Ultimate Theme

Ultimate theme by Cube152

Download: UltimateTheme.p3t

Ultimate Theme
(2 backgrounds)

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

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

Download for Windows: p3textractor.zip

Instructions:

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

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

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

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

Megan Fox #2

Megan Fox theme by ChrisChelios

Download: MeganFox_2.p3t

Megan Fox Theme 2
(10 backgrounds)

Megan Fox
Fox in 2023
Born
Megan Denise Fox

(1986-05-16) May 16, 1986 (age 38)
OccupationActress
Years active2001–present
Spouse
(m. 2010; div. 2021)
Children3

Megan Denise Fox[1] (born May 16, 1986) is an American actress. She made her acting debut in the family film Holiday in the Sun (2001), which was followed by numerous supporting roles in film and television, such as the teen musical comedy Confessions of a Teenage Drama Queen (2004), as well as a starring role in the ABC sitcom Hope & Faith (2004–2006). Her breakout role was as Mikaela Banes in the blockbuster action film Transformers (2007), which she reprised in its sequel Transformers: Revenge of the Fallen (2009).

Fox also portrayed the titular character in the horror comedy Jennifer's Body (2009), starred as April O'Neil in the superhero action film Teenage Mutant Ninja Turtles (2014) and its sequel Teenage Mutant Ninja Turtles: Out of the Shadows (2016), and appeared in the fifth and sixth seasons of the Fox sitcom New Girl (2016–2017).

Described as a sex symbol, Fox has made appearances in numerous magazines such as Maxim, Rolling Stone, and FHM.[2][3] She has received two Scream Awards and four Teen Choice Awards.

Early life[edit]

Megan Denise Fox was born on May 16, 1986,[1][4] in Oak Ridge, Tennessee,[5][6] to parents Gloria Darlene (née Cisson) and Franklin Thomas Fox.[7] She spent her early childhood in nearby Rockwood.[8] Fox's father, a parole officer, and her mother divorced when Fox was three years old.[5] Her mother later remarried, and Fox and her sister[9] were raised by her mother and her stepfather, Tony Tonachio.[10][11][12] She was raised "very strictly Pentecostal," but later attended Catholic school for 12 years.[13][14] She said that her parents were "very strict" and that she was not allowed to have a boyfriend[15] or invite friends to her house.[9] Fox described her stepfather as being "verbally, mentally, and emotionally abusive" until his death.[16] She revealed in an interview that she developed an eating disorder in her adolescence and struggled with manic depression, the latter of which "[ran] in my family, so there was definitely some wrestling with chemical imbalance going on."[17] Fox lived with her mother until she made enough money to support herself.[15]

Fox began her training in dance and drama at age five, in Kingston, Tennessee.[18] She attended a dance class at the community center there and was involved in Kingston Elementary School's chorus and the Kingston Clippers swim team. At age 10, after moving to St. Petersburg, Florida, Fox continued her training.[19][20] When she was 13 years old, Fox began modeling after winning several awards at the 1999 American Modeling and Talent Convention in Hilton Head, South Carolina.[21] Fox attended high school at Morningside Academy in Port St. Lucie[22] until her junior year when she attended St. Lucie West Centennial High School. [23] When she was 17 she tested out of school via correspondence, in order to move to Los Angeles, California.[9][15]

Fox spoke freely about her time in school, stating that in middle school she was bullied and had to eat lunch in the bathroom to avoid being "pelted with ketchup packets." She said that the problem was not her looks, but that she had "always gotten along better with boys" and that "rubbed some people the wrong way."[24] Fox also said that she was never popular in high school, and that "everyone hated me, and I was a total outcast, my friends were always guys, I have a very aggressive personality, and girls didn't like me for that. I've had only one great girlfriend my whole life." In the same interview, she mentions that she hated school and has "never been a big believer in formal education" and that "the education I was getting seemed irrelevant. So, I was sort of checked out on that part of it."[24]

Career[edit]

2000–2009: Early roles and breakthrough[edit]

In 2001, Fox made her acting debut in the romantic comedy Holiday in the Sun, as spoiled heiress Brianna Wallace and rival of Alex Stewart (Ashley Olsen), which was released direct-to-DVD on November 20, 2001. In the next several years, she guest-starred on the sitcoms What I Like About You and Two and a Half Men. Fox also appeared as an uncredited extra in the action film Bad Boys II (2003).

In 2004, Fox made her feature film debut opposite Lindsay Lohan in the musical comedy Confessions of a Teenage Drama Queen, playing the supporting role of Carla Santini, a rival of Lola (Lohan). She was also cast in a regular role on the ABC sitcom Hope & Faith, in which she portrayed Sydney Shanowski, replacing Nicole Paggi. Fox appeared in the second and third seasons, until the series was cancelled by ABC in May 2006.[25]

In 2007, Fox won the lead female role of Mikaela Banes in the 2007 live-action film Transformers, based on the toy and cartoon saga of the same name. Fox played the love interest of Shia LaBeouf's character Sam Witwicky. Fox was nominated for an MTV Movie Award in the category of "Breakthrough Performance", and was also nominated for three Teen Choice Awards.[25] She had signed on for two more Transformers sequels,[25][26] reprising her role as Mikaela in Transformers: Revenge of the Fallen. There was controversy surrounding Fox's appearance while filming the sequel when Michael Bay, the film's director, ordered the actress to gain ten pounds.[27] The film was released worldwide on June 24, 2009, to box office success.[28]

Fox was to star in the third installment, Transformers: Dark of the Moon, but was not included because of her statements comparing working under director Bay to working for Hitler. She confessed on GQ Magazine that she had lost approximately 30 pounds during filming due to consuming a primary diet of water and vinegar,[citation needed] and reportedly had a dispute over her visible loss of weight with the director on set.[29][30] Bay stated in June 2009 that Fox was fired on orders of executive producer Steven Spielberg,[31] a claim Spielberg denied.[32]

Fox at the 2009 Toronto International Film Festival screening of Jennifer's Body on September 10, 2009

In 2009, Fox had her first lead role since the Transformers series; she portrayed the title character in Jennifer's Body, written by Academy Award–winning screenwriter Diablo Cody.[33] The film initially earned mixed to average reviews upon its release, with Fox's performance earning praise.[34] However, the film grew a cult following over time and was critically reassessed as a "forgotten feminist classic".[35] According to Cody, the film was marketed incorrectly by executives who focused their efforts on the young male audience.[36]

In April 2009, she began filming the western superhero film Jonah Hex, in which she portrayed Tallulah Black / Leila, a gun-wielding beauty and Jonah Hex's (Josh Brolin) love interest. The film was released on June 18, 2010.[37] Despite receiving top billing, Fox described her role in the film as being a cameo.[38] Jonah Hex was a critical and commercial failure in the U.S., with its international distribution cancelled after its poor performance.[39] The film was named the "worst picture of the year" by the Houston Film Critics Society.[40]

2010–present: rise to prominence and current work[edit]

Fox starred alongside Mickey Rourke in the drama Passion Play. After premiering at the Toronto International Film Festival, its conventional theatrical distribution was bypassed for a direct-to-video release, with only two screens briefly showing the film to fulfill contractual obligations.[41] Rourke remarked that the film was "terrible. Another terrible movie."[42][43] Fox appeared with Dominic Monaghan in the music video for Eminem and Rihanna's single "Love the Way You Lie".[44] In 2012, Fox appeared briefly in Sacha Baron Cohen's comedy film The Dictator and had a featured role in Judd Apatow's comedy film This Is 40. She voiced the role of Lois Lane in the animated comedy film Robot Chicken DC Comics Special,[45] an episode of the television comedy series Robot Chicken that aired as a one-off special during Cartoon Network's Adult Swim programming block on September 9, 2012.

Fox at a Teenage Mutant Ninja Turtles screening in Sydney on September 7, 2014

In January 2013, Fox was featured in a Brazilian television commercial for Brahma beer.[46] In February 2013, Fox set aside her differences with her former director Michael Bay and worked again with him on his reboot of Teenage Mutant Ninja Turtles (2014), starring as the lead human character of April O'Neil.[47]

In 2015, Fox was cast in the role of Amelia Delthanis in the Plarium video game, Stormfall: Rise of Balur.[48] In October 2015, it was confirmed that Fox would be temporarily replacing Zooey Deschanel in the television sitcom New Girl, following Deschanel's maternity leave.[49][50] She starred as Reagan Lucas, appearing in the fifth and sixth seasons of the series. Her performance earned positive reviews from critics.[51][52][53] In 2016, Fox reprised her role of April O'Neil in the sequel Teenage Mutant Ninja Turtles: Out of the Shadows.

