Mirror’s Edge

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Mirror's Edge
Cover art depicting Faith
Developer(s)DICE[a]
Publisher(s)Electronic Arts
Director(s)Senta Jakobsen
Producer(s)Owen O'Brien
Designer(s)Thomas Andersson
Programmer(s)Per-Olof Romell
Artist(s)Johannes Söderqvist
Writer(s)Rhianna Pratchett
Composer(s)Solar Fields
EngineUnreal Engine 3
Platform(s)PlayStation 3, Xbox 360, Microsoft Windows
ReleasePlayStation 3, Xbox 360
  • NA: November 11, 2008
  • AU: November 13, 2008
  • EU: November 14, 2008
Microsoft Windows
  • NA: January 12, 2009
  • AU: January 15, 2009
  • EU: January 16, 2009
Genre(s)Action-adventure, platform
Mode(s)Single-player

Mirror's Edge is a 2008 first-person action-adventure platform game developed by DICE and published by Electronic Arts. The game was released for PlayStation 3 and Xbox 360 in November 2008, and for Windows in January 2009. Set in a near-future city, it follows the story of Faith Connors, an underground parkour courier who transmits messages while evading government surveillance. To progress through the game, the player must control Faith from a first-person perspective and complete a series of levels that involve performing a sequence of acrobatic manoeuvres, including jumping between rooftops, running across walls, and sliding down zip lines.

Inspired by chase scenes featured in Casino Royale and the Bourne films, Mirror's Edge features hundreds of first-person animations to convey Faith's movement and interactions with the environment. Although the game is powered by Unreal Engine 3, a new lighting solution, which is able to reflect colors and create a lot of soft shadows, was created to give the game a unique art style. The game deliberately makes use of strong primary colors, with outdoor environments predominantly featuring white and distinctively lacking in green. The game was written by Rhianna Pratchett, and its score was composed by electronic music artist Solar Fields, while the main theme song was composed by Swedish producers Rami Yacoub and Arnthor Birgisson and performed by Swedish musician Lisa Miskovsky.

Upon release, Mirror's Edge received generally positive reviews from critics. They praised its visuals and immersive first-person perspective, but some criticized its trial and error gameplay and restrictive levels. The game sold around 2.5 million units by June 2013, and won Adventure Game of the Year at the 2009 Interactive Achievement Awards. Retrospectively, it has grown in esteem and developed a passionate fanbase due to its unique style. A prequel to the game, also titled Mirror's Edge, was released for mobile devices in 2010. A reboot that explores a new origin story for Faith, titled Mirror's Edge Catalyst, was released in 2016.

Gameplay[edit]

The player jumps towards a zip line, which is highlighted in red by the game's navigation system.

Mirror's Edge is an action-adventure platform game where the player must control the protagonist, Faith Connors, from a first-person perspective and navigate a city.[2] To progress through the game and its storyline, the player needs to complete a series of levels that involve performing a linear sequence of acrobatic manoeuvres.[3] These include jumping between rooftops, running across walls, climbing pipes, walking along ledges, sliding down zip lines, and getting past opponents controlled by the game's artificial intelligence.[4] Faith's arms, legs, and torso are prominent and their visibility is used to convey her movement and interactions with the environment.[5] Her momentum is an important aspect of the gameplay,[6] as preserving it through multiple obstacles allows the player to run faster, jump farther and climb higher.[4] To help players chain moves seamlessly, the game employs a navigation system, called Runner Vision, which turns certain objects in a bold red color as Faith approaches them, allowing the player to instantly recognize paths and escape routes.[5]

Although the player can perform melee attacks and disarm opponents,[6] using weapons is generally discouraged as they slow Faith down and hinder her acrobatic abilities.[4] For example, carrying a weapon that is heavier than a pistol prevents the player from being able to jump and grab ledges.[4] Weapons have a finite magazine and must be discarded when they run out of ammunition.[4] If Faith has preserved enough momentum,[4] the player may use an ability called Reaction Time, which temporarily slows the gameplay down and allows the player to time their next move.[2] Faith has a certain amount of health which automatically regenerates when she does not take damage for a brief period. If Faith falls off a significantly high position or her health is fully depleted, the player must start the level again from the latest checkpoint.[4] In each level, the player may also find and collect three hidden yellow bags. These encourage the player to explore the game and unlock achievements.[7]

In addition to the game's story mode, Mirror's Edge features a time trial mode where the player must complete courses as fast as possible.[8] Each course is divided into multiple sections and has three qualifying times to beat. Although the first courses are unlocked as the player progresses through the story mode, additional courses can be unlocked by beating qualifying times.[9] Records can be uploaded to online leaderboards, where the player can compare their performance with others. The player may also download recordings of other players, called Ghosts, to show them the path they took through a course and help them improve their records.[9] Additional achievements can be unlocked by reaching certain milestones.[7]

Plot[edit]

Mirror's Edge is set in a near-future city where life is comfortable and crime is almost non-existent.[10] The city's state of bliss is achieved by an oppressive regime that controls the media and its citizens. An underground crew of parkour couriers, called Runners, operate independently from the city's security and surveillance measures, delivering private goods and sensitive information. At the same time, a new candidate, Robert Pope, is challenging the incumbent Mayor Callaghan on a platform of deregulation. The game follows the story of Faith Connors, a 24-year-old Runner who lost her mother when campaigning against the city shifting from its vibrant atmosphere to its current regime 18 years before the game's events. Faith was trained by former Runner Mercury "Merc," who now provides her with intelligence and radio support. Faith's twin sister, Kate, is a disciplined police officer who has a lot of affection for Faith but is also committed to protecting the city.[11]

After completing a delivery to fellow Runner Celeste, Faith learns that Pope has been killed and that her sister has been framed for his murder. Faith tries to get Kate to flee with her, but she refuses, saying it would only make her look guilty. After making her way through the city's storm drains, Faith learns from former Runner Jacknife that Pope's head of security, Travis "Ropeburn" Burfield, may be connected to Pope's murder. She then infiltrates Ropeburn's office, where she overhears him setting up a secret meeting at an unfinished building. Faith informs Kate's wary superior officer, Lieutenant Miller, of what she has learned, but he refuses to help her. Later at the meeting, Faith confronts Ropeburn, who admits that he framed Kate and hired someone to kill Pope, but he is killed by a sniper shortly afterward. Before he dies, Ropeburn tells Faith that he was going to meet the assassin at the New Eden Mall. Faith heads there, but the killer flees once they see Faith. Lacking other leads, Faith investigates the security firm that has begun aiding the police forces in capturing Runners. She finds they are behind Project Icarus, a program designed to train special forces to eliminate Runners and control the city. Faith follows the trail of Ropeburn's killer to a boat that is docked at a nearby wharf. There, she learns that the assassin is Celeste, who decided to collude with Project Icarus to live a more comfortable life. She also explains that Pope had to be killed because he was seen as a threat, especially once he discovered Project Icarus.[12]

With Kate convicted of Pope's murder, Merc helps Faith find a way to ambush the police convoy that is transporting her to prison. Faith succeeds and sends Kate to Merc's hideout while she leads the police forces away. Upon her return, Faith finds Merc critically injured and his hideout completely ransacked. Before he dies, Merc tells Faith that Kate has been taken to the Shard, the tallest skyscraper in the city and Callaghan's fortress. With Miller's help, Faith breaks into the Shard, destroying the servers that run the city's surveillance systems. On the rooftop helipad, she finds Kate held at gunpoint by Jacknife, who reveals that he is also part of Project Icarus. As Jacknife takes Kate onto a departing helicopter, Faith jumps onto it and knocks him out to his death. Faith and Kate then jump off to safety before the helicopter crashes.[12] During the game's end credits, the media reports that Faith's actions have only served to intensify the city's security and that the location of both Faith and Kate remains unknown.[13]

Development[edit]

Mirror's Edge was developed by the Swedish company DICE as part of an effort to create something fresh and interesting, anticipating a need to diversify away from the successful Battlefield franchise the studio was known for.[14] The game was conceived in July 2006, when the studio decided to create a first-person game that would not be like a traditional first-person shooter, a genre that was considered very crowded at the time.[15] Because first-person shooters typically focus on weapons and technology, the studio wanted Mirror's Edge to focus on the player character and their physicality.[15] The opening chase scene of Casino Royale and the way Jason Bourne fights and runs in the Bourne film series were major inspirations for the game.[16] Originally, the development team experimented with the player being able to drive vehicles, but the idea was ultimately dropped because they felt it would break the flow of the game.[15] The game's protagonist emerged from a sketch illustrating an athletic female hacker, who art director Johannes Söderqvist felt suited the game very well. He explained that he was interested in a strong female character that would appeal to both women and men, and who became a hero not because of high-tech weapons, but because of her physical abilities.[15]

Although some of the game's first-person mechanics were first prototyped in the Battlefield 2 engine,[15] Mirror's Edge was built using Epic Games' Unreal Engine 3 because DICE's own Frostbite engine was still in the early stages of its development cycle when production of the game started.[17] Creating all the first-person animations proved to be an ambitious task, but it was considered essential to help orient players in the game world.[15] The game has hundreds of first-person animations and simple moves like using a ladder has over 40 animations alone. These include interactions such as jumping into it from multiple positions, climbing it up or down, or hanging on it with one hand.[15] Although the game has a believable first-person perspective, it is not meant to be a simulation. For example, the player is able to stop quickly after a full sprint because the development team felt that keeping the inertia would make the gameplay irritating.[18] To animate the character's in-game shadows, a different animation system runs simultaneously.[15] The only information that is visible in the game's heads-up display is a small reticle in the center of the screen, which was added to lessen the simulation sickness associated with the free movement of the camera in first-person view.[19]

Mirror's Edge deliberately makes use of strong primary colors, with outdoor environments predominantly featuring white and distinctively lacking in green.[20] According to senior producer Owen O'Brien, this stylistic choice grew out of the gameplay, as it allows the player to focus on the Runner Vision guidance. It also serves as a health meter because the colors become less saturated as Faith starts to take damage.[19] A new lighting solution, called Beast, was developed by Illuminate Labs, a company based in south of Sweden, in association with DICE.[21] This technology is able to reflect colors and create a lot of soft shadows, giving the game a unique art style.[21] Getting the lighting right was a difficult process for the development team, as it involved a lot of hand tweaking and a considerable amount of time to render each level.[15] To speed up the rendering process, DICE invested in around 400 CPU cores, which were kept cool in a separate room by a very big air conditioning unit.[15] The storm drains in the game's third level were inspired by Tokyo's Underground Discharge Channel.[22] The game's animated cutscenes were created by an external agency because DICE had no experience with 2D animations, while some of the game's art assets were created by a company based in Shanghai, China.[21]

