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Folklore is the body of expressive culture shared by a particular group of people, culture or subculture.[1] This includes oral traditions such as tales, myths, legends,[a] proverbs, poems, jokes, and other oral traditions.[3][4] This also includes material culture, such as traditional building styles common to the group. Folklore also encompasses customary lore, taking actions for folk beliefs, and the forms and rituals of celebrations such as Christmas, weddings, folk dances, and initiation rites.[3]
Each one of these, either singly or in combination, is considered a folklore artifact or traditional cultural expression. Just as essential as the form, folklore also encompasses the transmission of these artifacts from one region to another or from one generation to the next. Folklore is not something one can typically gain from a formal school curriculum or study in the fine arts. Instead, these traditions are passed along informally from one individual to another, either through verbal instruction or demonstration.[5]
The academic study of folklore is called folklore studies or folkloristics, and it can be explored at the undergraduate, graduate, and Ph.D. levels.[6]
Overview[edit]



The word folklore, a compound of folk and lore, was coined in 1846 by the Englishman William Thoms,[7] who contrived the term as a replacement for the contemporary terminology of "popular antiquities" or "popular literature". The second half of the word, lore, comes from Old English lār 'instruction'. It is the knowledge and traditions of a particular group, frequently passed along by word of mouth.[8][9]
The concept of folk has varied over time. When Thoms first created this term, folk applied only to rural, frequently poor and illiterate peasants. A more modern definition of folk is a social group that includes two or more people with common traits who express their shared identity through distinctive traditions. "Folk is a flexible concept which can refer to a nation as in American folklore or to a single family."[10] This expanded social definition of folk supports a broader view of the material, i.e., the lore, considered to be folklore artifacts. These now include all "things people make with words (verbal lore), things they make with their hands (material lore), and things they make with their actions (customary lore)".[11] Folklore is no longer considered to be limited to that which is old or obsolete. These folk artifacts continue to be passed along informally, as a rule anonymously, and always in multiple variants. The folk group is not individualistic; it is community-based and nurtures its lore in community. "As new groups emerge, new folklore is created… surfers, motorcyclists, computer programmers".[12] In direct contrast to high culture, where any single work of a named artist is protected by copyright law, folklore is a function of shared identity within a common social group.[13]
Having identified folk artifacts, the professional folklorist strives to understand the significance of these beliefs, customs, and objects for the group, since these cultural units[14] would not be passed along unless they had some continued relevance within the group. That meaning can, however, shift and morph; for example, the Halloween celebration of the 21st century is not the All Hallows' Eve of the Middle Ages and even gives rise to its own set of urban legends independent of the historical celebration; the cleansing rituals of Orthodox Judaism were originally good public health in a land with little water, but now these customs signify for some people identification as an Orthodox Jew. By comparison, a common action such as tooth brushing, which is also transmitted within a group, remains a practical hygiene and health issue and does not rise to the level of a group-defining tradition.[15] Tradition is initially remembered behavior; once it loses its practical purpose, there is no reason for further transmission unless it has been imbued with meaning beyond the initial practicality of the action. This meaning is at the core of folkloristics, the study of folklore.[16]
With the increasing theoretical sophistication of the social sciences, it has become evident that folklore is a naturally occurring and necessary component of any social group; it is indeed all around us.[17] Folklore does not have to be old or antiquated; it continues to be created and transmitted, and in any group, it is used to differentiate between "us" and "them".
Origin and development of folklore studies[edit]
Folklore began to distinguish itself as an autonomous discipline during the period of romantic nationalism, in Europe. A particular figure in this development was Johann Gottfried von Herder, whose writings in the 1770s presented oral traditions as organic processes grounded in locale. After the German states were invaded by Napoleonic France, Herder's approach was adopted by many of his fellow Germans, who systematized the recorded folk traditions, and used them in their process of nation building. This process was enthusiastically embraced by smaller nations, like Finland, Estonia, and Hungary, which were seeking political independence from their dominant neighbors.[18]
Folklore, as a field of study, further developed among 19th century European scholars, who were contrasting tradition with the newly developing modernity. Its focus was the oral folklore of the rural peasant populations, which were considered as residue and survivals of the past that continued to exist within the lower strata of society.[19] The "Kinder- und Hausmärchen" of the Brothers Grimm (first published 1812) is the best known but by no means only collection of verbal folklore of the European peasantry of that time. This interest in stories, sayings and songs continued throughout the 19th century and aligned the fledgling discipline of folkloristics with literature and mythology. By the turn into the 20th century the number and sophistication of folklore studies and folklorists had grown both in Europe and North America. Whereas European folklorists remained focused on the oral folklore of the homogenous peasant populations in their regions, the American folklorists, led by Franz Boas and Ruth Benedict, chose to consider Native American cultures in their research, and included the totality of their customs and beliefs as folklore. This distinction aligned American folkloristics with cultural anthropology and ethnology, using the same techniques of data collection in their field research. This divided alliance of folkloristics between the humanities in Europe and the social sciences in America offers a wealth of theoretical vantage points and research tools to the field of folkloristics as a whole, even as it continues to be a point of discussion within the field itself.[20]
The term folkloristics, along with the alternative name folklore studies,[b] became widely used in the 1950s to distinguish the academic study of traditional culture from the folklore artifacts themselves. When the American Folklife Preservation Act (Public Law 94-201) was passed by the U.S. Congress in January 1976,[21] to coincide with the Bicentennial Celebration, folkloristics in the United States came of age.
"…[Folklife] means the traditional expressive culture shared within the various groups in the United States: familial, ethnic, occupational, religious, regional; expressive culture includes a wide range of creative and symbolic forms such as custom, belief, technical skill, language, literature, art, architecture, music, play, dance, drama, ritual, pageantry, handicraft; these expressions are mainly learned orally, by imitation, or in performance, and are generally maintained without benefit of formal instruction or institutional direction."
Added to the extensive array of other legislation designed to protect the natural and cultural heritage of the United States, this law also marks a shift in national awareness. It gives voice to a growing understanding that cultural diversity is a national strength and a resource worthy of protection. Paradoxically, it is a unifying feature, not something that separates the citizens of a country. "We no longer view cultural difference as a problem to be solved, but as a tremendous opportunity. In the diversity of American folklife we find a marketplace teeming with the exchange of traditional forms and cultural ideas, a rich resource for Americans".[22] This diversity is celebrated annually at the Smithsonian Folklife Festival and many other folklife fests around the country.