On September 12, 2018, it was confirmed that Fox would star in the Korean War film The Battle of Jangsari, beside Korean actor Kim Myung-min. She played a lead role as Marguerite Higgins, an American news reporter.[54]

In 2019, Fox starred in the mystery-fantasy film Above the Shadows opposite Olivia Thirlby and Alan Ritchson, directed by Claudia Myers.[55] It was released on July 19, 2019, by Gravitas Ventures.[56] That same year, Fox appeared in Zeroville directed by James Franco, which was previously shot in 2014.[57] The film was panned by critics and performed poorly at the box office.[58]

In 2020, Fox starred opposite Josh Duhamel in the family comedy film Think Like a Dog, which was released on video on demand on June 9, 2020.[59] Also that year, she starred in the lead role of the action film Rogue, which was released on August 28, 2020.[60]

In 2021 she starred in the thrillers, Midnight in the Switchgrass opposite Emile Hirsch and Bruce Willis, directed by Randall Emmett,[61] and Till Death, directed by S.K. Dale.[62]

In 2022 Fox starred in the drama comedy Big Gold Brick, alongside Oscar Isaac, Andy García, Lucy Hale, and Emory Cohen, directed by Brian Petsos.[63][64] Fox also played a role in the film Taurus, a musical drama, alongside Machine Gun Kelly, Naomi Wild, and Lil Tjay.[65]

In 2023, Fox was featured on the cover of Sports Illustrated Swimsuit Issue.[66] Fox played a crime boss Alana in the 2023 thriller film Johnny & Clyde with Tyson Ritter.[67] Fox played Gina in the fourth Expendables film, Expend4bles, released in September of the same year.

In November 2023, Fox released her first book titled Pretty Boys Are Poisonous,[68] a collection of her own poetry.

Public image[edit]

Status and persona[edit]

Chris Lee of the Los Angeles Times called Fox a "sex symbol of the highest order" and said she was "the first bona fide sex symbol of the 21st century."[2] Craig Flaster of MTV stated, "Transformers broke Fox into the mainstream, immediately turning her into a household name and international sex symbol."[69] She has been featured on various magazine covers and "hottest" and "most beautiful woman" lists throughout the years, such as Maxim's Hot 100 lists and when FHM readers voted her the "Sexiest Woman in the World" in 2008.[2][3][70] People named her one of 2012's and 2017's Most Beautiful at Every Age.[71][72] Scholar Marc DiPaolo stated that Fox achieved instant fame as Mikaela in Transformers because a "highly sexualized, erotically idealized figure draped over a car or motorcycle invariably evokes lust in the heterosexual male onlooker" and Fox did this by leaning over a Camaro while wearing "a flimsy pink belly shirt" and short skirt, which read as "an unequivocal sex invite" to male viewers.[73] The editors of Men's Health also credited the Camaro scene with contributing to Fox's fame.[74]

Fox with two of her tattoos visible
Fox at Spike TV's 2007 Scream Awards on October 19, 2007
Fox at the 7th Annual Hollywood Life Magazine Breakthrough Awards on December 9, 2007

Fox said all women in Hollywood are known and marketed as sex symbols, but that this is okay if the woman knows how to utilize the status.[75][76] She created a character for her public image because she was unwilling to sacrifice her true self to the world.[75][77] Scholars Wheeler Winston Dixon and Gwendolyn Audrey Foster disagreed that every woman in Hollywood is marketed as a sex symbol, and stated that Fox's "celebrity is based on what she admits is an entirely artificial construct designed for dissemination in the Internet age, a 21st-century media personality in every sense of the word."[75] Part of her persona included making outlandish comments,[77][78] which she said helped her reach her level of fame versus being "a typical starlet" who "said all the right things".[77] Her tattoos, which she began getting at age 19 as a form of self-expression,[79] helped popularize tattoo fashion.[80] She had over nine known tattoos, including a picture of Marilyn Monroe's face on her right forearm and a quote on her shoulder.[81] Author John Tehranian argued that Fox's Monroe tattoo enhanced her "implicit claims to Monroe's legacy as Hollywood's leading sex symbol."[82] Fox ended up removing the Monroe tattoo in a series of laser surgeries[83] because she felt that Monroe's life was full of negativity and she did not want to emulate it.[84]

The media often compared Fox to actress Angelina Jolie,[2] dubbing her the "next Angelina Jolie", which also affected her image.[77] Amid this and reports that she was to replace Jolie in a new Lara Croft film,[85] Fox commented that the comparisons indicate a lack of creativity on the part of the media,[76] and attributed them to both she and Jolie being brunette, having tattoos, cursing, and mentioning and joking about sex,[86][87] "which people find outrageous".[87] Lynn Hirschberg of The New York Times opined that "the Jolie comparison would probably have been made by the media eventually, but Fox sped up the process" by "linking herself to Jolie" and that she "enjoyed creating entertaining copy" by telling "tales of darkness and lust."[77]

In 2009, Fox's public image came under scrutiny when an unsigned letter from three crew members of Transformers defended director Michael Bay against accusations made by Fox about his on-set behavior, including a comparison with Adolf Hitler.[31][88] In response to the letter alleging that Fox's on-set behavior is unpleasant and contrasts her public persona, Bay stated he does not condone the letter or Fox's "outlandish quotes", but "her crazy quips are part of her crazy charm", and that they still work well together.[31] A production assistant who worked on Transformers also stated that he never saw Fox act inappropriately on set.[88] Fox said the letter's claims were false,[77] and that she had privately spoken with the parties involved. She said she was "very fortunate" to be a part of the franchise, and was looking forward to continuing her work.[88] DiPaolo concluded that Fox's criticism of the media sexually objectifying girls and women was in stark contrast to her sex symbol status and that "her defiance of director Michael Bay and frequent outspoken comments" stifled her career.[73]

Media exposure[edit]

Fox at the premiere of Transformers: Revenge of the Fallen in Paris on June 12, 2009

The increased media exposure was difficult for Fox, who acknowledged being shy and insecure, to adjust to.[78][89] It also positioned her as a potential role model, and later led to her being typecast. She rejected being a formal role model, but said that she could make young girls feel "strong and intelligent and be outspoken and fight for what they think is right"[90] and that she was a different role model for girls that maybe America was not comfortable with.[91] She considered being typecast as attractive an opportunity to surprise people when she gives a good performance in a film,[90][76] but said she is interested in portraying less sexualized characters.[89] MTV's Craig Flaster said that although Fox has "been typecast as the big-budget sex symbol", she has shown comedic range.[69]

Fox's overexposure in the media led several men's websites, such as AskMen, to boycott her on August 4, 2009,[92] although some refused to do so, feeling that the boycott was a publicity stunt and therefore hypocritical.[93][94] In response to the media attention, Fox told magazine Nylon, in September of that year, that "[the studio] wanted to make sure [the film] would make $700 million, so they oversaturated the media with their stars" and that she did not "want to have people get completely sick of [her] before [she's] ever even done something legitimate."[95] She became much less prominent in the media by 2010, after starring in the less commercially successful films Jonah Hex and Passion Play.[96] That same year, Fox said, "My biggest regret is that I've assisted the media in making me into a cartoon character. I don't regret what has happened to me, but I regret the way I have dealt with it."[97] Dixon and Foster stated, "The problem [Fox] faces is that the [image] construct has replaced the real in the minds of the public; and once established, a media persona is hard to recalibrate."[75]

Personal life[edit]

In 2009, Fox was targeted by a group of fashion-motivated criminals known as the "Bling Ring," who robbed her then-boyfriend Brian Austin Green's home for access to Fox's possessions.[98]

Fox has a form of brachydactyly called brachydactyly type D,[99] and has discussed her obsessive–compulsive disorder (OCD), insecurities, self-harming, and has acknowledged that she has low self-esteem.[100] In 2013, she said that her Christian faith is still very important to her and she believes it keeps her grounded.[101]

Fox and then-husband Green were supporters of Generosity Water, and funded the creation of over ten water wells for the organization.[102][103]

With regard to relationships and her sexuality, Fox said that she has a general distrust and dislike of men,[104] and that the perception of her as a "wild and crazy sexpot" is false because she is asocial; Fox stated that she would rather stay at home instead of going out,[105][106] and emphasized that she cannot have sex with someone she does not love.[97][105] She is bisexual, and said she believes that "all humans are born with the ability to be attracted to both sexes".[107] She stated in 2009, "I have no question in my mind about being bisexual. But I'm also a hypocrite: I would never date a girl who was bisexual, because that means they also sleep with men, and men are so dirty that I'd never want to sleep with a girl who had slept with a man."[108]

Fox told InStyle in July 2021: "A girl would come up to me and be like: 'You had a lot to do with me, like identifying and understanding that I was gay or understanding that I was bisexual...' And that, of course, is by far, like, the most moving, rewarding thing that I have experienced in my life! To be a part of something that helped people figure that out, or helped people deal with that, or feel better about that. One of my favorite things that I get called, is being like, a bi icon and that is one of the things I am the most proud of!"[109]

She has several tattoos, which includes the Chinese symbol for "strength" that is drawn on the back of her neck, a quote from the William Shakespeare play King Lear that reads "We will all laugh at gilded butterflies," the yin and yang symbol on her left wrist, and a crescent moon entwined with a star on her ankle. Fox also has a poem tattooed near her breast that reads "There once was a little girl, who never knew love until a boy broke her heart" and another tattoo on her back that quotes Friedrich Nietzsche: "And those who were seen dancing were thought to be insane by those who could not hear the music." She claims that she had it drawn in honor of her Passion Play costar Mickey Rourke but later clarified that it's "not necessarily a homage to him."[110] She also once had her ex-husband Brian Austin Green's first name tattooed on her hip, but later had

