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 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.
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 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.
Half-Life 2 is a 2004 first-person shooter (FPS) game developed and published by Valve Corporation. It was published for Windows on Valve's digital distribution service, Steam. Like the original Half-Life (1998), Half-Life 2 combines shooting, puzzles, and storytelling, and adds new features such as vehicles and physics-based gameplay. The player controls Gordon Freeman, who joins a resistance to liberate Earth from the Combine, an interplanetary alien empire.
Half-Life 2 was created using Valve's Source game engine, which was developed simultaneously. Development lasted five years and cost US$40million. Valve's president, Gabe Newell, set his team the goal of redefining the FPS genre. They integrated Havok, which simulates real-world physics, to reinforce the sense of presence and create new gameplay. They also developed the characterization, with more detailed character models and animations.
Valve announced Half-Life 2 at E3 2003 with a release date of September of that year. They failed to meet the release date, leading to fan backlash. A year before its release, an unfinished version was stolen by a hacker and published online, which damaged the team’s morale and slowed their work.
Like the original Half-Life (1998), Half-Life 2 is a single-player first-person shooter (FPS) in which players control Gordon Freeman. It has similar mechanics to Half-Life, including health-and-weapon systems (though with fewer overall weapons) and periodic physics puzzles, except with the newer Source engine and improved graphics. The player starts without items and widens their arsenal over the course of the game. While the game is mainly linear, effort was put into making exploration rewarding and interesting; many optional areas can be missed or avoided.[1]
A diverse set of enemies is present, which usually require being approached with different tactics: some coordinate in groups to out-maneuver or out-position the player; others, such as the Manhack, fly directly at the player through small openings and tight corridors.[2] Others use predictable but powerful attacks, while others hide before swiftly attacking the player. Gordon can kill most enemies with his weapons, or make use of indirect means, exploiting environmental hazards such as explosive pressurized canisters, gas fires or improvised traps. In chapters ten and eleven, Gordon can be joined by up to four armed Resistance soldiers or medics and can send his team further from him or call them back.
Many of the features use the Source engine's detailed physics simulation. Two sections of the game involve driving vehicles. Instead of button-oriented puzzles from Half-Life, environmental puzzles are also introduced with makeshift mechanical systems, revolving around the player's new ability to pick up, move, and place objects. Solutions involve objects' physical properties, such as shape, weight, and buoyancy. For example; In chapter three, "Route Kanal", the player is required to stack cinder blocks on a makeshift see-saw ramp to proceed over a wall. Alternatively, the player can build a crude staircase with the blocks, so the puzzle may be solved in multiple ways.
Part-way through the game, Gordon acquires the Gravity Gun, which allows him to draw distant objects towards himself or forcefully push them away, as well as the ability to manipulate larger and heavier objects which he otherwise cannot control. These abilities are required to solve puzzles later in the game. They can also be used in combat, to throw heavy objects at enemies or to shield themselves from gunfire.
The game never separates the player with pre-rendered cutscenes or events; the story proceeds via exposition from other characters and in-world events, and the player can control Gordon for the entirety of the game. Most of the backstory to the game is simply alluded to or told through the environment. Even tutorials are mostly placed in the environment or in dialogue. The few pop-ups that appear inform the player only of keyboard bindings for actions.
After the alien invasion at the Black Mesa Research Facility, a multidimensional alien empire known as the Combine invaded and subjugated Earth. Approximately twenty years after being placed in stasis, Gordon Freeman, the player character, is awoken by the G-Man (Michael Shapiro), who cryptically informs Gordon that "his time has come again" before celestially inserting him into a moving passenger train bound for City 17, an Eastern European city (probably in Russia as most of the posters and signs are in Russian) which houses the Citadel, a several-miles-tall tower which serves as the headquarters of the Combine on Earth. Helped by undercover Resistance member Barney Calhoun (Shapiro), Gordon attempts to reach the laboratory of Dr. Isaac Kleiner (Harry S. Robins) before being beaten and arrested by Combine officers. He is rescued by Alyx Vance (Merle Dandridge), who takes him to Dr. Kleiner's lab. During Dr. Kleiner’s attempt to teleport Gordon to the main Resistance base at Black Mesa East, Gordon is accidentally, briefly teleported to the Citadel office of Dr. Wallace Breen (Robert Culp), the Combine’s puppet ruler of Earth, alerting Dr. Breen to Gordon’s presence. Gordon is subsequently forced to progress to the base using the city's canal system, navigating it on an airboat.
Upon his arrival at Black Mesa East, Gordon reunites with Eli Vance (Robert Guillaume) and meets Dr. Judith Mossman (Michelle Forbes). Alyx introduces Gordon to her pet robot Dog and gives Gordon a Gravity Gun. Black Mesa East is suddenly attacked by Combine forces, who capture Eli and Judith; Gordon is forced to escape through the zombie-infested ghost town of Ravenholm, aided by its lone inhabitant, Father Grigori (Jim French). Escaping the town, Gordon reaches a Resistance outpost, whose inhabitants provide him with a dune buggy. He drives across Highway 17 to reach the Combine prison of Nova Prospekt, where Eli and Judith are being held. He breaks into the prison and reunites with Alyx. They locate Eli and discover that Judith is a Combine spy. Before they can stop her, Judith teleports herself and Eli to the Citadel. The teleporter explodes moments after Gordon and Alyx use it to escape Nova Prospekt.