There are numerous other definitions. According to William Bascom major article on the topic there are "four functions to folklore":[23]
- Folklore lets people escape from repressions imposed upon them by society.
- Folklore validates culture, justifying its rituals and institutions to those who perform and observe them.
- Folklore is a pedagogic device which reinforces morals and values and builds wit.
- Folklore is a means of applying social pressure and exercising social control.
Definition of "folk"[edit]


The folk of the 19th century, the social group identified in the original term "folklore", was characterized by being rural, illiterate and poor. They were the peasants living in the countryside, in contrast to the urban populace of the cities. Only toward the end of the century did the urban proletariat (on the coattails of Marxist theory) become included with the rural poor as folk. The common feature in this expanded definition of folk was their identification as the underclass of society.[24]
Moving forward into the 20th century, in tandem with new thinking in the social sciences, folklorists also revised and expanded their concept of the folk group. By the 1960s it was understood that social groups, i.e. folk groups, were all around us; each individual is enmeshed in a multitude of differing identities and their concomitant social groups. The first group that each of us is born into is the family, and each family has its own unique family folklore. As a child grows into an individual, its identities also increase to include age, language, ethnicity, occupation, etc. Each of these cohorts has its own folklore, and as one folklorist points out, this is "not idle speculation… Decades of fieldwork have demonstrated conclusively that these groups do have their own folklore."[12] In this modern understanding, folklore is a function of shared identity within any social group.[13]
This folklore can include jokes, sayings and expected behavior in multiple variants, always transmitted in an informal manner. For the most part it will be learned by observation, imitation, repetition or correction by other group members. This informal knowledge is used to confirm and re-inforce the identity of the group. It can be used both internally within the group to express their common identity, for example in an initiation ceremony for new members. Or it can be used externally to differentiate the group from outsiders, like a folkdance demonstration at a community festival. Significant to folklorists here is that there are two opposing but equally valid ways to use this in the study of a group: you can start with an identified group in order to explore its folklore, or you can identify folklore items and use them to identify the social group.[25]
Beginning in the 1960s, a further expansion of the concept of folk began to unfold through the study of folklore. Individual researchers identified folk groups that had previously been overlooked and ignored. One notable example of this is found in an issue of the Journal of American Folklore, published in 1975, which is dedicated exclusively to articles on women's folklore, with approaches that had not come from a man's perspective.[c] Other groups that were highlighted as part of this broadened understanding of the folk group were non-traditional families, occupational groups, and families that pursued the production of folk items over multiple generations.
Folklorist Richard Dorson explained in 1976 that the study of folklore is "concerned with the study of traditional culture, or the unofficial culture" that is the folk culture, "as opposed to the elite culture, not for the sake of proving a thesis but to learn about the mass of [humanity] overlooked by the conventional disciplines".[26]
Folklore genres[edit]

Individual folklore artifacts are commonly classified as one of three types: material, verbal or customary lore. For the most part self-explanatory, these categories include physical objects (material folklore), common sayings, expressions, stories and songs (verbal folklore), and beliefs and ways of doing things (customary folklore). There is also a fourth major subgenre defined for children's folklore and games (childlore), as the collection and interpretation of this fertile topic is particular to school yards and neighborhood streets.[27] Each of these genres and their subtypes is intended to organize and categorize the folklore artifacts; they provide common vocabulary and consistent labeling for folklorists to communicate with each other.
That said, each artifact is unique; in fact one of the characteristics of all folklore artifacts is their variation within genres and types.[28] This is in direct contrast to manufactured goods, where the goal in production is to create identical products and any variations are considered mistakes. It is however just this required variation that makes identification and classification of the defining features a challenge. And while this classification is essential for the subject area of folkloristics, it remains just labeling, and adds little to an understanding of the traditional development and meaning of the artifacts themselves.[29]
Necessary as they are, genre classifications are misleading in their oversimplification of the subject area. Folklore artifacts are never self-contained, they do not stand in isolation but are particulars in the self-representation of a community. Different genres are frequently combined with each other to mark an event.[30] So a birthday celebration might include a song or formulaic way of greeting the birthday child (verbal), presentation of a cake and wrapped presents (material), as well as customs to honor the individual, such as sitting at the head of the table, and blowing out the candles with a wish. There might also be special games played at birthday parties which are not generally played at other times. Adding to the complexity of the interpretation, the birthday party for a seven-year-old will not be identical to the birthday party for that same child as a six-year-old, even though they follow the same model. For each artifact embodies a single variant of a performance in a given time and space. The task of the folklorist becomes to identify within this surfeit of variables the constants and the expressed meaning that shimmer through all variations: honoring of the individual within the circle of family and friends, gifting to express their value and worth to the group, and of course, the festival food and drink as signifiers of the event.
Verbal tradition[edit]

The formal definition of verbal lore is words, both written and oral, that are "spoken, sung, voiced forms of traditional utterance that show repetitive patterns."[31] Crucial here are the repetitive patterns. Verbal lore is not just any conversation, but words and phrases conforming to a traditional configuration recognized by both the speaker and the audience. For narrative types by definition have consistent structure, and follow an existing model in their narrative form.[d] As just one simple example, in English the phrase "An elephant walks into a bar…" instantaneously flags the following text as a joke. It might be one you have already heard, but it might be one that the speaker has just thought up within the current context. Another example is the child's song Old MacDonald Had a Farm, where each performance is distinctive in the animals named, their order and their sounds. Songs such as this are used to express cultural values (farms are important, farmers are old and weather-beaten) and teach children about different domesticated animals.[32]
Verbal folklore was the original folklore, the artifacts defined by William Thoms as older, oral cultural traditions of the rural populace. In his 1846 published call for help in documenting antiquities, Thoms was echoing scholars from across the European continent to collect artifacts of verbal lore. By the beginning of the 20th century these collections had grown to include artifacts from around the world and across several centuries. A system to organize and categorize them became necessary.[33] Antti Aarne published a first classification system for folktales in 1910. This was later expanded into the Aarne–Thompson classification system by Stith Thompson and remains the standard classification system for European folktales and other types of oral literature. As the number of classified oral artifacts grew, similarities were noted in items that had been collected from very different geographic regions, ethnic groups and epochs, giving rise to the Historic–Geographic Method, a methodology that dominated folkloristics in the first half of the 20th century.