Alphabet

Alphabet theme by Nathanael McDaniel

Download: Alphabet.p3t

Alphabet Theme
(1 background)

An alphabet is a standard set of letters written to represent particular sounds in a spoken language. Specifically, letters correspond to phonemes, the categories of sounds that can distinguish one word from another in a given language.[1] Not all writing systems represent language in this way: a syllabary assigns symbols to spoken syllables, while logographies assign symbols to words, morphemes, or other semantic units.[2][3]

The first letters were invented in Ancient Egypt to serve as an aid in writing Egyptian hieroglyphs; these are referred to as Egyptian uniliteral signs by lexicographers.[4] This system was used until the 5th century AD,[5] and fundamentally differed by adding pronunciation hints to existing hieroglyphs that had previously carried no pronunciation information. Later on, these phonemic symbols also became used to transcribe foreign words.[6] The first fully phonemic script was the Proto-Sinaitic script, also descending from Egyptian hieroglyphics, which was later modified to create the Phoenician alphabet. The Phoenician system is considered the first true alphabet and is the ultimate ancestor of many modern scripts, including Arabic, Cyrillic, Greek, Hebrew, Latin, and possibly Brahmic.[7][8][9][10]

Corresponding letters in the Phoenician and Latin alphabets

Peter T. Daniels distinguishes true alphabets—which use letters to represent both consonants and vowels—from both abugidas and abjads, which only need letters for consonants. Abjads generally lack vowel indicators altogether, while abugidas represent them with diacritics added to letters. In this narrower sense, the Greek alphabet was the first true alphabet;[11][12] it was originally derived from the Phoenician alphabet, which was an abjad.[13]

Alphabets usually have a standard ordering for their letters. This makes alphabets a useful tool in collation, as words can be listed in a well-defined order—commonly known as alphabetical order. This also means that letters may be used as a method of "numbering" ordered items. Letters also have names in some languages; this is known as acrophony, and it is present in scripts including Greek, Arabic, Hebrew, and Syriac. However, acrophony is not present in all languages, such as the Latin alphabet, which simply adds a vowel after the character representing each letter. Some systems also used to have acrophony but later abandoned it, such as Cyrillic.

Etymology[edit]

The English word alphabet came into Middle English from the Late Latin word alphabetum, which in turn originated in the Greek, ἀλφάβητος (alphábētos); it was made from the first two letters of the Greek alphabet, alpha (α) and beta (β).[14] The names for the Greek letters, in turn, came from the first two letters of the Phoenician alphabet: aleph, the word for ox, and bet, the word for house.[15]

History[edit]

Alphabets related to Phoenician[edit]

Ancient Near Eastern alphabets[edit]

The Ancient Egyptian writing system had a set of some 24 hieroglyphs that are called uniliterals,[16] which are glyphs that provide one sound.[17] These glyphs were used as pronunciation guides for logograms, to write grammatical inflections, and, later, to transcribe loan words and foreign names.[6] The script was used a fair amount in the 4th century CE.[18] However, after pagan temples were closed down, it was forgotten in the 5th century until the discovery of the Rosetta Stone.[5] There was also cuneiform, primarily used to write several ancient languages, including Sumerian.[19] The last known use of the Cuneiform script was in 75 CE, after which the script fell out of use.[20] In the Middle Bronze Age, an apparently alphabetic system known as the Proto-Sinaitic script appeared in Egyptian turquoise mines in the Sinai peninsula around 1840 BCE, apparently left by Canaanite workers. Orly Goldwasser has connected the illiterate turquoise miner graffiti theory to the origin of the alphabet.[9] In 1999, American Egyptologists John and Deborah Darnell discovered an earlier version of this first alphabet at the Wadi el-Hol valley. The script dated to c. 1800 BCE and shows evidence of having been adapted from specific forms of Egyptian hieroglyphs that could be dated to c. 2000 BCE, strongly suggesting that the first alphabet had developed about that time.[21] The script was based on letter appearances and names, believed to be based on Egyptian hieroglyphs.[7] This script had no characters representing vowels. Originally, it probably was a syllabary—a script where syllables are represented with characters—with symbols that were not needed being removed. The best-attested Bronze Age alphabet is Ugaritic, invented in Ugarit before the 15th century BCE. This was an alphabetic cuneiform script with 30 signs, including three that indicate the following vowel. This script was not used after the destruction of Ugarit in 1178 BCE.[22]

A specimen of the Proto-Sinaitic script, one of the earliest phonemic scripts

The Proto-Sinaitic script eventually developed into the Phoenician alphabet, conventionally called Proto-Canaanite, before c. 1050 BCE.[8] The oldest text in Phoenician script is an inscription on the sarcophagus of King Ahiram c. 1000 BCE. This script is the parent script of all western alphabets. By the 10th century BCE, two other forms distinguish themselves, Canaanite and Aramaic. The Aramaic gave rise to the Hebrew alphabet.[23]

The South Arabian alphabet, a sister script to the Phoenician alphabet, is the script from which the Ge'ez abugida was descended. Abugidas are writing systems with characters comprising consonant–vowel sequences. Alphabets without obligatory vowels are called abjads, with examples being Arabic, Hebrew, and Syriac. The omission of vowels was not always a satisfactory solution due to the need of preserving sacred texts. "Weak" consonants are used to indicate vowels. These letters have a dual function since they can also be used as pure consonants.[24][25]

The Proto-Sinaitic script and the Ugaritic script were the first scripts with a limited number of signs instead of using many different signs for words, in contrast to cuneiform, Egyptian hieroglyphs, and Linear B. The Phoenician script was probably the first phonemic script,[7][8] and it contained only about two dozen distinct letters, making it a script simple enough for traders to learn. Another advantage of the Phoenician alphabet was that it could write different languages since it recorded words phonemically.[26]

The Phoenician script was spread across the Mediterranean by the Phoenicians.[8] The Greek Alphabet was the first alphabet in which vowels have independent letter forms separate from those of consonants. The Greeks chose letters representing sounds that did not exist in Phoenician to represent vowels. The Linear B syllabary, used by Mycenaean Greeks from the 16th century BCE, had 87 symbols, including five vowels. In its early years, there were many variants of the Greek alphabet, causing many different alphabets to evolve from it.[27]

European alphabets[edit]

The Greek alphabet, in Euboean form, was carried over by Greek colonists to the Italian peninsula c. 800-600 BCE giving rise to many different alphabets used to write the Italic languages, like the Etruscan alphabet.[28] One of these became the Latin alphabet, which spread across Europe as the Romans expanded their republic. After the fall of the Western Roman Empire, the alphabet survived in intellectual and religious works. It came to be used for the descendant languages of Latin (the Romance languages) and most of the other languages of western and central Europe. Today, it is the most widely used script in the world.[29]

The Etruscan alphabet remained nearly unchanged for several hundred years. Only evolving once the Etruscan language changed itself. The letters used for non-existent phonemes were dropped.[30] Afterwards, however, the alphabet went through many different changes. The final classical form of Etruscan contained 20 letters. Four of them are vowels (a, e, i, and u) - six fewer letters than the earlier forms. The script in its classical form was used until the 1st century CE. The Etruscan language itself was not used in imperial Rome, but the script was used for religious texts.[31]

Some adaptations of the Latin alphabet have ligatures, a combination of two letters make one, such as æ in Danish and Icelandic and Ȣ in Algonquian; borrowings from other alphabets, such as the thorn þ in Old English and Icelandic, which came from the Futhark runes;[32] and modified existing letters, such as the eth ð of Old English and Icelandic, which is a modified d. Other alphabets only use a subset of the Latin alphabet, such as Hawaiian and Italian, which uses the letters j, k, x, y, and w only in foreign words.[33]

Another notable script is Elder Futhark, believed to have evolved out of one of the Old Italic alphabets. Elder Futhark gave rise to other alphabets known collectively as the Runic alphabets. The Runic alphabets were used for Germanic languages from 100 CE to the late Middle Ages, being engraved on stone and jewelry, although inscriptions found on bone and wood occasionally appear. These alphabets have since been replaced with the Latin alphabet. The exception was for decorative use, where the runes remained in use until the 20th century.[34]

A photo of the Old Hungarian script

The Old Hungarian script was the writing system of the Hungarians. It was in use during the entire history of Hungary, albeit not as an official writing system. From the 19th century, it once again became more and more popular.[35]

The Glagolitic alphabet was the initial script of the liturgical language Old Church Slavonic and became, together with the Greek uncial script, the basis of the Cyrillic script. Cyrillic is one of the most widely used modern alphabetic scripts and is notable for its use in Slavic languages and also for other languages within the former Soviet Union. Cyrillic alphabets include Serbian, Macedonian, Bulgarian, Russian, Belarusian, and Ukrainian. The Glagolitic alphabet is believed to have been created by Saints Cyril and Methodius, while the Cyrillic alphabet was created by Clement of Ohrid, their disciple. They feature many letters that appear to have been borrowed from or influenced by Greek and Hebrew.[36]

