Assassin’s Creed #2

Assassin’s Creed theme by The_Rick_14

Download: AC.p3t

http://img266.imageshack.us/img266/1983/previewbg4.jpg
(5 backgrounds)

Assassin's Creed
Genre(s)
Developer(s)
Publisher(s)Ubisoft
Creator(s)
First releaseAssassin's Creed
November 13, 2007
Latest releaseAssassin's Creed Nexus VR
November 16, 2023

Assassin's Creed is a historical action-adventure video game series and media franchise published by Ubisoft and developed mainly by its studio Ubisoft Montreal using the game engine Anvil and its more advanced derivatives. Created by Patrice Désilets, Jade Raymond, and Corey May, the Assassin's Creed video game series depicts a fictional millennia-old struggle between the Order of Assassins, who fight for peace and free will, and the Knights Templar, who desire peace through order and control. The series features historical fiction, science fiction, and fictional characters intertwined with real-world historical events and historical figures. In most games, players control a historical Assassin while also playing as an Assassin Initiate or someone caught in the Assassin–Templar conflict in the present-day framing story. Considered a spiritual successor to the Prince of Persia series, Assassin's Creed took inspiration from the novel Alamut by the Slovenian writer Vladimir Bartol, based on the historical Hashashin sect of the medieval Middle East.

The first Assassin's Creed game was released in 2007, and the series has featured thirteen main installments in total, the most recent being Assassin's Creed Mirage in 2023. Main games in the Assassin's Creed series are set in an open world and played from the third-person view. Gameplay revolves around combat, stealth, and exploration, including the use of parkour to navigate the environment. The games feature both main and side missions, and some titles also include competitive and cooperative multiplayer game modes.

A new story and occasionally new time periods are introduced in each entry, with the gameplay elements also evolving. There are three overarching story arcs in the series. The first five main games follow Desmond Miles, a descendant of several important Assassins throughout history, who uses a machine called the Animus to relive his ancestors' memories and find powerful artifacts called Pieces of Eden in an attempt to prevent a catastrophic event, referencing the 2012 phenomenon. From Assassin's Creed IV: Black Flag to Assassin's Creed Syndicate, Assassin initiates and employees of Abstergo (a company used as a front by the modern-day Templars) record genetic memories using the Helix software, helping the Templars and Assassins find new Pieces of Eden in the modern world. The next three games, Assassin's Creed Origins, Odyssey, and Valhalla, follow ex-Abstergo employee Layla Hassan on her own quest to save humanity from another disaster.

The main games in the Assassin's Creed franchise have received generally positive reviews for their ambition in visuals, game design, and narratives, with criticism for the yearly release cycle and frequent bugs, as well as the prioritising of role-playing mechanics in later titles. The series has received multiple awards and nominations, including multiple Game of the Year awards. It is commercially successful, selling over 200 million copies as of September 2022, becoming Ubisoft's best-selling franchise and one of the highest selling video game franchises of all time. While main titles are produced for major consoles and desktop platforms, multiple spin-off games have been released for consoles, mobiles, and handheld platforms. A series of art books, encyclopedias, comics, and novels have also been published. A live-action film adaptation of the series, titled Assassin's Creed, was released in 2016.

Development history[edit]

While the games in the series have had several narrative arcs, Ubisoft views the series as currently having three periods of development and design philosophy. Until 2015's Assassin's Creed Syndicate, the franchise was structured around single-player content, and while centering on open world spaces and several role-playing elements, were more action-adventure and stealth-oriented. Period two, covering from Assassin's Creed Origins to Assassin's Creed Mirage, brought in more role-playing elements and live-service features to increase player engagement. Period three will launch with Assassin's Creed Shadows, using lessons from the second period of development to make engrossing single-player games similar to the original titles but with features to allow players to share achievements and content with others, all to be backed by the Infinity hub system.[1]

Period one[edit]

The first Assassin's Creed game originated out of ideas for a sequel for Ubisoft's video game Prince of Persia: The Sands of Time, aiming for the seventh generation of video game consoles. The Ubisoft Montreal team decided to take the gameplay from The Sands of Time into an open-world approach, taking advantage of the improved processing power to render larger spaces and crowds. Narratively, the team wanted to move away from the Prince being someone next in line for the throne but to have to work for it; combined with research into secret societies led them to focus on the Order of Assassins, based upon the historical Hashashin sect of Ismaili, who were followers of Shia Islam, heavily borrowing from the novel Alamut.[2][3] Ubisoft developed a narrative where the player would control an Assassin escorting a non-playable Prince, leading them to call this game Prince of Persia: Assassin,[4] or Prince of Persia: Assassins.[5] Ubisoft was apprehensive to a Prince of Persia game without the Prince as the playable character, but this led the marketing division to suggest the name Assassin's Creed, playing off the creed of the Assassins, "nothing is true; everything is permitted". Ubisoft Montreal ran with this in creating a new intellectual property, eliminating the Prince, and basing it around the Assassins and the Knights Templar in the Holy Land during the 12th century. Additionally, in postulating what other assassinations they could account for throughout history, they came onto the idea of genetic memory and created the Animus device and modern storyline elements. This further allowed them to explain certain facets of gameplay, such as accounting for when the player character is killed, similar to The Sands of Time.[5]

After Assassin's Creed was released in 2007, Ubisoft Montreal said they looked to "rework the global structure" in developing the sequel, Assassin's Creed II. They felt that parkour was underutilized in the first game and designed the world in the sequel to feature freerun highways to make it easier to enter into parkour moves, for example using rooftops to escape pursuits.[6] The change in setting meant that the game would feature a new cast of characters, including a new protagonist, Ezio Auditore da Firenze. Assassin's Creed II also brought in more use of crowds to hide in plain sight that the developers had seen used in Hitman: Blood Money, adding more to the concept of social stealth as a gameplay option.[6] Finally, Ubisoft Montreal completely reworked the repetitive mission structure from the first game through numerous side activities, collectibles, and secrets. These additions became a central part of the series going forward as well as other Ubisoft games like Watch Dogs, Far Cry, and Tom Clancy's Ghost Recon.[6] Assassin's Creed II was followed by two sequels, Assassin's Creed: Brotherhood and Assassin's Creed: Revelations, which also featured Ezio as the main protagonist and introduced the ability for players to recruit NPCs as Assassins and manage them in missions.[6]

Assassin's Creed III originated from both Ubisoft Montreal, who wanted to progress the series' narrative forward in time, and to an unattached project that had been developed at Ubisoft Singapore and featured naval ship combat. As the main team had settled into the American Revolution period for the game, they found the ship-to-ship combat system fitted with the story and redesigned the setting to incorporate it further. Another major change in Assassin's Creed III was transitioning the parkour and freerun systems to work in the natural woodlands of 18th-century Massachusetts and New York. This further allowed the adding of trees and other vegetation within the city areas themselves, not just as part of the parkour systems, but to add more varied environments, which would continue as part of the series' ongoing design.[6]

