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The game follows the player's character as a recruit in the Ghostbusters, a team of parapsychologists who pursue and capture ghosts. The game features elements of typical third-person shooters, but instead of a traditional gun, each player is equipped with a Proton Pack, and other technological means of fighting and capturing ghosts.[9] The game's plot is set two years after Ghostbusters II, in 1991, with the Ghostbusters team training the player's character while investigating paranormal activities in New York City.
Many of the principal cast members from the films were involved in the game's production. Each of the actors who portrayed the Ghostbusters in the films (Dan Aykroyd, Harold Ramis, Bill Murray, and Ernie Hudson) lent their voices and likenesses to the in-game characters. It is also Ramis's final portrayal as Egon Spengler and story to the Ghostbusters franchise before his death in 2014, and the game's remastered edition was posthumously dedicated to him. Aykroyd and Ramis, who wrote the films, also aided in script doctoring for the game.[10] Other film cast members to reprise their roles were William Atherton, and Annie Potts. Ghostbusters: The Video Game contains the soundtrack from the original Ghostbusters film, along with various characters, locations, and props featured in the films. Aykroyd later described the game as being "essentially the third movie."[11][12]
The single-player campaign is the same for the Xbox 360, Windows, and PlayStation 3 versions of the game. The Wii and PS2 versions have a significantly different campaign, but the stories are mostly identical.
The game is a third-person shooter, placing players in the role of a new recruit to the Ghostbusters team known as "the Rookie". Players control the Rookie's movements as he explores the environments of each level, seeking out paranormal activities and ghosts, either alone or in conjunction with the other Ghostbusters. Players can switch to a first-person perspective by equipping the Rookie with a PKE Meter and goggles. In this mode, paranormal items are highlighted and the PKE Meter helps direct players to ghosts or haunted artifacts.
In both the original and the remastered versions of the game, Terminal Reality's Infernal Engine[14] allows for the Ghostbusters' Proton Stream to bend in real time, reacting as it did in the films.
Players can aim and fire a Proton Stream to weaken ghosts, before switching to a capture stream to manoeuvre them into a ghost trap. Continuous use of the Proton Pack causes it to overheat, and players are momentarily unable to use the pack's weapons until vented. The Capture Stream can also be used to "slam" ghosts, and move objects in the environment.[11]
Over the course of the game, the Proton Pack can be upgraded to include additional firing modes such as the Shock Blast, Slime Blower (positively charged), and a Meson Collider, each with an alternate firing mode (a Boson Dart, Stasis Stream, Slime Tether and Overload Pulse). Upgrades are earned by capturing ghosts, and identifying cursed artifacts and new species of ghost.[11] The game also tallies monetary destruction caused by the player, with Xbox 360 Achievements and PlayStation 3 Trophies awarded for either minimizing damage done, or for causing a high amount of damage.[15]
Many of the achievements' names come from quotes in the films, such as the "You Gotta Try This Pole" achievement.[16]
In place of a traditional heads-up display, the player's health and weapon status are represented as meters on the back of the Proton Pack. The player's health regenerates over time if they do not take further damage, and that can be revived if knocked down by any Ghostbusters still standing. Similarly, the player can help revive fallen team members. If all of the active Ghostbusters fall, including the player, the player will have to restart at the last checkpoint.[11]
The Wii, PlayStation 2, and PSP versions differ slightly from the Xbox 360, PlayStation 3, and Windows versions. In addition to the cartoon-like graphics and the E10+ rating, the Wii version uses the Wii Remote for gameplay. Visual aspects of the interface are relocated, such as placing the Proton Pack's temperature meter as a HUD element instead of on the backpack. In the Wii, PlayStation 2, and PSP versions, the player "slams" a ghost by initiating a Simon Says-type game with the ghost, and the player is given the option to play as a man or woman.[17][18]
The DS version shares the same plot, but its gameplay differs in that it is in a squad-based tactical style, with driving sections and RPG elements. The player controls the original cast rather than an unnamed rookie.[19]
The PlayStation 3 and Xbox 360 versions feature an online multiplayer mode. Players can play online with up to three others in a variety of missions outside of the main storyline. These missions include capturing as many ghosts as possible in a limited period of time or attempting to defend ghost disruptors as they are charged up. The Wii version is the only platform to feature offline multiplayer, with the entire single-player mission playable by two players in a split-screen mode. An adversarial multiplayer suite was advertised for the Wii version as well, but it is not in the final release. In December 2012, after three years of online gameplay, Atari shut the PlayStation 3 servers down for the online modes. Atari cited the declining online gameplay as the main reason for shutting down the servers.[20][21][22]
The disembodied spirit of Ivo Shandor, shown prior to the character taking the Destructor Form called "The Architect", an unseen antagonist in the film Ghostbusters (1984), is formally introduced as the game's chief adversary.
