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Uncharted: Drake’s Fortune theme by Matthew ‘jrtman’ Long
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| Uncharted: Drake's Fortune | |
|---|---|
North American cover art featuring the titular protagonist Nathan Drake in a jungle | |
| Developer(s) | Naughty Dog |
| Publisher(s) | Sony Computer Entertainment |
| Director(s) | Amy Hennig |
| Designer(s) | Richard Lemarchand Hirokazu Yasuhara |
| Programmer(s) |
|
| Artist(s) | |
| Writer(s) |
|
| Composer(s) | Greg Edmonson |
| Series | Uncharted |
| Platform(s) | PlayStation 3 |
| Release | |
| Genre(s) | Action-adventure, third-person shooter |
| Mode(s) | Single-player |
Uncharted: Drake's Fortune is a 2007 action-adventure game developed by Naughty Dog and published by Sony Computer Entertainment. It is the first game in the Uncharted series and was released in November 2007 for PlayStation 3. The game follows Nathan Drake, the supposed descendant of explorer Sir Francis Drake, as he searches for the lost treasure of El Dorado with journalist Elena Fisher and mentor Victor Sullivan.
The development of Uncharted: Drake's Fortune began in 2005, and saw Naughty Dog altering their approach to development, as they sought to create a humanized video game that was distinct from their other entries, settling on an action-adventure game with platforming elements and a third-person perspective. The team regularly updated or wholly changed various aspects related to the story, coding, and the game's design which lead to delays. The development team found influence for many of the game's aesthetic elements from film, pulp magazines, and movie serials.
Extensively marketed as a PlayStation exclusive, Uncharted: Drake's Fortune received generally favorable reviews, with praise for its technical achievements, cast, characters, story, music, and production values, drawing similarities to blockbuster films. It faced some criticism for its graphical issues, short length, vehicle sections, and marked difficulty. Uncharted: Drake's Fortune sold one million copies after ten weeks of release. It was followed by the sequel Uncharted 2: Among Thieves in 2009, and was re-released on PlayStation 4 as part of Uncharted: The Nathan Drake Collection.
The central character of Uncharted: Drake's Fortune is Nathan Drake (voiced by Nolan North), a renowned adventurer who claims to be the descendant of the famous explorer Sir Francis Drake. Together with his mentor Victor Sullivan (voiced by Richard McGonagle) and journalist Elena Fisher (voiced by Emily Rose), Drake embarks on a quest to discover the hidden riches of El Dorado.[3]
Treasure hunter Nathan "Nate" Drake, accompanied by reporter Elena Fisher, recovers the coffin of his self-proclaimed ancestor Sir Francis Drake, having located it from coordinates inscribed on a family heirloom: a ring Nate wears around his neck.[4] The coffin contains Sir Francis' diary, which gives the location of El Dorado. Pirates attack and destroy Nate's boat, but Nate's friend and mentor, Victor "Sully" Sullivan, rescues the two in his seaplane. Fearing Elena's reporting will attract potential rivals, Nate and Sully abandon her at a dock.
Nate and Sully discover an alcove that once held a large statue after following the diary to the indicated spot, and realize that El Dorado is not a city but rather a golden idol.[5] They find a Nazi U-boat, which contains a page from Drake's diary showing the statue was taken to an island. However, mercenaries led by criminal Gabriel Roman (Simon Templeman), to whom Sully owes a substantial debt, and his lieutenant Atoq Navarro (Robin Atkin Downes), intercept Nate and Sully. Sully is shot in the chest and collapses, but Nate manages to escape, encounters Elena, and flies with her to the island.[6]
On the way, anti-aircraft fire forces Elena and Nate to bail out and they are separated. After retrieving supplies from the wrecked seaplane, Nate heads toward an old fort to find Elena. After Nate is briefly captured by pirates led by his old associate Eddy Raja (James Sie), Elena breaks him free and they flee to the island's old customs house. After finding records showing the statue was moved further inland to the monastery, they find that Sully is somehow alive and accompanying Roman and Navarro.[7] Nate and Elena find and rescue Sully who, having survived due to Drake's diary blocking the bullet, explains he was buying time for Nate by misleading Roman.