The game's working title was "Project Faith" until it was changed to its current one in mid 2007, suggesting that the game's city is a mirror to its inhabitants.[15] American TV series Firefly and its film spin-off Serenity were cited as major influences on the setting.[21] Writer Rhianna Pratchett, who was hired a year and a half before the game was released, described the society portrayed in the game as somewhere between an anti-utopia and a nanny state, stating that the game explores the contrast between citizens who give up their personal freedom for a comfortable life and those who prefer to live on the edge freely.[10] O'Brien deliberately chose not to give the city a proper name because it was considered an amalgamation of many different cities,[19] blending both East and West aesthetics.[21] Around two and a half hours of in-game music were composed by electronic music artist Solar Fields. To ensure there was a good flow between the player and the game world, the score was designed to be very interactive and different parts transition seamlessly.[15] The game's main theme song, "Still Alive", was composed by Swedish producers Rami Yacoub and Arnthor Birgisson and performed by Swedish pop star Lisa Miskovsky.[15] The game went gold on November 6, 2008 and took nearly two years to complete.[21][23]

Marketing and release[edit]

Mirror's Edge was first revealed to be in development when an image of Faith holding a pistol was released in June 2007.[24] The game was formally announced by Electronic Arts at E3 in July 2007, where DICE stated that they wanted to bring innovation to established first-person mechanics.[25] A video featuring in-game footage was presented at the Game Developers Conference in February 2008,[26] while a playable demonstration of the game was showcased at E3 in July 2008.[27] At that year's E3 Game Critics Awards, Mirror's Edge won Best Original Game.[28] New in-game footage showing a portion of the game's third level was subsequently presented at the Games Convention in Leipzig, Germany in August 2008.[22] To stimulate interest in the game's universe, Electronic Arts partnered with WildStorm to produce a six-issue comic book adaptation drawn by artist Matthew Dow Smith and written by Pratchett.[29] A demo comprising a small portion of the game was released on the PlayStation Network and Xbox Live services in October 2008.[30] If the game was pre-ordered at certain retailers, buyers could gain access to a time trial portion of the demo and get a Mirror's Edge T-shirt by Fenchurch.[31][32]

Mirror's Edge was first released for the PlayStation 3 and Xbox 360 consoles in North America on November 11, 2008,[23] followed by a European release on November 14, 2008.[31] Alongside the standard edition, a collector's edition, which included a red bag manufactured by Timbuk2, was made available for purchase.[33] A remix album, Still Alive: The Remixes, featuring the Mirror's Edge theme song "Still Alive", was also released. Contributing artists include Benny Benassi, Junkie XL, Paul van Dyk, Teddybears and Armand van Helden.[34] A Microsoft Windows version of the game was released in North America on January 13, 2009,[35] and in Europe on January 16, 2009.[36] Unlike its console counterparts, the Microsoft Windows version supports Nvidia's PhysX technology, which improves graphical effects such as glass shattering, debris, and smoke.[37] It also includes the SecuROM digital rights management software,[38] unless bought on Steam.[39]

A new downloadable map for the game's time trial mode was exclusively released on the PlayStation Store for PlayStation 3 users on January 29, 2009.[40] Seven additional time trial maps, which take place in surreal-looking stages outside of the game's city, were released for the PlayStation 3, Xbox 360 and Microsoft Windows versions of the game on February 19, 2009.[41] This was followed by Mirror's Edge 2D, a browser game adaptation by The Fancy Pants Adventures developer Brad Borne.[41] A prequel to the game, also titled Mirror's Edge, was released for mobile devices in 2010.[42] Due to the use of the "Mirror's Edge" trademark, Electronic Arts was in conflict with California-based development studio Edge Games, who claimed the true legal ownership of the word "Edge" and its variations, including the phrases "Cutting Edge", "The Edge", and "Gamer's Edge". Ultimately, Edge Games settled with Electronic Arts and surrendered many of its trademarks on April 17, 2013.[43]

Reception[edit]

Mirror's Edge received "generally favorable" reviews from critics, according to review aggregator website Metacritic.[45] The Microsoft Windows version was considered superior to its console counterparts due to its more accurate controls and extra graphical features such as PhysX effects.[51][53] Game Informer described Mirror's Edge as an inspiring and "genre-defining" game,[49] while Computer and Video Games called it "an extraordinary and special game", stating that it takes fatigued first-person mechanics into a new and daring direction.[6] Other reviewers were not as positive towards the game.[47][50] Eurogamer considered Mirror's Edge a very divisive game, with both gaping flaws and moments of brilliance.[48] Edge felt that the game lacks depth because it forces the player to follow a predefined path, thus failing to capture anything that made parkour popular,[47] while GameRevolution found the game to be very frustrating and unforgiving.[50]

The game's visuals and soundtrack were praised very positively.[3][5][8][49] Game Informer felt that the mix of protuberant white environments with solid primary colors creates "one of gaming's finest spectacles, and a surreal world for gamers to navigate."[49] The Runner Vision guidance system was said to fit the game's art style,[49] and the setting alone was considered powerful enough to make up the game's story,[48] with The Guardian stating that Mirror's Edge is more about the environment than the people who inhabit it.[52] Critics remarked that the game's interactive soundtrack makes Faith's runs more fluid,[3][49] while sound effects such as her breathy heaves and noisy footsteps were said to enhance the sense of speed and tension.[3] The voice acting was also highlighted, with IGN noting that characters never sound "cheesy or unbelievable".[5] However, the story was criticized for its confusing plot points and the stylistic choice of animated cutscenes were said to lack the dramatic flair of the gameplay.[48][49][50]

The gameplay was praised for its responsive controls and immersive first-person perspective.[2][6][8][49] Game Informer noted Faith's fluid acrobatic maneuvers, stating that the game succeeds at making the player feel like they are part of the game world.[6] IGN editor Nate Ahearn agreed, saying that Faith's movement is accentuated by little nuances on-screen, which together "produce the best feeling of movement and momentum that I've gotten my hands on in a [video game]."[5] The game's trial and error gameplay frustrated some critics.[2][48][50] GameSpot remarked that the scenarios that involve getting past opponents are particularly annoying and require careful planning because Faith is extrem

The Rise

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See also[edit]

Macross Plus

Macross Plus theme by GunTeng

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Macross Plus Theme
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Macross Plus
DVD cover of the original Macross Plus: Movie Edition
マクロスプラス
(Makurosu Purasu)
Created by
Original video animation
Directed byShōji Kawamori (Chief)
Shinichirō Watanabe
Written byKeiko Nobumoto
Music byYoko Kanno
StudioTriangle Staff
Licensed by
Released August 25, 1994 June 25, 1995
Episodes4
Anime film
Directed byShōji Kawamori (chief)
Shinichirō Watanabe
Written byKeiko Nobumoto
Music byYoko Kanno
StudioTriangle Staff
Licensed by
  • Big West (licensing)
    Disney Platform Distribution (worldwide streaming license)
    • AUS: Crunchyroll
    • BI: Manga Entertainment (former)
      Anime Limited (home video)
    • NA: Manga Entertainment (former)
      Anime Limited (home video)
ReleasedAugust 27, 1995
Runtime115 minutes

Macross Plus (マクロスプラス, Makurosu Purasu) is a four-episode anime OVA and theatrical movie in the Macross series. It was the first sequel to the original Macross television series that took place in the official timeline (Macross II was quickly retconned by series creator Shōji Kawamori as a parallel world story in the Macross universe). Plus was a groundbreaking combination of traditional cel and computer-generated animation at the time of its release, paving the way for the incorporation of more computer-generated imagery in Japanese animation.

Both the OVA series and movie were released in Japan by Bandai Visual and in North America and Europe by Manga Entertainment. The Australian VHS version was released by Manga Entertainment and the DVD version by Madman Entertainment under sub-license from Manga Entertainment. It features several new mecha designs inspired by the original series.

Plot[edit]

Three decades after the great war between the humans and the Zentradi, in January 2040, the U.N. government is developing new technologies to use in their transforming fighter aircraft by running tests on the colony planet Eden. Military test pilots and former childhood friends, loose cannon Isamu Alva Dyson and the Zentradi mixed race Guld Goa Bowman, are selected to each pilot a new aircraft (Shinsei Industries' YF-19 & General Galaxy's YF-21) for Project Super Nova, to choose the newest successor to the VF-11 Thunderbolt variable fighter which is currently still in use by the U.N. Spacy military forces. Their own personal grudges end up disrupting the tests, and begin to wreak havoc on the program.

Their rivalry heats up when a mutual friend, Myung Fang Lone, shows up. Myung was a childhood friend of both pilots, but the three of them had a falling out, and quickly grew apart. This is alluded to throughout the story, and evidence of the strained relationship between Myung and either of the two men is apparent, while their distaste for one another is obvious. When they meet again, they discover that Myung is now the producer of Sharon Apple, the hottest entertainer in the galaxy, who just happens to be an AI hologram. Unbeknownst to the public, the Sharon AI is incomplete and requires Myung to provide emotions during concerts.

During a testing session, Guld and Isamu finally face off against each other – and an all-out fight begins as each tries to best the other. Despite being in the middle of a testing area, they quickly proceed to tear the surrounding area to shreds in their fight to gain superiority over the other. Having turned off their communications equipment, both pilots fight using the test aircraft in a series of stunning dog-fight maneuvers before going into battroid form and finishing the fight on the ground. In the process, an "accidental" gun pod discharge injures Isamu and he is taken to the hospital, where he awakens to Myung standing watch over him. After returning to duty, a military tribunal questions Guld about their fight in the test area, but ultimately the decision is left up to the Admiral in charge of the project. Chief Millard, the station commander of New Edwards Test Flight Facility, reluctantly tells both pilots that their mission and the project has been scrubbed by the U.N. Spacy High Command – due to the completion of a newer, and previously unknown aircraft, the Ghost X-9 (ゴースト X-9), an advanced stealth UCAV prototype which was secretly being produced on Earth while two other prototypes (YF-19 and YF-21) were simultaneously being tested for Project Super Nova in planet Eden. With the Ghost X-9 completed, testing on the YF-19 and YF-21 was halted indefinitely, since the higher-ups believe that the new unmanned fighter is superior in every way.