When William Thoms first published his appeal to document the verbal lore of the rural populations, it was believed these folk artifacts would die out as the population became literate. Over the past two centuries this belief has proven to be wrong; folklorists continue to collect verbal lore in both written and spoken form from all social groups. Some variants might have been captured in published collections, but much of it is still transmitted orally and indeed continues to be generated in new forms and variants at an alarming rate.
Below is listed a small sampling of types and examples of verbal lore.
- Aloha
- Ballads
- Blessings
- Bluegrass
- Chants
- Charms
- Cinderella
- Country music
- Cowboy poetry
- Creation stories
- Curses
- English similes
- Epic poetry
- Fable
- Fairy tale
- Folk belief
- Folk etymologies
- Folk metaphors
- Folk poetry
- Folk music
- Folksongs
- Folk speech
- Folktales of oral tradition
- Ghostlore
- Greetings
- Hog-calling
- Insults
- Jokes
- Keening
- Latrinalia
- Legends
- Limericks
- Lullabies
- Myth
- Oaths
- Leave-taking formulas
- Fakelore
- Place names
- Prayers at bedtime
- Proverbs
- Retorts
- Riddle
- Roasts
- Sagas
- Sea shanties
- Street vendors
- Superstition
- Tall tale
- Taunts
- Toasts
- Tongue-twisters
- Urban legends
- Word games
- Yodeling
Material culture[edit]
The genre of material culture includes all artifacts that can be touched, held, lived in, or eaten. They are tangible objects with a physical or mental presence, either intended for permanent use or to be used at the next meal. Most of these folklore artifacts are single objects that have been created by hand for a specific purpose; however, folk artifacts can also be mass-produced, such as dreidels or Christmas decorations. These items continue to be considered folklore because of their long (pre-industrial) history and their customary use. All of these material objects "existed prior to and continue alongside mechanized industry. … [They are] transmitted across the generations and subject to the same forces of conservative tradition and individual variation"[31] that are found in all folk artifacts. Folklorists are interested in the physical form, the method of manufacture or construction, the pattern of use, as well as the procurement of the raw materials.[34] The meaning to those who both make and use these objects is important. Of primary significance in these studies is the complex balance of continuity over change in both their design and their decoration.
In Europe, prior to the Industrial Revolution, everything was made by hand. While some folklorists of the 19th century wanted to secure the oral traditions of the rural folk before the populace became literate, other folklorists sought to identify hand-crafted objects before their production processes were lost to industrial manufacturing. Just as verbal lore continues to be actively created and transmitted in today's culture, so these handicrafts can still be found all around us, with possibly a shift in purpose and meaning. There are many reasons for continuing to handmake objects for use, for example these skills may be needed to repair manufactured items, or a unique design might be required which is not (or cannot be) found in the stores. Many crafts are considered as simple home maintenance, such as cooking, sewing and carpentry. For many people, handicrafts have also become an enjoyable and satisfying hobby. Handmade objects are often regarded as prestigious, where extra time and thought is spent in their creation and their uniqueness is valued.[35] For the folklorist, these hand-crafted objects embody multifaceted relationships in the lives of the craftspeople and the users, a concept that has been lost with mass-produced items that have no connection to an individual craftsperson.[36]
Many traditional crafts, such as ironworking and glass-making, have been elevated to the fine or applied arts and taught in art schools;[37] or they have been repurposed as folk art, characterized as objects whose decorative form supersedes their utilitarian needs. Folk art is found in hex signs on Pennsylvania Dutch barns, tin man sculptures made by metalworkers, front yard Christmas displays, decorated school lockers, carved gun stocks, and tattoos. "Words such as naive, self-taught, and individualistic are used to describe these objects, and the exceptional rather than the representative creation is featured."[38] This is in contrast to the understanding of folklore artifacts that are nurtured and passed along within a community.[e]
Many objects of material folklore are challenging to classify, difficult to archive, and unwieldy to store. The assigned task of museums is to preserve and make use of these bulky artifacts of material culture. To this end, the concept of the living museum has developed, beginning in Scandinavia at the end of the 19th century. These open-air museums not only display the artifacts, but also teach visitors how the items were used, with actors reenacting the everyday lives of people from all segments of society, relying heavily on the material artifacts of a pre-industrial society. Many locations even duplicate the processing of the objects, thus creating new objects of an earlier historic time period. Living museums are now found throughout the world as part of a thriving heritage industry.
This list represents just a small sampling of objects and skills that are included in studies of material culture.
Customs[edit]
Customary culture is remembered enactment, i.e. re-enactment. It is the patterns of expected behavior within a group, the "traditional and expected way of doing things"[39][40] A custom can be a single gesture, such as thumbs down or a handshake. It can also be a complex interaction of multiple folk customs and artifacts as seen in a child's birthday party, including verbal lore (Happy Birthday song), material lore (presents and a birthday cake), special games
Final Fantasy VII # 4 w/ Custom Sounds
Final Fantasy VII theme by Cooper Brubacher
Download: FinalFantasyVII_4.p3t

(3 backgrounds)
| Final Fantasy VII | |
|---|---|
North American cover art, featuring the game's protagonist, Cloud Strife | |
| Developer(s) | Square |
| Publisher(s) |
|
| Director(s) | Yoshinori Kitase |
| Producer(s) | Hironobu Sakaguchi |
| Programmer(s) | Ken Narita |
| Artist(s) | |
| Writer(s) | Yoshinori Kitase Kazushige Nojima |
| Composer(s) | Nobuo Uematsu |
| Series | Final Fantasy |
| Platform(s) | |
| Release | January 31, 1997 |
| Genre(s) | Role-playing |
| Mode(s) | Single-player |
Final Fantasy VII[a] is a 1997 role-playing video game developed by Square for the PlayStation console and the seventh main installment in the Final Fantasy series. Square published the game in Japan, and it was released in other regions by Sony Computer Entertainment, becoming the first game in the main series to have a PAL release. The game's story follows Cloud Strife, a mercenary who joins an eco-terrorist organization to stop a world-controlling megacorporation from using the planet's life essence as an energy source. Ensuing events send Cloud and his allies in pursuit of Sephiroth, a superhuman who seeks to wound the planet and harness its healing power in order to be reborn as a god. Throughout their journey, Cloud bonds with his party members, including Aerith Gainsborough, who holds the secret to saving their world.