Searching through a mausoleum, Nate overhears an argument between Roman, Navarro, and Eddy, revealing that Roman hired Eddy to capture Nate and secure the island, with the reward being a share of El Dorado. Following Nate's escape, Roman doubts Eddy's abilities and ignores his claim that something cursed on the island is killing his men, leading him to dismiss Eddy and his crew. Regrouping, Nate and Elena find a passage leading to a treasure vault, in which they find the body of Drake, assuming that he died searching for the treasure. They encounter a terrified Eddy and a crew member, shortly before they are attacked by mutated humans who kill the crew member; despite Nate's efforts, Eddy is also killed when one drags him into a pit.
Nate and Elena escape and find themselves in an abandoned German bunker. Venturing into the base, Nate discovers that the Germans had sought the statue during World War II, but like the Spaniards before them, became cursed by the statue, causing them to become mutants. Sir Francis, knowing of the statue's power, attempted to keep it on the island by destroying the ships and flooding the city, before he too was killed by the mutants.[8]
Nate returns to find Elena has been captured by Roman and Navarro. Regrouping with Sully, he fails to stop them from reaching the statue. Navarro, aware of the curse, tricks Roman into opening the statue, revealing it to be a sarcophagus containing a mummy infected with an airborne mutagenic virus. Upon Roman turning into one of the mutants, Navarro kills him and takes control of his men. Berating Nate's group for not being imaginative, he plans to sell the virus as a biological weapon.[9] Nate jumps onto the sarcophagus and rides it as it is airlifted onto a boat in the bay. He engages and defeats Navarro and manages to sink both the sarcophagus and him to the bottom of the ocean.[10] Sully arrives, and after Nate and Elena display affection towards each other, they leave the island with several chests of treasure.[11]

Gameplay in Uncharted is a combination of action-adventure gameplay elements and some 3D platforming with a third-person perspective. Platforming elements allow Nate to jump, swim, grab and move along ledges, climb and swing from ropes, and perform other acrobatic actions that allow players to make their way along the ruins in the various areas of the island that Drake explores.[12]
When facing enemies, the player can either use melee and combo attacks at close range to take out foes or can opt to use weapons.[12] Melee attacks comprise a variety of single punches, while combo attacks are activated through specific sequences of button presses that, when timed correctly, offer much greater damage; the most damaging of these is the specific "brutal combo", which forces enemies to drop twice the ammunition they would normally leave.[12] Nate can only carry one pistol and one rifle at a time, and there is a limited amount of ammunition per gun. Picking up a different firearm switches that weapon for the new one. Grenades are also available at certain points, and the height of the aiming arc is adjusted by tilting the Sixaxis controller up or down. These third-person perspective elements were compared by several reviewers to Gears of War,[3][12] in that the player can have Drake take cover behind walls, and use either blind fire or aimed fire to kill enemies. In common with the aforementioned game, Uncharted lacks an actual on-screen health bar; instead, when the player takes damage, the graphics begin to lose color. While resting or taking cover for a brief period, Drake's health level, indicated by the screen color, returns to normal.[12]
The game also includes vehicle sections, where Drake must protect the jeep he and Elena are in using a mounted turret, and where Drake and Elena ride a jet ski along water-filled routes while avoiding enemy fire and explosive barrels. While players direct Drake in driving the jet ski, they may also control Elena by aiming the gun in order to use her weapon — either the grenade launcher or the Beretta, depending on the chapter — in defense, or to clear the barrels from their path.[12]
The game also features reward points, which can be gained by collecting 60 hidden treasures in the game that glimmer momentarily[13] or by completing certain accomplishments, such as achieving a number of kills using a specific weapon, performing a number of headshots, or using specific methods of killing enemies.[14] In subsequent playthroughs of the game, the player can use these rewards points to unlock special options; these include in-game bonuses such as alternate costumes and unlimited ammunition[13] but also non-game extras, such as making-of videos and concept art.[15] There are also several references to other Naughty Dog games, especially the Jak and Daxter series; this is done through the "Ottsel" branding on Drake and Fisher's wetsuits,[16] a reference to the species that mixes otter and weasel found in the game, and the strange relic found in one of the earlier chapters, which is actually a precursor orb from the same series.