Asian alphabets[edit]

Many phonetic scripts exist in Asia. The Arabic alphabet, Hebrew alphabet, Syriac alphabet, and other abjads of the Middle East are developments of the Aramaic alphabet.[37][38]

Most alphabetic scripts of India and Eastern Asia descend from the Brahmi script, believed to be a descendant of Aramaic.[39]

European alphabets, especially Latin and Cyrillic, have been adapted for many languages of Asia. Arabic is also widely used, sometimes as an abjad, as with Urdu and Persian, and sometimes as a complete alphabet, as with Kurdish and Uyghur.[40][41]

Other alphabets[edit]

Hangul[edit]

In Korea, Sejong the Great created the Hangul alphabet in 1443 CE.[42] Hangul is a unique alphabet: it is a featural alphabet, where the design of many of the letters comes from a sound's place of articulation, like P looking like the widened mouth and L looking like the tongue pulled in.[43] The creation of Hangul was planned by the government of the day,[44] and it places individual letters in syllable clusters with equal dimensions, in the same way as Chinese characters. This change allows for mixed-script writing, where one syllable always takes up one type space no matter how many letters get stacked into building that one sound-block.[45]

Zhuyin[edit]

Zhuyin, sometimes referred to as Bopomofo, is a semi-syllabary. It transcribes Mandarin phonetically in the Republic of China. After the later establishment of the People's Republic of China and its adoption of Hanyu Pinyin, the use of Zhuyin today is limited. However, it is still widely used in Taiwan. Zhuyin developed from a form of Chinese shorthand based on Chinese characters in the early 1900s and has elements of both an alphabet and a syllabary. Like an alphabet, the phonemes of syllable initials are represented by individual symbols, but like a syllabary, the phonemes of the syllable finals are not; each possible final (excluding the medial glide) has its own character, an example being luan written as ㄌㄨㄢ (l-u-an). The last symbol ㄢ takes place as the entire final -an. While Zhuyin is not a mainstream writing system, it is still often used in ways similar to a romanization system, for aiding pronunciation and as an input method for Chinese characters on computers and cellphones.[46]

Types[edit]

Predominant national and selected regional or minority scripts
AlphabeticAbjadAbugida
  Latin
  Greek
  Osage
  Hangul
  Hanzi [L], [S]
  Kana [S] / Kanji [L]  
  Cherokee [S]
  Hanja
[L], limited.
  Arabic
  Hebrew
  Thaana

The term "alphabet" is used by linguists and paleographers in both a wide and a narrow sense. In a broader sense, an alphabet is a segmental script at the phoneme level—that is, it has separate glyphs for individual sounds and not for larger units such as syllables or words. In the narrower sense, some scholars distinguish "true" alphabets from two other types of segmental script, abjads, and abugidas. These three differ in how they treat vowels. Abjads have letters for consonants and leave most vowels unexpressed. Abugidas are also consonant-based but indicate vowels with diacritics, a systematic graphic modification of the consonants.[47] The earliest known alphabet using this sense is the Wadi el-Hol script, believed to be an abjad. Its successor, Phoenician, is the ancestor of modern alphabets, including Arabic, Greek, Latin (via the Old Italic alphabet),

SMT: Persona 3

SMT: Persona 3 theme by Viper32

Download: SMTPersona3.p3t

SMT: Persona 3 Theme
(7 backgrounds)

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

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

Download for Windows: p3textractor.zip

Instructions:

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

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

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

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

Mercedes Hawkins

Mercedes Hawkins theme by frankie

Download: MercedesHawkins.p3t

Mercedes Hawkins Theme
(5 backgrounds)

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

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

Download for Windows: p3textractor.zip

Instructions:

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

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

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

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

Fallout 3 #2

Fallout 3 theme by Drago

Download: Fallout3_2.p3t

Fallout 3 Theme 2
(3 backgrounds)

Fallout 3
Developer(s)Bethesda Game Studios
Publisher(s)Bethesda Softworks
Director(s)Todd Howard
Producer(s)
  • Ashley Cheng
  • Gavin Carter
Designer(s)Emil Pagliarulo
Programmer(s)
  • Guy Carver
  • Steve Meister
Artist(s)Istvan Pely
Writer(s)Emil Pagliarulo
Composer(s)Inon Zur
SeriesFallout
EngineGamebryo
Platform(s)
Release
  • NA: October 28, 2008
  • PAL: October 31, 2008
  • JP: December 4, 2008
Genre(s)Action role-playing
Mode(s)Single-player

Fallout 3 is a 2008 action role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. The third major installment in the Fallout series, it is the first game to be developed by Bethesda after acquiring the rights to the franchise from Interplay Entertainment. The game marks a major shift in the series by using 3D graphics and real-time combat, replacing the 2D isometric graphics and turn-based combat of previous installments. It was released worldwide in October 2008 for Microsoft Windows, PlayStation 3, and Xbox 360.

The game is set within a post-apocalyptic open world environment that encompasses a scaled region consisting of the ruins of Washington, D.C., and much of the countryside to the north and west of it in Maryland and Virginia, collectively referred to as the Capital Wasteland. Downloadable content is set in Pennsylvania, pre-War Alaska and outer space. It takes place within Fallout's usual setting of a world that deviated into an alternate timeline thanks to atomic age technology, which eventually led to its devastation by a nuclear apocalypse in the year 2077 (referred to as the Great War), caused by a major international conflict between the United States and China over natural resources. The main story takes place in the year 2277. Players take control of an inhabitant of Vault 101, one of several underground shelters created before the Great War to protect around 1,000 humans from the nuclear fallout, who is forced to venture out into the Capital Wasteland to find their father after he disappears from the Vault under mysterious circumstances. They find themselves seeking to complete their father's work while fighting against the Enclave, the corrupt remnants of the former US government that seeks to use it for their own purposes.

Fallout 3 received a number of Game of the Year awards, praising the game's open-ended gameplay and flexible character-leveling system, and is considered one of the best video games ever made. Fallout 3 shipped almost five million copies in its first week. The game received post-launch support, with Bethesda releasing five downloadable add-ons. The game was met with controversy upon release in Australia, for the recreational drug use and the ability to be addicted to alcohol and other drugs; in India, for cultural and religious sentiments over the mutated cattle in the game being called Brahmin, a varna (class) in Hinduism; and in Japan, where a questline involving the potential detonation of a nuclear bomb in a prominent town was heavily altered. The game was followed by a spin-off, Fallout: New Vegas, developed by Obsidian Entertainment in 2010. The fourth major installment in the Fallout series, Fallout 4, was released in 2015.

Gameplay[edit]

Fallout 3 is an action role-playing game that can be played from either a first-person or third-person perspective.[1] It is set in the Washington metropolitan area, years after a nuclear war left much of the United States decimated.[2] The player controls a 19 year old character who grew up in a fallout shelter called Vault 101.[2] The goal of the game is to complete a series of quests to find the character's father, who unexpectedly left Vault 101.[3]: 57  In addition to the main quests, the player can participate in optional unrelated quests known as side quests.[2] GamesRadar+ critic Andy Kelly estimates there are over 100 hours of content in Fallout 3.[2]

At the beginning of the game, the player can customize their character's physical appearance by choosing their gender and race.[4][5] They can then allocate points into seven primary attributes: strength, perception, endurance, charisma, intelligence, agility, and luck.[5] These attributes are known as S.P.E.C.I.A.L. stats, and range from 1 to 10.[3]: 4  Additionally, there are 13 secondary attributes whose point totals are affected by S.P.E.C.I.A.L. stats: barter, big guns, energy weapons, explosives, lockpick, medicine, melee weapons, repair, science, small guns, sneak, speech, and unarmed.[3]: 10  If the player has a high charisma stat for example, then they will be more proficient with the barter and speech skills at the beginning of the game.[3]: 6  The player can add more points into skill stats whenever they earn enough experience points to level up.[5] Experience points can be earned through several methods, such as killing an enemy or completing a quest.[6] When the player reaches a new level, they can select a perk, which is a permanent beneficial upgrade.[5] For example, the perk Master Trader reduces the price of items sold by vendors by 25 percent.[3]: 18 

While in combat, the player can use V.A.T.S. to pause the game and target specific body parts of an enemy.