Returning to Dr. Kleiner's lab, Gordon and Alyx learn that the teleporter malfunctioned and that a week has passed, during which time the Resistance has launched a full-scale armed rebellion against the Combine. Aided by Barney and Dog, Gordon fights his way inside the Citadel. He makes some progress in climbing the tower before he is captured and taken in a transport pod to Dr. Breen’s private office, near the tower’s apex, where he and Judith are waiting with Eli and Alyx as captives. Dr. Breen reveals that he intends to use his captives as leverage during negotiations with the Combine, which contradicts what he had previously told Judith.[3] Angered, Judith frees the three captives before Dr. Breen can teleport them off-world. Dr. Breen attempts to escape using a teleporter on the Citadel’s roof, but Gordon destroys the Citadel's reactor using the Gravity Gun, causing Dr. Breen to fall into the abyss, although it is uncertain if he had died as a result. Just as the reactor explodes, the G-Man reappears and freezes time, praising Gordon’s actions and placing him back into stasis.
Development of Half-Life 2 began in June 1999, six months after the release of the original Half-Life. It was developed by a team of 82.[4] With voice actors included, this number is 100.[5][6] Valve's president, Gabe Newell, wanted to redefine the FPS genre, saying: "Why spend four years of your life building something that isn't innovative and is basically pointless? If Half-Life 2 isn't viewed as the best PC game of all time, it's going to completely bum out most of the guys on this team."[4] Newell gave his team no deadline and a "virtually unlimited" budget, promising to fund the project himself if necessary.[4] They used Valve's new in-house game engine, Source, developed simultaneously.[4]
Whereas Half-Life was set in a single location, the Black Mesa research facility, Valve wanted "a much more epic and global feel" for the sequel. One concept had the player teleporting between planets, which was discarded as it would make continuity between levels difficult. At the suggestion of the art director, Viktor Antonov, who was Bulgarian, the team settled on a city in an Eastern European location. In this early concept, players would start the game by boarding the Borealis, an icebreaker bound for the city.[4]Nova Prospekt was conceived as a small rail depot built on an old prison in the wasteland and grew from a stopping-off point to the destination itself.[7][page needed]
After observing how players had connected to minor characters in Half-Life, the team developed the characterization, with more detailed character models and realistic animation. The animator Ken Birdwell studied the work of psychologist Paul Ekman, who had researched how facial muscles express emotion.[4] The writer Marc Laidlaw created family relationships between the characters, saying as it was a "basic dramatic unit everyone understands" rarely used in games.[4]
The team integrated the Havok physics engine, which simulates real-world physics,[8] to reinforce the player's sense of presence and create new gameplay.[4] To experiment, the team created a minigame, Zombie Basketball, in which players used a physics-manipulating gun to throw zombies through hoops.[4] In mid-2001, to test the engine, Valve built a street war between rioting citizens and police, featuring tanks, Molotov cocktails, hand-to-hand fighting, and looting. The designer John Guthrie described it as "an early attempt at getting something – anything – in the game that used non-player characters and physics".[4]
In late 2001, Valve began creating a showreel, hoping to demonstrate it at E3 2002.[4] For several months, Newell let the team work without his input so he could provide unbiased feedback, and focused on developing Steam, Valve's upcoming digital distribution service. The team presented the showreel to Newell, showcasing physics, environments such as the Borealis, and a dialogue-heavy scene with the scientist character Dr. Kleiner. Newell felt the showreel did not adequately show how the physics would affect gameplay and that the Kleiner scene was overlong. Reflecting on the feedback, Laidlaw said: "The dramatic scenes with the characters are important, but they have to be in service of the interactivity and gameplay."[4]
In September 2002, the team completed a second showreel, featuring a buggy race along the City 17 coast, an encounter with headcrabs on a pier, an alien strider attacking the city, and a greatly shortened Kleiner sequence. In October, Newell told the team they would announce Half-Life 2 at E3 2003 and release it by the end of the year.[4] As with the original Half-Life, the team split into "cabals" working on different levels. Designers created levels using placeholder shapes and surfaces, which then were worked on by the artists.[4]
Valve announced Half-Life 2 at E3 2003, with demonstrations of the characters, animation and physics. The reaction was positive, and the game won the E3 Game of the Show award.[9] Newell also announced a release date of September 30, 2003, hoping this would motivate the team. They worked long hours to meet the deadline, but by July it was clear they would miss it. Rumors spread of a delay. On September 23, Valve released a statement targeting a release for the holiday season, leading to fan backlash.[4]
Newell had been hesitant to announce a delay without a new release date. He said later: "We were paralyzed. We knew we weren't going to make the date we promised, and that was going to be a huge fiasco and really embarrassing. But we didn't have a new date to give people either."[4] The graphics card manufacturer ATI had arranged a promotional event on Alcatraz Island to coincide with the planned release of Half-Life 2. Unable to pull out of the event, Newell gave a prepared speech, demonstrated the Source engine, and left without addressing questions.[4]
On September 19, the Half-Life 2source code was obtained by a German hacker, Axel Gembe, who had infiltrated Valve's internal network months earlier. According to Gembe, he shared it with another person, who leaked the code online in early October.[10] Fans soon compiled a playable version of Half-Life 2, revealing how unfinished it was. The leaks damaged morale at Valve and slowed development.[4] In March 2004, Gembe contacted Newell and identified himself, saying he was a fan and had not acted maliciously. Newell worked with the FBI to invite Gembe to a fake job interview, planning to have him arrested in the United States; however, police arrested him in Germany.[10] In November 2006, Gembe was sentenced to two years' probation.[10]