The game is censored when playing on a Japanese console to remove blood, which normally appears when shooting enemies; this follows the trend of other censored console games in the region, such as Dead Rising and Resistance: Fall of Man.[17]
After completing Jak 3, Naughty Dog assembled their most technically talented staff members and began development of Uncharted: Drake's Fortune under the codename Big.[18][19] The game's development commenced in 2005 and it was in full production for about two years, with a small team of engineers working on the game for about a year beforehand.[20] Naughty Dog decided to create a brand new IP rather than opt to develop a PlayStation 3 Jak and Daxter game—they wanted to create a franchise suitable for the new hardware, in order to develop such ideas as realistic human characters instead of stylized ones owing to limitations of previous hardware, as well as create something "fresh and interesting", although termed as 'stylized realism'.[20] Inspiration was drawn from various sources in the action and adventure genres: pulp magazines, movie serials, and more contemporary titles like Indiana Jones and National Treasure.[21] The team felt the sources shared themes of mystery and "what-if scenarios" that romanticized adventure and aimed to include those in Uncharted.[18]

The game was first unveiled at E3 2006.[22] From early previews of the game, inevitable comparisons of elements such as platforming and shooting between Uncharted and the well-known Tomb Raider series were drawn, earning the title the nickname of "Dude Raider".[21][23] However, the developers saw their game as concentrating more on third-person cover-based play, in contrast to Tomb Raider's "auto-aiming" play and greater puzzle-solving elements.[20] Other influences they cited include Resident Evil 4,[24] Kill Switch, and Gears of War.[25] Throughout the game's development the staff tried to remain flexible and detached from the original design concepts; attention was focused on the features that worked well, while features that did not work were removed.[26] The development team intended the game's main setting, the island, to play a big role in the overall experience. Feeling too many games used bleak, dark settings with monochromatic color schemes, they wanted the island to be a vibrant, believable game world that immersed the player and encouraged exploration.[18]
In designing the characters, the artists aimed for a style that was photorealistic.[21] The creators envisioned the main protagonist, Nathan Drake, as more of an everyman character than Lara Croft, shown as clearly under stress in the game's many firefights, with no special training and constantly living at the edge of his abilities.[20][23] Director Amy Hennig felt a heavily armored, "tough as nails" protagonist with a large weapon was not a suitable hero and decided a "tenacious and resourceful" character would portray more human qualities. Supporting characters (Elena Fisher and Victor Sullivan) were included to avoid a dry and emotionless story.[21] Fisher's character underwent changes during development; in early trailers for the game, the character had dark brown hair, but ultimately the color changed to blonde and the style was altered.[27][28] The writing of the story was led by Hennig with help from Neil Druckmann and Josh Scherr.[29] The lead game designer was Richard Lemarchand,[30] with the game co-designed by Hirokazu Yasuhara, a former Sega game designer best known for designing the early Sonic the Hedgehog games.[31]
The game went gold in the middle of October 2007.[20] A demo was then released on November 8 on the PlayStation Network[32] before its final release on November 19 in North America, December 6 in Australia, and December 7 in Europe.[33] The demo was first placed on the North American store, and was initially region-locked such that it would only play on a North American PS3,[34] but this was later confirmed as a mistake, as the developers were apparently unaware that people from different regions could sign up for a North American account and download the demo; a region-free demo was released soon after.[35]