For Assassin's Creed III's sequel, Assassin's Creed IV: Black Flag, the Ubisoft team built upon the foundation of its predecessor, particularly with regards to the naval gameplay, merging it seamlessly with the land-based gameplay.[6] The team also used the game as a chance to address aspects of the series' storyline. Choosing to focus on an outsider's perspective to the Assassin–Templar conflict, they set the game around the Golden Age of Piracy, with the protagonist, Edward Kenway, starting out as a pirate who initially becomes involved in the conflict with the prospect of wealth. Similarly, after the conclusion of Desmond Miles' story arc in Assassin's Creed III, the modern-day segments put players in the role of a nameless individual controlled from a first-person perspective. The team chose this approach because they believed it allowed players to more easily identify themselves in their character.[6] This trend would continue in the series until Assassin's Creed Syndicate.[6]

Development of Assassin's Creed Unity began shortly after the completion of Brotherhood in 2010,[7] with the core development team splitting off during the early stages of development on Assassin's Creed III.[8] As the first game in the series to be released exclusively for the eighth generation of video game consoles, Unity featured a graphical and gameplay overhaul. The setting chosen for the game was Paris during the early years of the French Revolution, with players taking control of a new Assassin named Arno Dorian.[7][8] After Unity, Ubisoft released Assassin's Creed Syndicate in 2015.[6]

Period two[edit]

After Syndicate, Ubisoft decided that the series needed a major reinvention across both gameplay and narrative. It was decided to make the next game, Assassin's Creed Origins, closer to a role-playing video game than a stealth-action game, which would also bring a game with many more hours of play than previous titles. Some long-standing features of the series were eliminated for this purpose, such as the social stealth mechanic. This changed how missions were presented — rather than being linearly directed through the Animus, the player character could meet various quest givers in the game's world to receive missions.[6] From the narrative side, Ubisoft placed the game before the formation of the Assassin Brotherhood in Ancient Egypt to make the player character, Bayek of Siwa, a medjay that people would respect and seek the help of.[6] The modern-day storyline also shifted back to a single character, Layla Hassan. The developers limited the number of playable sequences for her character compared to previous games but gave them more meaning, such as allowing the player to explore Layla's laptop with background information on the game's universe.[6]

Origins was followed in 2018 by Assassin's Creed Odyssey, which shifted the setting to Classical Greece and followed a similar approach to its predecessor but with more emphasis on the role-playing elements.[6] 2020's Assassin's Creed Valhalla, set in Medieval England and Norway during the Viking Age, continued the same style as Origins and Odyssey. The developers recognized feedback from the previous two games and brought back the social stealth elements, as well as the concept of a customizable home base that was first introduced in Assassin's Creed II.[6]

In 2023, Ubisoft released Assassin's Creed Mirage, a smaller title which sought to pay tribute to the franchise's earlier installments by focusing on stealth and assassinations over its predecessors' role-playing elements. The game started development as an expansion for Valhalla before being turned into a standalone release, and was set in 9th-century Baghdad during the Islamic Golden Age, a decade before the events of Valhalla, to which it served as a prequel.[9][10]

Future[edit]

In 2022, Ubisoft announced several additional games for the series. Assassin's Creed Infinity has been described by its executive producer, Marc-Alexis Côté, as a "new design philosophy" for the series,[1][11] as well as a hub that will provide the releases of future games.[12] The first two games to be included in Infinity will be Assassin's Creed Shadows, set in Japan during the Sengoku period,[9] and Assassin's Creed: Codename Hexe, rumoured to be set in Central Europe during the 16th century.[13]

Gameplay[edit]

An Assassin's Creed III demo showing the parkour gameplay

The Assassin's Creed games are centered around one or more fictional members of the Order of the Assassins. Their memories are experienced by an in-game character in the modern-day period through a device called the Animus and its derivations. The Animus allows the user to explore these memories passed down via genetics. Within the context of the game, this provides a diegetic interface to the real-world player of the game, showing them elements like health bars, a mini-map, and target objectives as if presented by the Animus. Additionally, should the player cause the historical character to die or fail a mission, this is rectified as desynchronization of the genetic memory, allowing the player to try the mission again. Through the Animus interface, the player can retry any past mission already completed; for example, in Assassin's Creed: Brotherhood, the player achieves better synchronization results by performing the mission in a specific manner, such as by only killing the mission's target. The Animus also imparts special abilities to the modern-day character that helps them to see their target in a crowd or other unique points of interest.[14][15]

While playing as the Assassin characters, the games are generally presented from a third-person view in an open world environment, focusing on stealth and parkour. The games use a mission structure to follow the main story, assigning the player to complete an assassination of public figureheads or a covert mission. Alternatively, several side missions are available, such as mapping out the expansive cities from a high perch followed by performing a leap of faith into a haystack below, collecting treasures hidden across the cities, exploring ruins for relics, building a brotherhood of assassins to perform other tasks, or funding the rebuilding of a city through purchasing and upgrading of shops and other features. At times, the player is in direct control of the modern-day character who, by nature of the Animus use, has learned Assassin techniques through the bleeding effect, as well as their genetic ability of Eagle Vision, which separates friend, foe, and assassination targets by illuminating people in different colors.[16][17]

The games use the concept of active versus passive moves, with active moves, such as running, climbing the sides of buildings, or jumping between rooftops, more likely to alert the attention of nearby guards. When the guards become alerted, the player must either fight them or break their line of sight and locate a hiding place, such as a haystack or a well, and wait until the guards' alert is reduced. The combat system allows for a number of unique weapons, armor, and moves, including the use of a hidden blade set in a bracer on the Assassin's arm, which can be used to perform surreptitious assassinations.[18]

Storyline[edit]

The logo of the fictional Abstergo Industries, whose slogan is "We change the world. Every day, in a hundred different ways."

Premise[edit]

The Assassin's Creed games primarily revolve around the rivalry and conflict between two ancient secret societies: the Order of Assassins, who represent freedom, and the Knights Templar, who represent order. Versions of these societies have existed for centuries, with the Assassins seeking to stop the Templars from gaining control of Pieces of Eden, artifacts that can override free will to control people.[19]

These artifacts are remnants of an ancient species pre-dating humanity called the Isu, or Precursors, which created humanity to live in peace alongside them. The Isu ensured humans could not rise against them by creating the Pieces of Eden to control them. When the first hybrid Isu-human beings emerged, named Adam and Eve, they were immune to the effects of the Pieces of Eden. They stole the Pieces of Eden, which led to a great war that ended when a massive solar flare devastated the surface of the Earth. The Isu began to die out while humanity thrived. Three Isu—Minerva, Juno, and Jupiter—attempted to prepare humanity for a solar flare they knew would come centuries later. Minerva and Jupiter prepared vaults from which humanity could activate a protective shield around Earth with the Pieces of Eden and the Eye, a means to communicate how to find and use these vaults; however, Juno saw humanity as a threat and attempted to sabotage Minerva and Jupiter's plan. Minerva and Jupiter were forced to destroy Juno, unaware she had hidden her consciousness to wake upon activation of the Eye. All that remained of the Isu were the traces of their memories in the world's mythologies, and religions, while the Pieces of Eden were lost to time.[19]

The series takes place in the modern era, in which the Templars have established the mega-corporation Abstergo Industries. Abstergo has developed a device, the Animus, whose user can relive the memories of their ancestors through their genetic material. Abstergo has kidnapped people who are descendants of past Assassins to locate the missing Pieces of Eden via the Animus.[19] A user of the Animus can move about in simulated memories as their ancestor, but performing actions outside the bounds of what their ancestor did can lead to desynchronization of the memory.[14][15] Extended use of the Animus creates a bleeding effect that gives users some of the skills and capabilities they experienced with their ancestor.[20]