In 2004, the Valve staff returned after Christmas to long hours, stressful working conditions, and no guarantee that the game, which was costing $1 million a month to develop, would be finished soon. However, Newell felt that progress was speeding up, with the team producing about three hours of gameplay per month. In March, they created the first version playable from start to finish and stopped production for a week to play through the game. Major changes by this point included the cutting of the Borealis, the replacement of the jet ski with a hovercraft, and introducing the physics-manipulating gravity gun earlier in the game. Feedback was positive across the company. Newell recalled: "The fact that you could go from one end of the game to the other was a really big thing for us. Then we knew it just had to get better – but it was all there."[4] After several months of bug fixes and playtesting, Half-Life 2 was completed on October 13, 2004.[4]
Valve made a 1 GB portion of Half-Life 2 available for download in an encrypted format through Steam on August 26, 2004. On the day of release, Steam customers were able to pay, unlock the files, and play the game immediately, without having to wait for the game to download.[11] In retail, distribution of the game was handled by Vivendi Universal Games through their Sierra Entertainment subsidiary.[12]
Half-Life 2 was simultaneously released through Steam, CD, and on DVD in several editions. Through Steam, Half-Life 2 had three packages that a customer could order. The basic version ("Bronze") includes only Half-Life 2 and Counter-Strike: Source, whereas the "Silver" and "Gold" (collector's edition) versions also include Half-Life: Source (ports of the original Half-Life and Day of Defeat mod to the new engine). The collector's edition/"Gold" version additionally includes merchandise, such as a baseball cap, a strategy guide and CD containing the soundtrack used in Half-Life 2. Both the disc and Steam versions require Steam to be installed and active for play to occur.[13] The retail copies of the game came in two versions, standard and Collector's Edition. The Collector's Edition differed from the physical items in the "Gold" edition, and included a T-shirt and sample of the Prima strategy guide.[14]
A demo version with the file size of a single CD was made available in December 2004 at the website of graphics card manufacturer ATI Technologies, who teamed up with Valve for the game. The demo contains a portion of two chapters: Point Insertion and "We Don't Go To Ravenholm...". In September 2005, Electronic Arts distributed the Game of the Year edition of Half-Life 2. Compared to the original CD-release of Half-Life 2, the Game of the Year edition also includes Half-Life: Source.[15]
The soundtrack was written by Kelly Bailey. The Soundtrack of Half-Life 2, containing most of the music from Half-Life 2 and many tracks from the original Half-Life, was included with the Half-Life 2 "Gold" edition and sold separately from Valve's online store.[16] Valve released a deathmatch mode in 2004.[17] In 2022, fans discovered that the texture used for a corpse model originated from a real photograph of a corpse published in a medical textbook on treating burns, leading to criticism.[18][19]
On September 20, 2004, GameSpot reported that Sierra's parent company, Vivendi Universal Games, was in a legal battle with Valve over the distribution of Half-Life 2 to cyber cafés. Cyber cafés were important for the gaming market in Asia, where PC and broadband penetration per capita were much lower in most territories.[20]
According to Vivendi, the distribution contract they signed with Valve included cyber cafés. This would mean that only Vivendi could distribute Half-Life 2 to cyber cafés — not Valve through the Steam system. On November 29, 2004, Judge Thomas S. Zilly, of U.S. Federal District Court in Seattle, Washington, ruled that Vivendi and its affiliates are not authorized to distribute (directly or indirectly) Valve games through cyber cafés for pay-to-play activities according to the parties' current publishing agreement. Zilly also ruled in favor of the Valve motion regarding the contractual limitation of liability, allowing Valve to recover copyright damages for any infringement as allowed by law without regard to the publishing agreement's limitation of liability clause.[21]
On April 29, 2005, Valve and Vivendi announced a settlement. Vivendi would cease distributing all retail packaged versions of Valve games by August 31, 2005. Vivendi was also to notify distributors and cyber cafés that had been licensed by Vivendi that only Valve had the authority to distribute cyber café licenses; their licenses were revoked and switched to Valve's.[22] Valve partnered with Electronic Arts for the retail distribution of its games, including the Xbox version of Half-Life 2.[23]
In 2005, Valve released an extra level, Lost Coast, as a free download to anyone who purchased Half-Life 2.[24]Lost Coast acted as a technology demonstration, showing off new lighting techniques and high-dynamic-range rendering in the Source engine. On December 22, Valve released a 64-bit version of the Source engine for x86-64 processor-based systems running Windows XP Professional x64 Edition, Windows Server 2003 x64, Windows Vista x64, or Windows Server 2008 x64. This update enabled Half-Life 2 and other Source games to run natively on 64-bit processors, bypassing the 32-bit compatibility layer. Newell said it was "an important step in the evolution of our game content and tools", and that the game benefited greatly from the update.[25] Some users reported major performance improvements, though the technology site Techgage found stability problems and no notable frame rate improvement.[26]
In 2006, Valve partnered with Taito to release Half-Life 2: Survivor, an arcade game for the Japanese market.[27][28] Valve rereleased Half-Life 2 as part of the 2007 compilation The Orange Box for Windows, Xbox 360 and PlayStation 3.[29] On May 26, 2010, Half-Life 2, Episode One and Episode Two were released for Mac OS X.[30] In 2013, Valve ported Half-Life 2 to Linux[31] and released a free update adding support for the Oculus Riftvirtual reality headset.[32] An NVIDIA Shield Tablet-exclusive port for Android was released on May 12, 2014.[33] In January 2022, a new UI designed for Valve's portable Steam Deck device was released.[34]
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 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.
