2 video game console, for publication.[45][46][47] As the basis of Team Ico's subsequent game had not been decided, Ueda examined "a number of old ideas kicking around in my head ... that couldn't be realized under previous circumstances".[48] After a brief review of those avenues, Ueda chose to explore one that aligned with his own preferences as a game player.[47][48] Ueda cited The Legend of Zelda series as an influence, as he grew up wanting to make a game like Zelda and designed the Colossi bosses like "inverted Zelda dungeons."[49][50]
Ueda envisioned a work with an underlying motif of "cruelty as a means of expression".[48] He felt that this theme was widely featured in contemporary titles such as Grand Theft Auto III and wanted to use it in a game that he designed.[48] In a discussion with Kaido, Ueda observed that he had played a variety of video games containing battles with large bosses that the player must shoot from a distance to defeat.[51] Ueda believed that the boss sequences of those games could be streamlined if the player character was able to approach and climb the oversized opponents to kill them with a close range weapon.[51] Accordingly, he chose to base the game around the player character's encounters with enormous fictional creatures,[16] a premise that stemmed from Ueda's childhood fascination with monster movies.[46] This led to an emphasis on the inclusion of a large-scale adventure in the title, an element which Ueda regarded as influential in the shaping of the game's stylistic identity.[48]
Originally, the team considered Ueda's idea alongside another concurrently-developed game.[45][46] According to Ueda, the game was unrelated to his former concept, and the team did not give it a working title or outline its design while it was in development.[45][46] Ueda recognized the finished iteration of Team Ico's second title as, "in many ways, a game for boys and men"; conversely, the separately produced game was fashioned to appeal more to a female audience.[46] Its contents, interface and thematic focus differed significantly from those that would ultimately manifest in the team's next game after Ico.[46] The untitled game did not employ 3D graphics, whereas Team Ico applied them to their published game.[46] The team eventually scrapped their plans for a counterpart title to Ueda's intended game,[46] which was advanced into further development.[45]
Prior to the start of the project, Team Ico assessed the opportunity to establish it as a sequel to their first game.[16] This suggestion was opposed by certain staff members who argued that the story and gameplay of their preceding title were largely self-contained, and that the existence of consumer demand for a new Ico game was questionable.[52] According to Ueda, Team Ico assumed that the creation of levels for a single-player game akin to Ico necessitated the construction of elaborate puzzles, a practice that the staff wanted to eschew.[51] Following lengthy deliberations, they decided not to pursue a sequel to Ico and to produce a standalone game provisionally dubbed NICO (a portmanteau of ni, 2 in Japanese, and "Ico").[16][32] The team initially agreed to develop NICO as an online multiplayer game that, unlike Ico, "wouldn't require complex level design".[51] Their foundational goal, according to Kaido, was to create a technology demo that represented a tentative rendition of the game's fictional world and features.[16] Development commenced immediately after the December 2001 release of Ico's Japanese version.[16][53]
Early prototypes[edit]
To develop the concept video for NICO, Team Ico formed a small internal group, which was composed of Ueda, one of Ico's designers and a roughly 10-person animation team.[48] Their objective was to deliver "[a] movie with an extremely final form" that could serve as a visual template for the finalized game.[16] The first storyboard that outlined the video was drafted in January 2002, and the actual short film was completed that May.[54] It depicted a group of three masked, horned boys who rode horseback across a vast landscape and attacked a towering being reminiscent of the second boss in Shadow of the Colossus.[35][55][56] The video was visualized in the Ico game engine and was rendered in real-time on the PlayStation 2 hardware.[16] With those techniques, the team aimed to estimate the extent to which the platform's capabilities allowed the realization of their vision.[16]
According to Kaido, the team deemed the resulting video to have attained a very high level of completion, and thus was able to use it as a reference point throughout the game's production.[16] Although they subsequently modified the game's visuals from those of the demonstration reel, its themes of "fighting a giant enemy" and "[exploring] a giant field" carried over into the final game design.[16] The demo indicated elements that were excluded from the released game.[57] Among these was a showcased gameplay mechanism wherein one of the colossus' attackers who had scaled and killed it proceeded to mount his approaching horse by leaping onto its back from the entity's corpse.[57] The video was later exhibited at many trade shows,[43] such as the 2006 D.I.C.E. Summit in Las Vegas where Kaido and Ueda retrospectively discussed the game's development with Lorne Lanning.[55]
In June 2002, a small group of staff at Team Ico started to build a prototype of NICO for testing purposes.[54] In his role as producer, Kaido tasked the team with the inclusion of technological features that he recognized as important milestones of the development.[55] One of the challenges issued by Kaido involved the creation of "organic collision deformation", a term that alluded to his concept of realistic character physics in relation to the movement of the colossi.[55] For instance, if a colossus' limb was currently horizontal, Kaido expected the player to be able to run across the limb as though it were any other flat surface.[55] Ueda and Team Ico programmers spent over six months to produce a working version of this functionality.[54] They began by adding a character to a virtual environment where the figure was enabled to climb a pole-like object.[51] One of the team's priorities at the time was to code a physics-based simulation of scenarios where characters were "being shaken off or narrowly avoided being stomped on".[58]
In May 2003, Team Ico assembled a demonstrational build of NICO and presented it at a production meeting.[54] Full development of the game was sanctioned directly after it was pitched, and commenced in the same month.[54] That year, the NICO technology demo was shown across Sony's foreign offices among a lineup of prospective PlayStation 2 titles, and its exposure excited the spectators.[57] Although the team attempted to work on the game in secrecy, at a certain point images of NICO's horseriding characters were leaked onto the Internet.[32] Their circulation led enthusiasts to speculate about what they perceived as a sequel to Ico.[32] According to Ueda, the team reused elements of Ico's character designs for NICO to expedite the production of the concept video and minimize its costs.[58] He asserted that NICO was not related to Ico despite their stylistic similarities,[58] and that his colleagues did not identify the former game as a sequel.[4] However, contemporary and retrospective sources described Team Ico's second game as both a spiritual successor[32][47][59] and prequel to Ico.[60]
The staff used player feedback to advance the testing of the "organic collision deformation" system by inputting simple objects to experiment its capabilities.[58] Although Team Ico had conducted an elaborate research of the game's technological framework, they did not finish its validation when they entered the production phase.[51] After evaluating the limited number of personnel that was involved with NICO as well as their professional profiles, Team Ico concluded that they were not qualified to deliver an online-only game.[51] They then resolved to abandon that direction and to reformulate NICO into a single-player title.[51] The team discarded Ico's development tools that they had used at the outset of the project and moved to write new programming utilities.
