Metal Gear Online

Metal Gear Online theme by Draicus

Download: MetalGearOnline.p3t

Metal Gear Online Theme
(5 backgrounds)

Metal Gear Online
Packaging for the Japanese stand-alone version
Developer(s)Kojima Productions
Publisher(s)Konami
SeriesMetal Gear
Platform(s)
ReleasePlayStation 3
  • WW: June 12, 2008
  • JP: July 17, 2008[a]
Arcade
  • JP: December 20, 2010
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]

CQC in-game action

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 logo

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]

  1. ^ Standalone version

References[edit]

  1. ^ "Metal Gear Online Page". GamePro. Archived from the original on 2007-11-11. Retrieved 2008-04-22.
  2. ^ a b "Online information, Contact, 03-17-2009 02:00". Archived from the original on 2013-03-18.
  3. ^ "MGO: Patriots". Archived from the original on 2009-09-26.
  4. ^ "MGO Rules". Archived from the original on 2012-10-20.
  5. ^ "What is the SOP System?". Archived from the original on 2012-10-20.
  6. ^ "Metal Gear Online Version Info". Archived from the original on 2009-06-09.
  7. ^ "SCENE expansion on US Playstation blog".
  8. ^ a b c "Official release of GENE expansion". Archived from the original on 2009-03-14.
  9. ^ "Metal Gear Online Region Locked". 25 September 2023.
  10. ^ "Metal Gear Solid 4: Guns of the Patriots FAQ". 2008-02-28. Retrieved 2008-04-22.
  11. ^ "Metal Gear Online beta sneaking to Europe April 17". 2008-04-11. Retrieved 2008-04-22.
  12. ^ 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.
  13. ^

    Final Fantasy VII #8

    Final Fantasy VII theme by MysticJon

    Download: FinalFantasyVII_8.p3t

    Final Fantasy VII Theme 8
    (16 backgrounds)

    Final Fantasy VII
    A man with blond hair wearing black clothing and armor stands with a giant sword on his back, with his back to the camera. In the foreground is a futuristic building shown in monochrome. A logo illustration, showing the game's title and a blue-green stylized depiction of a falling meteorite, is displayed in the top right-hand corner.
    North American cover art, featuring the game's protagonist, Cloud Strife
    Developer(s)Square
    Publisher(s)
    Director(s)Yoshinori Kitase
    Producer(s)Hironobu Sakaguchi
    Programmer(s)Ken Narita
    Artist(s)
    Writer(s)Yoshinori Kitase
    Kazushige Nojima
    Composer(s)Nobuo Uematsu
    SeriesFinal Fantasy
    Platform(s)
    Release
    January 31, 1997
    • PlayStation
      • JP: January 31, 1997
      • NA: September 7, 1997
      • PAL: November 17, 1997
      International
      • JP: October 2, 1997
      Windows
      Remaster
      • NA/PAL: August 14, 2012
      • JP: May 16, 2013
      • WW: July 4, 2013 (Steam)
      • WW: August 13, 2020 (Microsoft Store)
      iOS
      • WW: August 19, 2015
      PlayStation 4
      • WW: December 5, 2015
      Android
      • WW: July 7, 2016
      Switch, Xbox One
      • WW: March 26, 2019
    Genre(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 

    In a cavern, three people face a dragon. Along the bottom is a blue display showing each character's health, magic energy, and waiting time before their turn in battle.
    A battle scene with Cloud, Barret, and Tifa facing a dragon. In this given moment, the player must choose a command for Cloud to perform.

    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]

    A 43-year-old Japanese man with neck-length black haired, speaking into a microphone and facing slightly to the camera's right.
    A 42-year-old Japanese man with trimmed black hair, smiling directly at the camera.
    Producer Hironobu Sakaguchi and director Yoshinori Kitase, who together helped create the story and gameplay concepts for Final Fantasy VII.

    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]

    Nine people stand in a group against a white background; the group —made up of seven humans and two animal-like beings— wear a variety of clothing and the human characters carry different weapons.
    Promotional artwork of the main cast. The main characters were designed by Tetsuya Nomura; Final Fantasy VII was his first role as character designer.[24][37]

    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

Download: JessicaBiel_2.p3t

Jessica Biel Theme
(16 backgrounds)

Jessica Biel
Born
Jessica Claire Biel

(1982-03-03) March 3, 1982 (age 42)
Occupations
  • Actress
  • producer
Years active1991–present
Spouse
(m. 2012)
Children2

Jessica Claire Timberlake (née Biel /bl/; 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 on board the USS Abraham Lincoln in June 2004

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 at the 81st Academy Awards in 2009

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