Fallout 3 features an open world map that the player can freely explore.[7] Locations the player can discover range from small settlements and abandoned buildings, to larger locations like the Jefferson Memorial and the Washington Monument.[8] The player is equipped with a wearable computer called the Pip-Boy 3000.[5] The device serves as a menu, and allows the player to access items they have acquired, view detailed character statistics and active quests, and look at the map.[4][5] The player can use the Pip-Boy 3000 map to fast travel to previously discovered locations.[3]: 32  The player can also use the Pip-Boy 3000 as a radio, and listen songs from the 1940s and 1950s on makeshift radio broadcasts.[5] While exploring, the player can recruit some non-playable characters as companions, who will accompany the player and assist them in combat.[3]: 38  There a variety of weapons in the game, including standard guns, energy-based guns, melee weapons, and explosives.[3]: 33–34  While in combat, the player can utilize a gameplay mechanic known as V.A.T.S., which pauses the game and allows the player to target specific body parts of an enemy.[9] V.A.T.S. is dictated by a statistic known as Action Points.[9] Each attack while in V.A.T.S. costs Action Points, and when the player runs out of Action Points they must wait a short period of time before they can use it again.[2]

An important mechanic in Fallout 3 is the player's karma.[10] Whenever the player commits an action that is deemed either good or bad, their karma will change accordingly.[10] For example, if the player provides water to a beggar, their karma increases.[10] Likewise, if the player breaks into a home, their karma decreases.[10] The player's karma effects how other characters perceive them.[3]: 30  Some companions can only be recruited if the player meets the companion's karmic expectation.[3]: 30  Some non-recruitable characters will be more accepting of the player depending on their karma level.[3]: 30  For example, slaver characters will be more accepting to players with negative karma, and provide services that would not be available to players with neutral or positive karma.[3]: 30 

Plot[edit]

The plot of Fallout 3 revolves around a water purifier at the Jefferson Memorial.

Fallout 3 takes place in the year 2277, 200 years after a nuclear war between the United States and China. Some survivors of the war took refuge in high tech fallout shelters known as Vaults. The player character, nicknamed the Lone Wanderer, grew up in Vault 101, located near Washington, D.C. After the Lone Wanderer's 19th birthday, their father, a scientist named James, leaves the Vault without explanation. The Vault Dweller decides to track down their father, and journeys the region in and around Washington, D.C., now known as the Capital Wasteland. Along the way, the Lone Wanderer learns about their father's background from other characters, including residents of the nearby settlement Megaton, radio DJ Three Dog, and scientist Madison Li. Before the Lone Wanderer's birth, James and his wife Catherine had been working on Project Purity, in which a water purifier built in the Jefferson Memorial would have purified the irradiated water in the Tidal Basin and Potomac River. However, Catherine died during childbirth, and James abandoned the project to raise his child in Vault 101.

The Lone Wanderer finds and rescues James from a virtual reality program in Vault 112. James reveals that he wanted to revive Project Purity, and left Vault 101 to seek the Garden of Eden Creation Kit (G.E.C.K.), a powerful piece of technology intended to assist in rebuilding civilization after a nuclear war. When work on Project Purity resumes, the remnants of the United States government, known as the Enclave, intervene. Its leader, President John Henry Eden, wants to inject the purifier with a deadly virus that will kill any mutated organisms who drink the water, including humans. James sacrifices himself to protect the purifier. In response, the Lone Wanderer enlists the help of the Brotherhood of Steel, a military organization that protects the residents of the Capital Wasteland. The Lone Wanderer finds the G.E.C.K. in Vault 87, but is captured by the Enclave and held in Raven Rock. They escape imprisonment and meet President Eden, who is revealed to be an artificial intelligence program. Eden gives them a vial containing the virus and asks them to insert it into Project Purity. Afterwards, the Lone Wanderer leaves and optionally causes Eden to self destruct.

Together with the Brotherhood of Steel, the Lone Wanderer retakes the Jefferson Memorial, and learns the water purifier needs to be manually activated, or else it will shortly explode. Before James died, he flooded the control room with lethal amounts of radiation. The player is presented with three potential endings: the Lone Wanderer sacrifices themself to initiate Project Purity, optionally inserting the virus into the purifier; the Lone Wanderer instructs a Brotherhood of Steel member or - if the Broken Steel downloadable content is installed - a radiation-resistant companion to activate the purifier; or the Lone Wanderer does nothing and lets the purifier blow up.

Development[edit]

The origins of Fallout 3 date back to the cancellation of Van Buren, which was intended to be the third game in the mainline Fallout series.[11][12] Under the development of Black Isle Studios, Van Buren was to be set in Arizona, Colorado, Nevada, and Utah, and would have included a mixture of real-time and turn-based combat.[12][13] Black Isle Studios' publisher Interplay Entertainment was struggling financially, and in December 2003 Van Buren was cancelled.[14] In 2004, Bethesda Softworks purchased the rights to develop their own rendition of Fallout 3 from Interplay for $1,175,000 minimum guaranteed advance against royalties.[15] At the time, Bethesda was known for their work with The Elder Scrolls series, but wanted to expand their catalogue with another project.[13] According to developer Joel Burgess, Bethesda's holding company ZeniMax Media turned down multiple offers from other companies who wanted to work on the game.[11] Burgess remarked, "The sense was we had to make our own game."[11]

Development on Fallout 3 began in late 2004 with a small team of around 10 people, as most of Bethesda's staff was busy working on The Elder Scrolls IV: Oblivion.[16] After the release of The Elder Scrolls IV: Oblivion in 2006, the size of the team drastically increased.[16] Programmer Jean Simonet estimates that when development concluded, there were around 75 team members.[11] Lead designer and writer Emil Pagliarulo wrote the majority of the main story early in development, and when the team expanded, he allowed other designers to make rewrites and suggestions.[11][17] This process exemplified Bethesda's decision to foster a more collaborative approach and allow developers to voice their opinions on various aspects of the game.[11][18] Pagliarulo notes this approach differed from the rigid and "unhealthy" development of The Elder Scrolls IV: Oblivion, in which the developers had to follow the outline of the original design document regardless of their opinions.[18]

In multiple interviews, Bethesda developers noted the difficulty of working on a game from an established series they had no prior connections to.[11][17][18] Product manager Pete Hines said Bethesda's mindset was to treat Fallout 3 as if they had worked on the original Fallout games.[18] To this extent, they kept Fallout 3 an in-house production, and did not hire anyone who worked on the original games.[19] Bethesda used the first Fallout game as a model while designing Fallout 3.[17] Pagliarulo favored the oppressive and bleak atmosphere of the first Fallout game in contrast to the excessive and camp dialogue of Fallout 2.[17][18] Pagliarulo wanted to instill a "rawness" to the dialogue, and included occasional profanity.[17] Another goal was to instill a sense of moral ambiguity whenever the player made an important decision.[19] According to lead producer Gavin Carter, the karma mechanic was designed to let the player know the immediate consequences of their actions, and make the player question whether they made the right choice.[19] The player character's father, James, was created as a moral compass, and would react to the player's previous actions.[19]

A common joke among fans and journalists before the release of Fallout 3 was to describe it as "Oblivion but with guns".[8][20] Due to Bethesda's previous oeuvre with high fantasy role-playing games, some players questioned whether Fallout 3 would simply be an iteration of The Elder Scrolls IV: Oblivion.[20] Bethesda sought to incorporate elements of first-person shooter games, while also allowing players to approach combat with a more tactical nuance commonly found in role-playing games.[18] Executive producer Todd Howard wanted the combat to be a mix of real-time and turn-based combat, which led to the creation of the V.A.T.S. system.[11] Howard emphasized "cinematic" combat, and Simonet accomplished this goal by adding slow-motion effects whenever the player used V.A.T.S.[11] The inspiration for the slow motion effects while in V.A.T.S. came from the slow motion replays of car crashes from the Burnout series.[18] Bethesda developers later discussed how they felt the shooting mechanics in Fallout 3 were one of the weaker elements of the game.[11][21] Burgess remarked, "We didn't really have first-person shooter experts, we didn’t really know ... If nothing else, it speaks to some of the ways we were successful that the mediocrity of the shooting didn't matter."[11]

The original setting for Fallout 3 was the West Coast of the United States, but early in development, the setting changed to the Washington metropolitan area.[19] Pagliarulo said this decision stemmed from adage "write what you know", as Bethesda was based in Rockville, Maryland, a city close to Washington, D.C.[18][19] Burgess wanted Washington, D.C. to be a difficult location to explore, with harder enemies and more radiation.[11] Due to how the game engine worked, Washington, D.C. needed to be split into separate zones connected by the Washington Metro.[11] Playtesters routinely struggled to navigate the city, and complained the increased difficulty made the area less enjoyable.[11] Bethesda attempted to remove the dividers separating the zones, but Burgess said the initial test did not show promise, and the idea was dropped.[11] Burgess claims a proper test could have yielded a different result, and describes the entire Washington, D.C. area as "the big mistake I feel I made on Fallout".[11]

The original size of the Fallout 3 map was comparable to the size of the map in The Elder Scrolls IV: Oblivion.[11] Bethesda incorporated various monuments from the Washington metropolitan area that would serve as visual landmarks to help the player navigate.[18] For example, when the player leaves Vault 101 at the beginning of the game, they see the Washington Monument in the distance, which was meant to help the player determine where Washington, D.C. was in relation to Vault 101.[18] About six months before release, Bethesda felt the map was too small.[11] Whereas The Elder Scrolls IV: Oblivion was able to hide the distance between locations with mountains and trees, Fallout 3's barren wasteland setting meant that players were discovering locations too quickly.[11] As a result, Bethesda increased the map size by roughly 20%, and spread out locations.[11] Another map related issue that was brought up late in development was that they had not modeled the White House.[22] As there was not enough time to create a new significant location on the map, the decision was made to instead display the remnants of the White House amidst a giant crater, and reasoned it would be one of the locations targeted by nuclear attacks.[22] Bethesda spread out enemy encounters so as to not inundate the player with excessive combat.[20] In an attempt to keep the map unpredictable, they added random encounters the player can witness, such as a group of contract killers attacking a random character, or a giant scorpion attacking a robot.[20]