Story arcs[edit]

Narrative chronology of the Assassin's Creed games[19]
Game Historical character
Period/era
Present-day character
Assassin's Creed Altaïr Ibn-LaʼAhad
Third Crusade
Desmond Miles
Assassin's Creed II Ezio Auditore da Firenze
Italian Renaissance
Assassin's Creed: Brotherhood
Assassin's Creed: Revelations Ezio Auditore da Firenze
Ottoman Civil War
Altaïr Ibn-LaʼAhad
Third Crusade & Mongol invasion of the Levant
Assassin's Creed III Haytham Kenway
French and Indian War
Ratonhnhaké:ton / Connor
American Revolution
Assassin's Creed IV: Black Flag Edward Kenway
Golden Age of Piracy
"Noob" / Abstergo researcher
Assassin's Creed Rogue Shay Patrick Cormac
French and Indian War
"Numbskull" / Helix researcher
Assassin's Creed Unity Arno Dorian
French Revolution
"The Initiate" / Helix player
Assassin's Creed Syndicate Jacob and Evie Frye
Victorian England
Lydia Frye
World War I
Assassin's Creed Origins Bayek and Aya
Ptolemaic Egypt
Layla Hassan
Assassin's Creed Odyssey Alexios / Kassandra
Peloponnesian War
Assassin's Creed Valhalla Eivor Varinsdottir
Viking invasion of England
Odin / Havi
Isu Era
Layla Hassan
Basim Ibn Ishaq
Assassin's Creed Mirage Basim Ibn Ishaq
Islamic Golden Age
Assassin's Creed Shadows Naoe and Yasuke
Sengoku period

The first five main games in the series focus on Desmond Miles, a bartender who learns he is a descendant of several important Assassins throughout history, including Altaïr Ibn-LaʼAhad from the Middle East during the Third Crusade; Ezio Auditore da Firenze from the Italian Renaissance during the late 15th and early 16th centuries; and Ratonhnhaké:ton (better known as Connor), a half-Mohawk, half-British Assassin during the American Revolution. Desmond is used by Abstergo to find Pieces of Eden but is freed by Lucy Stillman, an undercover agent for the Assassins. Lucy takes Desmond to meet Shaun Hastings and Rebecca Crane, two other members of the modern-day Assassins. The group is joined later by William Miles, Desmond's father. They continue to explore Desmond's memories and eventually discover the Eye and Minerva's warning of another possible solar flare. They also inadvertently free Juno, who then kills Lucy, revealed to be a double agent for the Templars. The group continues to find the vaults across the globe via Desmond's memories, and Desmond ultimately activates them in time to block the solar flare, at the cost of his own life.[19]

Starting with Assassin's Creed IV: Black Flag, William goes into exile, while Shaun and Rebecca continue to monitor Abstergo by posing as employees of one of their spin-off companies, Abstergo Entertainment. Abstergo has refined the Animus technology to allow anyone to experience genetic memories from the DNA material of another person, allowing Abstergo to continue their search for the Pieces of Eden under the guise of creating entertainment products. In Black Flag, the player assumes the role of an unnamed Abstergo employee tasked with scanning the memories of Edward Kenway, a privateer-turned-pirate during the Golden Age of Piracy and Connor's grandfather. During their investigation, the player is blackmailed into helping a fellow employee, John Standish, recover sensitive information and deliver it to the Assassins. John is later revealed to be a Sage, a human reincarnation of Juno's husband Aita, who is trying to resurrect her, though he is killed by Abstergo before his plan can come to fruition.[19] In Assassin's Creed Rogue, the player controls another Abstergo employee who is recruited by the Templars to clean their servers after the Assassins breach them and recover data on the life of Shay Patrick Cormac, an Assassin-turned-Templar from the 18th century. The Assassins are ultimately forced to go underground once more, and the player character is invited to join the Templars.[19]

By the time of Assassin's Creed Unity, Abstergo distributes its Animus product via a video game console named Helix, tapping into an extensive, unaware player base to help them locate more Pieces of Eden and determine the fates of various Sages as part of the Phoenix Project, an attempt to recreate the genetic structure of the Isu. The game's opening has players control an unnamed Templar during the downfall of the Templar Order, while the different "time anomalies" take them to Paris during the Belle Époque, World War II, and the Hundred Years' War. The Assassins locate select players and bring them in as Initiates to help their cause. In Unity, the player character is contacted by an Assassin named Bishop and asked to experience the memories of Arno Dorian, an Assassin active during the French Revolution, so that the modern-day Assassins can locate the body of a Sage and hide it from Abstergo.[19] Despite the Assassins' efforts, Abstergo collects enough samples of other Sages by the start of Assassin's Creed Syndicate to move forward with the Phoenix Project. Again, Bishop contacts the Initiate and asks them to explore the memories of Jacob and Evie Frye, twin Assassins from Victorian England, to locate a Piece of Eden known as the Shroud, which Abstergo needs to complete the process of recreating the Isu genetic structure. Although the Initiate manages to locate the Shroud, the Templars beat the Assassins to it.[19]

A new storyline is introduced in Assassin's Creed Origins focusing on Abstergo researcher Layla Hassan. Initially tasked with locating historical artifacts in Egypt, Layla stumbles upon the mummified corpses of the medjay Bayek and his wife Aya, co-founders of the Hidden Ones, the precursor organizati

Playstation B3yond v1.50

Playstation Beyond theme 1.50 by Otic

Download: playb3yond.p3t

Playstation B3yond 1.50 Theme
(1 background HD, 3 sample backgrounds SD)

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.

God of War

God of War theme by Droops

Download: GodOfWarThemeByDroops.p3t

GOW Theme
(2 backgrounds, 1 HD, 1 SD)

A god of war is a deity associated with war.

God of War or Gods of War may also refer to:

Books[edit]

  • The Gods of War, a 1985 novel by historical author John Toland
  • The Gods of War, a 2005 novel by Conn Iggulden and the fourth in the Emperor series
  • The God of War, a 2008 novel by Marisa Silver
  • Gods of War, a 2009 science fiction novel by Ashok Banker
  • God of War (DC Comics), a 2010–2011 limited six-issue comic book series published by WildStorm and DC Comics, based around the Greek era of the video game series.
  • God of War, a 2010 novelization of the 2005 video game, God of War, written by Matthew Stover and Robert E. Vardeman
  • God of War II, a 2013 novelization of the 2007 video game, God of War II, written by Robert E. Vardeman.
  • God of War – The Official Novelization, a 2018 novelization of the 2018 video game, God of War, written by James Barlog.
  • God of War (Dark Horse Comics), a 2018–2021 limited two-volume eight-issue comic book series published by Dark Horse Comics, based around the Norse era of the video game series.