Meanwhile, the AI Sharon Apple has developed a malevolent consciousness, due to an illegal bio-chip having been installed by lead scientist on the project, Marge Gueldoa. During her concert in the Atlantis Dome inside Earth's Macross City, Sharon quickly takes over both the Ghost X-9 and the SDF-1 Macross Fortress and hypnotizes her audience and the Macross' staff, while trapping Myung in the Macross itself.

Wanting to prove that manned fighter units are a necessity and to prove his worth, Isamu and Yang (the YF-19's engineer) take the fighter jet and space-fold to Earth to beat the X-9 at its own game, while Guld gives chase in the YF-21. Sharon hacks into Earth's outer space defences, but both Isamu and Guld make it through. They then proceed to attack each other again, as they argue about childhood grudges. At the climax of the fight Guld, finally achieving a target lock, releases a large fury of missiles seemingly destroying the YF-19. As this happens, Guld is flooded by repressed memories. Now realizing it was truly his own jealous rage that had torn the friendship apart. Having saved himself and Yang by cutting engine throttle and gliding, the YF-19 then appears in the skies above Guld and the two old friends reconcile.

When discovering that Myung's life is in danger, Isamu and Guld quickly go to her aid. While Isamu goes after Sharon, Guld fights the X-9 and ultimately destroys it by removing the gravitational safety limiters on his aircraft, and matching the X-9's velocity/maneuverability, which is much higher than normally possible due to it being computer-controlled and having no pilot, until he achieves a target lock and shoots the X-9 down. However, removing the limiters allows Guld to achieve accelerations exceeding human (even Zentradi-Human) limitations, which ultimately leads to his death, the g-forces generated by his piloting literally crushing him even as he crashes the YF-21 into the X-9, destroying it.

While fighting the SDF-1 Macross, Sharon hypnotises Yang who shoots at Isamu but only hits his helmet. Isamu ejected Yang but then is hypnotized by Sharon's voice, and is left to crash to his death. At the last second, Myung's voice reaches him and brings him out back to consciousness. Dodging the Macross' fire, Isamu is able to destroy the central computer, effectively eliminating Sharon.

The story ends as the sun rises over the Macross Fortress, with Myung waving to Isamu, who has survived the destruction of Sharon's computer.

Eventually, the U.N. government banned all AI technology developments after the incident, and allowed the continuation of Project Super Nova.

Production[edit]

Following Big West's 1992 release of Macross II (which was subsequently retconned as an alternate universe title), original Macross staff member Shōji Kawamori began work on a true sequel to the original Macross series. To realistically depict the intense flight scenes in the anime, Kawamori – along with action choreographer and animator Ichiro Itano and other staff members – traveled to Edwards Air Force Base (which was the basis for New Edwards Air Force Base on planet Eden in the series) in Edwards, California, for a few training sessions with dogfighting school Air Combat USA. The Advanced Tactical Fighter program of the 1980s was the basis of the Project Supernova contest between the YF-19 and YF-21. Consequently, the YF-21's design was heavily influenced by the Northrop YF-23 while the YF-19 resembles the Grumman X-29 when in jet mode.

The design of Eden City was influenced by the San Francisco landscape (which also served as a backdrop for Frontier City in Macross Frontier). The wind farms throughout the planet were based on those found in California's Central Valley, while Eden's highways were designed from those seen in Orlando, Florida.[1]

The series was directed by Shinichirō Watanabe, featuring character designs by Masayuki and animation direction by Kōji Morimoto, who designed the Sharon Apple concert scene. Shōji Kawamori designed all the new variable fighters in the anime. Kazutaka Miyatake was credited for the use of his previous designs for the Macross and the Destroid Monster, and he was also involved in the project as mecha designer for the YF-21 cockpit, both the YF-21 and YF-19 flightsuits, the X-9 Ghost drone fighter and the renegade Zentradi battlesuits.[2]

Score[edit]

Yoko Kanno composed the score for Macross Plus. The orchestral score was recorded in Tel Aviv, Israel, by members of the Israel Philharmonic Orchestra, except for "Dogfight" (an orchestral track used during the final battle between Isamu and Guld), which was recorded in Prague, Czech Republic by the Czech Philharmonic Orchestra.

Sharon Apple's songs are performed by a number of different artists – namely Gabriela Robin, Akino Arai, Mai Yamane, Melodie Sexton, Wuyontana and the Raiché Coutev Sisters. The most notable song in the series is Myung's song "Voices", which is performed by Arai and is the only Japanese-language song in the soundtrack. For the English dub of the series, "Voices" was translated into English and performed by Michelle Flynn. Three songs ("Information High", "The Borderline" and "Pulse") are in English, while "Idol Talk" is in French. Four songs ("After, in the Dark – Torch Song", "Santi-U", "A Sai En" and "Wanna Be an Angel") are sung in the fictional Zentran language.

The soundtrack CDs were released in Japan by Victor Entertainment. In North America, only the first two soundtracks were made available; first through JVC, then subsequently through AnimeTrax (a division of The Right Stuf International).

Versions[edit]

Macross Plus OVA[edit]

The OVA version (マクロスプラス) consists of four episodes, each approximately 37–40 minutes in length. The Japanese voice cast is as follows:

Macross Plus: International Version[edit]

An English dub version was produced for the international market, featuring a North American cast and an English version of the main theme "Voices". When it came to Episode 4 of the original translation, due to a rights issue at the time, the entire soundmix including music and sound effects had to be recreated from scratch. Only the songs performed by Sharon Apple ("Pulse," "Information High," and "Santi-U(second half)/Torch Song") and the English version of "Voices" were retained. The background music entitled "Dogfight" was replaced with another track entitled "Breakout" (featured in Episode 1 and 2), notably in the main Dogfight sequence and just after Isamu recovers from his trance.

It was later that Bandai Visual commissioned a new dub for Episode 4, retaining the original Japanese soundmix but utilizing a new voice cast due to actor availability. Most notably Isamu's part was recast with David Hayter, most famous for his voicework on the Metal Gear series. This version was exclusive to Japan, also being included as the English dub of choice on the Japanese Blu-ray release in 2012, still retaining the original Manga versions of Episodes 1 - 3.

In Japan, this version was released with Japanese subtitles as the "International Version".

In January 1998, it broadcast in 3 parts, each twice on midnights on the new Teletoon station in Canada along with the film Ninja Scroll.[3]

Macross Plus: Movie Edition[edit]

After completion, the series was re-edited for theatrical release, with a shortened 115 minute runtime. This version, entitled Macross Plus: Movie Edition, features multiple new and alternate scenes, while removing and shortening many other scenes from the original OVA series.

Macross Plus Movie Edition had a limited theatrical release at the Barbican Centre in the UK on September 14, 2019, and in the U.S. through Fathom Events on December 14, 2021.[4][5]

Home video[edit]

Macross Plus was first released in Japan on VHS and Laserdisc formats by Bandai Visual, and on DVD, the very latter on August 25, 2001 (Ep.1) & February 25, 2002 (Ep.4) respectively. All aforementioned discs include the English dub. Manga Entertainment released the series in VHS (dubbed and subtitled versions) and Laserdisc formats in Europe and as their first title in the North American market. The English-dubbed series was also released in MovieCD format for Windows 3.1/Windows 95-based PCs. In 1999, Manga Entertainment released Macross Plus on DVD format, with two episodes per disc. Sales of disc 2 of the series were affected by a subtitle timing error, which was corrected on subsequent reprints.

A subtitle-only version of Macross Plus: Movie Edition was released on VHS in the U.S. through Manga Entertainment, with a DVD release in 2000. The DVD version is a direct transfer from the VHS release, causing the subtitles to be part of the footage itself, so they can't be turned off. There is no English dub for the movie version.

On August 24, 2007, to celebrate the 25th anniversary of Macross, Japan released on DVD an HD remastered box set containing both the entire OVA series and Movie. Unlike the episodic releases however, which include the English dub alongside the Japanese track, said dub was omitted, and a PCM mix replaces both (Dolby Digital) stereo options heard before. On June 21, 2013, a Blu-ray box, again featuring episodes 1-4 & Movie saw release. This time however, the English dub was reinstated, and episodes 1-4 include both Japanese and English audio, with episode 4 using the newer Bandai dub, while retaining Manga's original for episodes 1-3. Movie Edition on the other hand is Japanese only, but offers English subtitles, plus a new DTS-HD Master Audio 5.1 track to go alongside its PCM option. A stand alone Blu-ray of the theatrical cut was reissued on January 29, 2016.

Merchandise[edit]

Books[edit]

During the release of the series, Shogakukan published the companion visual book This Is Animation Special: Macross Plus, which covered the first two episodes.[6] A follow-up book was released, covering the production of the Movie Edition.[7]

Toys[edit]

Macross Plus toys were not available until 2000, when Yamato Toys released a 1/72 scale diecast replica of the YF-19.[8] Since then, aside from Yamato, replicas and figures of the series' variable fighters have been manufactured by Doyusha[9] and Kaiyodo (under the Revoltech line).[10]

None of these toys are widely available in the U.S. due to ongoing legal disputes between Big West and Tatsunoko Production/Harmony Gold USA over the Macross copyright.

Model kits[edit]

Hasegawa Hobby Kits released non-transforming model kits of the YF-19 and YF-21 in fighter modes between 2001 and 2002. The molds for both planes were re-used for the VF-19A (from Macross VF-X2) and VF-22S (from Macross 7), respectively.[11]

Resin and garage kits of the Macross Plus variable fighters have been manufactured by several different companies in Japan. The most well-known of these kits is the 1/100 Perfect Variable YF-19 by Studio HalfEye, which became the basis for Yamato Toys' 1/72 diecast toy.[12]

Bandai released High grade 1/100 plastic model kit in early 2023. The kit has transformable feature by switching parts.

Manga adaptation[edit]

A new manga adaptation of the anime is being serialized by comic publisher Kadokawa Comics A with the name Macross Plus: TAC Name. The story of the comic is a retelling of the events from the anime as well as a more detailed description of the background and past history of the characters. The artist of the manga is Naoki Moriya and is available since February 10, 2012.

Macross Plus: Game Edition[edit]

A video game adaptation of the original OVA (マクロスプラス -Game Edition-) was released in 2000 in Japan only. This PlayStation game by Shoeisha Co. Ltd. features some members of the original cast and staff, and includes parts of the original soundtrack, as well as some cutscenes in the form of excerpts from the Movie Edition of Macross Plus.