Uncharted uses the Cell microprocessor to generate dozens of layered character animations to portray realistic expressions and fluid movements, which allow for responsive player control.[36] The PlayStation 3's graphics processing unit, the RSX Reality Synthesizer, employed several functions to provide graphical details that helped immerse the player into the game world: lighting models, pixel shaders, dynamic real-time shadowing, and advanced water simulation.[36] The new hardware allowed for processes that the team had never used in PlayStation 2 game development and required them to quickly familiarize themselves with the new techniques; for example, parallel processing and pixel shaders. While Blu-ray afforded greater storage space, the team became concerned with running out of room several times — Uncharted used more and bigger textures than previous games, and included several languages on the disc.[37] Gameplay elements requiring motion sensing, such as throwing grenades and walking across beams, or rear-ending massive logs up the scooter, were implemented to take advantage of the Sixaxis controller.[18] A new PlayStation 3 controller, the DualShock 3, was unveiled at the 2007 Tokyo Game Show, and featured force feedback vibration. Uncharted was also on display at the show with demonstrations that implemented limited support for vibration.[38]
Being Naughty Dog's first PlayStation 3 game, the project required the company to familiarize themselves with the new hardware and resulted in several development mistakes.[37] The switch from developing for the PlayStation 2 to the PlayStation 3 prompted the staff to implement changes to their development technology. Naughty Dog switched to the industry standard language C++ to participate in technology sharing among Sony's first-party developers—the company had previously used their own proprietary programming language GOAL, a Lisp-based language. In rewriting their game code, they decided to create new programming tools as well. This switch, however, delayed the team's progress in developing a prototype, as the new tools proved to be unreliable and too difficult to use. Ten months into full production, the team decided to recreate the game's pipeline, the chain of processing elements designed to progress data through a system. In retrospect, Naughty Dog's Co-President Evan Wells considered this the greatest improvement to the project.[26] Additionally, the animation blending system was rewritten several times to obtain the desired character animations.[18]
The game was patched on August 4, 2008 in Europe and North America to version 1.01 to include support for the PlayStation 3's Trophy system.[39] There are 47 trophies in the game that match the medals that can already be won in the game and one further trophy, the Platinum trophy, awarded when all other trophies have been collected; Uncharted was the first Naughty Dog game to include the Platinum trophy type.[40] Similar to other PlayStation 3 titles that receive trophy support via downloaded patches, players must start a new save game to be awarded trophies, regardless of how many medals they received in previous playthroughs. This was enforced because the developers wanted to avoid the sharing of save data in order to gain trophies they did not earn.[41] The patch was described as "incredibly easy" to implement, owing to the game already containing preliminary support for Trophies via its Medals system; it was also stated that these hooks were already included due to Naughty Dog's belief that Sony would roll out the Trophy system before the game's launch in November 2007.[41] Despite mentioning that the game was developed as a franchise and that it lent itself to episodic content,[20] it was later stated that no downloadable content would be made for Uncharted.[42]
During the Closed Beta of PlayStation Home on October 11, 2008, Naughty Dog released an Uncharted themed game space for PlayStation Home. This space is "Sully's Bar" from the game. In this space, users can play an arcade mini-game called "Mercenary Madness", which during the Closed Beta, there were rewards. The rewards were removed with the release of the Home Open Beta. There are also three other rooms in this space: during the Closed Beta, users had to find out codes for the doors that accessed these rooms. The code entry to the rooms was also removed with the release of the Home Open Beta. The three other rooms are the "Artifact Room", "Archives", and "Smuggler's Den". There is an artifact viewer in the Archives and Smuggler's Den rooms. Also in the Archives, there is a video screen that previews Uncharted 2: Among Thieves. The Artifact Room only features seating and different artifacts for users to look at. This space was one of the first five-game spaces of the PlayStation Home Open Beta in North America, which Home went Open Beta on December 11.[43] This space was released to the European version on November 5, 2009, almost a year after the Open Beta release. Naughty Dog has also released a game space for Uncharted's sequel on October 23, making Uncharted the first game series to have a game space for both games in its series.[44]