Film and television[edit]

Video games[edit]

Music[edit]

Albums[edit]

Songs[edit]

See also[edit]

LittleBigPlanet

LittleBigPlanet theme by PenguinRage

Download: LittleBigPlanet.p3t

Little Big Planet Theme
(3 backgrounds)

LittleBigPlanet
Genre(s)Platform, endless running
Developer(s)Media Molecule (2008-2014)
SCE Studio Cambridge (2009)
Supermassive Games (2010)
XDev (2010-2012)
Double Eleven (2012)
Tarsier Studios (2012)
United Front Games (2012)
San Diego Studio (2012)
Firesprite (2014)
Sumo Digital (2014-2020)
Exient Entertainment (2023)
Publisher(s)Sony Interactive Entertainment
PlayStation Mobile (2014)
Platform(s)PlayStation 3
PlayStation Portable
PlayStation Vita
PlayStation 4
PlayStation 5
Windows
First releaseLittleBigPlanet
27 October 2008
Latest releaseUltimate Sackboy
March 3, 2023

LittleBigPlanet (LBP - stylised as LittleBIGPlanet) is a puzzle platform video game series created and produced by British developer Media Molecule and published by Sony Interactive Entertainment. Most games in the series put a strong emphasis on user-generated content and are based on the series' tagline "Play, Create, Share". The tagline represents the three core elements of the series: playing alone or with others locally (on the same console) or online, creating new content using the in-game creation tools, and sharing creations and discoveries online with other players.

Tarsier Studios, Fireproof Games and Supermassive Games also contribute to the development of the PlayStation 3 games, creating in-game assets (downloadable content) including costumes, backgrounds, objects, and stickers. Some of these assets will also provide the player more tools and gadgets to use in the level editor.[1]

The series comprises six games across five gaming platforms. The series was launched in 2008 with the PlayStation 3 game LittleBigPlanet, which was followed in 2009 by a PlayStation Portable version of the same name, initially developed by Studio Liverpool[2] and later handed to SCE Studio Cambridge. The sequel to the PlayStation 3 version, LittleBigPlanet 2, was released in January 2011 alongside a smaller spin-off title called Sackboy's Prehistoric Moves. LittleBigPlanet PS Vita was developed by Tarsier Studios and Double Eleven, released in September 2012 for the PlayStation Vita. At E3 2014, Sony announced LittleBigPlanet 3, a PlayStation 4 instalment that was developed by Sumo Digital and released in November 2014.[3] The games are all published by Sony Computer Entertainment. The latest instalment for the LittleBigPlanet franchise titled Sackboy: A Big Adventure was revealed during the PS5 live event and released on the PlayStation 4 and PlayStation 5 in November 2020. A Windows version was released on 27 October 2022.[4]

On 17 January 2015, it was announced that all LittleBigPlanet servers in Japan would shut down on 31 July, along with the PlayStation Portable version and LittleBigPlanet Karting in late August in all regions. Due to attacks on the online servers, all LittleBigPlanet servers were taken down in May 2021 (the Vita version had remained closed since March).[5] The servers for the PS4 version of LittleBigPlanet 3 were brought back up on 13 September 2021, however, in the same announcement, it mentioned that the servers for LittleBigPlanet, LittleBigPlanet 2, LittleBigPlanet PS Vita and the PS3 version of LittleBigPlanet 3 will remain closed permanently.[6] On 8 January, 2024, it was announced that, presumably due to more attacks on the online servers, the servers for the PS4 version of LittleBigPlanet 3 were being temporarily closed while they investigate them.[7][8][9]

On 19 April 2024, the servers for the PlayStation 4 version of LittleBigPlanet 3 were permanently shut down due to ongoing technical issues.[10]

Gameplay[edit]

The core mechanics of the series revolve around its tagline, "Play, Create, Share".[11]

Play[edit]

In the first two instalments of the series, gameplay consist primarily of traditional two-dimensional look in a three-dimensional style platforming like jumping and avoiding obstacles to successfully navigate to the end of a level to win.[12] Since LittleBigPlanet 2, the series has included mini-games, including ones that do not follow the platformer genre. Most LittleBigPlanet games involve a player playing solo or co-operatively with friends to navigate through a level whilst collecting various "bubbles" along the way, which can take the form of either points or collectibles. In-game collectibles can be used in level creation or to customize Sackboy, the player character. There are also numerous co-operative parts of levels whereby certain prize bubbles can be earned. In LittleBigPlanet 3 and Sackboy: A Big Adventure, Collectables are also present, being used in various shops to purchase more costumes.

Create[edit]

The Create component primarily refers to level creation in the game, along with other features like character customisation. Players can create their own levels with the built-in level creator. Many items that are collected while playing through the story mode and from LittleBigPlanet's community can be used to help with level creation.[13] These levels can remain as the original LittleBigPlanet platforming gameplay, or they can include other game types, such as racing, fighting, shooting and sports.[12] The player can also make non-gaming creations such as music and films (commonly known in-game as cut-scenes).[14] In LittleBigPlanet 2, Sackbots were introduced to give players more control over non-player characters in their levels as well as make the levels in their entirety more intelligent. The creation technique introduced on the game gave the possibility for logic, and it gave the ability to build sets of machines and complex contraptions.[14]

Share[edit]

Lastly, the Share component relates to sharing creations with the game's community by uploading levels to the PlayStation Network. To-date there were an excess of ten million user-created levels available to play on the LittleBigPlanet server in the PlayStation 3 games.[15] After the release of LittleBigPlanet 2 and the LBP.me community website, the Share component also had a strong emphasis sharing discoveries. Players were encouraged to share levels they found with other players by writing reviews and comments in-game and by sharing links to creations' LBP.me pages via social networks.

Overview[edit]

The series takes place in a world known as LittleBigPlanet. Each curator is in charge of a part of LittleBigPlanet and they govern them independently. LittleBigPlanet has geography inspired by the real-life Earth. All games in the series follow the main protagonist Sackboy, a small anthropomorphic creature made of brown fabric with a zip fastener and button eyes. He can be customized to the player's liking using costumes that are either unlocked in the game or bought as downloadable content from the PlayStation Store. The player can control Sackboy's four emotions; happiness, sadness, worry and anger, each of which has three levels of intensity. The English language version of each game is narrated by Stephen Fry and in all formats Fry's scripts are written by Dean Wilkinson.

Games[edit]

Release timeline
2008LittleBigPlanet
2009LittleBigPlanet (PSP)
2010Sackboy's Prehistoric Moves
2011LittleBigPlanet 2
2012LittleBigPlanet PS Vita
LittleBigPlanet Karting
2013
2014Run Sackboy! Run!
LittleBigPlanet 3
2015
2016
2017
2018
2019
2020Sackboy: A Big Adventure
2021
2022
2023Ultimate Sackboy

Main series[edit]

LittleBigPlanet[edit]

The first game in the series was released on the PlayStation 3 platform in 2008 and was the first title developed by Media Molecule, under the name The Next Big Thing. The player controls Sackboy as he travels around the titular LittleBigPlanet, helping the eight creator curators of LittleBigPlanet with their problems in their own respective realms. Throughout the story, Sackboy tries to stop The Collector, one of the eight creator curators who has gone rogue, kidnapping the creations of LittleBigPlanet.[16] The game received widespread acclaim for its design, gameplay, and customization afforded to the player, particularly the built-in level editor. After its release, it received numerous industry awards.[17]

LittleBigPlanet 2[edit]

The second game in the series is a direct sequel to the first LittleBigPlanet and was developed by Media Molecule for the PlayStation 3 for a release in 2011. The sequel saw a major shift in the direction of the series, going from a primarily traditional platform game in the first two entries to a more varied style of gameplay called a "platform for games". The second game gave players a wider variety of options when it came to level design, which saw the creation of levels other than platforming such as racing, puzzles, and fighting games.[18] Following the events of the first two entries in the series, the game takes place when an antagonist known as the Negativitron invades LittleBigPlanet and begins to suck up all its inhabitants. Sackboy must team up with a secret organization known as "The Alliance", led by Larry Da Vinci, to save LittleBigPlanet from the Negativitron.[19] The game also supported the PlayStation Move, with an update post-launch.