Ghostbusters: The Video Game is set in November 1991 during the Thanksgiving celebrations, two years after the events of the 1989 supernatural comedy film Ghostbusters II.[23][11] The primary characters are Peter Venkman (Bill Murray), Raymond Stantz (Dan Aykroyd), and Egon Spengler (Harold Ramis),[11] a trio of eccentric parapsychologists who start a ghost-catching business in New York City known as the Ghostbusters. In the original film Ghostbusters, the team combat a rising paranormal threat in the city, hiring a fourth member, Winston Zeddemore (Ernie Hudson)[11] to cope with demand. It is revealed that this threat was the result of machinations by long-dead cult leader Ivo Shandor to bring about catastrophe using his building, 55 Central Park West, to summon the demi-god Gozer the Gozerian.
Ghostbusters II follows the team after they have been put out of business due to the damage caused by defeating Gozer. They re-form as a new threat arises in the form of Vigo the Carpathian, a 16th-century tyrant reborn in a painting.
In Ghostbusters: The Video Game, the Ghostbusters have become city contractors, authorized and insured to capture ghosts.[citation needed]
The game's player character Rookie, in likeness of associate editor Ryan French
The player character is a new recruit dubbed the "Rookie". He is tasked with testing the Ghostbusters' experimental and dangerous devices.[24][11] Returning characters from the films include the team's receptionist Janine Melnitz (Annie Potts), Walter Peck (William Atherton), who heads the Paranormal Contracts Oversight Commission (PCOC), which oversees the Ghostbusters' operations,[11][25] Vigo the Carpathian (Max von Sydow), the ghost Slimer, and the Stay Puft Marshmallow Man, which is the Destructor form of Gozer. The game introduces Mesopotamian professor and Gozerian expert Ilyssa Selwyn, (Alyssa Milano)[26] Jock Mulligan (Brian Doyle-Murray), who succeeded Lenny Clotch as the mayor of New York City,[citation needed] and the Ghostbusters recruit (the game's associate editor Ryan French). The events of the game are set in motion by the machinations of Shandor, who, in death, has become powerful and elevated to the level of a deity alongside his accomplices, as well as Edmund Hoover, Cornelius Wellesly, and Evelyn Lewis, who are identified in-game as Azetlor the Destroyer, the chairman, and the Spider-Witch, respectively. The Ghostbusters find themselves battling them and other spirits of Gozerian cultists, along with their restless murdered victims and random ghosts that are lured by the cult's mandala.[citation needed]
A psi energy pulse emanates from the Gozer exhibit at the Museum of Natural History, engulfing New York City and increasing supernatural activity. The pulse frees Slimer from the Ghostbusters' headquarters, and the Ghostbusters and the Rookie pursue it to the Sedgewick Hotel, where Slimer was first captured.[24][27] They find that the hotel is haunted by dozens of ghosts and that the Destructor Form of Gozer, the Stay-Puft Marshmallow Man, has returned and is wreaking havoc throughout the city.[28] Under Ray's guidance, the Rookie destroys Stay-Puft, with the Ghostbusters noting that he was pursuing Sumerian expert Dr. Ilyssa Selwyn.