The first game in the series was created by Jordan Mechner after the success of Karateka. Drawing from multiple general sources of inspiration, including the One Thousand and One Nights stories,[4] and films like Raiders of the Lost Ark[5] and The Adventures of Robin Hood,[6] the protagonist's character animation was created using a technique called rotoscoping, with Mechner using his brother as the model for the titular prince.[7] The original Prince of Persia, with its more than 20 platform ports, is one of the most ported games in video game history.[8][9]
Mechner enrolled in New York University's film department, producing an award-winning short film during his time there, before returning to design and direct a sequel to the original game.[10] The sequel, Prince of Persia 2: The Shadow and the Flame, was developed internally at Broderbund with Mechner's supervision. The game, like its predecessor, received critical acclaim and high sales. Broderbund was subsequently purchased by The Learning Company,[11] which was later acquired by US game company Mattel Interactive.[12] In 1999, Prince of Persia 3D was developed and released under Broderbund's Red Orb label.[10] Released for PC and the Dreamcast only,[13] it was criticized by many users as being buggy, and was a commercial disappointment.[10] The Broderbund/Learning Company's games division, the assets of which included the Prince of Persia franchise, was subsequently sold to Ubisoft.[14]
Mechner, who owned the Prince of Persiaintellectual property, was brought in to work with Ubisoft on a reboot of the franchise, titled The Sands of Time, although he was originally wary after the failure of Prince of Persia 3D.[15] The team they worked with was also working on Tom Clancy's Splinter Cell: their aim with the game was to "breathe new life into the action-adventure genre".[16][17]
Mechner did not take part in the production of the next game, Prince of Persia: Warrior Within, and he commented on finding the dark atmosphere and heightened level of violence unappealing.[18] The changes also provoked mixed reactions from critics, but sales were strong and a third game, eventually titled Prince of Persia: The Two Thrones, went into production.[19] For The Two Thrones, the developers and artists tried to strike a balance between the light, cartoon-like tones of The Sands of Time, and the grittier mediums of Warrior Within.[20]
A fourth installment in The Sands of Time series, Prince of Persia: The Forgotten Sands, was released in May 2010.[21] The Windows, Xbox 360 and PlayStation 3 versions of the game filled in some of the narrative gap between The Sands of Time and Warrior Within, whereas the PSP, Wii, and the DS versions each feature their own alternative storylines. The game was released as a tie in to The Sands of Time film adaptation.[22]
The Prince of Persia Trilogy (known as Prince of Persia Trilogy 3D on the remastered collection's title screen) is a collection of The Sands of Time trilogy released on the PlayStation 2 and subsequently on the PlayStation 3 as part of the Classics HD range.[23] The collection includes The Sands of Time, Warrior Within and The Two Thrones, all previously released on the PlayStation 2, Xbox and Microsoft Windows. The games were remastered in high-definition for the PlayStation 3 with 3D and PlayStation Network Trophy support on one Blu-ray Disc. The PlayStation 2 collection was released on October 27, 2006, in Europe,[citation needed] while the remastered collection was released on November 19, 2010, on Blu-ray in PAL regions. The release marks the first Classics HD title to not be published by Sony Computer Entertainment.
In North America, the three games were originally released separately as downloadable-only titles on the PlayStation Store. The first, The Sands of Time, was released on November 16, 2010, while the other two games followed in December.[24] The Blu-ray version was to be released in North America on March 22, 2011[25] but the collection ended up being delayed until April 19.