Zoids #2
Zoids theme by MysticJon
Download: Zoids_2.p3t
(16 backgrounds)
Zoids Created by Tomy Original work Japan Owner Tomy Years 1983–present Print publications Comics Spider-Man and Zoids #1–51 (1986–87)[1] Films and television Animated series Games Traditional Zoids action figures Technozoids (テクノゾイド, Tekunozoido), also referred to as simply Zoids (ゾイド, Zoido), is a Japanese science fiction media franchise created by Tomy that feature giant robots (or "mecha") called Technozoidaryans, otherwise known as Technozoids, Zoidaryans or Zoids for short. A Zoid is essentially a large mechanical animal, with designs being based on animals; including dinosaurs, insects, arachnids and mythological creatures.
The franchise started with a plamo kit line and includes five main anime TV series (Chaotic Century, New Century, Fuzors, Genesis and Wild) as well as several video games and manga products.[2]
Model kit lines[edit]
There have been a number of different Zoids model lines over the years, both in Japan and other countries. Between these lines, over 200 different designs have been released, some several times over. Several companies outside of Takara-Tomy have produced Zoids kits. This has led to Zoids being made as die-cast figures, highly detailed posing kits, smaller action figures and even PVC figurines.
Mechabonica[edit]
The predecessors to Zoids. Released in 1982, "Mechabonica" was technically not a Zoids line, but is counted as such by collectors as it consisted of three models that would later be re-released as the first three Zoids (Garius, Elephantus, and Glidoler). The line was not very successful and was quickly dropped by Tomy.
Starzeta[edit]
Starzeta was the Spanish version of the Mechabonica line. Since Tomy had no direct marketing power in Spain during the 80s the models were released under licence by a smaller company (Feber) but unfortunately the line performed even worse than its Japanese counterpart. The same 3 models were released but bizarrely they were given new color schemes; grey parts became silver and the dark blue caps became bright blue. The models were not given names but are listed as Starzeta I, II and III.
SZ IV (Garantula), SZ V (Aquadon) and SZ VI (Gorgodos) were supposedly planned as a continuation of the series but their release status is currently unknown.
The models are incredibly rare (even more so than the Japanese Mechabonica) and demand is boosted even further by their unique color schemes.
Original American release[edit]
TOMY sold the Mechabonica line in the United States and Europe in late 1982, under the name Zoids. The line was far more successful than Mechabonica, which led TOMY to reintroduce the line in Japan under the new name.
Later, a pair of original Zoids, the Power Zoids Tank and Serpent, were created exclusively for the European and North American markets and were never released in Japan. Other Zoids like the Bigasaur (renamed to Giant ZRK) were also released. Radio Shack released the Mammoth Zoid in the US at the same time. While not a part of the release, it is generally counted with them. The Original American Release is commonly abbreviated as OAR by fans and collectors.
Original Japanese Release[edit]
In 1983, following the success of the OAR, TOMY reintroduced the Zoids line in Japan. The relaunched Japanese line, now entitled Zoids, was a success, running from 1983 until 1990. The Zoids line had its own "Battle Story" that was told serially on the backs of the model boxes and in catalogues.
Initially, the Zoids were divided into two distinct factions, the Helic Republic and the Zenebas Empire. In 1989, the Zenebas Empire was replaced with the Guylos Empire.
The Original Japanese Release is commonly abbreviated as OJR.
Original European Release[edit]
Zoids were also released in Europe, (and to a limited extent in Australia, South Africa and South-East Asia), from 1984 to 1987 by TOMY. The models in this release were a mixture of ones directly ported over from the OJR, as well as recolored Zoids, including the rare Ghost Zoids line. Additionally, the Tank and Serpent Power Zoids from the OAR were released. Most of the Zoids in the line were renamed.
The Zoids in the release were divided into two distinct factions, which are the Blue Guardians and the Red Mutants. The line had its own story told in the UK Zoids comic.
The Original European Release is commonly abbreviated as OER.
Robo Strux[edit]
Robo Strux were released in the US and Canada by TOMY, in 1985–86. All the Zoids in the line were OJR Zoids, however, some versions of the same model retained their original (OJR) color scheme, whereas other versions of the same model received a distinctive Robo Strux color scheme. Thus, the Robo Strux line had two differently colored releases of several models. Based on their color schemes, the Zoids were divided into two factions, the heroic Blue Guardians and the evil Red Mutants. However, there was no accompanying story or media.
Due to the lack of marketing and the relatively high prices of the models, Robostrux was rather short-lived.
Robostrux is commonly abbreviated as RS.
1:24 Scale Zoids[edit]
In 1988, TOMY launched a sub-line of the OJR, featuring larger-scale Zoids. The 1:24 line featured Zoids of similar size to existing ones, but scaled for larger pilots. Each kit came with a 3 inch tall action figure of the pilot. Like the regular Zoids line, the Zoids were divided into Helic and Zenebas factions.
The 1:24 Zoids were not a success, and were discontinued after a year.
Zevle[edit]
In 1990, TOMY re-released several of the 1:24 scale Zoids in a new line called Zevle. The Zoids were recolored from the OJR versions, and came with detailed, 3 inch tall action figures of the pilot and crew. The pilot figures were unpainted and on sprues, much like a model kit, and had to be assembled. The crew figures also came with accessories of guns and beam sabers. Zevle featured its own "Battle Story" on the boxes, but while it was similar to the Zoids Battle Story, it was unrelated to it.
Like the 1/24th Zoids, Zevle was a commercial failure and was discontinued.
Technozoids[edit]
Kenner acquired the rights to release Zoids in North America, releasing the Technozoids line in 1995–1996. The Zoids in the line were all recolors of earlier Zoids released in the OJR, although some were directly imported from the Zoids2 line. There were no distinct factions for the Zoids, and no backstory was given.
The Technozoids line was a failure and was discontinued after one year. A number of Zoids were left unreleased at the end of the line.
Technozoids is commonly abbreviated as TZ.
Zoids 2[edit]
TOMY released another line of Zoids in the UK and Europe (with a re-release in Australia and South-East Asia) in 1994. The Zoids 2 line featured very bright color schemes, with all the Zoids having at least some chromed parts. The Zoids also had unique stickers with odd swirling designs. The Zoids 2 line did not feature distinctive factions for the Zoids, but did have a backstory loosely based on (but not a continuation of) the UK Zoid comic, with the Zoids invading Earth and humanity's last hope being to turn the Zoids against each other.
Like Technozoids, Zoids 2 was eventually discontinued.
Zoids 2 is commonly abbreviated as Z2.