| Aggregator | Score |
|---|---|
| Metacritic | 88/100[45] |
| Publication | Score |
|---|---|
| 1Up.com | 8.5/10[12] |
| Edge | 8/10[46] |
| Famitsu | 36/40[47] |
| Game Informer | 8.75/10[3] |
| GamePro | 4.25/5[48] |
| GameSpot | 8.0/10[15] |
| GameSpy | 4.5/5[14] |
| IGN | 9.1/10[13] |
| PlayStation: The Official Magazine | |
| PlayStation Universe | 9.0/10[50] |
| Publication | Award |
|---|---|
| IGN | Best Action Game (2007), PS3 Game of the Year (2007), Best Graphics Technology (PS3 2007), Best Original Score (PS3 2007)[51] |
Uncharted: Drake's Fortune received generally favorable reviews from game critics.[45] Game Informer complimented the visuals and dialogue between the characters Drake and Fisher, calling them stunning and entertaining respectively.[28] They further added that the production values appeared high, citing the level of detail and musical score.[52] PlayStation Magazine echoed similar statements about the visuals and compared them to that of Crysis.[18][53]
The overall presentation of the game received unanimous praise from critics, who recognized the game's high production values, describing them as "top-notch",[54] "incredible"[15] or comparing them to those found in Hollywood.[14] When combined with the overall style of the game, this led many reviewers to compare Uncharted to summer blockbuster films,[3][55][56] with the action and theme of the game drawing comparisons to the Indiana Jones film series and Tomb Raider.[15][55] As part of the presentation, the game's story and atmosphere were also received well.[3][55] The depth of the characters was praised, each having "their own tone".[55] The voice acting was also received well, as the cast "nails its characterizations"; overall, the voice acting was described as a "big-star performance",[14] "superb"[56] and "stellar".[3] Game designer Tim Schafer, well known as the creator of the early LucasArts adventure games such as The Secret of Monkey Island, has also lauded the game, saying he "liked it a lot", and jokingly thanked it for teaching him a new fashion tip (Nathan Drake's "half-tucked" shirt).[57]
The technical achievements in creating this presentation were also lauded. The graphics and visuals were a big part of this, including appreciation of the "lush" jungle environments,[3][12][15] with lighting effects greatly adding to them.[56] The game's water effects were also appreciated.[54] Overall, many reviewers commented that, at the time, it was one of the best-looking PlayStation 3 games available.[48] Further to the graphical aspects, both facial animation and the animation of characters,[16][56] such as Nate's "fluid" animations as he performs platforming sections were noted,[3] although the wilder animations of enemies reacting to being shot were over-animated "to perhaps a laug
Destructoid theme by Jayeugene
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This article needs additional citations for verification. (December 2023) |
Logo featuring the website's mascot, Mr. Destructoid[1] | |
Type of site | Video game blog |
|---|---|
| Owner | Gamurs Group |
| URL | destructoid |
| Registration | Optional (free) |
| Launched | March 16, 2006 |
| Current status | Active |
Destructoid is a website that was founded as a video game-focused blog in March 2006 by Yanier Gonzalez, a Cuban-American cartoonist and author.[2] Enthusiast Gaming acquired the website in 2017 and sold it to Gamurs Group in 2022.
Destructoid was owned by Yanier "Niero" Gonzalez so that he could attend the Electronic Entertainment Expo (E3) in 2006.[3] After being rejected, Gonzalez began writing original editorials and drawing cartoons which were picked up by established gaming blogs like Joystiq[4] and Kotaku.[5] In 2007, the site relaunched with user blogs, forums, and a team of contributors. Yanier's blog was moved off the home page in favor of a staff-edited, multi-author format. Similar to IGN, Destructoid offers free registration and readers can submit off-homepage blogs.