The game features the variable fighters and mecha used in the OVA, as well as select units from the original Macross series. It also introduces the Neo Glaug (a transformable version of the Zentradi battle pod) as an in-game exclusive. Unlike other Macross games, transformation of variable fighters is not possible during gameplay; each level has the player's unit fixed in one mode only. Aside from the single-player story mode, two players can battle each other in vs. mode.

This 3D home software is completely different from the vertical-scrolling arcade shooter released in Japan by Banpresto[13] in 1997 as Macross Plus (マクロスプラス) which is loosely based on the franchise.

References[edit]

  1. ^ This is Animation The Select: Macross Plus Movie Edition. Shogakukan, 1995
  2. ^ Miyatake, Kazutaka (2005-06-01). Macross and Orguss Design Works (in Japanese). Japan: Mobic. pp. 30–45. ISBN 4-89601-629-7.
  3. ^ "TELETOON - Adult Shows". Teletoon.com. Archived from the original on 4 February 1998. Various Animé from Japan
    Jan 3 & 9 - Ninja Scroll
    Jan 10 & 16 - Macross Plus I
    Jan 17 & 23 - Macross Plus II
    Jan 24 & 30 - Macross Plus III
    Fri. & Sat.: midnight
  4. ^ "Macross Plus The Movie (12A) + Introduction: Anime's Human Machines". Barbican Centre. Retrieved 2019-07-27.
  5. ^ "Fathom Events Streams Macross Plus Movie Edition's U.S. Trailer". Anime News Network. 2021-11-12. Retrieved 2022-03-12.
  6. ^ Macross World - This Is Animation Special: Macross Plus
  7. ^ Macross World - This Is Animation The Select: Macross Plus Movie Edition
  8. ^ Macross World - Yamato 1/72 YF-19
  9. ^ Macross World - Doyusha 1/144 YF-19
  10. ^ CollectionDX - Macross Plus
  11. ^ Macross World - Hasegawa
  12. ^ Macross World - Studio HalfEye 1/100 Perfect Variable YF-19
  13. ^ Levy, Stuart; Semrad, Ed; Sushi-X (November 1996). "JAMMA: Capcom Finally Unveils Street Fighter III!!!". Electronic Gaming Monthly. No. 88. Ziff Davis. p. 166. Banpresto has decided to stick with the tried-and-true shooting game genre. Their newest yen-muncher was called Macross Plus, and although it was only 60 percent complete, even Sushi had a good time teaming up with Stuart to blow away the enemies in this very fast-paced vertical-scrolling 'Siller special'.

External links[edit]

Fan sites

Echochrome

Echochrome theme by CB

Download: Echochrome.p3t

Echochrome Theme
(3 backgrounds HD, 1 SD)

echochrome
Promotional artwork
Developer(s)Game Yarouze
Japan Studio
Publisher(s)Sony Computer Entertainment
Director(s)Tatsuya Suzuki
Producer(s)Masami Yamamoto
Designer(s)Satoru Immamura
Kashin Hodotsuka
Ken-ichirou Hatada
Tomokazu Ohki
Programmer(s)Takashi Noshiro
Takanori Kikuchi
Kenichiro Obara
Hironori Tsuruya
Composer(s)Hideki Sakamoto
Platform(s)PlayStation 3, PlayStation Portable
ReleasePSP
PlayStation 3
PlayStation 4
Genre(s)Puzzle
Mode(s)Single-player

Echochrome[a] (stylized as echochrome) is a 2008 puzzle game created by Sony's Japan Studio and Game Yarouze for PlayStation 3 from the PlayStation Store and for PlayStation Portable (PSP). The gameplay involves a mannequin figure traversing a rotatable world where physics and reality depend on perspective. The world is occupied by Oscar Reutersvärd's impossible constructions. This concept is inspired by M. C. Escher's artwork, such as "Relativity".[1] The game is based on the Object Locative Environment Coordinate System developed by Jun Fujiki—an engine that determines what is occurring based on the camera's perspective.

Echochrome received a spin-off in 2009 titled Echoshift and a sequel, Echochrome II for the PlayStation 3 utilizing the PlayStation Move in December 2010.[8]

Gameplay[edit]

Echochrome requires the player to control a moving character—which resembles an articulated wooden artist's mannequin—to visit, in any order, particular locations on the surfaces of collections of three-dimensional shapes. The objectives are marked by shadows ("echoes") of the moving character. When the last marked position has been visited, one last echo appears, which the player must reach to finish the level: scoring is simply a matter of timing completion of each level (or a course containing several levels).

However, the character cannot be directly controlled by the player: it moves autonomously, following a path along the surface of each shape in a manner that keeps the path's boundary on the character's left (that is, in order of preference, turning left, proceeding straight ahead, turning right, or turning back on itself).

The unique aspect of the game is that the path can be altered merely by rotating the shapes and viewing them from a different perspective: for instance, if a gap or obstacle is obscured, the character will behave as if the path continues behind the object which currently, obscures the gap or obstacle from view. Similarly, if discontinuous shapes or parts of the same shape appear, from the chosen camera angle, to form a continuous path, the character will traverse from one to the other.

Although the character cannot step off the surface of a shape, there are certain points where it may hop off or fall. It then falls downwards to whatever appears to be below it, or off the bottom of the screen to be rematerialized at a previous position. This behavior forms one of the most compelling aspects of the game because the player must deliberately interpret the three-dimensional world as if it were two-dimensional to determine where the character will land.

Development and release[edit]

The game was first announced at E3 2007.[9] The game was released in Japan on March 19, 2008,[2] on UMD and for download on the PlayStation Store, with a demo released on the Japanese PlayStation Network on March 6, 2008. The North American release of Echochrome is only available on the PlayStation Network.[10] A demo was released in North America on April 24, 2008. It was followed by the full version on May 1, 2008.[11] Updates that rotate the set of user-created levels occur periodically.[11][12]

The game was released as a UMD in Europe on July 4, 2008, with a PlayStation Network version following on July 10. Echochrome was also a playable arcade mini-game in the Bowling Alley/Game Space of PlayStation Home. In 2011, Echochrome was released on Blu-ray as a part of the compilation Move Mind Benders with PlayStation Move support along with Lemmings and Tumble.

The PlayStation 3 version of the game was released in Japan, North America, and Europe, through the PlayStation Network. All regions feature the basic gameplay with 56 levels. A later update added 1000 user-created levels. PlayStation 3 Trophies were made available for the console version in North America via a patch on December 11, 2008, which features 10 trophies. It includes two gold trophies, one silver trophy, and seven bronze trophies. Europe and Japan have now received the trophy patch.

The PlayStation Portable versions feature different levels from the PlayStation 3 version, with some regions having additional gameplay modes or levels:

  • In Japan, the game was released on UMD only. There are 96 levels and three gameplay modes: "solo" (same as the PlayStation three gameplay), "pair", and "others".
  • In Europe, a version with identical levels and gameplay was released both on UMD and via the PlayStation Network.
  • A different European version called Echochrome Micro was also released on the PlayStation Network. It has the same 96 levels as the full Echochrome game, but only "solo" mode is available.
  • In North America, a downloadable PlayStation Network title was released, with no UMD version. This version has only the first 56 levels of Echochrome Micro, with "solo" as the only gameplay mode.
  • A DLC pack was released for the North American version, which includes the remaining 40 levels, making it effectively identical to Echochrome Micro

Audio[edit]

The music of Echochrome was composed by Hideki Sakamoto at the Tokyo-based sound design company Noisycroak. Most songs on the game score consist of a string quartet, including two violins, a viola, and a cello. However, three tracks include operatic vocals by singer Rumiko Kitazono. These are the opening themes to the PlayStation Portable and PlayStation 3 versions of the game, plus an additional theme that is unique to the soundtrack album.[13]

Team Entertainment published the original soundtrack to Echochrome[b] on May 21, 2008. The performers included Hitoshi Konno (1st violin), Nagisa Kiriyama (2nd violin), Kazuo Watanabe (viola), and Ayano Kasahara (cello).[14] The composer had originally considered naming the game's tracks after philosophical terminology to match the title's abstract qualities, but later decided to use prime numbers so as not to color the songs with subjective interpretations.[15]

Reception[edit]

Echochrome received "generally favorable" reviews according to review aggregator Metacritic.[16][17] The game's minimalistic presentation, originality, and level design were cited as its strongest aspects. In 2008, IGN awarded the game for Best Innovative Design,[29] and nominated it for Best Artistic Design,[30] Best New IP,[31] Best Puzzle.[32]GameSpot nominated the game for Best Original Game Mechanic in their Best of 2008.[33]

See also[edit]

References[edit]

Notes[edit]

  1. ^ Japanese: 無限回廊, Hepburn: Mugen Kairō, Infinite Corridor
  2. ^ 無限回廊 オリジナルサウンドトラック, Mugen Kairō Orijinaru Saundotorakku

Citation[edit]