New Japanese Release[edit]
In 1999, TOMY relaunched the Zoids line in Japan, with subsequent releases elsewhere in Asia. Initially, the line consisted of recolored re-releases of older Zoids, but TOMY quickly began producing new Zoids designs. The Zoids were divided into Helic and Guylos factions, with the Zenebas Empire returning later. The OJR battle story was continued on the NJR boxes, with the Zoids Anime and Manga drawing on alternate versions of the New Battle Story's events.
The line was abruptly discontinued in August 2004. By the end of the line, there were still thirty-three Zoids from the OJR line that had yet to be re-released.
The New Japanese Release is unofficially abbreviated as NJR.
Customise Parts[edit]
Along with the re-launch of the Zoids line, TOMY also launched a line known as Customise Parts or simply CP. The line consisted of additional weapons and equipment that could be added onto Zoids models. The line was a mixture of new parts and re-issues of parts originally included in various OJR models (as well as the Empire and Republic Customization Kits).
The Customise Parts line was discontinued in 2002.
Blox[edit]
In 2002, TOMY introduced a new line of non-motorised Zoids called Blox, which featured flexible construction. Blox Zoids can be easily disassembled and combined with each other, as well as with regular Zoids.
Toys Dream Project[edit]
In 2002, Toys Dream Project began a line of limited Zoids releases. The line consisted of a mixture of new recolors of existing Zoids and re-releases of older versions of some Zoids in their OJR colors, as well as kits paired with uniquely colored customize parts.
Zoids: Build Customize Mobilize[edit]
Following the launch of the NJR, Hasbro licensed Zoids for release in North America and South-East Asia in 2001. Like the NJR, the line was divided into Republic and Empire factions, with the Anime providing the backstory. Initially, the Hasbro line consisted of just re-releases of Zoids from the NJR. However, they later began developing their own Zoid designs, as well as co-developing others with TOMY. Additionally, Hasbro had planned to re-release several OJR Zoids that had not been released in the NJR.
Although it was initially successful, Hasbro suspended the line in 2004, due to poor sales. The cancellation of the line left a number of new Zoids unreleased, including most of those not yet re-released by TOMY. Much of the leftover stock was later released by Hasbro in Australia and the UK.
In Australia and South-East Asia, these Zoids were released by TOMY. These countries were identical to Hasbro's Zoids, but featured TOMY branding on the box. In the UK the Zoids boxes featured slightly different logos to both Australia and the US. The UK release featured several Zoids designs and color schemes that were not available in the US.
Z-Builders[edit]
Any Blox Zoids that were released by Hasbro were sold as part of the line known as Z-Builders. Most of the Z-Builders were re-releases of the NJR Blox line, but the line included several Hasbro-designed Zoids, as well as individual releases of Blox Zoids that did not occur in Japan. The Z-Builders line was suspended alongside the motorized models. Z-Builders was released in Australia and the Pacific featuring TOMY branding instead of Hasbro branding.
Fuzors[edit]
In late 2004, TOMY launched a new Zoids line to tie into the Zoids: Fuzors anime that was then showing on Japanese TV. The line was composed entirely of recolors of older Blox and Zoids. Some models were altered slightly, or packaged with additional parts, mainly to allow different Zoids to connect (or "fuse"). The line also featured a number of Zoids that were previously only released in North America.
The line was abruptly halted in early 2005, with several items unreleased.
Fuzors is commonly abbreviated as FZ.
Genesis[edit]
In early 2005, another new Zoid line was launched, to tie into the Zoids: Genesis anime. The line consists of a mixture of old designs, new designs and older designs with new parts. The line is most notable for the much-anticipated reissues of Houndsoldier and Gilvader.
Reactions to the line were mixed; the re-releases of older designs (which included several OJR Zoids not previously re-released) were well received. The new designs, namely the Bio-Zoids which had rubber armor, did not do so well, having been plagued by quality control issues and production errors.
Genesis is commonly abbreviated as GZ. An alternate abbreviation, GB, is used for the Bio-Zoids released as part of this line.
Neo-Blox[edit]
Released in May 2006, the Neo-Blox are an improvement on the previous Blox line, primarily due to the greater range of poseability the 'Blox and peg' connection system has.
Two sublines have also been released. The first is the Legends Series, which features Zoids from previous releases, but redesigned to be the same size as the Neo-Blox Zoids, and modified to use the same connector system. The second are the Custom Blox; subline appeared to be on hold, with Tomy instead focusing on the Legend Blox sub-line. With the cancellation of all unreleased Neo-Blox in early 2007, the line was effectively dead.
The Neo-Blox is abbreviated as either NBZ or NB. Alternate abbreviations are used for the Legends Series (LB) and the Custom Blox (CBZ).
Academy Zoids[edit]
Academy, a company from Korea better known for model airplanes and ships, re-released many of the NJR Zoid models, as well as some Zoids from the Customize Parts, Fuzors and Genesis series. In most cases, these Academy Zoids have nearly identical packaging to their Japanese predecessors save for the Korean language and a sticker bearing the Academy logo. Though the quality of the Academy Zoids were on par with their Japanese counterparts in the early 2000s, the age and repeated use of some molds, such as Command Wolf and Liger Zero, has caused degradation in the line. The line continues to sell Zoids exclusively in Korean markets.
High-end Master Model[edit]
Starting in late 2006, the High-end Master Model line, commonly abbreviated HMM, is a joint effort between Tomy and Kotobukiya. The line advertises high-quality, highly detailed, pose-able model kits based on designs of existing Zoids.
Evo Drive Zoids[edit]
Miniature Zoids Starting in late 2006, the High-end Master Model line, commonly abbreviated HMM, is a joint effort between Tomy and Kotobukiya. The line advertises high-quality, highly detailed, pose-able model kits based on designs of existing Zoids.
Zoids Graphics[edit]
Released in Summer 2007 onward, the Graphics line are reissues of the OJR model kits released in the 1980s. They feature the model kit in special windowed packaging along with bonus parts or miniature figures and a booklet with early battle story information.
Zoids 25th: Rebirth Century[edit]
Starting in 2008 as part of the line's 25th anniversary, this new Zoids line contains both re-releases of 80s Zoids and entirely new designs. The backstory is set between the end of the original line and the start of the new Japanese release, covering the Zoidians' efforts to rebuild after the meteor disaster and the conflicts that come with it.
Zoids Anime 10th Anniversary[edit]
Starting in 2009, as a tribute to both the NJR Zoids Release and the Chaotic Century Anime series, the Anime 10th Anniversary is a limited line of correctly colored model kits based on those piloted by characters in the Anime series. The line abruptly stopped after just two of the kits were released. Zoids: Chaotic Century is what this 10th anniversary is based upon. It was only ended in 1999.