Another haunting at the New York Public Library draws the team into a confrontation with the restless spirit of the librarian, Dr. Eleanor Twitty (the first ghost encountered by the Ghostbusters in the first film). They learn that Dr. Twitty had been murdered by the philologist Edmund Hoover (a Gozerian cult leader known as the Collector) over a rare book, the Gozerian Codex. After capturing Dr. Twitty, a portal opens to an afterlife dimension referred to by the Ghostbusters as the Ghost World. The Ghostbusters travel through the portal and encounter the spirits of Gozerian cultists. These spirits include Hoover, reborn as Sumerian demi-god Azetlor the Destroyer, whom the Ghostbusters defeat. A recurring symbol the team sees in these haunted locations is revealed to be a mandala representing a spiritual labyrinth running throughout the city, with major nodes positioned toward the library, museum, hotel, and in the Hudson River.[29][30] The mandala is powered by the ghosts that are drawn into it, increasing in power as they pass through each node, before being fed into the core to power a Destructor Form like Gozer's. The energy merges the Ghost World into the mortal realm, which could result in a disaster of apocalyptic proportions.[31]
Mayor Jock Mulligan places the team's nemesis, Walter Peck, in charge over the Ghostbusters' operations. The Ghostbusters cleanse the museum and hotel and defeat two cult leaders, the Chairman (Cornelius Wellesly) and the Spider-Witch (Evelyn Lewis). At the final node in the Hudson River, the team locates Ivo Shandor's island mansion rising from the water, and discovers that Ilyssa is the occultist's descendant.[32][33] It was Ilyssa's presence that triggered the mandala after Peck recommended her to curate the Gozer exhibit, leading the Ghostbusters to suspect that Shandor's spirit has possessed Peck to orchestrate events. They also discover machines built by the cultists pumping various colors of ectoplasmic slime into tunnels beneath the city, including the pink "mood slime" from their prior adventure, turning the municipality into a supernatural hotspot that allowed the spirit of Vigo the Carpathian to empower himself.[34] The Ghostbusters disable the pumps and destroy the creature producing the slime, closing the last node and sealing the mandala, trapping its accumulated energies.[35]
Returning to their headquarters, the Ghostbusters find that Ilyssa had been abducted and the team's ecto-containment unit had been shut down again, releasing their supernatural captives. Because the team disabled the mandala, the cultists retaliate by using the Ghostbusters' captives to provide an alternate energy for their Supreme Destructor and need Ilyssa for the ritual.[36] The Ghostbusters battle their way to the center of a mausoleum emerging in Central Park. Like Shandor's building on Central Park West where they defeated Gozer, it is also a gateway between dimensions. They discover that Ilyssa and Peck are both prisoners, and that Shandor has in fact possessed Mayor Mulligan while using Peck as his decoy and pawn to hinder their operations.[37][38] Seeing his god defeated by the Ghostbusters twice, Shandor decided to usurp Gozer's position and deal with them himself, having become godlike after making pacts with the Gozerian pantheon. Because Shandor is already dead, he would need a living blood relative (Ilyssa) nearby for his schemes to work. The Ghostbusters exorcise Shandor from the Mayor but are dragged into the Ghost World, where they battle Shandor's Destructor Form, a being called the Architect hell-bent on ruling a post-apocalyptic world as its god. Just as they had done to defeat Gozer, the Ghostbusters cross their proton streams, causing an explosion that destroys Shandor's avatar and sends the team home. They escape the collapsing mausoleum with Ilyssa, Peck, and Mayor Mulligan.[39][40]
During the credits, the four original Ghostbusters realize they are overstaffed, but offer the Rookie a position as the head of a yet-to-be-opened Ghostbusters franchise in another location.[41]
In-game likenesses of Ernie Hudson, Harold Ramis, Dan Aykroyd, and Bill Murray
In 2006, game developer ZootFly started to work on a Ghostbusters game before having secured the rights to develop the game from Sony. The company subsequently released videos of an early version of the game. The company was unable to secure the rights to develop the game as a Ghostbusters game, continuing to develop the game as a non-Ghostbusters-themed game renamed TimeO.[5]
Coincidentally, in 2007, Vivendi Games and developer Terminal Reality met with Sony Pictures to discuss the possibility of developing their own Ghostbusters video game.[42] The positive reaction that Zootfly's videos garnered helped sell the concept of such a game to Sony.[5] After a successful pitch, Terminal Reality started developing the game, eventually stating that the PlayStation 3 would be the lead development platform.[43] One feature of the game that Terminal Reality promoted was a crowd artificial intelligence system to be used extensively for a Thanksgiving Day parade level that was eventually cut from the final version.[44]
Development of the game went into limbo when Vivendi Games's merger with Activision to form Activision Blizzard was finalized. On July 28, 2008, Activision Blizzard announced that only five Sierra titles would be published through Activision, with Ghostbusters not being one of them. The Sierra PR team later confirmed that the game was not, and would not, be canceled.[46]