In 2006, concept designs surfaced hinting at another entry in the franchise.[26] The game, titled simply Prince of Persia, is a second reboot of the franchise, with its level and combat design harking back to the original 1989 game.[27] The game was released in December 2008, receiving positive reviews from most video game outlets and decent sales.[28] Alongside the main game, Ubisoft's Casablanca branch developed a direct sequel and spin-off for the Nintendo DS, titled Prince of Persia: The Fallen King,[29] which received fair reviews.[30][31][32][19]
The first spin-off of the series was developed alongside and released in the same year as The Two Thrones for the Nintendo DS. Battles of Prince of Persia is a turn-based strategy game set between The Sands of Time and Warrior Within.[33] It received mediocre reviews from critics.[34][35]
In 2007, Gameloft and Ubisoft released Prince of Persia Classic, an enhanced remake of the original Prince of Persia for Java ME, Android, iOS, Xbox 360 (XBLA), and PlayStation 3 (PSN).[36] The visual style was upgraded to resemble Prince of Persia: The Sands of Time, and the Prince himself was given some additional moves, such as the ability to roll, backflip, wall jump and stop time briefly during combat. However, the core gameplay remains the same as the original – the player must defeat Jaffar within one hour while watching out for the many traps and defeating the guards they encounter.
There have been a number of mobile games for Java ME-based phones developed by Gameloft, some based on older PC or console titles with 2D graphics and others loosely based on contemporary games but with 2D graphics and different gameplay due to technology constraints. Gameloft has also developed some ports for both the iPhone and the iPad.[37] The first spin-off by Gameloft was titled Prince of Persia: Harem Adventures, released for Java phones in 2003.[38] Specifically, the company has developed HD remakes of the original Prince of Persia in 2007,[39] and its sequel The Shadow and the Flame in July 2013.[40][41]
In 2018, Ubisoft under the banner of its entity Ketchapp released Prince of Persia: Escape,[42] a mobile game for Android and iOS. It is a runner game made up of different levels,[43] and the player can customize the protagonist with outfits from past games. Reviewing for Pocket Gamer, Cameron Bald called Prince of Persia: Escape a "mundane game crushed under the weight of excessive greed".[44] In August 2022, a follow-up, Prince of Persia: Escape 2, was released.[45]
A remake of the Sands of Time, formally announced at Ubisoft Forward 2020, was originally scheduled for release on January 21, 2021, for Microsoft Windows, PlayStation 4 and Xbox One, but Ubisoft delayed the remake indefinitely.[47] In its quarterly financial report, Ubisoft stated that the remake was expected to be out sometime during its 2022–23 fiscal year.[48] The remake's development was moved to Ubisoft Montréal, a change from Ubisoft Mumbai and Ubisoft Pune. The company said the 2023 fiscal year release target was no longer being targeted.[49] A new release window of 2026 was announced at Ubisoft Forward 2024.[50]
The Rogue Prince of Persia is an upcoming 2.5D roguelike title developed by Evil Empire and set to release in Early Access on May 14, 2024. The game entered development around 2019, after a discussion between Evil Empire and Ubisoft at GDC, and its art direction is heavily inspired by Franco-Belgian comics. The game will be Ubisoft's first day-one Steam release in five years, as well as their first title to be released in Early Access before a full release.[51]
In 2012, leaked images from a project entitled Osiris were assumed to be the next Prince of Persia title.[52] Jordan Mechner even commented on his Twitter account that the images were not from a Prince of Persia game.[53] A year later, Yannis Mallat, CEO of Ubisoft Montreal, said that the franchise was being "paused", saying that "as soon as we have something to show, we will".[54] In the following months, Ubisoft confirmed that it was either planning or considering next-generation entries in multiple franchises, including Prince of Persia.[55] A video uploaded by a Ubisoft Montreal artist in 2012 but only discovered in 2020 showed a gameplay trailer for Prince of Persia Redemption which would have been released for Windows, Xbox 360, and PlayStation 3.[56][57][58] According to Jonathan Cooper, a former Ubisoft animator at the time, the trailer was a mockup of the planned gameplay for the title created by Khai Nguyen, used to pitch the game concept. The game never developed beyond that point, though the work on the pitch trailer was used to prepare a similar trailer for Assassin's Creed III.[59]
Jordan Mechner finished writing the story for a graphic novel in 2007. The novel was written by A.B. Sina, and illustrated by Alex Puvilland and LeUyen Pham. It was released by First Second Books in autumn 2008.[60][61] The story follows two Princes, jumping between the 9th and 13th centuries. Although it belongs to the franchise the plot is not related to any of the game continuities or that of the 2010 film.[62]
In 2010, a film adaptation of The Sands of Time was released by Walt Disney Pictures. Starring Jake Gyllenhaal as Prince Dastan, it would go on to receive mixed reception, but still gross $336 million in theaters.[63] Besides The Sands of Time, the film also incorporated elements from Warrior Within and The Two Thrones, the two other titles from the Sands of Time trilogy of the Prince of Persia video game franchise.
Upon the film's release, it was accompanied by Before the Sandstorm, a 2010 one-shot comic book published by Disney Publishing Worldwide. This comic serves as both a direct prequel and sequel to the feature film, and explains the motives and backgrounds of some characters. It was written by Jordan Mechner and featured illustrations by Todd McFarlane, Niko Henrichon, David Lopez and Bernard Chang.