LittleBigPlanet 3[edit]

LittleBigPlanet 3 is a game for the PlayStation 3[20][21][22] and PlayStation 4. Announced at E3 2014, it was developed by Sumo Digital and was released in November 2014. In the game, Sackboy is transported to another world, Bunkum, where he has to awaken its three missing heroes, OddSock, Toggle and Swoop, who are new playable characters. Sackboy travels through different worlds in order to free the 3 new characters and stop Newton.[23]

Handheld[edit]

LittleBigPlanet (PlayStation Portable)[edit]

A portable entry of the series was developed primarily by SCE Studio Cambridge in association with Media Molecule for the PlayStation Portable. The game, released in 2009, shared the same name as the original game; however, it was not a port of the PlayStation 3 game, but rather a new entry in the series. It has a story-mode with levels and features many of the same mechanics of its PlayStation 3 counterpart, such as customizations, albeit without the multiplayer component of the game. The game takes place after the events of the PlayStation 3 version of LittleBigPlanet, in which The Collector has been defeated. A carnival is being held and Sackboy decides to go around the world to invite the eight curators of LittleBigPlanet to the carnival whilst finding materials for his own carnival float.[24]

LittleBigPlanet PS Vita[edit]

The fourth game in the series was developed by Tarsier Studios, Double Eleven, and XDev for the PlayStation Vita handheld and had a 2012 release.[25] The game features the same core mechanics from LittleBigPlanet 2, with the focus being on a "platform for games" rather than a platformer like previous entries in the series before LittleBigPlanet 2. The game utilizes the unique controls of the PlayStation Vita by using its multi-touch touchscreen and its rear touchpad to navigate through various obstacles in stages as well as for level creation by users.[26] The game supports cross-buy of DLC costume packs between LittleBigPlanet 2, as well as LittleBigPlanet Karting.

Spinoff games[edit]

LittleBigPlanet Karting[edit]

LittleBigPlanet Karting is a kart racing game developed by United Front and San Diego Studio in conjunction with series creator Media Molecule for the PlayStation 3.[27] In its story mode, the player ventures through worlds including: LittleBigPlanet, Monster Islands, Victoria's Laboratory, The Progress Emporium, Eve's Asylum, The Space Bass, and Hoard, Sweet Hoard, to put an end to the Hoard racers, who snatch many pieces of the different planets to stash them in the Garage at the End of the Universe. Sony Entertainment America shut down the North American LittleBigPlanet Karting online servers on 31 August 2016.[28]

Sackboy's Prehistoric Moves[edit]

The game was developed by XDev as a spin-off from the LittleBigPlanet series utilizing the PlayStation Move on the PlayStation 3. It was released in December 2010, as a downloadable title from the PlayStation Store and was later bundled with LittleBigPlanet 2. The game was described as a "demo" and featured 10 prehistoric inspired story levels. In the game, Sackboy must save Little Big Planet from the T-Rex. Unlike the main games, which can be played as a single-player experience, the game required a minimum of two players to work.[29] This was due to the main mechanics of the spin-off whereby one player would control Sackboy traditionally using the gamepad for platforming while a second player had to use a PlayStation Move similar to a pointer to move obstacles and objects out of the way in order to successfully navigate a level.[30]

Run Sackboy! Run![edit]

Run Sackboy! Run! is a free-to-play endless running game developed by Firesprite and published by PlayStation Mobile that was released on iOS on 30 October 2014,[31] Android on 17 December 2014[32] and PlayStation Vita on 31 March 2015.[33] The game has no real plot, except for Sackboy running through Craftworld from the Negativitron. The game awarded players with exclusive costumes for LittleBigPlanet 3 (which was released at a similar time) by reaching point goals and collecting stickers.[34]

LittleBigPlanet Hub[edit]

LittleBigPlanet Hub is an unreleased free-to-play game for the PlayStation 3.[35] It was planned to be a downloadable title from the PlayStation Store which would have allowed players to create levels and play a curated selection of community levels from LittleBigPlanet and LittleBigPlanet 2 as well as 16 levels from the games' story modes. LittleBigPlanet Hub would also have contained weekly challenges, not found in other LittleBigPlanet games. Downloadable content purchased in other games were to be compatible with LittleBigPlanet Hub, and users were rumoured to be also able to access additional content from the PlayStation Store.[citation needed]

Since its announcement in August 2013, no further details about LittleBigPlanet Hub were revealed.[36] In February 2024, a beta tester posted a video showing gameplay from a beta build onto YouTube, and shortly afterwards, with assistance, dumped it online for download. This makes the build playable through unofficial means, such as emulations like RPCS3 or PlayStation 3 homebrew.[37]

Sackboy: A Big Adventure[edit]

Sackboy: A Big Adventure is a 2020 platform game developed by Sumo Digital and published by Sony Interactive Entertainment for the PlayStation 5 and the PlayStation 4. It was announced at the PlayStation 5 reveal event on June 11, 2020, and was released on November 12, 2020; a version for Windows was released on October 27, 2022, marking the series's first release on PCs. Unlike previous LittleBigPlanet entries with 2.5D platforming, A Big Adventure features a range of perspectives and 3D movement.

Ultimate Sackboy[edit]

Ultimate Sackboy is a free-to-play endless running game developed by Exient Entertainment and released on mobile on 21 February 2023. It is the first LittleBigPlanet game to feature limited-time paid subscriptions known as "Marathons." In contrast to Run Sackboy! Run!, it adopts the style from Sackboy: A Big Adventure and is played in 3D.

Reception[edit]

Aggregate review scores
Game Metacritic
LittleBigPlanet (PlayStation 3) 95/100[38]
LittleBigPlanet (PlayStation Portable) 87/100[39]
Sackboy's Prehistoric Moves 66/100[40]
LittleBigPlanet 2 91/100[41]
LittleBigPlanet PS Vita 88/100[42]
LittleBigPlanet Karting 74/100[43]
LittleBigPlanet 3 79/100[44]
Run Sackboy! Run! 65/100[45]
Sackboy: A Big Adventure 80/100[46]
Ultimate Sackboy 57/100[47]

Most of the games in the series have been well received by critics with the LittleBigPlanet on PlayStation 3 and PlayStation Portable gaining Metacritic scores of 95/100[38] and 87/100[39] respectively. LittleBigPlanet 2 garnered nearly as much acclaim as the first game, with an average score of 91/100.[48] LittleBigPlanet PS Vita also received very positive reviews and was the highest-ranked PS Vita game at the time of its release with an average score of 88/100.[49] However, the release of LittleBigPlanet 3 did not receive critical acclaim, garnering a mostly positive average of 79/100.[50] Critically, LittleBigPlanet Karting is the worst-performing major game in the series so far but still gained a "mixed or average" Metacritic score of 74/100.[51] However, the mobile game Run Sackboy! Run! performed worse, with a Metacritic score of 65/100.[52] Additionally, the character of Sackboy is often seen as a PlayStation mascot.[53] In 2011, readers of Guinness World Records Gamer's Edition voted Sackboy as the 50th-top video game character of all time.[54]