In October 2008, Infogrames, the parent company of Atari and Atari Interactive, announced they had picked up the publishing rights to Ghostbusters and The Chronicles of Riddick: Assault on Dark Athena from Activision.[47] to coincide with the 25th anniversary of the first film's theatrical release. Infogrames' announcement ended months of speculation. At the 2009 Consumer Electronics Show, Sony confirmed that the game would be released on June 16 in North America and June 19 in Europe, alongside Blu-ray releases of the Ghostbusters films.[1] In May 2009, Atari Europe sold the European publishing rights to the PlayStation versions of the game to Sony Computer Entertainment Europe for a June 2009 timed exclusive release on the PS3 and PS2, and an Autumn release for the PSP respectively.[8][48] Atari Europe announced they would still release the Wii, Xbox 360 and DS versions in the regions.[49] Following Namco Bandai Games' purchase of Atari's European operations and distribution handing over to Namco Bandai Partners, this release schedule remained intact.[50]
Terminal Reality reported total development costs between US$15 and 20 million. Terminal Reality had expressed interest in making a game based on the possible third Ghostbusters film,[51] though the studio has since shut down.[52]
The project allowed Dan Aykroyd and Harold Ramis to explore some aspects of the original films that they otherwise had not been able to in the past, such as the history of the Librarian Ghost.[citation needed] It also allowed Aykroyd and Ramis to pursue some of the ideas left out of the original script, including the appearance of Ivo Shandor as Gozer, who was intended to appear in the film's finale as the ghost of a man in a business suit.[citation needed] Other concepts used in the game, such as the alternate dimensions that open up during the latter half of the game, are based on the original Ghostbusters 3 concept Hellbent, which was in development hell during the 1990s.[citation needed]
Bill Murray made several demands, including equal screen time for all Ghostbuster characters, but was fully committed to the project.[53][failed verification]
Sigourney Weaver had initially turned down the offer to reprise her role of Dana Barrett when approached by Terminal Reality but showed interest when she learned that Murray was attached to the project. At this time, the game was too far into production and there was no role for Weaver.[54] Similarly, the team was interested in getting Rick Moranis to reprise his role as Louis Tully, but he declined the offer.[55] Despite the lack of character roles and involvement from Weaver and Moranis, Dana and Louis are both mentioned in the game.
In the remastered version, Harold Ramis was remembered at the end of the game's opening titles following his death in 2014.[56]
Ghostbusters: The Video Game was met with a generally positive reception. Greg Miller of IGN gave it 8.0 out of 10, describing the game as a "love letter to Ghostbusters fans" that "makes you feel like you are really a Ghostbuster". He lauded the CGIcutscenes as a positive feature but disliked the lip-sync and found the character animation to be stiff in the other cutscenes. Miller gave the Wii versio
Final Fantasy is mostly an anthology series with primary installments being stand-alone role-playing games, each with different settings, plots and main characters, but the franchise is linked by several recurring elements, including game mechanics and recurring character names. Each plot centers on a particular group of heroes who are battling a great evil, but also explores the characters' internal struggles and relationships. Character names are frequently derived from the history, languages, pop culture, and mythologies of cultures worldwide. The mechanics of each game involve similar battle systems and maps.
Final Fantasy has been both critically and commercially successful. Several entries are regarded as some of the greatest video games, with the series selling more than 185 million copies worldwide, making it one of the best-selling video game franchises of all time. The series is well known for its innovation, visuals, such as the inclusion of full-motion videos, photorealistic character models, and music by Nobuo Uematsu. It has popularized many features now common in role-playing games, also popularizing the genre as a whole in markets outside Japan.
The first installment of the series was released in Japan on December 18, 1987. Subsequent games are numbered and given a story unrelated to previous games, so the numbers refer to volumes rather than to sequels. Many Final Fantasy games have been localized for markets in North America, Europe, and Australia on numerous video game consoles, personal computers (PC), and mobile phones. As of June 2023, the series includes the main installments from Final Fantasy to Final Fantasy XVI, as well as direct sequels and spin-offs, both released and confirmed as being in development. Most of the older games have been remade or re-released on multiple platforms.[1]
Three Final Fantasy installments were released on the Nintendo Entertainment System (NES). Final Fantasy was released in Japan in 1987 and in North America in 1990.[2][3] It introduced many concepts to the console RPG genre, and has since been remade on several platforms.[3]Final Fantasy II, released in 1988 in Japan, has been bundled with Final Fantasy in several re-releases.[3][4][5] The last of the NES installments, Final Fantasy III, was released in Japan in 1990,[6] but was not released elsewhere until a Nintendo DSremake came out in 2006.[5]