Lego Prince of Persia was released by The Lego Group in 2010, as part of the company's strategy to produce sets based on Disney properties.[64] Based on the feature film, Lego released six sets within the theme, as well as a short animated film, before discontinuing it.[65][66]
The success of the Prince of Persia series resulted in Guinness World Records awarding the series 6 world records in the Guinness World Records: Gamer's Edition 2008. These records include First Motion-Capture Animation in a Video Game and Highest Rated Platformer on PS2 and Xbox.
South Korean singer-songwriter Kim Kwang-Jin released the song 'Magic Castle', with lyrics inspired from the storyline of the original Prince of Persia.[67]
In 1992, Russian author Victor Pelevin wrote a book called A Werewolf Problem in Central Russia and Other Stories, in which there is a short story called "Prince of Gosplan". The story is greatly influenced by the game; the main hero of the story lives in a mixed reality of the real world and video games and identifies himself as Prince of Persia. He tries to understand if his life is real or if he is just seeing it on a computer display.[68]
The feel of the gameplay in Tomb Raider was intended to evoke that of the original Prince of Persia.[69]
The Assassin's Creed series originated out of ideas for a sequel for Prince of Persia: The Sands of Time. Its critical and financial success led Ubisoft to request Ubisoft Montreal to develop a sequel, aiming for the Xbox 360 and PlayStation 3. The Ubisoft Montreal team decided on taking the gameplay from The Sands of Time into an open world approach, taking advantage of the improved processing power to render larger spaces and crowds. Narratively, the team wanted to move away from the Prince being someone next in line for the throne but to have to work for it; combined with research into secret societies led them to focus on the Assassins, heavily borrowing from the novel Alamut.[70] They developed a narrative where the player would control an Assassin that served as a bodyguard for a non-playable Prince, leading them to call this game Prince of Persia: Assassin. The "Animus" device allowed them to explain certain facets of gameplay, such as accounting when the player fails a mission, in the same way they had done in The Sands of Time.[70]
Warner Bros. Pictures prioritized a sequel following the successful reinvention of the Batman film series with Batman Begins. Christopher and Batman Begins co-writer David S. Goyer developed the story elements, making Dent the central protagonist caught up in the battle between Batman and the Joker. In writing the screenplay, the Nolans were influenced by 1980s Batman comics and crime drama films, and sought to continue Batman Begins' heightened sense of realism. From April to November 2007, filming took place with a $185million budget in Chicago and Hong Kong, and on sets in England. The Dark Knight was the first major motion picture to be filmed with high-resolution IMAX cameras. Christopher avoided using computer-generated imagery unless necessary, insisting on practical stunts such as flipping an 18-wheel truck and blowing up a factory.
The Dark Knight was marketed with an innovative interactive viral campaign that initially focused on countering criticism of Ledger's casting by those who believed he was a poor choice to portray the Joker. Ledger died from an accidental prescription drug overdose in January 2008, leading to widespread interest from the press and public regarding his performance. When it was released in July, The Dark Knight received acclaim for its mature tone and themes, visual style, and performances—particularly that of Ledger, who received many posthumous awards including Academy, BAFTA, and Golden Globe awards for Best Supporting Actor, making The Dark Knight the first comic-book film to receive major industry awards. It broke several box-office records and became the highest-grossing 2008 film, the fourth-highest-grossing film to that time, and the highest-grossing superhero film.
Since its release, The Dark Knight has been assessed as one of the greatest superhero films ever, one of the best movies of the 2000s, and one of the best films ever made. It is considered the "blueprint" for many modern superhero films, particularly for its rejection of a typical comic-book movie style in favor of a crime film that features comic-book characters. Many filmmakers sought to repeat its success by emulating its gritty, realistic tone to varying degrees of success. The Dark Knight has been analyzed for its themes of terrorism and the limitations of morality and ethics. The United States Library of Congress selected it for preservation in the National Film Registry in 2020. A sequel, The Dark Knight Rises, concluded The Dark Knight trilogy in 2012.
A gang of masked criminals rob a mafia-owned bank in Gotham City, betraying and killing each other until the sole survivor, the Joker, reveals himself as the mastermind and escapes with the money. The vigilante Batman, district attorney Harvey Dent, and police lieutenant Jim Gordon ally to eliminate Gotham's organized crime. Batman's true identity, the billionaire Bruce Wayne, publicly supports Dent as Gotham's legitimate protector, as Wayne believes Dent's success will allow Batman to retire, allowing him to romantically pursue his childhood friend Rachel Dawes, despite her relationship with Dent.
Gotham's mafia bosses gather to discuss protecting their organizations from the Joker, the police, and Batman. The Joker interrupts the meeting and offers to kill Batman for half of the fortune their accountant, Lau, concealed before fleeing to Hong Kong to avoid extradition. With the help of Wayne Enterprises CEO Lucius Fox, Batman finds Lau in Hong Kong and returns him to the custody of Gotham police. His testimony enables Dent to apprehend the crime families. The bosses accept the Joker's offer, and he kills high-profile targets involved in the trial, including the judge and police commissioner. Although Gordon saves the mayor, the Joker threatens that his attacks will continue until Batman reveals his identity. He targets Dent at a fundraising dinner and throws Rachel out of a window, but Batman rescues her.