Development began in 1994, originally for the Super Nintendo Entertainment System. After delays and technical difficulties from experimenting with several platforms, most notably the Nintendo 64, Square moved production to the PlayStation, largely due to the advantages of the CD-ROM format. Veteran Final Fantasy staff returned, including series creator and producer Hironobu Sakaguchi, director Yoshinori Kitase, and composer Nobuo Uematsu. The title was the first in the series to use full motion video and 3D computer graphics, featuring 3D character models superimposed over 2D pre-rendered backgrounds. Although the gameplay remained mostly unchanged from previous entries, Final Fantasy VII introduced more widespread science fiction elements and a more realistic presentation. The combined development and marketing budget amounted to approximately US$80 million.
Final Fantasy VII received widespread commercial and critical success and remains widely regarded as a landmark title, and it is regarded as one of the greatest and most influential video games ever made. The title won numerous Game of the Year awards and was acknowledged for boosting the sales of the PlayStation and popularizing Japanese role-playing games worldwide. Critics praised its graphics, gameplay, music, and story, although some criticism was directed towards the original English localization. Its success has led to enhanced ports on various platforms, a multimedia subseries called the Compilation of Final Fantasy VII, and a high definition remake trilogy currently comprising Final Fantasy VII Remake (2020), and Final Fantasy VII Rebirth (2024).
Gameplay[edit]
The gameplay of Final Fantasy VII is similar to earlier Final Fantasy titles and Japanese role-playing games.[1] The game features three modes of play: the world map, the field, and the battle screen.[2][3]: 15, 20 At its grandest scale, players explore the world of Final Fantasy VII on a 3D world map.[4] The world map contains representations of areas for the player to enter, including towns, environments, and ruins.[5] Natural barriers—such as mountains, deserts, and bodies of water—block access by foot to some areas; as the game progresses, the player receives vehicles that help traverse these obstacles.[3]: 44 Chocobos can be found in certain spots on the map, and if caught, can be ridden to areas inaccessible on foot or by vehicle.[3]: 46 In field mode, the player navigates fully scaled versions of the areas represented on the world map.[4] VII marks the first time in the series that the mode is represented in a three-dimensional space. In this mode, the player can explore the environment, talk with characters, advance the story, and initiate event games.[3]: 15 Event games are short minigames that use special control functions and are often tied to the story.[3]: 18 While in field mode, the player can also find shops and inns. Shops allow the player to buy and sell items that can aid Cloud and his party, such as weapons, armor, and accessories. Inns restore the hit points and mana points of characters who rest at them and cure abnormalities contracted during battles.[3]: 17

At random intervals on the world map and in field mode, and at specific moments in the story, the game will enter the battle screen, which places the player characters on one side and the enemies on the other. It employs an "Active Time Battle" (ATB) system, in which the characters exchange moves until one side is defeated.[1][2] The damage or healing dealt by either side is quantified on screen. Characters have several statistics that determine their effectiveness in battle; for example, hit points determine how much damage they can take, and magic determines how much damage they can inflict with spells. Each character on the screen has a time gauge; when a character's gauge is full, the player can input a command for them. The commands change as the game progresses, and are dependent on the characters in the player's party and their equipment. Commands include attacking with a weapon, casting magic, using items, summoning monsters, and other actions that either damage the enemy or aid the player characters. Final Fantasy VII also features powerful, character-specific commands called Limit Breaks, which can be used only after a special gauge is charged by taking enemy attacks. After being attacked, characters can be afflicted by one or more abnormal "statuses", such as poison or paralysis. These statuses and their adverse effects can be removed by special items or abilities or by resting at an inn. Once all enemies are defeated, the battle ends and the player is rewarded with money, items, and experience points. If the player is defeated, it is game over and the game must be loaded to the last save point.[3]: 20–27
When not in battle, the player can use the menu screen, where they can review each character's status and statistics, use items and abilities, change equipment, save the game when on the world map or at a save point, and manage orbs called Materia. Materia are the main method of customizing characters in Final Fantasy VII, and can be added to equipment to provide characters with new magic spells, monsters to summon, commands, statistical upgrades, and other benefits.[6] Materia level up through their own experience point system and can be combined to create different effects.[3]: 30–42
Synopsis[edit]
Setting and characters[edit]
Final Fantasy VII takes place on a world referred to in-game as the "Planet" and retroactively named "Gaia".[7][8] The planet's lifeforce, called the Lifestream, is a flow of spiritual energy that gives life to everything on the Planet; its processed form is known as "Mako".[9] On a societal and technological level, the game has been defined as an industrial or post-industrial science fiction setting.[10] During Final Fantasy VII, the Shinra Electric Power Company, a world-dominating megacorporation headquartered in the city of Midgar, is draining the Planet's Lifestream for energy, weakening the Planet and threatening its existence and all life.[11] Significant factions within the game include AVALANCHE, an eco-terrorist group seeking Shinra's downfall so the Planet can recover;[8] the Turks, a covert branch of Shinra's security forces;[12] SOLDIER, an elite Shinra fighting force created by enhancing humans with Mako;[13] and the Cetra, a near-extinct human tribe which maintains a strong connection to the Planet and the Lifestream.[14]
The main protagonist is Cloud Strife, an aloof mercenary who claims to be a former 1st Class SOLDIER. Early on, he works with two members of AVALANCHE: Barret Wallace, its brazen but fatherly leader; and Tifa Lockhart, a shy yet nurturing martial artist and his childhood friend. During their journey, they meet Aerith Gainsborough, a carefree flower merchant and one of the last surviving Cetra;[14][15] Red XIII, an intelligent quadruped from a tribe that protects the planet;[16] Cait Sith, a fortune-telling robotic cat controlled by repentant Shinra staff member Reeve;[3][17] and Cid Highwind, a pilot whose dream of being the first human in outer space was unrealized.[18] The group can also recruit Yuffie Kisaragi, a young ninja and skilled Materia thief; and Vincent Valentine, a former Turk and victim of Shinra's experiments.[19] The game's main antagonists are Rufus Shinra, the son of President Shinra and the later leader of the Shinra Corporation;[20] Sephiroth, a former SOLDIER who reappears several years after being presumed dead;[3] and Jenova, a hostile extraterrestrial life-form who the Cetra imprisoned 2,000 years ago and who Sephiroth was created from.[21][22][23] A key character in Cloud's backstory is Zack Fair, a member of SOLDIER and Aerith's first love.[24]
Plot[edit]
AVALANCHE destroys a Shinra Mako reactor in Midgar, but an attack on another reactor goes wrong and Cloud falls into the city's slums. There, he meets Aerith and protects her from Shinra.[25][26] Meanwhile, Shinra finds AVALANCHE's base of operations and intentionally collapses part of the upper city level in retaliation for the Mako reactor being destroyed, killing many AVALANCHE members and innocent bystanders as collateral damage.[27] Aerith is also captured since Shinra believes that as a Cetra, she can potentially reveal the "Promised Land", which they believe is overflowing with Lifestream energy they can exploit.[28][29] Cloud, Barret, and Tifa rescue Aerith, and during their escape from Midgar, discover that Sephiroth murdered President Shinra despite being presumed dead five years earlier.[30] The party pursues Sephiroth across the Planet, with now-President Rufus on their trail; they are soon joined by the rest of the playable characters.