Revoltech Zoids[edit]
A company called Kaiyodo released four Zoids as Revoltech figures under the Yamaguchi line. Two Zoid types, the Blade Liger and the Geno Breaker, were produced with the Liger coming in three different colors. These Zoids were made to be highly pose-able, having more joints than any Revoltech before. These Zoids are smaller than the motorized Zoid models but larger than the Hasbro action figures.
Yamato Zoids[edit]
Yamato released two Shield Ligers and a set of Beam-Cannons for the Zoids between 2010 and 2012. These Zoids had die-cast metal parts as well as fine details and many points of articulation for movable parts. The action models dwarfed their predecessors in size and weight. The first Shield Liger was colored like the hero Zoid of the Chaotic Century series and included three small character figures. The second was painted black and silver and included the Beam Cannon like the limited NJR model, the Shield Liger DCS-J, it was based on. The Yamato Shield Liger was released in the United States and is the only line to be sold in the U.S. since Z-Builders.
Modeler's Spirit Series[edit]
For the 30th anniversary of Tomy's main Zoids line, the franchise was treated to a new line of Zoids kits. Abbreviated MSS, the Modeler's Spirit Series were produced by TOMYTEC at a 1:144 scale, much smaller than previous lines. These Zoids are not motorized but do feature posing gimmicks similar to Mobile Suit models, which have used the word 'gimmick' for movable parts longer. Zoids in the MSS line also include a display base. The first MSS Zoids, released in January 2013, were a Shield Liger and Hammer Rock.
Zoids Original[edit]
Another event for the 30th anniversary was announced on Takara-Tomy's main Zoids web page. Titled Zoids Original, the line features redesigned motorized kits. As with other core Zoids lines, the new series includes a tie-in Battle Story. A model called the Mirage Fox was the first kit to be released in the new line.
Battle story[edit]
"Battle story" is a fictitious timeline of events that features on the boxes, manuals and cataloges of some Zoid model kits. Battle Story allows collectors to piece together information about the Zoids universe from the perspective of certain Zoids, and their roles in the various timelines. None of the English-language model kits feature this story.
Original battle story[edit]
Beginning fairly early after the start of the original Japanese Zoid releases, the battle story first introduced the conflict between two rival nations: the Helic Republic and Zenebas Empire. Their main weapons were Zoids, living war machines built from metal-based lifeforms native to planet Zi. The Zenebas Zoids were mostly red and silver and more armored, the Helic more skeletal and favoring blue and grey.[3]
The line expanded and drew in fans, and was thus given a proper ongoing story, with the creators wanting to appeal to fans of science fiction and animation.[4] The two nations' conflict turned into an ongoing series of stories included on the boxes and published in various magazines and books.[5][6] History of Zoids, published in 1985, covered Zi's history as a planet wrecked by natural disasters and conflict, King Helic's uniting the original tribes and formation of the Republic, the Empire's bitter splitting off after his son Helic II took over and the younger Zenebas was betrayed by the era's politicians, and much of the earlier battles in the resulting war over territory on the Central Continent.[7][8]
As more advanced model kits were added to the line, a human element was added to the story: mainly, a ship from Earth (the Globally 3) crashlanding on Zi. Earth technology made its way to both sides, accelerating the arms race and making for many stronger Zoids.
In 1986, the Ultrasaurus was released, and billed in-story as the machine that would defeat the Empire. It nearly succeeded, but Zenebas and his forces fled to the Dark Continent Nyx, soon returning with new-model Zoids like the Death Saurer. The Republic was driven back and forced to hold the Empire off with guerrilla warfare in the mountains, paving the way for the brief 1/24 scale line (notable for featuring the Battle Rover as the winner of a fan design contest).[9] The Republic's counterattack came in the form of the Mad Thunder, and as Zenebas again turned to the Dark Continent for help, he was betrayed by Guylos, whose new "Dark Army" Zoids[10] attacked and absorbed the Empire Army.
1989 thus marked a drastic change in the line's focus, the first catalogue even calling it "Zoids New Century"[11] (a title unrelated to the anime series Zoids New Century /Zero). The more ambiguous conflict became more "good versus evil", with Guylos described as having a "merciless, cruel fighting style [...] beyond imagination" in Tomy's material,[12] and Shogakukan's version of the battle story abandoning telling things from both sides to give only the viewpoint of a Republic soldier portrayed as a hero. There were no windup kits released after the Cannonfort in April 1989, the toys instead focusing on "Gradeups", curvy techno-organic designs with vacuum metalized parts, build-it-yourself motor boxes, and interchangeable custom parts.[13]
The line ended in the late months of 1990, King Gojulas and Descat marking the final designs.[14] Battle story Zi came down to a final showdown between the nigh-unstoppable King Gojulas and various Dark Army Zoids (including Gilvader), only to have the conflict cut short as a comet struck Zi's third moon, raining down meteor destruction and leaving the entire planet in disarray.[15]
New battle story[edit]
The Zoids revival in 1999 included both an anime[16] and a new battle story. After decades of peace, the current Emperor died, leaving only the young Rudolph as his heir. His regent, Prozen, took the opportunity to resume the conflict between the Guylos Empire and the Republic. Early on, both sides used their past Zoids, the model line focusing entirely on reissues of popular past kits.[17]
As technology advanced, entirely new designs were produced, the first being the Rev Raptor and Geno Saurer.[18] Many of them were also tie ins to the Chaotic Century anime, including special pilot figures of characters who used them while the Zoids did different things in the battle story.[19] The accelerating arms race came to a head with the Death Stinger, which proved an uncontrollable berserker and only served to further the Guylos Empire's gradual loss.
Their retreat to the Dark Continent was not as it seemed, and in 2004 (four years after the first anime series finished its run), Prozen was revealed to be Zenebas' son...and the current ruler of the Republic his daughter under the alias Louise Elena Camford. The entire war until now had been a ruse to weaken both nations, and in a bitter coup ending with his own death Prozen engineered the rise of Neo Zenebas. His son took over the reins, driving the Republic forces back to the Eastern Continent.