After E3, Gonzalez appeared at the press conference dressed as Mr. Destructoid (Destructoid's robot mascot, shown on logos and promotional material) to hand out promotional flyers. Its original editorial work gained mainstream syndication including the web show Hey Ash, Whatcha Playin'?, now syndicated on GameTrailers. The Mr. Destructoid costume was redesigned in 2012 by Volpin Props, featuring animated LED circuitry, and is still active as their mascot at press events.
In 2017 the site was acquired by Enthusiast Gaming, a company based in Toronto.[6] Enthusiast sold the website to Gamurs Group in September 2022.[7]
Destructoid is split into six main sections: the Homepage where editors post daily news and reviews, the Community Blogs, the Videos section which consist of original skits and trailers, the Chat Forums, the Buy/Sell area where community members trade games, and the Fight area where members can play games against each other.
From 2010 to 2013, Destructoid produced the twice-weekly, in-studio video game news show, the Destructoid Show on Revision 3,[8] daily live video streams like Kingdom of Foom and MASH TacticS [9] on Twitch, and semi-regular video skits like Hey Ash Whatcha Playin, The Jimquisition, Storm's Adventures, and others on YouTube.[citation needed]
Destructoid reviews editor Jim Sterling ran a weekly podcast with associate editor Jonathan Holmes and Conrad Zimmerman. When Sterling left Destructoid, the podcast was taken over by a new host with much less frequent updates.[citation needed]
In 2008, Jim Sterling, a Destructoid editor, took part in a sponsored gaming marathon raising money for young cancer patients. Raising $3,000 for the charity, Sterling and friend John Kershaw played a selection of games from the SingStar franchise, effectively singing almost non-stop for twelve hours. The event was broadcast live online for the duration of the event.[10]
In 2009, Niero, and other Destructoid editors continued the gaming marathon tradition on October 17–18 for cancer awareness raising $4,835.60 for Extra Life children's hospital in Texas.[11]
In 2010, the Destructoid office hosted a 24-hour gaming marathon for the charity Extra Life. Community members raised over $6,000 for Children's Miracle hospitals in Texas.[citation needed] Destructoid has also partnered with Revision 3 to build a clean water well in Africa through the Charity Water organization.[citation needed]
In 2011, Destructoid hosted another marathon for Extra Life, raising $6909.16 for Children's Miracle Hospitals.[12] He also made a Mario Kart 7 community called "Destructoid". This community has a Bob-omb icon displayed on it. The slogan of this community is "Dtoid FNF yo".
In 2012, Destructoid hosted a 56-hour livestream on its Dtoid.tv channel, which raised over $7,000 for Habitat for Humanity. The Gonzalez flew to Costa Rica and assisted the build of a 32-house government project for families living in extreme poverty in Liberia.[13]
Destructoid has been nominated for several awards in video game coverage. The site was nominated for the inaugural Games Media Awards in 2007 under the "Non-Commercial Website or Blog" category.[14] Destructoid was also selected as an Official Webby Honoree in the Games-Related category of the 11th Annual Webby Awards in 2007.[15] They were nominated by the International Academy of Digital Arts and Sciences in 2009 in the same category.[16][17]
The site's mascot, Mr. Destructoid, has appeared in various console, mobile, and PC video games, and as an emote on Twitch.[1]
In 2007, it was announced that Hudson Entertainment, the American branch of Hudson Soft had teamed up with Destructoid to develop and introduce a playable character based on Mr. Destructoid, into its Xbox Live Arcade game Bomberman Live.[18][19][20][21] Mr. Destructoid later appeared in Bomberman Ultra, the PlayStation 3 port of Bomberman Live. Mr. Destructoid's head is available as an unlockable helmet in PixelJAM's game Dino Run, by entering the password "totinos" in the cheats menu. This was included as an in-joke, because that particular brand of pizza was a favorite of one of the editors, and he in turn was a friend of the game's developers. The code was revealed in one chapter of the Podtoid podcast.