At a Cetra temple, Sephiroth reveals he intends to use a powerful magical artifact known as "Black Materia" to cast the spell "Meteor", which would have a devastating impact on the Planet. Sephiroth claims he will absorb the Lifestream as it attempts to heal the wound caused by Meteor, and become a god-like being in the process.[31] The party retrieves the Black Materia, but Sephiroth manipulates Cloud into surrendering it. Aerith departs alone to stop Sephiroth and follows him to an abandoned Cetra city. While Aerith prays to the Planet for help, Sephiroth attempts to force Cloud to kill her; after this fails, he kills her himself before fleeing, leaving the White Materia behind.[32] The party then learns of Jenova, a hostile alien lifeform who landed on the Planet two thousand years prior to the game's events. Upon arrival on the Planet, Jenova began infecting the Cetra with a virus, and they were nearly wiped out. However, a small group managed to seal away Jenova in a tomb, which Shinra later unearthed. At Nibelheim, Jenova's cells were used in experiments which led to the creation of Sephiroth.[21][32] Five years before the game's events, Sephiroth and Cloud visited Nibelheim, where Sephiroth learned of his origins and was driven insane as a result. He murdered the townspeople, and then vanished after Cloud confronted him.
At the Northern Crater, the party learns that the "Sephiroths" they have encountered are Jenova clones who the insane Shinra scientist Hojo created. Cloud confronts the real Sephiroth as he is killing his clones to reunite Jenova's cells, but is again manipulated into giving him the Black Materia. Sephiroth then taunts Cloud by showing another SOLDIER in his place in his memories of Nibelheim, suggesting that Cloud is a failed clone of Sephiroth.[33] Sephiroth summons Meteor and seals the Crater as Cloud falls into the Lifestream and Rufus captures the party.
After escaping Shinra, the party discovers Cloud at an island hospital in a catatonic state from Mako poisoning, and Tifa decides to stay as his caretaker. When a planetary defense force called Weapon attacks the island, the two fall into the Lifestream,[34] where Tifa helps Cloud reconstruct his memories. Cloud was a mere infantryman who was never accepted into SOLDIER; the SOLDIER in his memories was his friend Zack. At Nibelheim, Cloud ambushed and wounded Sephiroth after the latter's mental breakdown, but Jenova preserved Sephiroth's life. Hojo experimented on Cloud and Zack for four years, injecting them with Jenova's cells and Mako. They managed to escape, but Zack was killed in the process. The trauma of these events triggered an identity crisis in Cloud, and he constructed a false persona based around Zack's stories and his own fantasies.[32][35] Cloud accepts his past and reunites with the party, who learn that Aerith's prayer to the Planet had been successful: the Planet had attempted to summon Holy to prevent Meteor's impact, but Sephiroth prevented it from having any effect.
Shinra fails to destroy Meteor, but manages to defeat a Weapon and puncture the Northern Crater, seemingly killing Rufus and several other personnel. After killing Hojo, who is revealed to be Sephiroth's biological father,[21] the party descends to the Planet's core through the opening in the Northern Crater and defeats both Jenova and Sephiroth. The party escapes and Holy is summoned once again, destroying Meteor with help from the Lifestream.[36] Five hundred years later, Red XIII is seen with two cubs looking out over the ruins of Midgar, which are now covered in greenery, showing that the planet has healed.
Development[edit]
Initial concept talks for Final Fantasy VII began in 1994 at Square studio, following the completion of Final Fantasy VI. As with the previous installment, series creator Hironobu Sakaguchi reduced his role to producer and granted others a more active role in development: these included Yoshinori Kitase, one of the directors of FFVI. The next installment was planned as a 2D game for Nintendo's Super Nintendo Entertainment System (Super NES). After creating an early 2D prototype of it, the team postponed development to help finish Chrono Trigger.[37] Once Chrono Trigger was completed, the team resumed discussions for Final Fantasy VII in 1995.[37][38]
The team discussed continuing the 2D strategy, which would have been the safe and immediate path just prior to the imminent industry shift toward 3D gaming; such a change would require radical new development models.[37] The team decided to take the riskier option and make a 3D game on new generation hardware but had yet to choose between the cartridge-based Nintendo 64 or the CD-ROM-based PlayStation from Sony Computer Entertainment.[37] The team also considered the Sega Saturn console and Microsoft Windows.[39] Their decision was influenced by two factors: a highly successful tech demo based on Final Fantasy VI using the new Softimage 3D software, and the escalating price of cartridge-based games, which was limiting Square's audience.[37][40][41] Tests were made for a Nintendo 64 version, which would use the planned 64DD peripheral despite the lack of 64DD development kits and the prototype device's changing hardware specifications. This version was discarded during early testing, as the 2000 polygons needed to render the Behemoth monster placed excessive strain on the Nintendo 64 hardware, causing a low frame rate.[37] It would have required an estimated thirty 64DD discs to run Final Fantasy VII properly with the data compression methods of the day.[42] Faced with both technical and economic issues on Nintendo's current hardware, and impressed by the increased storage capacity of CD-ROM when compared to the Nintendo 64 cartridge, Square shifted development of Final Fantasy VII, and all other planned projects, onto the PlayStation.[37]
In contrast to the visuals and audio, the overall gameplay system remained mostly unchanged from Final Fantasy V and VI, but with an emphasis on player control.[43] The initial decision was for battles to feature shifting camera angles. Battle arenas had a lower polygon count than field areas, which made creating distinctive features more difficult.[40] The summon sequences benefited strongly from the switch to the cinematic style, as the team had struggled to portray their scale using 2D graphics.[44] In his role as producer, Sakaguchi placed much of his effort into developing the battle system.[24] He proposed the Materia system as a way to provide more character customization than previous Final Fantasy games: battles no longer revolved around characters with innate skills and roles in battle, as Materia could be reconfigured between battles.[40] Artist Tetsuya Nomura also contributed to the gameplay; he designed the Limit Break system as an evolution of the Desperation Attacks used in Final Fantasy VI. The Limit Breaks served a purpose in gameplay while also evoking each character's personality in battle.[24][40]
Square retained the passion-based game development approach from their earlier projects, but now had the resources and ambition to create the game they wanted. This was because they had extensive capital from their earlier commercial successes, which meant they could focus on quality and scale rather than obsessing over and working around their budget.[37] Final Fantasy VII was at the time one of the most expensive video game projects ever, costing an estimated US$40 million, which adjusted for inflation came to $61 million in 2017.[37][45][46] Development of the final version took a staff of between 100 and 150 people just over a year to complete. As video game development teams were usually only 20 people, the game had what was described as the largest development team of any game up to that point.[37][44] The development team was split between both Square's Japanese offices and its new American office in Los Angeles; the American team worked primarily on city backgrounds.[42]