  1. ^ a b c "Echochrome arrives tomorrow!". PlayStation Blog. 2008-04-30. Archived from the original on 2008-05-01. Retrieved 2008-04-30.
  2. ^ a b "無限回廊". 4Gamer.net (in Japanese). Archived from the original on 2022-10-10. Retrieved 2022-10-08.
  3. ^ "Echochrome PSP". Sony Computer Entertainment New Zealand. Archived from the original on 2008-12-19. Retrieved 2008-05-09.
  4. ^ "Echochrome PSP". Sony Computer Entertainment Europe. Archived from the original on 2010-02-28. Retrieved 2008-07-03.
  5. ^ "Echochrome PS3". Sony Computer Entertainment Europe. Archived from the original on 2010-02-28. Retrieved 2008-06-26.
  6. ^ echochrome on the PlayStation Store (US)
  7. ^ echochrome on the Playstation Store (JP)
  8. ^ "Game Profile: Echochrome II PlayStation 3". IGN. Archived from the original on 2010-10-13. Retrieved 2022-09-29.
  9. ^ Stern, Zack (2007-07-11). "Sony announces Echochrome". Joystiq. Archived from the original on 2007-07-16. Retrieved 2007-08-13.
  10. ^ "Could You Use Some Echochrome in Your Diet? Level Up Examines Where This Clever Puzzle Meets Platform Title Might Fit in Your Gaming Menu". Archived from the original on 2008-04-05. Retrieved 2008-04-03.
  11. ^ a b Yoon, Andrew (2008-05-08). "This Weeks Echochrome user levels". Weblogs Inc. Retrieved 2008-05-09.
  12. ^ "Bonus Echocrome Levels Up For A Limited Time Only". Kotaku. Gawker Media. 6 May 2008. Retrieved 2008-05-09.
  13. ^ Jeriaska (2008-05-31). "Sound Current: Echochrome". Siliconera. Archived from the original on 2008-07-08. Retrieved 2008-07-20.
  14. ^ "錯覚をモチーフにしたPZG『無限回廊』のサントラが5月21日発売". Dengeki Online (in Japanese). ASCII Media Works. 2013-04-02. Archived from the original on 2022-09-29. Retrieved 2022-09-29.
  15. ^ Jeriaska (2008-06-11). "Sound of Echochrome: Hideki Sakamoto Interview". Siliconera. Archived from the original on 2008-07-19. Retrieved 2008-07-20.
  16. ^ a b "echochrome for PSP Reviews". Metacritic. Retrieved 2022-05-18.
  17. ^ a b "echochrome for PlayStation 3 Reviews". Metacritic. Retrieved 2022-05-18.
  18. ^ a b Musrtapa, Gus (2008-05-12). "Echochrome Review". The A.V. Club. Archived from the original on 2010-05-22. Retrieved 2022-09-29.
  19. ^ Holzhauer, Grant (2008-05-08). "Echochrome Review (PSP)". GameDaily. Archived from the original on 2008-05-11. Retrieved 2022-09-29.
  20. ^ Holzhauer, Grant (2008-05-08). "Echochrome Review (PS3)". GameDaily. Archived from the original on 2008-05-12. Retrieved 2022-09-29.
  21. ^ Terrones, Terry (2008-05-02). "Review: Echochrome". GamePro. Archived from the original on 2008-05-05. Retrieved 2022-09-29.
  22. ^ Fishman, Brian (2008-05-22). "Echochrome Review". GameSpot. Archived from the original on 2013-02-25. Retrieved 2022-09-29.
  23. ^ Fishman, Brian (2008-05-08). "Echochrome Review". GameSpot. Archived from the original on 2009-02-02. Retrieved 2022-09-29.
  24. ^ Bedigian, Louis (2008-05-16). "Echochrome Review". GameZone. Archived from the original on 2008-07-01. Retrieved 2022-09-29.
  25. ^ David, Mike (2008-05-12). "Echochrome Review". GameZone. Archived from

Sea Scape

Sea Scape theme by bluejuiceno1

Download: SeaScape.p3t

Sea Scape Theme
(1 background)

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

This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!

Download for Windows: p3textractor.zip

Instructions:

Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.

The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.

The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].

For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following:
p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.

Tekken #2

Tekken theme by stealthassassin

Download: Tekken_2.p3t

Tekken Theme 2
(16 backgrounds)

Tekken
New series logo first used by Tekken 8
Genre(s)Fighting
Developer(s)
Publisher(s)
Creator(s)
Platform(s)
First releaseTekken
September 21, 1994 (1994-09-21)
Latest releaseTekken 8
January 26, 2024 (2024-01-26)

Tekken (Japanese: 鉄拳てつけん, meaning "Iron Fist") is a Japanese media franchise centered on a series of fighting games developed and published by Bandai Namco Entertainment (formerly Namco). The franchise also includes film and print adaptations.

The main games in the series follow the events of the King of Iron Fist Tournament, hosted by the Mishima Zaibatsu, where players control a plethora of characters to win the tournament and gain control of the company; the conflict between the Mishima family serves as the main focus of the series' plot, while players explore other characters' motivations in aiming to control the Zaibatsu.

Gameplay focuses on hand-to-hand combat with an opponent, with the gameplay system including blocks, throws, escapes, and ground fighting. The series later introduced combos and special moves, with characters also able to stage break arenas. Tekken is noted as being one of the first fighting games at the time to use 3D animation.

Japanese video game developer Namco began the series in 1994, with the release of the self-titled first entry. As of 2017, it has nine additional entries, eight spin-off games, and has been adapted into three feature films and other media. Tekken 2, as well as the third game Tekken 3, are considered landmark titles; they received critical acclaim for their gameplay and more immersive experience. Subsequent titles have followed this concept and received generally positive critical responses. It has been mentioned as early as 2015 by the Guinness Book of World Records as the longest running story in video games without reboots, retcons, or revisions. The Mishima saga covering the first ten games until Tekken 8 was described as a story revolving around the Iron Fist Tournament and a family aiming to destroy each other.[1]

The series has been universally acclaimed and commercially successful, having shipped over 57 million copies by 2024, making it the third best-selling fighting game franchise. The main series has been widely credited by critics and video game publications for raising the standards of fighting games and praised for its gameplay mechanics and replay value.

Games[edit]

All major installments of the series are originally arcade games, and the boards used to run them have traditionally been based on PlayStation hardware. Following their release in arcades, home releases in the series have mainly been for consoles in the PlayStation line.

Year Title Arcade board Home release
1994 Tekken[a][b] Namco System 11 PlayStation
1995 Tekken 2[a][c][d]
1997 Tekken 3[a] Namco System 12
1999 Tekken Tag Tournament[e] PlayStation 2
2001 Tekken 4 Namco System 246
2004 Tekken 5 Namco System 256
2005 Tekken 5: Dark Resurrection[f] PlayStation 3, PlayStation Portable
2007 Tekken 6[g] Namco System 357 PlayStation 3, PlayStation Portable, Xbox 360
2011 Tekken Tag Tournament 2 Namco System 369 PlayStation 3, Xbox 360, Wii U
2015 Tekken 7 Namco System ES3 PlayStation 4, Xbox One, Microsoft Windows[2]
2024 Tekken 8 N/A PlayStation 5, Xbox Series X and Series S, Microsoft Windows
Notes:
  1. ^ a b c Arcade versions re-released and included in the home version of Tekken 5
  2. ^ Re-released on the PlayStation 3 via the PlayStation Network as part of the PSone Classics line on June 3, 2011.
  3. ^ Re-released on the PlayStation Portable, PlayStation 3, and PlayStation Vita via the PlayStation Network as part of the PSone Classics line on December 4, 2006 and May 3, 2007, respectively.
  4. ^ Re-released for the Zeebo via 3G in Brazil and Mexico on October 8 and November 4, 2009, respectively.
  5. ^ Remastered in HD as part of the Tekken Hybrid package for PlayStation 3 on November 22, 2011.
  6. ^ Re-released on the PlayStation 3 via the PlayStation Network on December 12, 2006 and updated with an online component and renamed Tekken 5: Dark Resurrection Online on August 1, 2007.
  7. ^ Scaled down version was released for the PlayStation Portable on November 24, 2009.

1994–1997: Original trilogy[edit]

Tekken[edit]

The first game in the series, Tekken, was released in 1994, first as an arcade game and as a port for the PlayStation in 1995.[3] The game features eight playable characters, each with their own sub-boss. The PlayStation version features remixes of the stage themes and also made the sub-bosses playable for a total of eighteen characters, including a costume swap for Kazuya (Devil Kazuya). In addition, a cutscene is unlocked when the player finishes arcade mode with each of the original eight characters. The canon ending of the game consists of Kazuya exacting revenge on his father Heihachi Mishima, beating him in the tournament and tossing him off the same cliff that he was thrown off by Heihachi.[4]

Tekken 2[edit]

Tekken 2 was released in 1995 in arcades and in 1996 for the PlayStation. A port was also made several years later for Zeebo. There are ten playable characters as well as fifteen to unlock, for a total of twenty-five characters. The home version features four new modes that would become staples to the series, which were Survival, Team Battle, Time Attack, and Practice. The game features remixes of the arcade versions' characters' themes, and a cutscene unlocked once the player completes the arcade mode. The canon ending of this game consists of Heihachi surviving the fall, entering the King of Iron Fist Tournament 2 and defeating Kazuya, throwing him into an erupting volcano and reclaiming the Mishima Zaibatsu.[4] During the events of the second King of Iron First Tournament, Kazuya and Jun Kazama were mysteriously drawn to one another and became intimate.

Tekken 3[edit]

Tekken 3 arcade cabinet

Tekken 3 was released in arcades and for the PlayStation in 1997 and 1998, respectively. Due to the 19-year storyline span between the game and its predecessor, the game largely features a new cast of characters, including the debut of staple main character Jin Kazama, the child of Kazuya and Jun, as well as now-staple characters Ling Xiaoyu and Hwoarang, with a total of twenty-three characters. The home version includes a mode called Tekken Force, as well as the bonus Tekken Ball mode, and also includes remixes to the characters' themes from the arcade version.[5] The canon ending of Tekken 3 consists of Paul Phoenix defeating Ogre and leaving victorious. After its defeat, Ogre transforms into a monstrous creature, "True Ogre". Jin Kazama faces True Ogre and defeats him, avenging his mother. With Ogre out of the way, Jin's grandfather Heihachi shoots him, leaving him for dead. However, Jin survives, being revived by the Devil Gene he inherited from his father.[4]

1999–2004: Debut of team-battle oriented games[edit]

Tekken Tag Tournament[edit]

Tekken Tag Tournament was released in 1999 in arcades and as a launch title for the PlayStation 2 in 2000. Tekken Tag Tournament features tag battles and includes almost all of the Tekken characters in the series up until that point in time, for a total of 34 characters. The game ran on the same arcade board with an updated Tekken 3 engine, and thus saw major graphical upgrades when ported to the PlayStation 2. The home version features remixes of the characters' themes from the arcade version, and also features a bonus Tekken Bowl mode. A remastered version of the game, Tekken Tag Tournament HD, is included in the 2011 collection Tekken Hybrid,[6] which also contained a playable demo of Tekken Tag Tournament 2 and the film Tekken: Blood Vengeance.[7]

Tekken 4[edit]

Tekken 4 is the fifth installment of the series, released in 2001 in arcades and 2002 for the PlayStation 2. The home version includes a new Story mode that unlocks cutscenes when played, in contrast to previous installments in which such cutscenes were unlocked from playing the Arcade Mode. Gameplay revisions include the ability for the player to move about before the round begins, as well as walled-stages. For the first time, the themes used in the arcade mode are the same ones put into the home version. There are 23 characters to choose from. The story reveals that Kazuya survived the fall into the volcano from 20 years prior, and enters the King of Iron Fist Tournament 4 to take back the Mishima Zaibatsu. In the canonical ending, Kazuya and Heihachi are both defeated by Jin. Jin unwillingly transforms into his Devil form, but after glimpsing a vision of his mother, Jun (whom he had not seen in six years), he refrains from executing Heihachi.[4]