Inon Zur composed the score for Fallout 3, which was intended to balance traditional American music like blues and folk, with the powerful cadence of military music.[23] The goal was to showcase American life before the nuclear war while simultaneously emphasizing the theme of militant progress.[23] Zur was influenced by post-apocalyptic films like Mad Max 2 as well as Vietnam War films like Full Metal Jacket.[23] The music is fully electronic, with occasional samples of live instruments.[23] When asked about the music, Zur said, "I wanted to create something that almost [sounds as if it] comes out of a boom box, rather than something that feels symphonic and heroic. Because all of the technology is sort of low-tech in Fallout, then the actual sound is representing and helping to represent this aspect, too."[23] In addition to the original soundtrack, Fallout 3 features licensed music that the player can listen to via in-game radio stations.[24] The licensed music includes songs from artists such as Roy Brown, Billie Holiday, Billy Munn, Cole Porter, and Bob Crosby.[24]

Over 40,000 lines of dialogue were recorded for Fallout 3, which at the time, set a Guinness World Record for the most lines of dialogue in a single-player role-playing game.[25] Some celebrity actors were brought on to provide voice work, including Liam Neeson and Malcolm McDowell.[18] In an interview with Edge, Blindlight manager Lev Chapelsky noted that former president of the United States Bill Clinton was jokingly offered a voice role, but the offer was swiftly rejected.[26] Hines later noted that even if Clinton had agreed, Bethesda would have not allowed him to provide voice work.[27] Hines said, "In no way, shape or form, did we say is President Clinton is who we want for this role or [tell Blindlight to] go chase him."[27]

Release[edit]

Bethesda's Fallout 3 booth at the 2008 Games Convention

Fallout 3 was announced in July 2004, when Bethesda purchased the rights to the game from Interplay.[28] For years, there was little new information about the game, although Tor Thorsen of GameSpot notes that interest in Fallout 3 rose significantly after the critical success of The Elder Scrolls IV: Oblivion.[16][29] In April 2007, Bethesda published a teaser site for Fallout 3, and in June released the first trailer.[30][31] The trailer zooms out from inside a bus to show the ruins of Washington, D.C., accompanied by the song "I Don't Want to Set the World on Fire" by the Ink Spots.[31] To promote the game, Bethesda partnered with American Cinematheque and Geek Monthly to hold a film festival titled A Post-Apocalyptic Film Festival Presented by Fallout 3.[32] The festival showcased six post-apocalyptic films: 12 Monkeys, A Boy and His Dog, Damnation Alley, The Last Man on Earth, The Omega Man, and Wizards.[32]

Fallout 3 was released for Microsoft Windows, PlayStation 3, and Xbox 360 on October 28, 2008 in North America, October 30 in Europe and Australia, and December 4 in Japan.[33][34] In its first week of release, Fallout 3 had sold 4.7 million copies worldwide, and grossed $300 million.[34] Fallout 3 outsold every previous Fallout game combined, and sales were 57% stronger than The Elder Scrolls IV: Oblivion in its first week of release.[35] The market research firm Electronic Entertainment Design and Research estimated that by 2015, the game had sold 12.4 million copies worldwide.[36]

Due to its content, some versions of Fallout 3 were subject to censorship.[37] The initial Australian version was refused classification by the Australian Classification Board (ACB) due to its realistic depiction of drug use.[38] As it is illegal to distribute or purchase an Australian game without an ACB classification, Bethesda replaced all instances of the drug morphine with a generic drug, and removed the drug injection animation.[39][40] Bethesda further altered every version of Fallout 3 to accommodate for these changes.[39] Another version of the game subject to censorship was the Japanese version, due to its depiction of nuclear weaponry.[37] A quest that allowed the player to either defuse or detonate a nuclear warhead was altered so that it was impossible to detonate it, and the name of a weapon was changed.[37] Excess blood and gore were removed from the German version by the Federal Department for Media Harmful to Young Persons,[41] and Microsoft chose not to release Fallout 3 in India due to perceived "cultural sensitivities.[42][A]

In 2023, a leaked financial forecast presentation indicated that Bethesda was working on a remaster of Fallout 3.[43] The presentation stated that the remaster was scheduled for a 2024 release, although PC Gamer notes that the release projection predated the COVID-19 pandemic, which has likely delayed development.[43]

Downloadable content[edit]

Fallout 3 w

Shivering Isles

Shivering Isles theme by Drago

Download: ShiveringIsles.p3t

Shivering Isles Theme
(4 backgrounds)

  • From an alternative name: This is a redirect from a title that is another name or identity such as an alter ego, a nickname, or a synonym of the target, or of a name associated with the target.
    • This redirect leads to the title in accordance with the naming conventions for common names to aid searches and writing. It is not necessary to replace these redirected links with a piped link.
    • If this redirect is an incorrect name for the target, then {{R from incorrect name}} should be used instead.

The Elder Scrolls IV: Oblivion

The Elder Scrolls IV: Oblivion theme by Drago

Download: ElderScrollsIVOblivion.p3t

The Elder Scrolls IV: Oblivion Theme
(15 backgrounds)

The Elder Scrolls IV: Oblivion
Against a plain face of aged and scratched marble, the title of the game is embossed in a metallic font. At the center of the frame, in the same style as the title, is an uneven runic trilith with a dot in its middle.
Developer(s)Bethesda Game Studios
Publisher(s)
Producer(s)Ashley Cheng
Designer(s)Ken Rolston
Programmer(s)
  • Guy Carver
  • Craig Walton
Artist(s)Matthew Carofano
Composer(s)Jeremy Soule
SeriesThe Elder Scrolls
EngineGamebryo
Platform(s)
Release
March 20, 2006
  • Windows, Xbox 360
    • NA: March 20, 2006
    • AU: March 23, 2006
    • EU: March 24, 2006
    Game of the Year Edition
    • NA: September 10, 2007
    • EU: September 21, 2007
    • AU: September 28, 2007
    PlayStation 3
    • NA: March 20, 2007
    • AU: April 26, 2007
    • EU: April 27, 2007
    Game of the Year Edition
    • NA: October 16, 2007
    • AU: December 13, 2007
    • EU: December 14, 2007
Genre(s)Action role-playing
Mode(s)Single-player

The Elder Scrolls IV: Oblivion is a 2006 action role-playing game developed by Bethesda Game Studios, and co-published by Bethesda Softworks and 2K Games. It is the fourth installment in The Elder Scrolls series, following 2002's The Elder Scrolls III: Morrowind, and was released for Microsoft Windows and Xbox 360 in 2006, followed by PlayStation 3 in 2007. Taking place within the fictional province of Cyrodiil, the game's main story focuses on the player character's efforts to thwart a fanatical cult known as the Mythic Dawn that plans to open portal gates to a demonic realm known as Oblivion.

The game continues the open-world tradition of its predecessors by allowing the player to travel anywhere in the game world at any time and to ignore or postpone the main storyline indefinitely. A perpetual objective for players is to improve their character's skills, which are numerical representations of certain abilities. Early in the game, seven skills are selected by the player as major skills for their character, with those remaining termed as minor skills.

Development for Oblivion began in 2002, directly after the release of Morrowind, opting for tighter pacing in gameplay and greater plot focus than in past titles. To design the graphics, Bethesda used an improved Havok physics engine, high-dynamic-range lighting, procedural content generation tools that allowed developers to quickly create detailed terrains, and the Radiant AI system, which enabled non-player characters (NPCs) to make choices and engage in behaviors more complex than in past titles. The game features fully voiced NPCs—a first for the series—and the music of composer Jeremy Soule.

Upon release, Oblivion was a critical and commercial success, winning a number of industry and publication awards. It was praised for its impressive graphics, expansive game world, and schedule-driven NPCs, and is considered one of the greatest games ever made. Following a number of smaller content releases, Bethesda released two expansion packs for the game—Knights of the Nine and Shivering Isles—which were bundled with The Elder Scrolls IV: Oblivion Game of the Year Edition in 2007, and later re-released as a fifth-anniversary edition in 2011. Oblivion was followed by The Elder Scrolls V: Skyrim in 2011.