Wayne struggles to understand the Joker's motives, but his butler Alfred Pennyworth says "some men just want to watch the world burn." Dent claims he is Batman to lure out the Joker, who attacks the police convoy transporting him. Batman and Gordon apprehend the Joker, and Gordon is promoted to commissioner. At the police station, Batman interrogates the Joker, who says he finds Batman entertaining and has no intention of killing him. Having deduced Batman's feelings for Rachel, the Joker reveals she and Dent are being held separately in buildings rigged to explode. Batman races to rescue Rachel while Gordon and the other officers go after Dent, but they discover the Joker gave their positions in reverse. The explosives detonate, killing Rachel and severely burning Dent's face on one side. The Joker escapes custody, extracts the fortune's location from Lau, and burns it, killing Lau in the process.
Wayne Enterprises accountant Coleman Reese deduces and tries to expose Batman's identity, but the Joker threatens to blow up a hospital unless Reese is killed. While the police evacuate hospitals and Gordon struggles to keep Reese alive, the Joker meets with a disillusioned Dent, persuading him to take the law into his own hands and avenge Rachel. Dent defers his decision-making to his now half-scarred, two-headed coin, killing the corrupt officers and the mafia involved in Rachel's death. As panic grips the city, the Joker reveals two evacuation ferries, one carrying civilians and the other prisoners, are rigged to explode at midnight unless one group sacrifices the other. To the Joker's disbelief, the passengers refuse to kill one another. Batman subdues the Joker but refuses to kill him. Before the police arrest the Joker, he says although Batman proved incorruptible, his plan to corrupt Dent has succeeded.
Dent takes Gordon's family hostage, blaming his negligence for Rachel's death. He flips his coin to decide their fates, but Batman tackles him to save Gordon's son, and Dent falls to his death. Believing Dent is the hero the city needs and the truth of his corruption will harm Gotham, Batman takes the blame for his death and actions and persuades Gordon to conceal the truth. Pennyworth burns an undelivered letter from Rachel to Wayne that says she chose Dent, and Fox destroys the invasive surveillance network that helped Batman find the Joker. The city mourns Dent as a hero, and the police launch a manhunt for Batman.
Christian Bale as Bruce Wayne / Batman: A wealthy socialite who as a child was traumatized by his parents' murder. Wayne secretly operates as the heroic vigilante Batman.[4]
Maggie Gyllenhaal as Rachel Dawes: Gotham's assistant district attorney and Wayne's childhood friend, who is divided between her feelings for him and for Dent.[12]
Following the critical and financial success of Batman Begins (2005), the film studio Warner Bros. Pictures prioritized a sequel.[32] Although Batman Begins ends with a scene in which Batman is presented with a joker playing card, teasing the introduction of his archenemy, the Joker, Christopher Nolan did not intend to make a sequel and was unsure Batman Begins would be successful enough to warrant one.[33][34] Christopher, alongside his wife and longtime producer Emma Thomas, had never worked on a sequel film[35] but he and co-writer David Goyer discussed ideas for a sequel during filming. Goyer developed an outline for two sequels, but Christopher remained unsure how to continue the Batman Begins narrative while keeping it consistent and relevant, though he was interested in utilizing the Joker in Begins's grounded, realistic style.[32][34][35] Discussions between Warner Bros. Pictures and Christopher began shortly after Batman Begins's theatrical release, and development began following the production of Christopher's The Prestige (2006).[32]
Goyer and Christopher collaborated for three months to develop The Dark Knight's core plot points.[35] They wanted to explore the theme of escalation and the idea that Batman's extraordinary efforts to combat common crimes would lead to an opposing escalation by criminals, attracting the Joker, who uses terrorism as a weapon. The joker playing card scene in Batman Begins was intended to convey the fallacy of Batman's belief his war on crime would be temporary.[34][36] Goyer and Christopher did not intentionally include real-world parallels to terrorism, the war on terror, and laws enacted to combat terrorists by the United States government because they believed making overtly political statements would detract from the story. They wanted it to resonate with and reflect contemporary audiences.[35] Christopher described The Dark Knight as representative of his own "fear of anarchy" and Joker represents "somebody who wants to just tear down the world around him."[37]
Although he was a fan of Batman (1989), starring Jack Nicholson as the Joker, Goyer did not consider Nicholson's portrayal scary and wanted The Dark Knight's Joker to be an unknowable, already-formed character, similar to the shark in Jaws (1975), without a "cliché" origin story.[e] Christopher and Goyer did not give their Joker an origin story or a narrative arc, believing it made the character scarier; Christopher described their film as the "rise of the Joker". They felt the threat of cinematic villains such as Hannibal Lecter and Darth Vader had been undermined by subsequent films depicting their origins.[f]
With Christopher's help, his brother Jonathan spent six months developing the story into a draft screenplay. After submitting the draft to Warner Bros., Jonathan spent a further two months refining it until Christopher had finished directing The Prestige. The pair collaborated on the final script over the next six months during pre-production for The Dark Knight.[35][41] Jonathan found the "poignant" ending the script's most interesting aspect; it had always depicted Batman fleeing from police but was changed from him leaping across rooftops to escaping on the Batpod, his motorcycle-like vehicle. The dialogue Jonathan considered most important, "you either die a hero or you live long enough to see yourself become the villain", came late in development.[41] Influenced by films such as The Godfather (1972) and Heat (1995), and maintaining Batman Begins's tone, their finished script bore more resemblance to a crime drama than a traditional superhero film.[g]