References[edit]

  1. ^ "Introducing the Extended LittleBigPlanet Family - Media Molecule - We make games". Media Molecule. Archived from the original on 21 February 2016. Retrieved 6 December 2010.
  2. ^ "LittleBigPlanet coming to PSP - CVG". Computerandvideogames.com. 8 April 2008. Archived from the original on 15 April 2014. Retrieved 14 June 2014.
  3. ^ "LittleBigPlanet 3 coming to PS4 this November". 10 June 2014. Archived from the original on 14 July 2014. Retrieved 10 June 2014.
  4. ^ "Sackboy: A Big Adventure coming to PC on October 27". Gematsu. 29 September 2022. Retrieved 29 September 2022.
  5. ^ "LittleBigPlanet Servers Taken Down After Hackers Post Hate Speech". PlayStation LifeStyle. 24 May 2021. Archived from the original on 13 September 2021. Retrieved 13 September 2021.
  6. ^ Yin-Poole, Wesley (13 September 2021). "Sony shuts down online for older LittleBigPlanet games "to protect the community"". Eurogamer. Archived from the original on 2 April 2022. Retrieved 13 September 2021.

    Okami (Fixed)

    Okami theme by m0dus

    Download: okami_m0dus.p3t

    Okami Theme
    (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.

Wii

Wii theme by WeirdKid

Download: Wii.p3t

Wii Theme
(1 background)

Wii
Wii logo
Wii with Wii Remote
Original white Wii standing upright on its stand next to an original Wii Remote
Also known as
  • Revolution (pre-release)
  • RVL (codename)
DeveloperNintendo IRD
ManufacturerFoxconn[1]
TypeHome video game console
GenerationSeventh
Release date
    • NA: November 19, 2006
    • JP: December 2, 2006
    • AU: December 7, 2006
    • EU: December 8, 2006
    • KR: April 26, 2008
    • TW: July 12, 2008
    • HK: December 12, 2009
  • Revisions
Introductory price
Discontinued
  • Revisions
    • RVL-101
    • Mini
      • WW: 2017
Units shipped101.63 million (as of September 30, 2019) (details)
Media
Operating systemWii system software
CPUIBM PowerPC Broadway @ 729 MHz
Memory24 MB 1T-SRAM @ 324 MHz (2.7 GB/s) + 64 MB GDDR3 SDRAM
Storage512 MB NAND flash memory
Removable storage
Display
Video output formats
GraphicsATI Hollywood @ 243 MHz
Controller input
Connectivity
Online services
Dimensions
  • Width: 157 mm (6.2 in)
  • Height: 60 mm (2.4 in)
  • Depth: 197 mm (7.8 in)
  • Revisions
    • RVL-101
      • Same
    • Mini
      • Width: 160 mm (6.3 in)
      • Height: 46 mm (1.8 in)
      • Depth: 193 mm (7.6 in)
Mass
  • 1,220 g (43 oz)
  • Revisions
    • RVL-101
      1,130 g (40 oz)
    • Mini
      724 g (25.5 oz)
Best-selling game
Backward
compatibility
GameCube[a]
PredecessorGameCube
SuccessorWii U
Websitewii.com

The Wii[g] (/ˈw/, WEE) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006 in North America, and in December 2006 for most other regions of the world. It is Nintendo's fifth major home game console, following the GameCube and is a seventh-generation console alongside Microsoft's Xbox 360 and Sony's PlayStation 3.

In developing the Wii, Nintendo president Satoru Iwata directed the company to avoid competing with Microsoft and Sony on computational graphics and power and instead to target a broader demographic of players through novel gameplay. Game designers Shigeru Miyamoto and Genyo Takeda led the console's development under the codename Revolution. The primary controller for the Wii is the Wii Remote, a wireless controller with both motion sensing and traditional controls which can be used as a pointing device towards the television screen or for gesture recognition. The Wii was Nintendo's first home console to directly support Internet connectivity, supporting both online games and for digital distribution of games and media applications through the Wii Shop Channel. The Wii also supports wireless connectivity with the Nintendo DS handheld console for selected games. Initial Wii models included full backward compatibility support for GameCube games and most accessories. Later in its lifecycle, two lower-cost Wii models were produced: a revised model with the same design as the original Wii but removed the GameCube compatibility features and the Wii Mini, a compact, budget redesign of the Wii which further removed features including online connectivity and SD card storage.

Because of Nintendo's reduced focus on computational power, the Wii and its games were less expensive to produce than its competitors. The Wii was extremely popular at launch, causing the system to be in short supply in some markets. A bundled game, Wii Sports, was considered the killer app for the console; other flagship games included entries in the Super Mario, Legend of Zelda, Pokémon, and Metroid series. Within a year of launch, the Wii became the best-selling seventh-generation console, and by 2013, had surpassed over 100 million units sold. Total lifetime sales of the Wii had reached over 101 million units, making it Nintendo's best-selling home console until it was surpassed by the Nintendo Switch in 2021.[h] As of 2022, the Wii is the fifth-best-selling home console of all time.

The Wii repositioned Nintendo as a key player in the video game console marketplace. The introduction of motion-controlled games via the Wii Remote led both Microsoft and Sony to develop their own competing products—the Kinect and PlayStation Move, respectively. Nintendo found that, while the Wii had broadened the demographics that they wanted, the core gamer audience had shunned the Wii. The Wii's successor, the Wii U, sought to recapture the core gamer market with additional features atop the Wii. The Wii U was released in 2012, and Nintendo continued to sell both units through the following year. The Wii was formally discontinued in October 2013, though Nintendo continued to produce and market the Wii Mini through 2017, and offered a subset of the Wii's online services through 2019.

History[edit]

2001–2003: Development[edit]

Satoru Iwata as Nintendo's president directed the company to design the Wii out-of-the-box to appeal to a broader range of players.

Shortly after the release of the GameCube, Nintendo began conceptualizing their next console.[23] The company's game designer Shigeru Miyamoto said that, in the early stages, they decided they would not aim to compete on hardware power, and would instead prioritize new gameplay concepts.[24][25] The console was firstly named "GameCube Next" as a placeholder.[24] The price of the new console was originally envisioned to be as low as 100 euros but the NAND flash memory desired by Satoru Iwata would force that price to slightly more than the double.[24]

Miyamoto cited Dance Dance Revolution's unique game controllers as inspiration for developing new input devices.[26] Later in September 24, 2001, Nintendo began working with Gyration Inc., a firm that had developed several patents related to motion detection, to prototype future controllers using their licensed patents.[27]

Over the next two years, sales of the GameCube languished behind its competitors—Sony's PlayStation 2 and Microsoft's Xbox. Satoru Iwata, who had been promoted to Nintendo's president in May 2002 following Hiroshi Yamauchi's retirement,[28] recognized that Nintendo had not been keeping up with trends in the video game industry, such as adapting to online gaming. He also thought that video gaming had become too exclusive and wanted Nintendo to pursue gaming hardware and software that would appeal to all demographics.[29] Nintendo's market analysis found that their focus on novel hardware had created consoles that made it difficult for third-party developers to create games for, hampering their position.[30] One of the first major steps Iwata had made based on the company's research was directing the development of the Nintendo DS, a handheld incorporating dual screens including a touchscreen, to revitalize their handheld console line.[31]