Gameplay[edit]

Oblivion is an open world role-playing game (RPG) that incorporates open-ended gameplay.[1] The player can follow side-quests, interact with NPCs, dispatch monsters, develop their character, and travel anywhere in the province of Cyrodiil at any time while playing the game, provided that the areas are not quest-specific and otherwise inaccessible when not questing.[1] The game never ends, and the player can continue playing after completing the main quest.[2] The gameplay includes a fast-travel system, in which an icon appears on the game world map every time the player visits a new location. This excludes the game world's main cities which are already unlocked for fast travel from the start of the game. The player can arrive at the desired location instantaneously by selecting the icon on the map.[3]

A man standing next to a tabbed menu, in which the clothes he wears have been selected
The inventory interface, where the player garbs armor and equips their character

Character development is a primary element of Oblivion. At the beginning of the game, players select one of ten humanoid or anthropomorphic races, each of which has different natural abilities, and customize their character's appearance.[1][4] A perpetual objective for players is to improve their character's skills, which are numerical representations of their ability in certain areas. Seven skills are selected early in the game as major skills, with the remainder termed minor.[1] The players level up each time they improve their major skills by a total of ten points; this provides the opportunity to improve their attributes.[5] Attributes are more broad character qualities, such as speed and endurance, while skills are more specific, such as armorer or athletics. Afflictions such as disease and poison can reduce the player's attributes.[6][7] When players reach 25, 50, 75, or 100 points in a single skill, they unlock new abilities related to the skill.[7]

The game's 21 skills fall evenly under the categories of combat, magic, and stealth, and many skills complement more than one area.[7][8] Combat skills are used primarily for battle and incorporate armor and heavy weapons like blades, axes, maces, and hammers.[8][9] Magic skills rely on the use of spells to alter the physical world, to affect the minds of others, to injure and debilitate enemies, to summon monsters to help fight, and to heal wounds.[8][10] Stealth skills allow the player to crack locks, haggle for goods, use speech to manipulate people, and apply cunning in combat through the use of a bow or with a sneak attack.[8][11] The spells, weapons, and other tools such that a player needs to employ and enhance these skills, such as lockpicks, can be purchased in shops, stolen from NPCs, or found as loot on the bodies of foes or in dungeons.[12]

Oblivion can be played in either a first- or third-person view,[5] except in the mobile phone version, in which the game can only be played in isometric projection.[13] The player may change the level of difficulty at any time, thereby weakening opponents and increasing the chance of success for particular actions.[14] The screen constantly presents a heads-up display, which provides information about the character's health, magicka, and fatigue, all of which can be increased by leveling up.[15] Health can be restored by spells, potions, or resting; the loss of all health results in death.[16] Magicka enables and is depleted by the use of spells; it is rejuvenated naturally over time, but it can be restored similarly to health.[16] Fatigue affects the character's effectiveness in combat and general efficiency, and can be alleviated by resting, potions, and spells.[16]

Throughout the world are a variety of enemies, including standard fantasy monsters such as imps and goblins, and animals such as bears and wolves.[17] Enemies become stronger, and weapons and armor more effective as the player levels up. This game mechanic of level-scaling was incorporated to maintain a constant and moderate aspect of difficulty.[18] However, level-scaling combined with the leveling system has received criticism, as it has the potential to unbalance the game; characters with major skills that increase on an involuntary basis, such as athletics or armor, can find that they level too quickly, making the enemies proportionately harder than intended.[18]

Plot[edit]

Oblivion is set during the Third Era, six years after the events of The Elder Scrolls III: Morrowind, although it is not a direct sequel to it or any other game.[19] The game is set in Cyrodiil—a province of Tamriel, the continent on which all the games in the series have so far taken place.[20]

The story begins with the player imprisoned in a cell for an unknown crime. Emperor Uriel Septim VII (Patrick Stewart), accompanied by Imperial bodyguards known as the Blades, arrives in the prison, fleeing from assassins who have murdered the emperor's three sons and are now targeting him. The emperor and the Blades reveal that the player's jail cell contains a secret entrance to a part of the city's sewer that functions as an escape route. Pardoned by the emperor, the player follows the group into the sewer, where they come under attack by assassins. The Blades' captain is cut down during the fighting that ensues. Knowing he is destined to die by the hands of the assassins, Uriel Septim entrusts the player with the Amulet of Kings, worn by the Septim emperors of Tamriel, and orders the player to take it to a man named Jauffre (Ralph Cosham), the grandmaster of the Blades, at Weynon Priory. Immediately afterward, one of the assassins kills the emperor. The player escapes the sewer and heads out into the open world of Cyrodiil.[20]

The lack of an heir for Uriel Septim has broken an old covenant—the barrier to Oblivion: a dangerous realm that is in another dimension. Multiple gates to Oblivion open, and an invasion of Tamriel begins by magical creatures known as Daedra, killing and destroying anything in their path. Jauffre tells the player that the only way to close the gates permanently is to find someone of the royal bloodline to retake the throne and relight the Dragonfires—with the Amulet of Kings—in the Imperial City. However, there is an illegitimate son named Martin (Sean Bean), who is a priest in the city of Kvatch. Upon arriving at Kvatch, the player finds that the Daedra have destroyed the city and very few survivors remain. A massive Oblivion Gate is obstructing the main city entrance, and the player must venture through the gate into the Deadlands—one of the planes of Oblivion—in order to close it from the inside and allow access to the city. After closing the gate, the player enters Kvatch and takes it back from the Daedra with the assistance of surviving guardsmen. Martin has survived, and the player persuades him to come to Weynon Priory.[20]

The player, now recognized as the Hero of Kvatch, returns to Weynon Priory with Martin, finding that it has come under attack by assassins and that the Amulet of Kings has been stolen. The player escorts Jauffre and Martin to Cloud Ruler Temple, the stronghold of the Blades. There, Martin is recognized as the emperor and is given command of the Blades. The player is optionally entered into their ranks and sets off in search of the amulet. After gathering information, the player learns that the group responsible for Uriel Septim's assassination and the theft of the amulet are the Mythic Dawn, a cult dedicated to the worshiping of Mehrunes Dagon, the Daedric Prince of Destruction. The cult believes Dagon is the true creator of the world and wish for him to "cleanse" it of all impurities. Killing the emperor and thus removing the barriers to Oblivion was the first step in realizing this idea. The player attempts to infiltrate the secret meeting place of the cult in the hopes of retrieving the amulet. When the player does so, the cult's leader, Mankar Camoran (Terence Stamp), escapes through a portal, taking the amulet with him. The player takes the book that had opened the portal to Martin, who deduces a way to reopen the portal. The player seeks out three key artifacts necessary to recreate the portal: a Daedric artifact, The Blood of the Divines (in this case, the armor of the first Septim emperor serves as a substitute), and a Great Welkynd Stone. With all three retrieved, Martin reveals that a final ingredient is needed: a Great Sigil Stone from inside a Great Gate similar to the one that devastated Kvatch. Martin and Jauffre decide to allow the city of Bruma to be attacked by Daedra so that a Great Gate will be opened. Once it is, the player obtains the Stone and closes the Gate, also saving Bruma.[20]

A portal is created at Cloud Ruler Temple, and the player is sent through to Mankar Camoran's created realm of Paradise. After bypassing Daedra, Mythic Dawn members and obstacles, the player confronts Camoran and kills him. The player returns the Amulet of Kings to Martin, and they subsequently travel to the Imperial City with the Blades to relight the Dragonfires and end the Daedric invasion. They find the city under attack by Daedra and an enormous avatar of Mehrunes Dagon himself. The player and Martin fight their way to the Temple of the One. There, Martin laments that they are powerless against Dagon's avatar and explains that they can only defeat him one way. He bids farewell to the player and shatters the Amulet of Kings, merging himself with the spirit of Akatosh, the Dragon-God of Time, thus becoming Akatosh's avatar. After a battle, Akatosh casts Dagon back into Oblivion and lets out a mighty roar before turning to stone. Martin, whose soul was consumed by the amulet, enters the afterlife to join his forebears. In a telepathic monologue to the player, he sheds an optimistic light, explaining that while the Amulet of Kings is destroyed and the throne again lies empty, the gates of Oblivion are now shut forever, and the future of Tamriel now lies in the player's hands. The Empire's high chancellor sincerely thanks the player for their service during the crisis and proclaims them as the seventh Champion of Cyrodiil.[20]

Development[edit]

The game was developed by the United States software company Bethesda Game Studios. Ken Rolston, who was Morrowind's lead designer, oversaw the development team.[21] The PC and Xbox 360 versions of the game were co-published by 2K Games and Bethesda Softworks, while the PlayStation 3 verison was co-published by Ubisoft in Europe alongside Bethesda.[22] Work on Oblivion began shortly after the release of Morrowind in 2002.[23] By mid-September 2004, Oblivion had been officially announced, and its title revealed.[23][24]

During Oblivion's development, Bethesda concentrated on creating a system with a more realistic storyline, believable characters, and meaningful quests than had been done in the past. In comparison with previous titles in the series, the game features improved artificial intelligence thanks to the use of Bethesda proprietary Radiant AI software,[25] and enhanced physics facilitated by the Havok physics engine.[26] The graphics take advantage of advanced lighting and shader routines such as high-dynamic-range rendering (HDR) and specular mapping.[27][28][29] Bethesda developed and implemented procedural content creation tools in the building of Oblivion's terrain, leading to the expedited creation of landscapes that are more complex and realistic than in past titles.[30]

The camera is stationed at far end of a long lake inlet, facing inwards. In the near foreground, the camera can see tall grass, some deciduous trees, the lake's rocky coast, and a flooded and decaying temple. A tall spire rises from the center of a walled city far in the distance, casting a clear reflection on the lake. The cliff-sides of the mountain range behind the city are indistinct, and fade into the dawn light. The highlights of the morning sky are blown, and tendrils of skylight feather objects in the foreground.
An in-game screenshot showing Oblivion's user interface, HDR lighting and long draw distance, improvements made as part of a goal to create "cutting-edge graphics"[31]