The PlayStation console saw the release of three main Final Fantasy games. Final Fantasy VII (1997) moved away from the two-dimensional (2D) graphics used in the first six games to three-dimensional (3D) computer graphics; the game features polygonal characters on pre-rendered backgrounds. It also introduced a more modern setting, a style that was carried over to the next game.[3] It was also the second in the series to be released in Europe, with the first being Final Fantasy Mystic Quest. Final Fantasy VIII was published in 1999, and was the first to consistently use realistically proportioned characters and feature a vocal piece as its theme music.[3][13]Final Fantasy IX, released in 2000, returned to the series' roots, by revisiting a more traditional Final Fantasy setting, rather than the more modern worlds of VII and VIII.[3][14]
Three main installments, as well as one online game, were published for the PlayStation 2.[15][16][17]Final Fantasy X (2001) introduced full 3D areas and voice acting to the series, and was the first to spawn a sub-sequel (Final Fantasy X-2, published in 2003).[18][19] The first massively multiplayer online role-playing game (MMORPG) in the series, Final Fantasy XI, was released on the PS2 and PC in 2002, and later on the Xbox 360.[20][21] It introduced real-time battles instead of random encounters.[21]Final Fantasy XII, published in 2006, also includes real-time battles in large, interconnected playfields.[22][23] The game is also the first in the main series to utilize a world used in a previous game, namely the land of Ivalice, which was previously featured in Final Fantasy Tactics and Vagrant Story.[24]
In 2009, Final Fantasy XIII was released in Japan, and in North America and Europe the following year, for PlayStation 3 and Xbox 360.[25][26] It is the flagship installment of the Fabula Nova Crystallis Final Fantasy series[27] and became the first mainline game to spawn two sub-sequels (XIII-2 and Lightning Returns).[28] It was also the first game released in Chinese and high definition along with being released on two consoles at once. Final Fantasy XIV, a MMORPG, was released worldwide on Microsoft Windows in 2010, but it received heavy criticism when it was launched, prompting Square Enix to rerelease the game as Final Fantasy XIV: A Realm Reborn, this time to the PlayStation 3 as well, in 2013.[29]Final Fantasy XV is an action role-playing game that was released for PlayStation 4 and Xbox One in 2016.[30][31] Originally a XIII spin-off titled Versus XIII, XV uses the mythos of the Fabula Nova Crystallis series, although in many other respects the game stands on its own and has since been distanced from the series by its developers.[38] The sixteenth mainline entry, Final Fantasy XVI,[39] was released in 2023 for PlayStation 5.[40]
Square Enix has expanded the Final Fantasy series into various media. Multiple anime and computer-generated imagery (CGI) films have been produced that are based either on individual Final Fantasy games or on the series as a whole. The first was an original video animation (OVA), Final Fantasy: Legend of the Crystals, a sequel to Final Fantasy V. The story was set in the same world as the game, although 200 years in the future. It was released as four 30-minute episodes, first in Japan in 1994 and later in the United States by Urban Vision in 1998. In 2001, Square Pictures released its first feature film, Final Fantasy: The Spirits Within. The film is set on a future Earth invaded by alien life forms.[57]The Spirits Within was the first animated feature to seriously attempt to portray photorealistic CGI humans, but was considered a box office bomb and garnered mixed reviews.[57][58][59]
A 25-episode anime television series, Final Fantasy: Unlimited, was released in 2001 based on the common elements of the Final Fantasy series. It was broadcast in Japan by TV Tokyo and released in North America by ADV Films.
In 2005, Final Fantasy VII: Advent Children, a feature length direct-to-DVD CGI film, and Last Order: Final Fantasy VII, a non-canon OVA,[60] were released as part of the Compilation of Final Fantasy VII. Advent Children was animated by Visual Works, which helped the company create CG sequences for the games.[61] The film, unlike The Spirits Within, became a commercial success.[62][63][64][65]Last Order, on the other hand, was released in Japan in a special DVD bundle package with Advent Children. Last Order sold out quickly[66] and was positively received by Western critics,[67][68] though fan reaction was mixed over changes to established story scenes.[69]
Two animated tie-ins for Final Fantasy XV were released as part of a larger multimedia project dubbed the Final Fantasy XV Universe. Brotherhood is a series of five 10-to-20-minute-long episodes developed by A-1 Pictures and Square Enix detailing the backstories of the main cast. Kingsglaive, a CGI film released prior to the game in Summer 2016, is set during the game's opening and follows new and secondary characters.[70][71][72][73] In 2019, Square Enix released a short anime, produced by Satelight Inc, called Final Fantasy XV: Episode Ardyn – Prologue on their YouTube channel which acts as the background story for the final piece of DLC for Final Fantasy XV giving insight into Ardyn's past.
Square Enix also released Final Fantasy XIV: Dad of Light in 2017, an 8-episode Japanese soap opera based, featuring a mix of live-action scenes and Final Fantasy XIV gameplay footage.