Tekken 5[edit]

Tekken 5 was released in arcades in 2004 and 2005 for the PlayStation 2, with a short period of time of transition from arcade to PlayStation, of two months in North America and four months in Japan.[8][9] There are 32 characters to choose from, including staple newcomers Devil Jin and Osaka's Asuka Kazama. Many of the characters who were removed in Tekken 3 returned in Tekken 5. The home version includes a mode known as Devil Within, a variant of the Tekken Force mode introduced in Tekken 3. In the canonical ending, Jin Kazama defeats his great-grandfather Jinpachi Mishima (who took over the Mishima Zaibatsu shortly after the ending events of Tekken 4), and inherits the Mishima Zaibatsu.[4]

2005–present: Expansion and other projects[edit]

Tekken 5: Dark Resurrection[edit]

Although Tekken games normally saw updates to the arcade versions, Tekken 5 was the first installment in the series that had a revision significant enough that it was rereleased, with the subtitle Dark Resurrection in 2005. The game was ported to the PlayStation Portable in 2006 and features two new characters: Emilie "Lili" De Rochefort and Sergei Dragunov. Armor King was also reintroduced as a playable character in this revision. The game also introduces a ranking system to the series. The home version featured new modes, such as Ghost Mode, Tekken Dojo Mode, and the two bonus modes, Gold Rush mode, and a revised version of the Tekken Bowl mode introduced in Tekken Tag Tournament. The Devil Within mode from the PlayStation 2 version however, was absent. Namco Bandai saw the fan demand for a console version and a port for the PlayStation 3 via the PlayStation Network was released in 2007, in full 1080p HD.[10][11] The PlayStation 3 version also saw an update and was retitled Tekken 5: Dark Resurrection ONLINE, marking the first time in the series that online play was featured. The PlayStation 3 version also made Jinpachi Mishima playable (but not online).

Tekken 6[edit]

Tekken 6 was originally released in arcades in 2007, followed by an updated version in 2008 titled Tekken 6: Bloodline Rebellion.[12] The home version was based on Bloodline Rebellion and was released for the PlayStation 3 and Xbox 360, marking the first time in the series that a game was multiplatform.[13][14] The game features a Scenario Campaign mode, which follows gameplay from previous Tekken Force modes, which was playable online alongside standard versus. In the Scenario Campaign ending, after being defeated by Heihachi's illegitimate son Lars Alexandersson (who suffered amnesia at one point during the Scenario Campaign), Jin Kazama is revealed to have wreaked havoc and waged war on the world to fill it with negative energy and generate a physical manifestation of Azazel, so that he himself can face and kill him, as he believed that killing Azazel may purge Jin himself from the Devil Gene inside his body. After the battle, Jin's body is found by Raven, and the Devil Gene is still intact in his body.[4]

Tekken Tag Tournament 2[edit]

Tekken Tag Tournament 2 was released in Japanese arcades in 2011.[15] Its console version was released the next year and is based on the updated arcade version called Tekken Tag Tournament 2 Unlimited that contained new features.[16] The Wii U version, which served as a launch title for the console, includes a revised version of the Tekken Ball mode from Tekken 3 and exclusive Nintendo themed costumes for each character, as well as a new mode that makes use of the mushrooms from the Super Mario Bros. franchise. Like the previous iteration, Tekken Tag Tournament 2 includes nearly every character up to that point and a few exclusive characters. Lili's butler Sebastian, Eddy Gordo’s disco-oriented alter ego Tiger Jackson, a new female wrestler character named Jaycee, who is actually Julia Chang in disguise but was made to differentiate the play style of Julia and her mother Michelle Chang, and Slim Bob a slender version of Bob. A demo version of Tekken Tag Tournament 2 was released as part of Tekken Hybrid including exclusive designs for Devil and Devil Jin from the film Tekken: Blood Vengeance. American rapper Snoop Dogg was featured in the game with his own stage and an original song by the rapper titled “Knocc ‘em Down”.

Tekken 7[edit]

Promotion at Nexon Arena in 2015

In early 2014, Katsuhiro Harada expressed interest in continuing the series on PlayStation 4.[17] Tekken 7 was released in Japanese and Korean arcades in 2015. It is the first game in the series to be powered by the Unreal Engine.[18] The game received an update, subtitled Fated Retribution and released to arcades on July 5, 2016, and featured the series' second, third, fourth and fifth guest characters, the guest characters appearing are Akuma from the Street Fighter franchise by Capcom, Geese Howard from SNK's fighting game franchises, Noctis Lucis Caelum from the Final Fantasy franchise by Square Enix and Negan Smith from The Walking Dead franchise. The PlayStation 4 version was confirmed at Paris Games Week 2015, and features exclusive content as well as virtual reality support. The Xbox One and Microsoft Windows versions were released on June 2, 2017, alongside the PlayStation 4 version, and are based on the Fated Retribution.[19] In the canonical ending, considered the conclusion of the Mishima saga, Heihachi takes control of the Zaibatsu, and attempts to expose Kazuya of the Devil Gene, after a failed attempt on capturing a missing Jin, who was found safely by his uncles Lars and Lee. In their final battle, Kazuya permanently kills Heihachi and throws him into an erupting volcano, whereas Jin, who recovered from his coma thanks to Lars and Lee, declares that he must kill Kazuya to end the cursed Mishima bloodline. It was also revealed that Heihachi killed his wife Kazumi in self-defense because of her possession of the Devil Gene and the fact that she had gained a split personality because of it, shortly after Kazuya was born. Few side playable characters’ storylines have their endings from Tekken Tag Tournament 2 ties to this game.[4]

Tekken 8[edit]

A teaser for a new mainline entry in the series was shown during Tekken 7's tournament at EVO 2022, before being formally announced on September 13, 2022 during Sony's State of Play presentation. It was released on the PlayStation 5, Xbox Series X/S, and PC through Steam on January 26, 2024. As a continuation from the seventh mainline game, it focuses on a conclusion of Kazuya and Jin's enmity.[20] In contrast to the seventh mainline game's utility of Unreal Engine 4, Tekken 8 will utilize Unreal Engine 5, making it the first fighting game to do so.[21] This game was announced on January 6, 2023 to be co-developed with Arika, who also handles the recent patch(es) for Tekken 7.[22]

Spin-off and crossover games[edit]

Release timeline
1994Tekken
1995Tekken 2
1996
1997Tekken 3
1998
1999Tekken Card Challenge
Tekken Tag Tournament
2000
2001Tekken 4
Tekken Advance
2002–2003
2004Tekken 5
2005Tekken 5: Dark Resurrection
Death by Degrees
2006
2007Tekken 6
2008Tekken 6: Bloodline Rebellion
2009
2010 Tekken Resolute
2011Tekken Hybrid
Tekken Tag Tournament 2
Tekken Bowl
2012Tekken 3D: Prime Edition
Street Fighter X Tekken
2013Tekken Revolution
Tekken Card Tournament
Tekken Arena
2014
2015Tekken 7
Pokkén Tournament
Galaga: TEKKEN Edition
2016Tekken 7: Fated Retribution
2017Pokkén Tournament DX
2018Tekken Mobile
2019Tekken 7: FR: Round 2
2020–2023
2024Tekken 8

Tekken 3 was also ported to the Game Boy Advance as Tekken Advance in 2001.[23] Tekken 6-based Tekken 3D: Prime Edition was released for the Nintendo 3DS in 2012. A free to play version of Tekken was released in 2013 for PSN as Tekken Revolution. Tekken Card Challenge was released on the WonderSwan, a Japan-exclusive handheld, in 1999.[24] A spin-off action adventure game featuring series' character Nina Williams as the protagonist, Death by Degrees, released for the PS2 in 2005.[25] Two mobile Tekken spin-off games were released in 2011: a 2D fighting game Tekken Resolute, which was the first game not to include Heihachi Mishima,[26] and Tekken Bowl, the bowling mini-game from Tekken Tag Tournament, for the iOS operating system. Tekken Bowl was first game not to include Yoshimitsu, Nina Williams, Paul Phoenix, or King.[27] In 2013, a third mobile game titled Tekken Card Tournament was released by Namco Bandai to the App Store for iOS and Google Play Store on Android.[28][29] That same year, Namco Bandai also released Tekken Arena to the Google Play Store on Android.&#

Grand Theft Auto IV #21

Grand Theft Auto IV theme by OPTICS

Download: GTAIV_21.p3t

Grand Theft Auto IV Theme 21
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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)
Composer(s)Michael Hunter
SeriesGrand Theft Auto
EngineRAGE
Platform(s)
ReleasePlayStation 3, Xbox 360
  • WW: 29 April 2008
Windows
  • NA: 2 December 2008
  • PAL: 3 December 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 player character positioned in cover behind a vehicle, preparing to shoot at police officers on the other side of the vehicle.
Combat in Grand Theft Auto IV was reworked to include a cover system.[6]

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]

Rockstar North's former studio in Edinburgh, Scotland, where Grand Theft Auto IV's development was overseen

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]

Benzies produced the game. Dan Houser co-wrote the story,[35] while his brother Sam executive-produced the game.[34]

The game's script, written by Dan Houser and Rupert Humphries, is about 1,000 pages.[35] Approximately 660 actors provided voices for the game over 80,000 lines of dialogue.[39] After conceiving the character and setting, Dan Houser spoke with his brother Sam Houser and Leslie Benzies to bounce story ideas before writing a rough synopsis, a six-paged, detailed document. Once the synopsis was reworked, the designers broke it into missions, represented by a large flow document demonstrating each section. The writers then work on the introductions to the missions; the gameplay dialogue comes much later.[41] Unlike previous Grand Theft Auto games, Grand Theft Auto IV does not have cinematic influences. "We were consciously trying to go, well, if video games are going to develop into the next stage, then the thing isn't to try and do a loving tribute or reference other stuff," said Dan Houser.[41] He said that the writers wanted something "fresh and new and not something that was obviously derived from [a] movie".[41] Dan Houser felt that the quality of the writing had to improve alongside the advancements in graphics and technology. He noted that the improvements in facial animation allowed for slower-paced cutscenes.[40] The unique dialogue that plays when a mission is retried was to ensure that the gameplay felt "less canned and less like Groundhog Day".[40]