While designing Oblivion's landscape and architecture, developers worked from personal travel photographs, nature books, texture images, and reference photographs.[29] Procedural content generation tools used in production allowed for the creation of realistic environments at much faster rates than was the case with Morrowind.[30] Erosion algorithms incorporated in the landscape generation tools allowed for the creation of craggy terrain quickly and easily, replacing Morrowind's artificially smoothed-over terrain.[30]

Oblivion's view distance is far greater than its predecessor's, extending player sightlines to the horizon and giving views of distant towns and mountain ranges.[32] According to a Microsoft press release, Oblivion's game world is approximately 16 square miles (41 square kilometers) in size.[33] Wilderness quests, ruins, and dungeons were added to fill surplus space.[30] Content in the dungeons is more densely packed than in dungeons in Morrowind, with an increase in the frequency of creature encounters, quest-related NPCs, and puzzles.[30] However, the populations represented in Oblivion do not match the "thousands upon thousands" described in previous in-game literature. The development team decided to set the NPC populations at a level that would play well, rather than one that would match game lore, since the presence of a large number of NPCs on screen would have caused the game to slow down.[34]

In response to the criticism that NPC behavior had been too simplistic in Morrowind, Bethesda developed the Radiant AI system for Oblivion.[35] NPCs were designed to make choices, rather than complete scripted routines, to achieve predetermined goals. The manner in which goals such as eating, sleeping, reading, and speaking to others are fulfilled is dependent upon the environment, the choices of other NPCs, and programmed personality values. For example, an NPC whose goal is to find food may eventually resort to stealing from others, if they are given the opportunity and if it is in their character.[36] These development mechanics allowed Bethesda to create NPCs who could engage in complex activities.[25]

Audio[edit]

Oblivion features the voices of Patrick Stewart, Lynda Carter, Sean Bean, Terence Stamp, with celebrity acquisition and voice production being handled by Blindlight.[37][38][39] The voice acting received mixed reviews in the gaming press. While many publications praised it as excellent,[40][41] others found fault with its repetitiveness.[42][43][44] The issue has been blamed on the small number of voice actors and the blandness of the dialogue itself.[45] Lead designer Ken Rolston found the plan to fully voice the game "less flexible, less apt for user projection of his own tone, more constrained for branching, and more trouble for production and disk real estate" than Morrowind's partially recorded dialogue. Rolston tempered his criticism with the suggestion that voice acting "can be a powerful expressive tool" and can contribute significantly to the charm and ambiance of the game. He stated, "I prefer Morrowind's partially recorded dialogue, for many reasons. But I'm told that fully-voiced dialogue is what the kids want."[46]

Oblivion's score was composed by series mainstay Jeremy Soule, a video game composer whose past scores had earned him a British Academy of Film and Television Arts (BAFTA) award in the "Game Music Category" and two nominations for an Academy of Interactive Arts & Sciences (AIAS) award for "Original Music Composition".[47][48] The official soundtrack to Oblivion, featuring 26 tracks spanning 58 minutes, was released in March 2006, via Soule's digital distributor DirectSong.[49][50] Soule had worked with Bethesda and Todd Howard during the creation of Morrowind, and, in a press release announcing his return for Oblivion, Soule repeated the words he had said during Morrowind's press release: "The stunning, epic quality of The Elder Scrolls series is particularly compatible with the grand, orchestral style of music I enjoy composing the most."[47][48] As in his compositions for Morrowind, Soule chose to create a soft and minimalist score so as not to wear out users' ears.[51] Soule stated that while composing the music, he did not imagine any specific characters or events; rather, he wanted it "to comment on the human condition and the beauty of life." In a 2006 interview, he related that this desire came as a result of a car accident that occurred during his composition of the score. He said, "I ended up rolling in my car several times on an interstate while flying headlong into oncoming traffic ... I felt no fear ... I simply just acknowledged to myself that I've had a good life and I would soon have to say goodbye to all of it in a matter of seconds." Soule sustained only minor injuries, but commented that his feeling during the crash—"that life is indeed precious"—remained with him throughout the rest of the composition.[52]

Remaster[edit]

An internal ZeniMax presentation, dated to 2020 and released as part of the FTC v. Microsoft case in 2023, indicated that an "Oblivion Remaster" was earmarked for a release in the 2022 fiscal year, among other unannounced titles. The document was produced prior to Microsoft's acquisition of ZeniMax in 2021, so it remains unclear whether the project is still in development.[53]

Marketing and release[edit]

Oblivion's public debut occurred on May 18, 2005, at the Electronic Entertainment Expo (E3) in Los Angeles.[54] The version shown at E3 was substantially finished; most of the content was already in the game, lacking only the polish that the final months of development would bring.[55] Most viewers were impressed by Oblivion's showing, and the game won a number of "best of" awards from a variety of game journalists, among them GameSpy's "RPG Game of Show",[56] GameSpot's "Best Role-Playing Game",[57] IGN's "Best PC RPG",[58] RPGFan's "Overall Game of E3 2005",[59] and the prestigious "Best Role Playing Game" in the 2005 E3 Game Critics Awards.[60] A near-final build of Oblivion was shown at Microsoft's Consumer Electronics Show press tent in January 2006, showcasing the game's exteriors.[61][62] In the months prior to release, anticipation for the game ran high, with critics describing Oblivion as "the first next-gen game" only heightening attention. Pete Hines, vice president of public relations and marketing for Bethesda, said: "People were expecting the game to cure blindness and heal the sick."[63]

2K Games had aimed for a late 2005 publication so that the game could be an Xbox 360 launch title.[64] The official release date for the PC and Xbox 360 versions was originally November 22, 2005, but developmental delays pushed it back to March 20, 2006.[65][66][67] A mobile phone version of the game, developed by Superscape and published by Vir2L Studios, was released on May 2, 2006.[13] The PlayStation 3 version of the game (ported by 4J Studios) was released on March 20, 2007, in North America[68] and on April 27, 2007, in Europe.[69][70] This version includes graphical improvements that had been made since the PC and Xbox 360 release, and was subsequently praised for its enhanced visual appeal.[71][72] A PlayStation Portable version of the game was also in development before being canceled.[73]

At the 2007 E3, the Game of the Year edition for Oblivion was announced.[74] In North America and Europe, the game was released in September 2007, for the Xbox 360 and PC,[75][76] and in October 2007, for the PS3;[77] in Australia, it was released in September 2007, for the Xbox 360 and PC, and in December 2007, for the PS3.[75][78][79] It was also released on Steam on June 16, 2009.[80] A 5th-anniversary edition of Oblivion was announced and released in North America in July 2011 and in Europe two months later.[81][82] Xbox 360 and PC versions of Fallout 3 and Oblivion double pack was announced for release in North America on April 3; however, it was not mentioned whether the bundled games include any of the downloadable content released for either game.[83] Oblivion was also bundled with BioShock as a double pack on Xbox 360 and PC on July 7, 2009.[84]

Rating change[edit]

On May 3, 2006, the Entertainment Software Rating Board (ESRB) in North America changed Oblivion's rating from T (Teen 13+) to M (Mature 17+), citing game content not considered in the ESRB review, i.e., "the presence in the PC version of the game of a locked-out art file that, if accessed by using an apparently unauthorized third party tool, allows the user to play the game with topless versions of female characters."[85][86] In response to the new content, the ESRB conducted a review of Oblivion, showing to its reviewers the content originally submitted by Bethesda along with the newly disclosed content.[87][88]

The ESRB reported that Bethesda Softworks would promptly notify all retailers of the change, issue stickers for retailers and distributors to affix on the product, display the new rating in all following product shipments and marketing, and create a downloadable patch rendering the topless skin inaccessible.[87] Bethesda complied with the request but disagreed with the ESRB's rationale.[89] Some retailers began to check for ID before selling Oblivion as a result,[90] and one California Assemblyman used the event to criticize the ESRB's inefficiency.[91] Michael Zenke, editor of Slashdot games, remarked on the change's chilling effect, which punished developers for content they did not produce.[92]

Additional content[edit]

Starting in April 2006, Bethesda released small packages of additional downloadable content (DLC) for the game from their website and over the Xbox Live Marketplace. The first update came as a set of specialized armor for Oblivion's ridable horses; released on April 3, 2006.[93][94][95] Although gamers generally displayed enthusiasm for the concept of micropayments for downloadable in-game content,[93][96] many expressed their dissatisfaction at the price they had to pay for the relatively minor horse-armor package on the Internet and elsewhere.[93] Hines assured the press that Bethesda was not going to respond rashly to customer criticism.[96] New releases continued into late 2006, at lower prices with more substantial content,[97][98] leading to a better reception in the gaming press.[99]

Elefunk Official

Elefunk Official theme by SCEE

Download: ElefunkOfficial.p3t

Elefunk Official
(2 backgrounds)

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

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

Download for Windows: p3textractor.zip

Instructions:

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

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

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

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

echochrome Official

echochrome Official theme by SCEE

Download: echochromeOfficial.p3t

echochrome Official
(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.