In 2008, Destructoid's mascot was also included in the platform game Eternity's Child, but was later removed after a scathing review of the game on the web site.[22][23] Mr. Destructoid also appeared in Agent MOO: Maximum Overdeath on Xbox Live Indie Games along with Ron Workman, Destructoid's former community manager.
In 2010, it was announced that Mr. Destructoid would be appearing in the upcoming XBLA release of Raskulls.[24] Later that year it was discovered that Chapter 2–18 in Super Meat Boy is called "Destructoid". The game was acclaimed by many of the editors, taking Destructoid's Game Of The Show at the Penny Arcade Expo earlier in July. Mr. Destructoid also appears in the flash game Pirates vs. Ninjas,[25] by Bardo Entertainment.
In 2011, Mr. Destructoid appeared as a non-playable character in BiteJacker, a game created by the Bytejacker show on the iPhone as a VIP Character. Your score increases the longer that he remains on screen. In July Destructoid's reviews editor, Jim Sterling, became a playable character in The Blocks Cometh.[26] Later that month Mr. Destructoid appeared in Twisted Pixel's Ms. Splosion Man[27] as a destroyable villain during challenge mode, and again as a ball-swallowing fixture in Zen Studio's Pinball FX as part of the Ms. Splosion Man pinball table.[28] On August 1 Mr. Destructoid became a playable character in Arcade Jumper on iOS.[29] The remake of the classic arcade game Burgertime also features Mr. Destructoid as a playable character.[30]
In 2012, Mr. Destructoid was revealed as a playable character in Spicy Horse's Big Head Bash, where his rooster gun shoots similar but smaller "cocks".[31] He is also a non-playable monster enemy in MonsterMind (Facebook Game) and a machinegun accessory in PerfectWorld's Blacklight Retribution. In the game Retro City Rampage, several of Destructoid's staff appeared in the game as unlockable player skins that are available by going to MJ's Face-R-Us and entering the coupon code DTOID.[citation needed]
In 2014, Microsoft added an official Mr. Destructoid outfit to the Xbox Live Avatar Marketplace.[32]
In 2016, a Mr. Destructoid flag was added as a cosmetic item in Rocket League.[33]
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Haze is traditionally an atmospheric phenomenon in which dust, smoke, and other dry particulates suspended in air obscure visibility and the clarity of the sky. The World Meteorological Organization manual of codes includes a classification of particulates causing horizontal obscuration into categories of fog, ice fog, steam fog, mist, haze, smoke, volcanic ash, dust, sand, and snow.[1] Sources for particles that cause haze include farming (ploughing in dry weather), traffic, industry, windy weather, volcanic activity and wildfires. Seen from afar (e.g. an approaching airplane) and depending on the direction of view with respect to the Sun, haze may appear brownish or bluish, while mist tends to be bluish grey instead. Whereas haze often is considered a phenomenon occurring in dry air, mist formation is a phenomenon in saturated, humid air. However, haze particles may act as condensation nuclei that leads to the subsequent vapor condensation and formation of mist droplets; such forms of haze are known as "wet haze".
In meteorological literature, the word haze is generally used to denote visibility-reducing aerosols of the wet type suspended in the atmosphere. Such aerosols commonly arise from complex chemical reactions that occur as sulfur dioxide gases emitted during combustion are converted into small droplets of sulfuric acid when exposed. The reactions are enhanced in the presence of sunlight, high relative humidity, and an absence of air flow (wind). A small component of wet-haze aerosols appear to be derived from compounds released by trees when burning, such as terpenes. For all these reasons, wet haze tends to be primarily a warm-season phenomenon. Large areas of haze covering many thousands of kilometers may be produced under extensive favorable conditions each summer.
Haze often occurs when suspended dust and smoke particles accumulate in relatively dry air. When weather conditions block the dispersal of smoke and other pollutants they concentrate and form a usually low-hanging shroud that impairs visibility and may become a respiratory health threat if excessively inhaled. Industrial pollution can result in dense haze, which is known as smog.