Dan Houser described Niko Bellic as "a more rounded character" than those in previous games.[40] He felt that his dual personality—often saving innocent people, while also being a "cold-hearted killer"—made him more relatable.[40] He also felt that Niko's unfamiliarity with Liberty City allowed for the player to relate to him more, only driven by his vague past and relationship with Roman. When deciding on Niko's background, the writers felt that being an immigrant could lead to more dangerous situations, and therefore more enjoyable missions; after discussions with criminal experts, Dan Houser found that "the real scary characters are not born in America anymore".[40] He felt that Niko's outsider view of American culture was "fun".[40] The team wanted Niko to be "more of an anti hero than a hero, capable of making positive actions within his criminal world".[46] They wanted his demeanour to reflect the weight of his past and choices.[46]

Niko's design underwent a few changes, but was finalised early in development.[47] His outfit underwent several changes based on Eastern Europeans, particularly photographs of men fighting in winter wars in Yugoslavia and Chechnya. The primary motivation for the design was a face to convey the appropriate emotions and a body that could move nicely with the new animations.[40] The in-game purchasable outfits were also designed to fit with the character.[33] The team ensured that the gameplay choices presented to the player were not too extensive, as they still had to make sense to the character, who is driven by the people around him. Dan Houser felt that the missions in San Andreas had become too linear, and wanted to present choices to the player in Grand Theft Auto IV.[40]

The writers found that Niko needed a motivation to come to America, so they created his cousin, Roman. Dan Houser felt that the two could not be brothers as there would be a deeper level of familiarity than necessary. He described the two as a double act, with Roman's fantasist charm playing off Niko's tough cynicism. The team gave other non-playable characters (NPCs) more definable behaviours and dialogue to make them feel more alive. The writers initially considered having a smaller group of characters, but found that the story became boring and that players were less likely to explore the world. The stranger characters found in the game world were based on the "crazy people" that populate New York, according to Dan Houser, which in previous games were only able to be captured through radio stations or mild pedestrian behaviours.[38] The team based the ethnicities, clothing, and behaviours of the NPCs on the photographs and videos that they captured around New York, divided into different areas;[40] they created mood boards for each location.[38] The NPCs also converse in different languages.[39]

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

LOVE

LOVE theme by SWEETMUSICMAN

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LOVE Theme
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  • From other capitalisation: This is a redirect from a title with another method of capitalisation. It leads to the title in accordance with the Wikipedia naming conventions for capitalisation, or it leads to a title that is associated in some way with the conventional capitalisation of this redirect title. This may help writing, searching and international language issues.
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Rocky

Rocky theme by Gimpzoid

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Rocky Theme
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Rocky
In a black-and-white poster, Rocky in his boxing outfit holding hands with another person. The tagline above the film's title reads "His whole life was a million-to-one shot." The film's credits are printed below the poster.
Theatrical release poster
Directed byJohn G. Avildsen
Written bySylvester Stallone
Produced by
Starring
CinematographyJames Crabe
Edited by
Music byBill Conti
Production
company
Chartoff-Winkler Productions
Distributed byUnited Artists
Release dates
  • November 20, 1976 (1976-11-20) (New York City)
  • December 3, 1976 (1976-12-03) (United States)
Running time
119 minutes[1]
CountryUnited States
LanguageEnglish
Budget$860,000
Box office$225 million[2]

Rocky is a 1976 American sports drama film directed by John G. Avildsen and written by and starring Sylvester Stallone. It is the first installment in the Rocky franchise and also stars Talia Shire, Burt Young, Carl Weathers, and Burgess Meredith. In the film, Rocky Balboa (Stallone), a poor small-time club fighter and loanshark debt collector from Philadelphia, gets an unlikely shot at the world heavyweight championship held by Apollo Creed (Weathers).

Rocky entered development in March 1975, after Stallone wrote the screenplay in three days. It entered a complicated production process after Stallone refused to allow the film to be made without him in the lead role; United Artists eventually agreed to cast Stallone after he rejected a six figure deal for the film rights. Principal photography began in January 1976, with filming primarily held in Philadelphia; several locations featured in the film, such as the Rocky Steps, are now considered cultural landmarks.[3] With an estimated production budget of under $1 million, Rocky popularized the rags to riches and American Dream themes of sports dramas which preceded the film.

Rocky had its premiere in New York City on November 20, 1976, and was released in the United States on December 3, 1976. Rocky became the highest-grossing film of 1976, earning approximately $225 million worldwide. The film received critical acclaim for Stallone's writing, as well as the film's performances, direction, musical score, cinematography and editing; among other accolades, it received ten Academy Award nominations and won three, including Best Picture. It has been ranked by numerous publications as one of the greatest films of all time, as well as one of the most iconic sports films ever.

Rocky and its theme song have become a pop-cultural phenomenon and an important part of 1970s American popular culture. In 2006, the Library of Congress selected Rocky for preservation in the United States National Film Registry for being "culturally, historically, or aesthetically significant".[4][5] The first sequel in the series, Rocky II, was released in 1979.

Plot[edit]

In 1975, heavyweight boxing world champion Apollo Creed plans to hold a title bout in Philadelphia during the upcoming United States Bicentennial. However, he is informed five weeks from the fight date that his scheduled opponent is unable to compete due to an injured hand, and that all other potential replacements are either booked up or unable to get into shape in time. Having already invested heavily into the fight, Creed decides to give a local contender a chance to challenge him.

Creed selects Rocky Balboa, an Italian-American journeyman southpaw boxer who fights primarily in small gyms and works as a collector for a Mafia loan shark, on the basis of his nickname, "The Italian Stallion". Rocky fights in a local Philadelphia fight club, and he won his last fight with Spider Rico. He meets with promoter George Jergens, who tells him Creed has selected Rocky to fight him for the World Heavyweight Championship. Reluctant at first, Rocky eventually agrees to the fight, which will pay him $150,000. Rocky undergoes several weeks of unorthodox training, such as using sides of beef as punching bags.

Rocky is later approached by Mickey Goldmill, a former bantamweight fighter-turned-trainer whose gym Rocky frequents, about further training. Rocky is not willing initially, as Mickey has not shown much interest in helping him before and saw him as a wasted talent, but eventually Rocky accepts the offer.

Rocky begins to build a romantic relationship with Adrian Pennino, a shy woman who is working part-time at the J&M Tropical Fish pet store. Adrian's brother and Rocky's best friend, Paulie, helps Rocky get a date with his sister and offers to work as a cornerman with him for the fight, an offer Rocky turns down. Paulie becomes jealous of Rocky's success, but Rocky placates him by agreeing to advertise the meat packing business where Paulie works for sponsorship as part of the upcoming fight, and both of them reconcile. Rocky trains extensively for the championship fight, while Apollo is unconcerned about the match and puts more effort into promotion than training. The night before the match, Rocky visits the Spectrum and begins to lose confidence. He confesses to Adrian that he does not believe he can win, but strives to go the distance against Creed, which no other fighter has done, to prove himself to everyone.

On New Year's Day, the fight is held with Creed making a dramatic entrance dressed as George Washington and then Uncle Sam. Taking advantage of his overconfidence, Rocky knocks him down in the first round—the first time that Creed has ever been knocked down. Humbled and worried, Creed takes Rocky more seriously for the rest of the fight, though his ego never fully fades. The fight goes on for the full fifteen rounds, with both combatants sustaining various injuries: Rocky, with hits to the head and swollen eyes, requires his right eyelid to be cut to restore his vision, while Apollo, with internal bleeding and a broken rib, struggles to breathe. As the fight concludes, Creed's superior skill is countered by Rocky's apparently unlimited ability to absorb punches and his dogged refusal to go down. As the final bell sounds, with both fighters embracing each other, they promise each other there will be no rematch.

The fight is extremely well received by the sportscasters and the audience. Rocky calls out repeatedly for Adrian, who runs down as Paulie distracts security to help her get into the ring. As Jergens declares Creed the winner by virtue of a split decision, Rocky and Adrian embrace and profess their love for each other, not caring about the outcome of the fight.

Cast[edit]

Sylvester Stallone in 1977

Production[edit]

Development and writing[edit]

Sylvester Stallone wrote the screenplay for Rocky in three and a half days, shortly after watching the championship match between Muhammad Ali and Chuck Wepner that took place at Richfield Coliseum in Richfield, Ohio, on March 24, 1975. Wepner was TKO'd in the 15th round of the match by Ali, with few expecting him to last as long as he did. Despite the match motivating Stallone to begin work on Rocky,[6] he has denied Wepner provided any inspiration for the script.[7][8][9] Other inspiration for the film may have included characteristics of real-life boxers Rocky Marciano and Joe Frazier,[10][11] as well as Rocky Graziano's autobiography Somebody Up There Likes Me and the movie of the same name. Wepner sued Stallone, and eventually settled for an undisclosed amount.[8]

Henry Winkler, Stallone's co-star in The Lords of Flatbush who then broke out as Arthur Fonzarelli on ABC's Happy Days, said he had taken the script to executives at the network. They expressed interest in turning it into a made-for-television movie and actually bought the script but insisted that someone else re-write it. Upon hearing the news, Stallone begged Winkler not to let ABC change writers, so Winkler went back to the executives and offered to return the money in exchange for the rights. While ABC refused at first, Winkler said he was able to use his status as one of its biggest stars at the time to convince them to sell the rights back.[12]

At the time, Film Artists Management Enterprises (FAME), a joint venture between Hollywood talent agents Craig T. Rumar and Larry Kubik, represented Stallone. He submitted his script to Rumar and Kubik, who immediately saw the potential for it to be made into a motion picture. They shopped the script to various producers and studios in Hollywood but were repeatedly rejected because Stallone insisted that he be cast in the lead role. Eventually, they secured a meeting with Winkler-Chartoff productions (no relation to Henry Winkler). After repeated negotiations with Rumar and Kubik, Winkler-Chartoff agreed to a contract for Stallone to be the writer and also star in the lead role for Rocky.[13]

United Artists liked Stallone's script and viewed it as a vehicle for a well-established star like Robert Redford, Ryan O'Neal, Burt Reynolds, or James Caan.[14] Stallone's agents insisted that Stallone portray the title character, to the point of issuing an ultimatum. Stallone later said that he would never have forgiven himself had the film become a success with somebody else in the lead.[15][16] He also knew that producers Irwin Winkler and Robert Chartoff's contract with the studio enabled them to "greenlight" a project if the budget was kept low enough. The producers also collateralized any possible losses with their big-budget entry, New York, New York (whose eventual losses were covered by Rocky's success).[17][18] The film's production budget ended up being $1,075,000, with a further $100,000 spent on producers' fees and $4.2 million on advertising costs.[19]