The toyline shifted to match, introducing the new posable "Blox" kits (first sold in 2002)[20][21] as the creation of humans who had fled there to remain neutral in the original conflict. They sold their work to both sides during the Republic's bid to regain their homeland. The ensuing battles—and the battle story portion of the toyline—ended with the Republic reclaiming their capital, forcing the Zenebas Empire back to the western half of the Central Continent.[22]
Three Tigers[edit]
Providing a glimpse into Zi's future and released in 2004,[23] the Three Tigers line consisted of all of six kits: three legendary Tiger-type Zoids (one formed via a combination of two separate kits) and the Dekalt Dragon (also a combination). It was very closely followed by the Fuzors line and its direct anime tie-in (also in 2004),[24] and featured a similar setting: Zoids are owned mainly by private citizens, with fightworthy ones restricted to peacekeeping forces and licensed sports battlers.[25]
Two large Zoid manufacturing corporations, ZOITEC and Zi-Arms, became considerable powers on Zi. Discovering the cores of ancient tiger Zoids, they set out to create their own versions. Part of Zi-Arms proved to have an ulterior motive: seizing power and reviving the glory days of the Empire with the Dekalt Dragon, Brastle Tiger, and a Mega Death Saurer. The two ZOITEC Tigers (Whitz and Rayse) team up with a rebelling Brastle to stop the Saurer, however ... and then vanish, the story booklet included with the Brastle Tiger kit describing them as "disappearing back into legend".
Rebirth Century[edit]
While the old battle story and the 1999 revival left nearly thirty years post meteor disaster undetailed, Tomy's Rebirth Century revival[26] (2008–2010) picks up where the old story left off. After retelling the final battle with King Gojulas, it moves on to a Zi torn by magnetic storms and faction tensions, using it as a reason to rerelease both old kits (Gilvader and King Gojulas included)[27] and new designs.
Onslaught[edit]
For the 30th anniversary of the OJR line, Takara-Tomy revived the Battle Story on the main Zoids website. Prior to the anniversary, this story was released as a book series titled Zoids Concept Art in 2010. Though the overall plot is the same, some differences between the OJR and the Onslaught version occur. Also, the new version of the Battle Story is digitally illustrated with highly stylized Zoids instead of featuring pictures of the actual Zoids models like the older lines did. Episodes of this story can be viewed on the Tomy's main Zoids web page.
Anime[edit]
The six anime series pertaining to Zoids are: Zoids: Chaotic Century and its sequel series Zoids: Guardian Force, Zoids: New Century Zero, Zoids: Fuzors, Zoids: Genesis, and Zoids Wild. The first four series take place on the fictitious planet Zi. Zoids Wild is set on a post-apocalyptic version of Earth. Chaotic Century and Guardian Force aired as one series in the US, but they are considered two separate series by Takara Tomy.
Chaotic Century (1999)[edit]
Zoids: Chaotic Century is the first two Zoids anime series and consists of Chaotic Century and Guardian Force. Its setting is loosely based on that of Battle Story, and follows Van Flyheight as he meets an amnesiac girl called Fiona and an organoid called Zeke. As the series progresses, Van meets various opponents, such as Raven, and friends, like Moonbay and Irvine, and eventually ends up helping Fiona in her quest to regain her memory and to find a mysterious entity called the "Zoid Eve". Their quest takes them into the thick of an ongoing war between the two factions of the Helic Republic and the Guylos Empire.
In the US the story of Chaotic Century is split into two seasons, with a time skip in the middle. In Japan Guardian Force is considered the second series. Three to four years after the initial arc ("Chaotic Century"), the second story (Guardian Force) begins. The two warring nations seen in the first arc have made peace, and to ensure it remains, they establish a joint military task force called the Guardian Force. Van becomes a part of this force, and after some time again goes searching for the elusive Zoid Eve. On the way, he meets up with both old and new friends and foes.
Despite being the first series created in Japan, Chaotic Century was the second series to be broadcast in English, following New Century.
As well as the anime series, there was a Chaotic Century manga published in Japan. It was later reproduced in English in North America by Viz Communications, and in Singapore in English by Chuang Yi. There are significant differences between the anime and manga, becoming more striking in the later issues.
New Century (2001)[edit]
Zoids: New Century takes place some time after the events of Guardian Force, however, aside from a few cameo appearances, there is no direct relation to the past series. In New Century Zoid battles have become a tournament-based fighting competition. The main character is Bit Cloud, a junk dealer, who forms part of the Blitz Team. He becomes a pilot of their Zoid, the Liger Zero, a temperamental Zoid that previously had been unpilotable. Bit and Liger form a partnership and end up joining the Blitz Team in their various league matches. He is aided by his teammates, Leena Toros, Brad Hunter, Jamie Hemeros, as well as their leader, Dr. Steve Toros.
Along the way, Bit's unique Zoid gets the attention of the Backdraft Group, an organization who is trying to take over Zoid battles and make them more "interesting" by using illicit battles, often with no rules or regard to pilot safety. The Backdraft attempts to acquire the Liger Zero by any means possible.
New Century Zero has a number of animation cameos with Zoids from Chaotic Century and Guardian Force, which are the cause of much fan speculation but not explained. Moonbay's Gustav can be seen in the background in one of the later episodes, the Backdraft shoots judge satellites down with a Death Stinger tail, the Death Saurer appearing as a model and in a background TV show, the three Geno Saurers that attack Berserk Fury, and the Ultrasaurus wreck on which Bit Cloud claims victory carries the Gravity Cannon on its side.
This was the first Zoids series to appear on American television, airing in Cartoon Network's Toonami block.
Fuzors (2003)[edit]
Zoids: Fuzors follows the adventures of team Mach Storm and RD, a novice Liger Zero pilot. They live in the technologically advanced Blue City, competing in Zoid battles.[28] When a top team is wiped out by a pair of Zoids able to combine, it leads to a series of discoveries relating to special "Fuzor" Zoids and combinations: RD's Liger Zero ends up partnered with the Fire Phoenix and later the Jet Falcon.
There's something more sinister lurking behind the sports battles and RD's rivalry with team Savage Hammer. As the series unfolds RD and his friends Helmut, Sigma, Hop, Sweet and Matt get caught up in a plot to take over the city. Eventually RD discovers the secret behind the mysterious "Alpha Zoid" and with the help of pilots from all over the city, defeats the Seismosaurus holding it under siege.
About half-way through the series, the show was removed from America's Cartoon Network, ending on a cliffhanger. This was most likely a result of flagging ratings and toy sales, although its timeslot did not help matters. However, the full series aired in Australia and was later shown in Japan, getting full DVD releases in both countries.
Genesis (2005)[edit]
Zoids: Genesis aired in 2005. At a certain point in time, there was a great quake on Planet Zi. An enormous crack ran through the planet, stretching as far as the seabeds to the high mountains. Volcanoes erupted with fire, and the sky was covered in darkness. Many cities were destroyed as they were swallowed in large areas, sinking underwater. This was known as "God's Fury."
Before this large series of natural disasters, all civilizations were at their peak. All were destroyed by the disasters, and it was several thousand years before the inhabitants of Zi were able to re-establish themselves in any meaningful form. Survivors of the disasters gathered together and formed new civilizations; these groups searched for Zoids that are buried underground for human use.