As of June 2019, Sony Pictures Television is working on a live-action adaptation of the series with Hivemind and Square Enix. Jason F. Brown, Sean Daniel and Dinesh Shamdasani for Hivemind are the producers while Ben Lustig and Jake Thornton were attached as writers and executive producers for the series.[74]
Several video games have either been adapted into or have had spin-offs in the form of manga and novels. The first was the novelization of Final Fantasy II in 1989, and was followed by a manga adaptation of Final Fantasy III in 1992.[75][76] The past decade has seen an increase in the number of non-video game adaptations and spin-offs. Final Fantasy: The Spirits Within has been adapted into a novel, the spin-off game Final Fantasy Crystal Chronicles has been adapted into a manga, and Final Fantasy XI had a novel and manga set in its continuity.[77][78][79][80] Seven novellas based on the Final Fantasy VII universe have also been released. The Final Fantasy: Unlimited story was partially continued in novels and a manga after the anime series ended.[81] The Final Fantasy X and XIII series have also had novellas and audio dramas released. Final Fantasy Tactics Advance has been adapted into a radio drama, and Final Fantasy: Unlimited has received a radio drama sequel.
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.
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Army of Two is a third-person shootervideo game series developed by EA Montreal. The first game in the series, Army of Two, was released on March 6, 2008 for the Xbox 360 and PlayStation 3 consoles. Focusing on cooperative strategies, Army of Two's main feature is the necessity to use coordinated teamwork to accomplish the game's goals. While the game is meant to be played with another human as a partner, a "Partner Artificial Intelligence" (PAI) is also included and programmed to follow the player's strategies. Dependence on a partner (whether human or PAI) is so pronounced that most objectives are impossible to complete without it. A sequel, Army of Two: The 40th Day, was released in January 2010 in North America and Europe.[1] The third game in the series, Army of Two: The Devil's Cartel, was released on March 26, 2013 by Electronic Arts for the Xbox 360 and PlayStation 3.[2]
Tyson Rios - Tyson Rios originally worked as a mercenary for the private military contractor SSC (Security and Strategy Corporation) with his long-time partner Elliot Salem. They later left SSC to form their own private military firm called T.W.O (Tactical Worldwide Operations). Rios' life of combat eventually came to a tragic end from a car explosion, leading to a badly injured left leg and the presumed death of Salem. Unable to continue to work in the field, Rios commands T.W.O operatives as an executive.
Elliot Salem - Elliot Salem, together with his long-time partner Tyson Rios, originally worked as mercenaries for the private military contractor SSC (Security and Strategy Corporation) and later founded T.W.O. (Tactical Worldwide Operations). His actions appear by choices in Army of Two: The 40th Day; the ending is chosen from Jonah and is canon for Army of Two: The Devil's Cartel. Salem went insane after a seemingly fatal incident caused his partner and two other T.W.O. operatives, Alpha and Bravo, to abandon him to save hostage Fiona. This caused him to become a villain alongside his boss Bautista in The Devil's Cartel.
Alpha - One of the two playable characters in Army of Two: The Devil's Cartel . His name is not revealed so that the player may "project themselves into the character a bit more". Alpha is considered the de facto leader of the pair since he is often the one who comes up with the ideas and battle plans. He also keeps his hot-headed partner Bravo in check during tough situations and does his best to steer him in the right direction in order to complete the mission.
Bravo - The other playable character in Army of Two:The Devil's Cartel. His name is not revealed so that the player may "project themselves into the character a bit more". While Alpha is focused, calm and collected in battle, Bravo is the complete opposite: he's gung-ho, tough as nails and always ready for a fight. Besides that, he is mostly a funny, wise-guy comedian who loves to cracks jokes and make fun (especially of Alpha).
Army of Two: Dirty Money, written by John Ney Rieber and illustrated by Brandon McKinney, is a 2008 graphic novel which follows Rios and Salem through some of their earliest missions together working as private military contractors. The plot follows the corruption of the company they work for them. Rios and Salem work together as an "army of two", trying to stay alive and uncover the conspiracy within the company that employs them.
A six-issue miniseries called Army of Two: Across the Border was released in January 2010 by IDW Publishing and coincided with the release of the sequel game Army of Two: The 40th Day, with events taking place between the first and the second game.[10][11]
In 2008, there was a report that Universal Pictures had picked up the film rights to the game,[12] citing Universal's desire to "fast-track the project to begin production in 2009" and hiring Michael Mann to write the script and direct. Nothing came of it and the project is cancelled.
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.