Art design[edit]
The game's art director was Yusuke Naora, who had previously worked as a designer for Final Fantasy VI. With the switch into 3D, Naora realized that he needed to relearn drawing, as 3D visuals require a very different approach than 2D. With the massive scale and scope of the project, Naora was granted a team devoted entirely to the game's visual design. The department's duties included illustration, modeling of 3D characters, texturing, the creation of environments, visual effects, and animation.[47] The Shinra logo, which incorporated a kanji symbol, was drawn by Naora personally.[48] Promotional artwork, in addition to the logo artwork, was created by Yoshitaka Amano, an artist whose association with the series went back to its inception.[49] While he had taken a prominent role in earlier entries, Amano was unable to do so for Final Fantasy VII, due to commitments at overseas exhibitions.[8][49] His logo artwork was based on Meteor: when he saw images of Meteor, he was not sure how to turn it into suitable artwork. In the end, he created multiple variations of the image and asked staff to choose which they preferred.[50] The green coloring represents the predominant lighting in Midgar and the color of the Lifestream, while the blue reflected the ecological themes present in the story. Its coloring directly influenced the general coloring of the game's environments.[47]
Another prominent artist was Nomura. Having impressed Sakaguchi with his proposed ideas, which were handwritten and illustrated rather than simply typed on a PC, Nomura was brought on as main character designer.[24] Nomura stated that when he was brought on, the main scenario had not been completed, but he "went along like, 'I guess first off you need a hero and a heroine', and from there drew the designs while thinking up details about the characters. After [he'd] done the hero and heroine, [he] carried on drawing by thinking what kind of characters would be interesting to have. When [he] handed over the designs [he'd] tell people the character details [he'd] thought up, or write them down on a separate sheet of paper".[51] Something that could not be carried over from earlier titles was the chibi sprite art, as that would not fit with the new graphical direction. Naora, in his role as an assistant character designer and art director, helped adjust each character's appearance so the actions they performed were believable. When designing Cloud and Sephiroth, Nomura was influenced by his view of their rivalry mirroring the legendary animosity between Miyamoto Musashi and Sasaki Kojirō, with Cloud and Sephiroth being Musashi and Kojirō respectively. Sephiroth's look was defined as "kakkoii", a Japanese term combining good looks with coolness.[40] Several of Nomura's designs evolved substantially during development. Cloud's original design of slicked-back black hair with no spikes was intended to save polygons and contrast with Sephiroth's long, flowing silver hair. However, Nomura feared that such masculinity could prove unpopular with fans, so he redesigned Cloud to feature a shock of spiky, bright blond hair. Vincent's occupation changed from researcher to detective to chemist, and finally to a former Turk with a tragic past.[8][24]
Scenario[edit]
Sakaguchi was responsible for writing the initial plot, which was quite different from the final version.[52] In this draft for the planned SNES version, the game's setting was envisioned as New York City in 1999. Similar to the final story, the main characters were part of an organization trying to destroy Mako reactors, but they were pursued by a hot-blooded detective named Joe. The main characters would eventually blow up the city. An early version of the Lifestream concept was present at this stage.[37][41][52] According to Sakaguchi, his mother had died while Final Fantasy III was being developed, and choosing life as a theme helped him cope with her passing in a rational and analytical manner.[44] Square eventually used the New York setting in Parasite Eve (1998).[41] While the planned concept was dropped, Final Fantasy VII still marked a drastic shift in setting from previous entries, dropping the Medieval fantasy elements in favor of a world that was "ambiguously futuristic".[53]
Oblivion Dark Brotherhood
Oblivion Dark Brotherhood theme by Terry Hunter
Download: DarkBrotherhood.p3t

(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.
Xenosaga Fan
Xenosaga Fan theme by Yazuka
Download: XenosagaFan.p3t

(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.
Guilty Gear Generations EX
Guilty Gear Generations EX theme by Ishiwatari
Download: Guilty_Gear_EX.p3t

(4 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.
REDNAVE’s Killzone Theme
REDNAVE’s Killzone theme by Evander
Download: REDNAVE_Killzone_Theme.p3t

(8 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.
SOCOM: Confrontation – JS3
SOCOM: Confrontation – JS3 theme by Jedi / JayStation3
Download: SOCOM_Confrontation_-_JS3.p3t

(3 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.
Unreal Tournament 3 #2
Unreal Tournament 3 theme by Harry
Download: UnrealTournament3_2.p3t

(2 backgrounds)
| Unreal Tournament 3 | |
|---|---|
| Developer(s) | Epic Games |
| Publisher(s) | Midway Games |
| Producer(s) | Jeffrey Kennedy Morris Michael V. Capps |
| Designer(s) | Steve Polge Jim Brown David Ewing |
| Programmer(s) | Steve Polge |
| Artist(s) | Jerry O'Flaherty Shane Caudle Paul David Jones |
| Writer(s) | Michael V. Capps |
| Composer(s) | Jesper Kyd Rom Di Prisco Kevin Riepl |
| Series | Unreal |
| Engine | Unreal Engine 3 |
| Platform(s) | Microsoft Windows PlayStation 3 Xbox 360 |
| Release | Microsoft WindowsPlayStation 3Xbox 360 |
| Genre(s) | First-person shooter |
| Mode(s) | Single-player, multiplayer |
Unreal Tournament 3 (UT3) is a first-person arena shooter video game developed by Epic Games and published by Midway Games. Part of the Unreal franchise, it is the fourth game in the Unreal Tournament series, and the eighth and final game overall; its name is in reflection of the game being the first in the franchise to use Unreal Engine 3. It was released on November 19, 2007, for Microsoft Windows, December 10 for the PlayStation 3, and on July 3, 2008, for the Xbox 360. OS X and Linux ports were planned, but they were eventually cancelled. A free-to-play version, entitled Unreal Tournament 3 X, was leaked in late 2022 and cancelled in 2023.[4]
Similar to its predecessors, Unreal Tournament 3 is primarily an online multiplayer title. There are eight modes, including Deathmatch, Capture the Flag, as well as modes like Duel, Warfare, Betrayal and Greed. In vehicle maps, the player is equipped with a hover board, which allows players to quickly traverse large maps and grapple onto other teammates' vehicles. The game's single-player campaign does not follow a plot based around the eponymous tournament, but rather a Necris attack that occurs on a colony on an unknown planet, releasing armed Kralls, a warlike race of aliens, on the humans.