The story begins in a village whose most precious item, a giant blade, is worshipped as a holy symbol. Ruuji, a teenage boy, discovers an ancient Liger-type Zoid, the Murasame Liger, while on a deep water salvage operation. His village is suddenly attacked by skeletal "Bio-Zoids" intent on securing the powerful Generator located in the village. During the attack, Ruuji awakens Murasame Liger and fends off the Bio-Zoids, however the Generator on which the village depends becomes damaged in subsequent attacks. Seeking to repair it, Ruuji sets off on a journey to find a mechanic capable of fixing a generator.
Wild (2018)[edit]
Zoids Wild is the newest Zoids anime series. It began airing on July 7, 2018 on Mainichi Broadcasting System and Tokyo Broadcasting System. It is notable that characters are depicted riding on top of Zoids rather than within an enclosed cockpit as in previous Zoids media.[29]
UK Zoids comics[edit]
In the 1980s, a Zoids tie-in strip was published in the Marvel UK title Secret Wars.[30] On the back of this, it gained its own weekly title, Spider-Man and Zoids. This story has no continuity with any Japanese anime (which didn't exist at the time) and it was created to go along with the original UK (and subsequently Australian) release of model kits. The comic is notable for featuring early work by Grant Morrison, including the epic and apocalyptic Black Zoid storyline.
References[edit]
- ^ Spider-Man and Zoids index at the GCD
- ^ This page is a redirect. The following categories are used to track and monitor this redirect:
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The Dark Knight
The Dark Knight theme by Jonybags
Download: TheDarkKnight.p3t
(3 backgrounds)
The Dark Knight Directed by Christopher Nolan Screenplay by - Jonathan Nolan
- Christopher Nolan
Story by - Christopher Nolan
- David S. Goyer
Based on Characters appearing in comic books published
by DC ComicsProduced by - Emma Thomas
- Charles Roven
- Christopher Nolan
Starring Cinematography Wally Pfister Edited by Lee Smith Music by Production
companiesDistributed by Warner Bros. Pictures Release dates- July 14, 2008 (New York City)
- July 18, 2008 (United States)
- July 25, 2008 (United Kingdom)
Running time152 minutes Countries - United States
- United Kingdom[b]
Language English Budget $185 million Box office $1.006 billion[c] The Dark Knight is a 2008 superhero film directed by Christopher Nolan, from a screenplay co-written with his brother Jonathan. Based on the DC Comics superhero Batman, it is the sequel to Batman Begins (2005), and the second installment in The Dark Knight trilogy. The plot follows the vigilante Batman, police lieutenant James Gordon, and district attorney Harvey Dent, who form an alliance to dismantle organized crime in Gotham City. Their efforts are derailed by the Joker, an anarchistic mastermind who seeks to test how far Batman will go to save the city from chaos. The ensemble cast includes Christian Bale, Michael Caine, Heath Ledger, Gary Oldman, Aaron Eckhart, Maggie Gyllenhaal, and Morgan Freeman.
Warner Bros. Pictures prioritized a sequel following the successful reinvention of the Batman film series with Batman Begins. Christopher and Batman Begins co-writer David S. Goyer developed the story elements, making Dent the central protagonist caught up in the battle between Batman and the Joker. In writing the screenplay, the Nolans were influenced by 1980s Batman comics and crime drama films, and sought to continue Batman Begins' heightened sense of realism. From April to November 2007, filming took place with a $185 million budget in Chicago and Hong Kong, and on sets in England. The Dark Knight was the first major motion picture to be filmed with high-resolution IMAX cameras. Christopher avoided using computer-generated imagery unless necessary, insisting on practical stunts such as flipping an 18-wheel truck and blowing up a factory.
The Dark Knight was marketed with an innovative interactive viral campaign that initially focused on countering criticism of Ledger's casting by those who believed he was a poor choice to portray the Joker. Ledger died from an accidental prescription drug overdose in January 2008, leading to widespread interest from the press and public regarding his performance. When it was released in July, The Dark Knight received acclaim for its mature tone and themes, visual style, and performances—particularly that of Ledger, who received many posthumous awards including Academy, BAFTA, and Golden Globe awards for Best Supporting Actor, making The Dark Knight the first comic-book film to receive major industry awards. It broke several box-office records and became the highest-grossing 2008 film, the fourth-highest-grossing film to that time, and the highest-grossing superhero film.
Since its release, The Dark Knight has been assessed as one of the greatest superhero films ever, one of the best movies of the 2000s, and one of the best films ever made. It is considered the "blueprint" for many modern superhero films, particularly for its rejection of a typical comic-book movie style in favor of a crime film that features comic-book characters. Many filmmakers sought to repeat its success by emulating its gritty, realistic tone to varying degrees of success. The Dark Knight has been analyzed for its themes of terrorism and the limitations of morality and ethics. The United States Library of Congress selected it for preservation in the National Film Registry in 2020. A sequel, The Dark Knight Rises, concluded The Dark Knight trilogy in 2012.
Plot[edit]
A gang of masked criminals rob a mafia-owned bank in Gotham City, betraying and killing each other until the sole survivor, the Joker, reveals himself as the mastermind and escapes with the money. The vigilante Batman, district attorney Harvey Dent, and police lieutenant Jim Gordon ally to eliminate Gotham's organized crime. Batman's true identity, the billionaire Bruce Wayne, publicly supports Dent as Gotham's legitimate protector, as Wayne believes Dent's success will allow Batman to retire, allowing him to romantically pursue his childhood friend Rachel Dawes, despite her relationship with Dent.
Gotham's mafia bosses gather to discuss protecting their organizations from the Joker, the police, and Batman. The Joker interrupts the meeting and offers to kill Batman for half of the fortune their accountant, Lau, concealed before fleeing to Hong Kong to avoid extradition. With the help of Wayne Enterprises CEO Lucius Fox, Batman finds Lau in Hong Kong and returns him to the custody of Gotham police. His testimony enables Dent to apprehend the crime families. The bosses accept the Joker's offer, and he kills high-profile targets involved in the trial, including the judge and police commissioner. Although Gordon saves the mayor, the Joker threatens that his attacks will continue until Batman reveals his identity. He targets Dent at a fundraising dinner and throws Rachel out of a window, but Batman rescues her.