Pre-production[edit]

Although Chartoff and Irwin Winkler were enthusiastic about the script and the idea of Stallone playing the lead character, they were hesitant about having an unknown headline the film. The producers also had trouble casting other major characters in the story, with Apollo Creed and Adrian cast unusually late by the production standards.[citation needed] Real-life boxer Ken Norton was initially sought for the role of Apollo Creed, but he pulled out and the role was ultimately given to Carl Weathers.[20] Norton, upon whom Creed was loosely based, fought Muhammad Ali three times. According to The Rocky Scrapbook, Carrie Snodgress was originally chosen to play Adrian, but a money dispute forced the producers to look elsewhere. Susan Sarandon and Cher auditioned for the role but Sarandon was deemed too pretty for the character and Cher too expensive. After Talia Shire's ensuing audition, Chartoff and Winkler, and director John Avildsen,[3] insisted that she play the part.[citation needed]

Philadelphia based boxer Joe Frazier has a cameo appearance in the film. Outspoken boxer Muhammad Ali, who fought Frazier three times, influenced the character of Apollo Creed. During the 49th Academy Awards ceremony in 1977, Ali and Stallone staged a brief comic confrontation to show the film did not offend Ali. Frazier has claimed that some of the plot's most memorable moments—Rocky's carcass-punching scenes and Rocky running up the steps of the Philadelphia Museum of Art as part of his training regimen—are taken without credit from his own real-life exploits.[21]

Because of the film's comparatively low budget, members of Stallone's family played minor roles. His father rings the bell to signal the start and end of a round; his brother Frank plays a street corner singer, and his first wife, Sasha, was stills photographer.[22] Other cameos include former Philadelphia and then Los Angeles television sportscaster Stu Nahan playing himself, alongside radio and TV broadcaster Bill Baldwin; and Lloyd Kaufman, founder of the independent film company Troma, appearing as a drunk. Diana Lewis, then a news anchor in Los Angeles and later in Detroit, has a minor scene as a TV news reporter. Tony Burton appears as Apollo Creed's trainer, Tony "Duke" Evers, a role he would reprise throughout the entire Rocky series, though the character is not named until Rocky II. Michael Dorn, who would later gain fame as the Klingon Worf in Star Trek: The Next Generation and Star Trek: Deep Space Nine, made his acting debut, albeit uncredited, as Creed's bodyguard.[23]

Filming[edit]

Principal photography for Rocky began on January 9, 1976.[24] Filming took place primarily throughout Philadelphia, with a few scenes being shot in Los Angeles. Rocky's house was in E Tusculum St 1818 in Philadelphia.[25] Inventor Garrett Brown's new Steadicam was used to accomplish smooth photography while running alongside Rocky during the film's Philadelphia street training sequences and the run up the Art Museum's flight of stairs, now colloquially known as the Rocky Steps.[26] It was also used for some shots in the fight scenes and can be seen at the ringside during some wide shots of the final fight. Rocky is often erroneously cited as the first film to use the Steadicam, although it was actually the third, after Bound for Glory and Marathon Man.[27]

Certain elements of the story were altered during filming. The original script had a darker tone: Mickey was portrayed as racist, and the script ended with Rocky throwing the fight after realizing he did not want to be part of the professional boxing world after all.[17]

Both Stallone and Weathers suffered injuries during the shooting of the final fight; Stallone suffered bruised ribs and Weathers suffered a damaged nose, the opposite injuries of what their characters had.[28]

The first date between Rocky and Adrian, in which Rocky bribes a janitor to allow them to skate after closing hours on a deserted ice skating rink, was shot that way due to budgetary concerns— the scene was originally scheduled to be shot in a public skating rink during regular business hours, but the producers decided they could not afford the hundreds of extras that would have been required.[29]

The poster seen above the ring before Rocky fights Apollo Creed shows Rocky wearing red shorts with a white stripe when he actually wears white shorts with a red stripe. When Rocky points this out, he is told that "it doesn't really matter, does it?" According to director Avildsen's DVD commentary, this was an actual mistake made by the props department that they could not afford to rectify, so Stallone wrote the brief scene to ensure the audience did not see it as a goof.[30] Conversely, Stallone has said he was indeed supposed to wear red shorts with a white stripe as Rocky, but changed to the opposite colors "at the last moment".[31] Similarly, when Rocky's robe arrived far too baggy on the day it was needed for filming, Stallone wrote in dialogue where Rocky points this out.[32]

Music[edit]

Soundtrack[edit]

Bill Conti composed the musical score for Rocky. He had composed a score for director John G. Avildsen's W.W. and the Dixie Dancekings (1975) that the studio ultimately rejected.[33] David Shire (then-husband of Talia Shire) was the first to be offered the chance to compose the music for Rocky but had to turn it down because of prior commitments.[34] Avildsen reached out to Conti without any studio help because of the film's relatively low budget. Avildsen said, "The budget for the music was 25 grand. And that was for everything: The composer's fee, that was to pay the musicians, that was to rent the studio, that was to buy the tape that it was going to be recorded on."[35]

The main theme song, "Gonna Fly Now", made it to number one on Billboard magazine's Hot 100 list for one week (from July 2 to July 8, 1977) and the American Film Institute placed it 58th on its AFI's 100 Years...100 Songs.[36][37] United Artists Records released the soundtrack album on November 12, 1976.[38] EMI re-released the album on CD and cassette.[39]

Frank Stallone's song "Take You Back" is also on the soundtrack, and he also sings the song in the movie with other friends around a trash can fire.

Release[edit]

Theatrical[edit]

The movie began with two premieres in New York, starting with the world premiere for Rocky, which would take place at Paramount Theatre in New York City on Saturday, November 20, 1976, by United Artists and the other on the day after Sunday, November 21, 1976, by United Artists at Cinema II in New York City. The Los Angeles premiere took place at the Plaza in Westwood Village on December 1, 1976. This was then followed by a full official release on December 3, 1976, all throughout North America in the United States and Canada.[40]

Home media[edit]

  • 1980 UK video release by Intervision Betamax, VHS (Rental Only)
  • 1982 – CED Videodisc, Betamax and VHS; VHS release is rental only; 20th Century Fox Video release, Warner Home Video has rest of the World rights
  • October 27, 1990 (VHS and LaserDisc)
  • April 16, 1996 (VHS and LaserDisc)
  • March 24, 1997 (DVD)
  • April 24, 2001 (DVD, also packed with the Five-Disc Boxed Set)
  • 2001 (VHS, 25th anniversary edition)
  • December 14, 2004 (DVD, also packed with the Rocky Anthology box set)
  • February 8, 2005 (DVD, also packed with the Rocky Anthology box set)
  • December 5, 2006 (DVD and Blu-ray Disc – 2-Disc Collector's Edition, the DVD was the first version released by Fox and was also packed with the Rocky Anthology box set and the Blu-ray was the first version released by 20th Century Fox Home Entertainment)
  • December 4, 2007 (DVD box set – Rocky The Complete Saga. This new set contains the new Rocky Balboa, but does not include the recent 2 disc Rocky. There are still no special features for Rocky II through Rocky V, although Rocky Balboa's DVD special features are all intact.)
  • November 3, 2009 (Blu-ray box set – Rocky The Undisputed Collection. This release included six films in a box set. Previously, only the first film and Rocky Balboa were available on the format. Those two discs are identical to their individual releases, and the set also contains a disc of bonus material, new and old alike.[41])
  • May 6, 2014 - Blu-ray re-release with an all new 4K remaster and the previous special features of the old release.[42]
  • October 13, 2015 – Blu-ray box set, Rocky Heavyweight Collection 40th Anniversary Edition. All six films plus over three hours of bonus material, including the 4K remaster of the first film.[43]

Reception and legacy[edit]

Box office[edit]

Rocky grossed $5,488 on its opening day at Cinema II, a house record.[40] When it was released nationally, it grossed $5 million during its first wide weekend and consistently performed well for eight months[44] and eventually reached $117 million at the North American box office.[45] Adjusted for inflation in 2018, the film earned over $500 million in North America alone.[46] Overseas, Rocky grossed $107 million, for a worldwide box office total of $225 million.[47] With its production budget of just under $1 million, Rocky is notable for its worldwide percentage return of over 11,000 percent.[48] It was the highest-grossing film released in 1976 in the United States and Canada[49] and the second highest-grossing film of 1977, behind Star Wars.[50]

Critical response[edit]

Rocky received positive reviews at the time of its release. Roger Ebert of the Chicago Sun-Times gave it 4 out of 4 stars and said that Stallone reminded him of "the young Marlon Brando."[51] Box Office Magazine claimed audiences would be "touting Sylvester 'Sly' Stallone as a new star".[52][53] Frank Rich liked the film, calling it "almost 100 per cent schmaltz", but favoring it over the cynicism that was prevalent in movies at that time, although he referred to the plot as "gimmicky" and the script "heavy-handed".[54] Several reviews, including Richard Eder's (as well as Canby's negative review), compared the work to that of Frank Capra.

The film, however, did not escape criticism. Vincent Canby, of The New York Times, called it "pure '30s make believe" and dismissed both Stallone's acting and Avildsen's directing, calling the latter "none too decisive".[55] Andrew Sarris found the Capra comparisons disingenuous: "Capra's movies projected more despair deep down than a movie like Rocky could envisage, and most previous ring movies have been much more cynical about the fight scene"; commenting on Rocky's work for a loan shark, Sarris says the film "teeters on the edge of sentimentalizing gangsters". He found Meredith "oddly cast in the kind of part the late James Gleason used to pick his teeth".[56]

In modern times, the film enjoys a reputation as a classic and still receives nearly universal praise. On the review aggregate website Rotten Tomatoes, the film holds a 92% approval rating based on 75 reviews, with an average rating of 8.4/10. The site's critics consensus states: "This story of a down-on-his-luck boxer is thoroughly predictable, but Sylvester Stallone's script and stunning performance in the title role brush aside complaints."[57] Metacritic, which uses a weighted average, assigned the film a score of 70 out of 100, based on 14 critics, indicating "generally favorable" reviews.[58]

One of the positive online reviews came from the BBC Films website, with both reviewer Almar Haflidason and BBC online users giving it 5/5 stars.[59] In Steven J. Schneider's 1001 Movies You Must See Before You Die, Schneider sa