In 2003, Iwata met with Miyamoto and Genyo Takeda to discuss their market research. Iwata instructed Takeda "to go off the tech roadmap" for this console, but said it had to be appealing to mothers.[32] Iwata wanted their next console to be capable of playing past Nintendo games, eliminating clutter in houses.[26] Takeda led the team building the console's hardware components, and Miyamoto spearheaded the development of a new type of controller, based on Gyration's motion-sensing technology.[27] Iwata had proposed that this new console use motion sensing to simplify the gaming interface, increasing appeal to all audiences.[33] An initial prototype was completed within six months.[34]

The Nintendo DS was said to have influenced the Wii's design, as the company found that the DS's novel two-screen interface had drawn in non-traditional players and wanted to replicate that on the new console.[26] Designer Ken'ichiro Ashida noted, "We had the DS on our minds as we worked on the Wii. We thought about copying the DS's touch-panel interface and even came up with a prototype." The idea was eventually rejected because of the notion that the two gaming systems would be identical. Miyamoto also stated, "if the DS had flopped, we might have taken the Wii back to the drawing board."[25]

2004–2005: Announcements[edit]

Prior to E3 2004, Iwata had referred to Nintendo's upcoming console offering as the GameCube Next (GCNext or GCN).[35] Iwata first unveiled some details of Nintendo's new home console at E3 2004 under the codename "Revolution", as Iwata believed the console would revolutionize the gaming industry.[29] BBC News' technology editor Alfred Hermida wrote that Nintendo's struggle to match Sony and Microsoft in the home console market made success crucial.[36]

The console, still named "Revolution", was formally presented to the public at E3 2005. The motion controller interface had not yet been completed and was omitted from the unveiling.[25] Iwata held the console above him with one hand to emphasize its size relative to its rivals. A smaller device meant it would draw on less power as to not overheat,[37] and thus appealed to parents who were willing to have an attractive, small, power-efficient device in the living room.[38] Iwata reportedly used a stack of three DVD cases as a size guide.[37] The prototype held by Iwata was black, but at release the following year, the console was only available in white. In their book on the console, two Loyola University Chicago professors suggested that Nintendo was inviting comparisons with Apple's first iPod line.[39]

Iwata later unveiled and demonstrated their current prototype of the Revolution controller at the Tokyo Game Show in September 2005. At this stage, the controller unit resembled the final Wii Remote device along with the separate Nunchuk attachment. Iwata demonstrated its motion sensing gameplay capabilities, and incorporated commentary from developers, such as Hideo Kojima and Yuji Horii, who had tested the controller and believed people would be drawn in by it.[40][41]

The Wii and several of its peripherals on display at E3 2006

The console's name was formally announced as the Wii in April 2006, a month prior to E3 2006. Nintendo's spelling of "Wii" (with two lower-case "i" characters) was intended to represent both two people standing side by side, and the Wii Remote and its Nunchuk.[42] In the company's announcement, they stated: "Wii sounds like 'we', which emphasizes that the console is for everyone. Wii can easily be remembered by people around the world, no matter what language they speak. No confusion."[42]

The name resulted in criticism and mockery. Forbes expressed a fear that the console would be seen as juvenile.[43] BBC News reported the day after the name was announced that "a long list of puerile jokes, based on the name," had appeared on the Internet.[44] Some video game developers and members of the press stated that they preferred "Revolution" over "Wii".[45] Nintendo of America's Vice President of Corporate Affairs Perrin Kaplan defended the choice.[46] President of Nintendo of America Reggie Fils-Aimé justified the new name over Revolution by saying that they wanted something short, distinctive, and easily pronounceable for all cultures.[47]

The Wii was made available for a press demonstration at E3 2006. Planned launch titles were announced at a press conference alongside the unveiling. At the same conference, Nintendo confirmed its plans to release the console by the end of 2006.[48]

2006–2010: Launch[edit]

Busy inside of a shop during the Wii launch in Hamburg

Nintendo announced the launch plans and prices for the Wii in September 2006. The console was first launched in the United States on November 19, 2006, for US$249.99.[7] Other regional release dates and prices included Japan on December 2 for ¥25,000,[8] followed by Australasia on December 7 for A$399.95,[10] and was later launched on December 8 in the United Kingdom for £179.99 and for the majority of Europe for €249.99.[9] Nintendo planned to have around 30 Wii games available by the end of 2006, and anticipated shipping over 4 million consoles before the end of the year.[49]

As part of its launch campaign, Nintendo promoted the Wii in North America through a series of television advertisements (directed by Academy Award winner Stephen Gaghan); its Internet ads used the slogans "Wii would like to play" and "Experience a new way to play". The ads began in November 2006 and had a budget of over $200 million for the year.[50] The ads targeted a wider demographic compared to ads for other consoles, inviting parents and grandparents to play on the Wii.[51] Nintendo hoped that its console would appeal to a wider demographic than that of others in the seventh generation.[52] In December 2006, Satoru Iwata said that Nintendo did not think of themselves as "fighting Sony", but were focused on how they could expand the gaming demographic.[53]

It took several years for the Wii to launch in other regions. It was released in South Korea on April 26, 2008,[54] Taiwan on July 12, 2008,[55] and Hong Kong on December 12, 2009.[56] Nintendo had planned work with its localization partner iQue to release the Wii in China in 2008, but failed to meet the requirements to circumvent the ban on foreign-made consoles the Chinese government had put in place.[57][58]

2011–2017: Successor and discontinuation[edit]

The Wii U, with its GamePad in front

Nintendo announced the successor to the Wii, the Wii U, at E3 2011.[59][60] Nintendo had recognized that the Wii had generally been shunned by the core gaming audience as it was perceived more as a casual gaming experience. The Wii U was aimed to draw the core audience back in with more advanced features atop the basic Wii technology.[61][62] The Wii U features the Wii U GamePad, a controller with an embedded touchscreen and output 1080p high-definition graphics that serves as a secondary screen alongside the television. The Wii U is fully backward-compatible with Wii games and peripherals for the Wii, including the Wii Remote, Nunchuk controller and Wii Balance Board, and select Wii U games including support for these devices.[63] The Wii U was first released on November 18, 2012 in North America; November 30, 2012 in Europe and Australia, and December 8, 2012 in Japan.[64]

Nintendo continued to sell the revised Wii model and the Wii Mini alongside the Wii U during the Wii U's first release year. During 2013, Nintendo began to sunset certain Wii online functions as they pushed consumers towards the Wii U as a replacement system or towards the offline Wii Mini, though the Wii Shop Channel remained available.[65] Nintendo discontinued production of the Wii in October 2013 after selling over 100 million units worldwide,[66] though the company continued to produce the Wii Mini unit primarily for the North American market.[67] The WiiConnect24 service and several channels based on that service were shuttered in June 2013.[19] Support for online multiplayer games via the Nintendo Wi-Fi Connection were discontinued in May 2014,[18] while the Wii Shop was closed in January 2019, effectively ending all online services for the console.[20][68] The Wii Mini continued to be manufactured and sold until 2017.[69]

Despite the Wii's discontinuation, some developers continued to produce Wii games well beyond 2013. Ubisoft released Just Dance games for the Wii up to Just Dance 2020 (2019).[70] Vblank Entertainment's Shakedown: Hawaii along with Retro City Rampage DX are the most recent Wii games, which were released on July 9, 2020 (more than 13 years after the Wii's launch).[71][72] On January 27, 2020, Nintendo announced that it will no longer repair any faulty Wii consoles in Japan starting on February 6 due to a scarcity of spare parts.[i]