Wayne struggles to understand the Joker's motives, but his butler Alfred Pennyworth says "some men just want to watch the world burn." Dent claims he is Batman to lure out the Joker, who attacks the police convoy transporting him. Batman and Gordon apprehend the Joker, and Gordon is promoted to commissioner. At the police station, Batman interrogates the Joker, who says he finds Batman entertaining and has no intention of killing him. Having deduced Batman's feelings for Rachel, the Joker reveals she and Dent are being held separately in buildings rigged to explode. Batman races to rescue Rachel while Gordon and the other officers go after Dent, but they discover the Joker gave their positions in reverse. The explosives detonate, killing Rachel and severely burning Dent's face on one side. The Joker escapes custody, extracts the fortune's location from Lau, and burns it, killing Lau in the process.
Wayne Enterprises accountant Coleman Reese deduces and tries to expose Batman's identity, but the Joker threatens to blow up a hospital unless Reese is killed. While the police evacuate hospitals and Gordon struggles to keep Reese alive, the Joker meets with a disillusioned Dent, persuading him to take the law into his own hands and avenge Rachel. Dent defers his decision-making to his now half-scarred, two-headed coin, killing the corrupt officers and the mafia involved in Rachel's death. As panic grips the city, the Joker reveals two evacuation ferries, one carrying civilians and the other prisoners, are rigged to explode at midnight unless one group sacrifices the other. To the Joker's disbelief, the passengers refuse to kill one another. Batman subdues the Joker but refuses to kill him. Before the police arrest the Joker, he says although Batman proved incorruptible, his plan to corrupt Dent has succeeded.
Dent takes Gordon's family hostage, blaming his negligence for Rachel's death. He flips his coin to decide their fates, but Batman tackles him to save Gordon's son, and Dent falls to his death. Believing Dent is the hero the city needs and the truth of his corruption will harm Gotham, Batman takes the blame for his death and actions and persuades Gordon to conceal the truth. Pennyworth burns an undelivered letter from Rachel to Wayne that says she chose Dent, and Fox destroys the invasive surveillance network that helped Batman find the Joker. The city mourns Dent as a hero, and the police launch a manhunt for Batman.
Cast[edit]
- Christian Bale as Bruce Wayne / Batman: A wealthy socialite who as a child was traumatized by his parents' murder. Wayne secretly operates as the heroic vigilante Batman.[4]
- Michael Caine as Alfred Pennyworth: Wayne's father-figure, trusted butler, and confidant.[5][6]
- Heath Ledger as the Joker: A criminal mastermind and anarchist who is determined to sow chaos and corruption throughout Gotham.[4][7][8]
- Gary Oldman as James Gordon: One of the few honest officers in the Gotham City Police Department (GCPD) who assists Batman's war on crime.[7][9]
- Aaron Eckhart as Harvey Dent / Two-Face: Gotham's noble district attorney-turned-violent vigilante.[7][10][11]
- Maggie Gyllenhaal as Rachel Dawes: Gotham's assistant district attorney and Wayne's childhood friend, who is divided between her feelings for him and for Dent.[12]
- Morgan Freeman as Lucius Fox: Wayne Enterprises' CEO who supplies technology and equipment for Batman's campaign.[13][14][15]
Additionally, Eric Roberts, Michael Jai White, and Ritchie Coster appear as crime bosses Sal Maroni, Gambol, and the Chechen, respectively; while Chin Han portrays Lau, a Chinese criminal banker.[d] The GCPD cast includes Colin McFarlane as commissioner Gillian B. Loeb, Keith Szarabajka and Ron Dean as detectives Stephens and Wuertz, Monique Gabriela Curnen as rookie detective Anna Ramirez[2][21][22] and Philip Bulcock as Murphy.[2]
The cast also features Joshua Harto as Wayne Enterprises employee Coleman Reese,[23] Anthony Michael Hall as news reporter Mike Engel,[24][25] Néstor Carbonell as mayor Anthony Garcia, William Fichtner as a bank manager, Nydia Rodriguez Terracina as Judge Surrillo,[2] Tom "Tiny" Lister Jr. as a prisoner, Beatrice Rosen as Wayne's Russian ballerina date, and David Dastmalchian as the Joker's paranoid schizophrenic henchman Thomas Schiff.[2][25][26] Melinda McGraw, Nathan Gamble, and Hannah Gunn portray Gordon's wife Barbara, his son James Jr., and his daughter, respectively.[2][27] The Dark Knight features several cameo appearances from Cillian Murphy, who reprises his role as Jonathan Crane / Scarecrow from Batman Begins;[28][29] musical performer Matt Skiba;[30] as well as United States Senator and Batman fan Patrick Leahy, who has appeared in or voiced characters in other Batman media.[31]
Production[edit]
Development[edit]
Following the critical and financial success of Batman Begins (2005), the film studio Warner Bros. Pictures prioritized a sequel.[32] Although Batman Begins ends with a scene in which Batman is presented with a joker playing card, teasing the introduction of his archenemy, the Joker, Christopher Nolan did not intend to make a sequel and was unsure Batman Begins would be successful enough to warrant one.[33][34] Christopher, alongside his wife and longtime producer Emma Thomas, had never worked on a sequel film[35] but he and co-writer David Goyer discussed ideas for a sequel during filming. Goyer developed an outline for two sequels, but Christopher remained unsure how to continue the Batman Begins narrative while keeping it consistent and relevant, though he was interested in utilizing the Joker in Begins's grounded, realistic style.[32][34][35] Discussions between Warner Bros. Pictures and Christopher began shortly after Batman Begins's theatrical release, and development began following the production of Christopher's The Prestige (2006).[32]
Writing[edit]
Goyer and Christopher collaborated for three months to develop The Dark Knight's core plot points.[35] They wanted to explore the theme of escalation and the idea that Batman's extraordinary efforts to combat common crimes would lead to an opposing escalation by criminals, attracting the Joker, who uses terrorism as a weapon. The joker playing card scene in Batman Begins was intended to convey the fallacy of Batman's belief his war on crime would be temporary.[34][36] Goyer and Christopher did not intentionally include real-world parallels to terrorism, the war on terror, and laws enacted to combat terrorists by the United States government because they believed making overtly political statements would detract from the story. They wanted it to resonate with and reflect contemporary audiences.[35] Christopher described The Dark Knight as representative of his own "fear of anarchy" and Joker represents "somebody who wants to just tear down the world around him."[37]
Although he was a fan of Batman (1989), starring Jack Nicholson as the Joker, Goyer did not consider Nicholson's portrayal scary and wanted The Dark Knight's Joker to be an unknowable, already-formed character, similar to the shark in Jaws (1975), without a "cliché" origin story.[e] Christopher and Goyer did not give their Joker an origin story or a narrative arc, believing it made the character scarier; Christopher described their film as the "rise of the Joker". They felt the threat of cinematic villains such as Hannibal Lecter and Darth Vader had been undermined by subsequent films depicting their origins.[f]