Since 1991, haze has been a particularly acute problem in Southeast Asia. The main source of the haze has been smoke from fires occurring in Sumatra and Borneo which dispersed over a wide area. In response to the 1997 Southeast Asian haze, the ASEAN countries agreed on a Regional Haze Action Plan (1997) as an attempt to reduce haze. In 2002, all ASEAN countries signed the Agreement on Transboundary Haze Pollution, but the pollution is still a problem there today. Under the agreement, the ASEAN secretariat hosts a co-ordination and support unit.[2] During the 2013 Southeast Asian haze, Singapore experienced a record high pollution level, with the 3-hour Pollutant Standards Index reaching a record high of 401.[3]
In the United States, the Interagency Monitoring of Protected Visual Environments (IMPROVE) program was developed as a collaborative effort between the US EPA and the National Park Service in order to establish the chemical composition of haze in National Parks and establish air pollution control measures in order to restore the visibility of the air to pre-industrial levels.[4] Additionally, the Clean Air Act requires that any current visibility problems be addressed and remedied, and future visibility problems be prevented, in 156 Class I Federal areas located throughout the United States. A full list of these areas is available on EPA's website.[5]
In addition to the severe health issues caused by haze from air pollution, dust storm particles, and bush fire smoke, reduction in irradiance is the most dominant impact of these sources of haze and a growing issue for photovoltaic production as the solar industry grows.[6] Smog also lowers agricultural yield and it has been proposed that pollution controls could increase agricultural production in China.[7] These effects are negative for both sides of agrivoltaics (the combination of photovoltaic electricity production and food from agriculture).
Haze is no longer just a confined as a domestic problem. It has become one of the causes of international disputes among neighboring countries. Haze can migrate to adjacent countries in the path of wind and thereby pollutes other countries as well, even if haze does not first manifest there. One of the most recent problems occur in Southeast Asia which largely affects the nations of Indonesia, Malaysia and Singapore. In 2013, due to forest fires in Indonesia, Kuala Lumpur and surrounding areas became shrouded in a pall of noxious fumes dispersed from Indonesia, that brings a smell of ash and coal for more than a week, in the country's worst environmental crisis since 1997.
The main sources of the haze are Indonesia's Sumatra Island, Indonesian areas of Borneo, and Riau, where farmers, plantation owners and miners have set hundreds of fires in the forests to clear land during dry weather. Winds blew most of the particulates and fumes across the narrow Strait of Malacca to Malaysia, although parts of Indonesia in the path are also affected.[8] The 2015 Southeast Asian haze was another major crisis of air quality, although there were occasions such as the 2006 and 2019 haze which were less impactful than the three major Southeast Asian haze of 1997, 2013 and 2015.
Haze causes issues in the area of terrestrial photography and imaging, where the penetration of large amounts of dense atmosphere may be necessary to image distant subjects. This results in the visual effect of a loss of contrast in the subject, due to the effect of light scattering and reflection through the haze particles. For these reasons, sunrise and sunset colors and possibly the sun itself appear subdued on hazy days, and stars may be obscured by haze at night. In some cases, attenuation by haze is so great that, toward sunset, the sun disappears altogether before even reaching the horizon.[9]
Haze can be defined as an aerial form of the Tyndall effect therefore unlike other atmospheric effects such as cloud, mist and fog, haze is spectrally selective in accordance to the electromagnetic spectrum: shorter (blue) wavelengths are scattered more, and longer (red/infrared) wavelengths are scattered less. For this reason, many super-telephoto lenses often incorporate yellow light filters or coatings to enhance image contrast.[10] Infrared (IR) imaging may also be used to penetrate haze over long distances, with a combination of IR-pass optical filters and IR-sensitive detectors at the intended destination.
Final Fantasy VII theme by Jokerdeuce
Download: FinalFantasy7_Jokerdeuce.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).
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
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]
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.
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]
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]
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]