Comic-book influences included writer Frank Miller's 1980s works, which portray characters in a serious tone, and the limited series Batman: The Long Halloween (1996–1997), which explores the relationship between Batman, Dent, and Gordon.[38][43] Dent was written as The Dark Knight's central character, serving as the center of the battle between Batman, who believes Dent is the hero the city needs, and the Joker, who wants to prove even the most righteous people can be corrupted. Christopher said the title refers to Dent as much as Batman.[h] He considered Dent as having a duality similar to Batman's, providing interesting dramatic potential.[10]
Focusing on Dent meant Bruce Wayne / Batman was written as a generally static character who did not undergo drastic character development.[35][44][45] Christopher found writing the Joker the easiest aspect of the script. The Nolans identified the traits common to his media incarnations and were influenced by the character's comic-book appearances as well as the villain Dr. Mabuse from the films of Fritz Lang.[34][39] Writer Alan Moore's graphic novel, Batman: The Killing Joke (1988), did not influence the main narrative but Christopher believed his interpretation of the Joker as someone partially driven to prove anyone can become like him when pushed far enough helped the Nolans give purpose to an "inherently purposeless" character.[34][35][39] The Joker was written as a purely evil psychopath and anarchist who lacks reason, logic, and fear, and could test the moral and ethical limits of Batman, Dent, and Gordon.[i] Christopher and Jonathan later realized they had inadvertently written their version similarly to Joker's first appearance in Batman #1 (1940).[j] The final scene, in which the Joker states he and Batman are destined to battle forever, was not intended to tease a sequel but to convey the diametrically opposed pair were in an endless conflict because they will not kill each other.[47]
Describing how his character had evolved from Batman Begins, Christian Bale said Wayne had changed from a young, naive, and angry man seeking purpose to a hero who is burdened by the realization his war against crime is seemingly endless.[48][49][50] Because the new Batsuit allowed him to be more agile, Bale did not increase his muscle mass as much as he had for Batman Begins. Christopher had deliberately obscured combat in the previous film because it was intended to portray Batman from the criminals' point of view. The improved Batsuit design let him show more of Bale's Keysi-fighting method training.[51]
Christopher was aware that Nicholson's popular portrayal of the Joker would invite comparisons to his version, and wanted an actor who could cope with the associated scrutiny.[k] Ledger's casting in August 2006 was criticized by some industry professionals and members of the public who considered him inappropriate for the role; executive producer Charles Roven said Ledger was the only person seriously considered, and that Batman Begins's positive reception would help alleviate any concerns.[l] Christopher was confident in the casting because discussions between himself and Ledger had demonstrated they shared similar ideas regarding the Joker's portrayal.[34][52] Ledger said he had some trepidation in succeeding Nicholson in the role but that the challenge excited him.[34][55] He described his interpretation as a "psychopathic, mass-murdering, schizophrenic clown with zero empathy", and avoided humanizing him. He was influenced by Alex from the crime film A Clockwork Orange (1971), and British musicians Johnny Rotten and Sid Vicious.[m]
Ledger spent about a month secluding himself in a hotel room while reading relevant comic books. He developed the character's voice by mixing a high-pitch and low-pitch, which was inspired by ventriloquist performances. His fighting style was designed to appear improvised and erratic.[n] Ledger spent a further four months creating a "Joker diary" containing images and elements he believed would resonate with his character, such as finding the disease AIDS humorous.[59] Describing his performance, Ledger said: "It's the most fun I've had with a character and probably will ever have... It was an exhausting process. At the end of the day, I couldn't move. I couldn't talk. I was absolutely wrecked."[57] In a November 2007 interview, Ledger said when committing himself to any role, he had difficulty sleeping because he could not relax his mind, and often slept only two hours a night during filming.[59]
Christopher wanted to cast an actor with an all-American "heroic presence" for Harvey Dent, something he likened to Robert Redford but with an undercurrent of anger or darkness.[52]Josh Lucas, Ryan Phillippe, and Mark Ruffalo were considered, as well as Matt Damon, who could not commit due to scheduling conflicts.[o] According to Christopher, Eckhart had the all-American charm and "aura ... of a good man pushed too far".[10][52] Eckhart found portraying conflicted characters to be interesting; he said the difference between Dent and Batman is the distance they are willing to go for their causes, and that after Dent's corruption he remains a crime fighter but he takes this to an extreme because he dislikes the restrictions of the law.[10][66] Eckhart's performance was influenced by the Kennedy family, particularly Robert F. Kennedy, who fought organized crime with a similarly idealistic view of the law.[67] During discussions on the portrayal of Dent's transformation into Two-Face, Eckhart and Christopher agreed to ignore Tommy Lee Jones's "colorful" portrayal in Batman Forever (1
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 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.