With Christopher's help, his brother Jonathan spent six months developing the story into a draft screenplay. After submitting the draft to Warner Bros., Jonathan spent a further two months refining it until Christopher had finished directing The Prestige. The pair collaborated on the final script over the next six months during pre-production for The Dark Knight.[35][41] Jonathan found the "poignant" ending the script's most interesting aspect; it had always depicted Batman fleeing from police but was changed from him leaping across rooftops to escaping on the Batpod, his motorcycle-like vehicle. The dialogue Jonathan considered most important, "you either die a hero or you live long enough to see yourself become the villain", came late in development.[41] Influenced by films such as The Godfather (1972) and Heat (1995), and maintaining Batman Begins's tone, their finished script bore more resemblance to a crime drama than a traditional superhero film.[g]
Comic-book influences included writer Frank Miller's 1980s works, which portray characters in a serious tone, and the limited series Batman: The Long Halloween (1996–1997), which explores the relationship between Batman, Dent, and Gordon.[38][43] Dent was written as The Dark Knight's central character, serving as the center of the battle between Batman, who believes Dent is the hero the city needs, and the Joker, who wants to prove even the most righteous people can be corrupted. Christopher said the title refers to Dent as much as Batman.[h] He considered Dent as having a duality similar to Batman's, providing interesting dramatic potential.[10]
Focusing on Dent meant Bruce Wayne / Batman was written as a generally static character who did not undergo drastic character development.[35][44][45] Christopher found writing the Joker the easiest aspect of the script. The Nolans identified the traits common to his media incarnations and were influenced by the character's comic-book appearances as well as the villain Dr. Mabuse from the films of Fritz Lang.[34][39] Writer Alan Moore's graphic novel, Batman: The Killing Joke (1988), did not influence the main narrative but Christopher believed his interpretation of the Joker as someone partially driven to prove anyone can become like him when pushed far enough helped the Nolans give purpose to an "inherently purposeless" character.[34][35][39] The Joker was written as a purely evil psychopath and anarchist who lacks reason, logic, and fear, and could test the moral and ethical limits of Batman, Dent, and Gordon.[i] Christopher and Jonathan later realized they had inadvertently written their version similarly to Joker's first appearance in Batman #1 (1940).[j] The final scene, in which the Joker states he and Batman are destined to battle forever, was not intended to tease a sequel but to convey the diametrically opposed pair were in an endless conflict because they will not kill each other.[47]
Casting[edit]
Describing how his character had evolved from Batman Begins, Christian Bale said Wayne had changed from a young, naive, and angry man seeking purpose to a hero who is burdened by the realization his war against crime is seemingly endless.[48][49][50] Because the new Batsuit allowed him to be more agile, Bale did not increase his muscle mass as much as he had for Batman Begins. Christopher had deliberately obscured combat in the previous film because it was intended to portray Batman from the criminals' point of view. The improved Batsuit design let him show more of Bale's Keysi-fighting method training.[51]
Christopher was aware that Nicholson's popular portrayal of the Joker would invite comparisons to his version, and wanted an actor who could cope with the associated scrutiny.[k] Ledger's casting in August 2006 was criticized by some industry professionals and members of the public who considered him inappropriate for the role; executive producer Charles Roven said Ledger was the only person seriously considered, and that Batman Begins's positive reception would help alleviate any concerns.[l] Christopher was confident in the casting because discussions between himself and Ledger had demonstrated they shared similar ideas regarding the Joker's portrayal.[34][52] Ledger said he had some trepidation in succeeding Nicholson in the role but that the challenge excited him.[34][55] He described his interpretation as a "psychopathic, mass-murdering, schizophrenic clown with zero empathy", and avoided humanizing him. He was influenced by Alex from the crime film A Clockwork Orange (1971), and British musicians Johnny Rotten and Sid Vicious.[m]
Ledger spent about a month secluding himself in a hotel room while reading relevant comic books. He developed the character's voice by mixing a high-pitch and low-pitch, which was inspired by ventriloquist performances. His fighting style was designed to appear improvised and erratic.[n] Ledger spent a further four months creating a "Joker diary" containing images and elements he believed would resonate with his character, such as finding the disease AIDS humorous.[59] Describing his performance, Ledger said: "It's the most fun I've had with a character and probably will ever have ... It was an exhausting process. At the end of the day, I couldn't move. I couldn't talk. I was absolutely wrecked."[57] In a November 2007 interview, Ledger said when committing himself to any role, he had difficulty sleeping because he could not relax his mind, and often slept only two hours a night during filming.[59]
Christopher wanted to cast an actor with an all-American "heroic presence" for Harvey Dent, something he likened to Robert Redford but with an undercurrent of anger or darkness.[52] Josh Lucas, Ryan Phillippe, and Mark Ruffalo were considered, as well as Matt Damon, who could not commit due to scheduling conflicts.[o] According to Christopher, Eckhart had the all-American charm and "aura ... of a good man pushed too far".[10][52] Eckhart found portraying conflicted characters to be interesting; he said the difference between Dent and Batman is the distance they are willing to go for their causes, and that after Dent's corruption he remains a crime fighter but he takes this to an extreme because he dislikes the restrictions of the law.[10][66] Eckhart's performance was influenced by the Kennedy family, particularly Robert F. Kennedy, who fought organized crime with a similarly idealistic view of the law.[67] During discussions on the portrayal of Dent's transformation into Two-Face, Eckhart and Christopher agreed to ignore Tommy Lee Jones's "colorful" portrayal in Batman Forever (1
“Puncherize”
Grand Theft Auto IV #16
Grand Theft Auto IV theme by Ewen Simpson (thecodemaster)
Download: GTAIV_16.p3t
(3 backgrounds)Grand Theft Auto IV Developer(s) Rockstar North[a] Publisher(s) Rockstar Games Producer(s) Leslie Benzies Programmer(s) - Adam Fowler
- Alexander Roger
- Obbe Vermeij
Artist(s) Aaron Garbut Writer(s) - Dan Houser
- Rupert Humphries
Composer(s) Michael Hunter Series Grand Theft Auto Engine RAGE Platform(s) Release PlayStation 3, Xbox 360 Windows- WW: 29 April 2008
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.
Gameplay[edit]
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]
Synopsis[edit]
Setting[edit]
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]
Plot[edit]
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.
Development[edit]
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]
Research and open world design[edit]
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]
Story and character development[edit]
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]
Art design[edit]
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
Superb Sunset
Superb Sunset theme by OPTIMUS
Download: SuperbSunset.p3t
(1 background)
P3T Unpacker v0.12
Copyright (c) 2007. Anoop MenonThis 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.