The game received positive reviews from critics, and sold more than 1 million copies worldwide.
Gameplay[edit]
Similar to the prior entries of the series, the game is primarily an online multiplayer title offering several game modes, including large-scale Warfare, Capture the Flag, and Deathmatch. It also includes an extensive offline multiplayer game with an in-depth story, beginning with a simple tournament ladder and including team members with unique personalities. The following game modes are included:
- Deathmatch
- Team Deathmatch
- Capture the Flag
- Duel – a one versus one game mode. It uses a queuing system: the winner stays, and the loser goes back to the end of the queue. A typical match lasts fifteen minutes with the winner being the player with the most kills.
- Warfare – a mix of Onslaught and Assault game modes. While basic game rules are equal to those of Onslaught, Warfare adds countdown nodes (which, after being captured and defended for a certain period of time, create a vehicle or trigger an event helpful to the capturing team) as well as the orb, which can be used to instantly capture and defend nodes.
- Vehicle Capture the Flag – Capture the Flag, with vehicles as part of the map; this game mode is distinct from the standard Capture the Flag mode. Also, players are given a hoverboard rather than a translocator.
- Betrayal – this game type places freelance players on teams, and when the members of each team kill enemies, the pot for that team grows. Anybody on a team with a pot can betray the rest of the team by shooting them, thus taking the pot, but they must defend themselves from the betrayed teammates for 30 seconds after that, or the teammates receive extra points.
- Greed – a game mode that (like the UT2004 mod of the same name) focuses on collecting skulls dropped from dead players and capturing them in the opposing team's base. For Greed, the game uses all Capture the Flag and Vehicle Capture the Flag maps.
Modes not returning from the prior Unreal Tournament games include Invasion, Mutant (having been later on partially replaced by the Titan mutator in the UT3 Titan Pack), Onslaught (replaced by Warfare), Bombing Run, Last Man Standing, Domination, and Double Domination. Assault was removed from the game during production.[5]
In this installment of Unreal Tournament, the vehicles are split into two factions, the Axon vehicles and Necris vehicles. The Axon vehicles are the same vehicles from Unreal Tournament 2004, but several have significant game play changes. In addition, on vehicle maps every player is equipped with a personal hover board, a skateboard-like device that allows players to quickly traverse large maps and grapple onto other teammates' vehicles. The hover board is vulnerable to attack, and any hit will knock the player off the board and disable him or her for several seconds, leaving the player exposed and vulnerable. The player cannot use any weapons while on the board.
Plot[edit]
Unlike the prior Unreal Tournament games, the single-player campaign does not follow a plot based around the Tournament Grand Championship, and therefore several of the teams within Unreal Tournament 3 are not Tournament competitors. The five playable factions are: the Iron Guard, a team of human mercenaries affiliated with the Axon; the Ronin, a band of four survivors of a Skaarj attack on a human colony; Liandri studius, a series of advanced humanoid robots custom-built or retrofitted for combat; the Krall, a warlike race of aliens formerly under the leadership of the Skaarj, returning from their initial appearance in the original Unreal; and the Necris, warriors who have undergone the process of the same name, making them stronger at the expense of replacing their biological processes with "Nanoblack", effectively turning them into undead soldiers (hence the name, Necris). In the Campaign, players control members of the Ronin, and the Necris serve as the chief antagonists.
In the game's story, a Necris attack occurs on the Twin Souls colony of Taryd, an Earth-like planet, releasing bloodthirsty reptilian Krall on the humans. The colony is defenseless, but a group of soldiers called 'Ronin' arrive on the scene, defending the survivors. Reaper, the group's leader, is caught in the explosion of an incoming rocket and passes out, but not before seeing an unknown Necris woman, revealed to be Necris High Inquisitor Akasha, executing a wounded soldier next to him. Reaper is rescued by Othello and Jester and wakes up in the base of the Izanagi, a megacorporation with a large private army, and meets with their leader Malcolm, a celebrated former tournament champion. Malcolm promises Reaper and the rest of Ronin that if they join the Izanagi, they will take the fight to the Necris and avenge the massacre of Twin Souls.
The missions of the campaign are identical to multiplayer matches, with the only difference being the enemies are computer-controlled bots instead of human players. The Izanagi pits Ronin against the Axon in a campaign to seize their vehicle technology, and then begins a campaign against the Liandri to seize their rich Tarydium mines, both of which are required for sustaining a war against the Necris. Shortly after this, the Necris launch a surprise invasion of Taryd, destroying cities and massacring civilians. The Necris are seen deploying tentacle-like tubes carrying Nanoblack into the planet's surface from orbit, in order to terraform the entire world. The Izanagi then mount a counterattack, and Ronin is sent on several missions to push the Necris back. After successfully repelling the Necris assault and ending the invasion, Reaper and the rest of Ronin decide to break ranks and pursue the Necris to their homeworld, Omicron-6, in an effort to kill Akasha for good.
Finally cornering Akasha in her last sanctuary on Omicron-6, Reaper defeats her in a duel and kills her with his rocket launcher. However, it is revealed that Malcolm has betrayed Ronin, allowing Necris troops to surround and kill Jester, Bishop, and Othello. Reaper swears revenge on Malcolm before powering up his rocket launcher and leaping to attack the Necris.
Development and release[edit]
The game was announced in May 2005, as Unreal Tournament 2007 for a 2006 release,[6] but the game was delayed until the first half of 2007.[7] The game was renamed to Unreal Tournament 3.[8] The original Unreal Tournament uses the first Unreal Engine, while UT2003 and UT2004 use Unreal Engine 2. Since 2004 incorporates all of the content from 2003, they are regarded as part of the same generation. UT3 is the third generation, as it runs on Unreal Engine 3 and does not reuse any content.[9] The game also uses motion blur effects.
Windows version[edit]
A limited collector's edition of the game features an exclusive collector's edition tin and a hardcover art book. A bonus DVD is also included, featuring more than twenty hours of Unreal Engine 3 tool kit video tutorials, the history of the Unreal Tournament series, and behind-the-scenes footage of the making of Unreal Tournament 3. The Limited Collector's Edition was sold in the United States, Canada, Latin America, Europe, South Africa, Australia and most other territories.[10]
PlayStation 3 version[edit]
The PlayStation 3 version supports community-made mods that can be uploaded and downloaded to the PS3's HDD or external media, as well as mouse and keyboard inputs. The 1.1 patch was released in March 2008. It adds the ability for players using the North American and European versions to play together, fixes problems with some USB headsets, and displays the lowest pinging servers at the top of the server list. Some updates are only applied on the North American version, since the PAL version released in March 2008 was already partially updated.[11] The 2.0 patch was released on March 5, 2009, and adds better PC mod support, split screen, smarter AI, forty-eight obtainable Trophies, server-side improvements, an improved map vote, local multiplayer, and a new user interface. Online and LAN multiplayer for this version was terminated in July 2014, following the shutdown of all GameSpy servers.
Xbox 360 version[edit]
Upon release, the Xbox 360 version had five exclusive maps, two exclusive characters, a two-player split screen mode,[12] and all the downloadable content released by Epic already on the disc. With the release of the PS3 and PC "Titan Upgrade" patch on March 5, these versions offered the formerly exclusive Xbox 360 content, as well as other content.[13] The Xbox 360 version does not support user-generated mods, as additional content has to be verified by Microsoft before being released. It is the only version to support controllers only.
Cancelled Linux and Mac OS X versions[edit]
The Linux and Mac OS X versions of the game were planned to be released as downloadable installers that work with the retail disc. Ryan C. Gordon has uploaded screenshots of the game, dating from September 2008, running on both platforms.[14][15] In May 2009, Ryan stated that the UT3 port for Linux was still in process,[16] but later in December 2010, Steve Polge revealed that the Linux port would never be released, making it the second Unreal Tournament game not to be released on Linux.[17]
Soundtrack[edit]
Unreal Tournament 3: The Soundtrack is primarily based on the original Unreal Tournament score, which was composed by Straylight Productions and Michiel van den Bos.[18][19] Jesper Kyd and Rom Di Prisco remixed many of UT99's tracks and composed several other original tracks, which were released on November 20, 2007, by Sumthing Else. Sandhya Sanjana was featured as a guest vocalist. Kevin Riepl did also contribute in music production for the game, scoring the cutscenes as well as a few in-game music tracks.[20]
Titan Pack and Black Edition[edit]
A free update titled Titan Pack was released for the PC in March 2009; the PS3 version of the pack was released on March 19. The pack includes five maps and two characters that were formerly exclusive to the Xbox 360 version, along with eleven brand-new maps, two new game modes ("Greed" and "Betrayal"), and the Titan Mutator. The Titan Mutator causes a player to grow in size as they do better, while carrying alternative weapons and power-ups. The expansion also includes a new power-up, a new vehicle, two new deployables, and the addition of stinger turrets. A new patch was also released in conjunction with the Titan Pack, which allowed for various AI improvements (especially in vehicle modes), networking performance upgrades and added support for Steam Achievements (PC) and Trophies (PS3). It also adds a two-player split screen mode (formerly exclusive to the 360 version) and mod browsing for the PS3 version.
The Black Edition is a complete Unreal Tournament 3 package—included is the complete UT3 (with patch 2.0) as well as the Titan Pack.
Unreal Tournament 3 X[edit]
The game's online servers for the Windows version were shutdown on in January 2023, in order to focus on supporting the Epic Online Services. In December 2022, a free-to-play version, entitled Unreal Tournament 3 X, was leaked on Steam, meaning that the game would be using the Epic Online Services and full cross-play between Steam, GOG.com, and the Epic Games Store, with the latter platform being added when it released. Epic Games was to self-publish this version, and was slated for a 2023 release, but the development of this version was cancelled and the Steam page was reverted to its original name without any announcement.
Reception[edit]
This section needs expansion. You can help by adding to it. (March 2016) |
| Aggregator | Score |
|---|---|
| GameRankings | PC: 83%[21] PS3: 86%[22] X360: 83%[23] |
| Metacritic | PC: 83/100[24] PS3: 86/100[25] X360: 82/100[26] |
| Publication | Score |
|---|---|
| Computer and Video Games | 8.9/10[27] |
| Edge | 8/10[28] |
| Eurogamer | PC: 8/10[29] PS3: 9/10[30] |
| GameSpot | PC: 8.5/10[31] PS3: 8.5/10[32] X360: 8/10[33] |
| GamesRadar+ | |
| GameZone | X360: 8.5/10[35] |
| Giant Bomb | X360: |
| IGN | PC: 9/10[37] PS3: 9/10[38] X360: 8.5/10[39] |
| The Guardian | X360: |
| PC Advisor | |
| PC Pro | |
| Thunderbolt | PC: 6/10[43] |
Unreal Tournament 3 received positive reviews from critics. Xbox Magazine rated it 8.5 out of 10.[44] PlayStation: the Official Magazine gave it 5 stars out of 5 in its February 2008 issue, commending the game for graphics and gameplay. By March 2008, UT3 had sold over a million copies worldwide.[45][46]
References[edit]
- ^ "Midway Press Release: PR 2007-11-19 A". June 22, 2008. Archived from the original on June 22, 2008. Retrieved March 20, 2023.
- ^ "Midway Press Release: PR 2007-12-10 B". June 22, 2008. Archived from the original on June 22, 2008. Retrieved March 20, 2023.
- ^ "Midway Press Release: PR 2008-07-07 A". October 1, 2008. Archived from the original on October 1, 2008. Retrieved March 20, 2023.
- ^ Plunkett, Luke (June 5, 2023). "Looks Like Epic Very Quietly Cancelled An Unreal Tournament Release". Kotaku. Archived from the original on July 4, 2023. Retrieved September 1, 2023.
- ^ "Unreal Tournament 3 '1UP Preview' from GameVideos". Gamevideos.1up.com. February 26, 2007. Archived from the original on March 29, 2016. Retrieved March 19, 2016.
Metal Gear Solid 4 #2
Army Strong