Hardware[edit]

Console[edit]

Stack of video-game consoles, of which the Wii is the smallest
The Wii (top) compared in size to the GameCube, Nintendo 64, North American Super NES, and NES

In building the Wii, Nintendo did not aim to outpace the performance of their competitors. Unlike the company's previous consoles, they built the Wii from commercial off-the-shelf hardware rather than seek out customized components. This helped to reduce the cost of the Wii system to consumers.[74] Miyamoto said "Originally, I wanted a machine that would cost $100. My idea was to spend nothing on the console technology so all the money could be spent on improving the interface and software."[75]

The console's central processing unit is a 32-bit IBM PowerPC-based processor named Broadway, with a clock frequency of 729 MHz.[76][77] The reduced size of Broadway—based on a 90 nm process compared to the

Final Fantasy

Final Fantasy theme by Shadowfyre

Download: FinalFantasy.p3t

Final Fantasy Theme
(3 backgrounds)

Final Fantasy
Genre(s)Role-playing video game
Developer(s)Square, Square Enix
Publisher(s)Square, Square Enix
Creator(s)Hironobu Sakaguchi
Producer(s)Yoshinori Kitase
Tetsuya Nomura
Artist(s)Tetsuya Nomura
Composer(s)Nobuo Uematsu
Masashi Hamauzu
Junya Nakano
Hitoshi Sakimoto
Naoshi Mizuta
Mitsuto Suzuki
Masayoshi Soken
Yoko Shimomura
Masaharu Iwata
Hidenori Iwasaki
Ryo Yamazaki
Platform(s)
First releaseFinal Fantasy
December 18, 1987
Latest releaseFinal Fantasy VII Rebirth
February 29, 2024
Spin-offs

Final Fantasy[a] is a fantasy anthology media franchise created by Hironobu Sakaguchi which is owned, developed, and published by Square Enix (formerly Square). The franchise centers on a series of fantasy role-playing video games. The first game in the series was released in 1987, with 16 numbered main entries having been released to date.

The franchise has since branched into other video game genres such as tactical role-playing, action role-playing, massively multiplayer online role-playing, racing, third-person shooter, fighting, and rhythm, as well as branching into other media, including films, anime, manga, and novels.

Final Fantasy is mostly an anthology series with primary installments being stand-alone role-playing games, each with different settings, plots and main characters, but the franchise is linked by several recurring elements, including game mechanics and recurring character names. Each plot centers on a particular group of heroes who are battling a great evil, but also explores the characters' internal struggles and relationships. Character names are frequently derived from the history, languages, pop culture, and mythologies of cultures worldwide. The mechanics of each game involve similar battle systems and maps.

Final Fantasy has been both critically and commercially successful. Several entries are regarded as some of the greatest video games, with the series selling more than 185 million copies worldwide, making it one of the best-selling video game franchises of all time. The series is well known for its innovation, visuals, such as the inclusion of full-motion videos, photorealistic character models, and music by Nobuo Uematsu. It has popularized many features now common in role-playing games, also popularizing the genre as a whole in markets outside Japan.

Media[edit]

Games[edit]

The first installment of the series was released in Japan on December 18, 1987. Subsequent games are numbered and given a story unrelated to previous games, so the numbers refer to volumes rather than to sequels. Many Final Fantasy games have been localized for markets in North America, Europe, and Australia on numerous video game consoles, personal computers (PC), and mobile phones. As of June 2023, the series includes the main installments from Final Fantasy to Final Fantasy XVI, as well as direct sequels and spin-offs, both released and confirmed as being in development. Most of the older games have been remade or re-released on multiple platforms.[1]

Main series[edit]

Release timeline
1987Final Fantasy
1988Final Fantasy II
1989
1990Final Fantasy III
1991Final Fantasy IV
1992Final Fantasy V
1993
1994Final Fantasy VI
1995
1996
1997Final Fantasy VII
1998
1999Final Fantasy VIII
2000Final Fantasy IX
2001Final Fantasy X
2002Final Fantasy XI
2003
2004
2005
2006Final Fantasy XII
2007
2008
2009Final Fantasy XIII
2010Final Fantasy XIV (original)
2011
2012
2013Final Fantasy XIV
2014
2015
2016Final Fantasy XV
2017
2018
2019
2020
2021
2022
2023Final Fantasy XVI

Three Final Fantasy installments were released on the Nintendo Entertainment System (NES). Final Fantasy was released in Japan in 1987 and in North America in 1990.[2][3] It introduced many concepts to the console RPG genre, and has since been remade on several platforms.[3] Final Fantasy II, released in 1988 in Japan, has been bundled with Final Fantasy in several re-releases.[3][4][5] The last of the NES installments, Final Fantasy III, was released in Japan in 1990,[6] but was not released elsewhere until a Nintendo DS remake came out in 2006.[5]

The Super Nintendo Entertainment System (SNES) also featured three installments of the main series, all of which have been re-released on several platforms. Final Fantasy IV was released in 1991; in North America, it was released as Final Fantasy II.[7][8] It introduced the "Active Time Battle" system.[9] Final Fantasy V, released in 1992 in Japan, was the first game in the series to spawn a sequel: a short anime series, Final Fantasy: Legend of the Crystals.[3][10][11] Final Fantasy VI was released in Japan in 1994, titled Final Fantasy III in North America.[12]

The PlayStation console saw the release of three main Final Fantasy games. Final Fantasy VII (1997) moved away from the two-dimensional (2D) graphics used in the first six games to three-dimensional (3D) computer graphics; the game features polygonal characters on pre-rendered backgrounds. It also introduced a more modern setting, a style that was carried over to the next game.[3] It was also the second in the series to be released in Europe, with the first being Final Fantasy Mystic Quest. Final Fantasy VIII was published in 1999, and was the first to consistently use realistically proportioned characters and feature a vocal piece as its theme music.[3][13] Final Fantasy IX, released in 2000, returned to the series' roots, by revisiting a more traditional Final Fantasy setting, rather than the more modern worlds of VII and VIII.[3][14]

Three main installments, as well as one online game, were published for the PlayStation 2.[15][16][17] Final Fantasy X (2001) introduced full 3D areas and voice acting to the series, and was the first to spawn a sub-sequel (Final Fantasy X-2, published in 2003).[18][19] The first massively multiplayer online role-playing game (MMORPG) in the series, Final Fantasy XI, was released on the PS2 and PC in 2002, and later on the Xbox 360.[20][21] It introduced real-time battles instead of random encounters.[21] Final Fantasy XII, published in 2006, also includes real-time battles in large, interconnected playfields.[22][23] The game is also the first in the main series to utilize a world used in a previous game, namely the land of Ivalice, which was previously featured in Final Fantasy Tactics and Vagrant Story.[24]

In 2009, Final Fantasy XIII was released in Japan, and in North America and Europe the following year, for PlayStation 3 and Xbox 360.[25][26] It is the flagship installment of the Fabula Nova Crystallis Final Fantasy series[27] and became the first mainline game to spawn two sub-sequels (XIII-2 and Lightning Returns).[28] It was also the first game released in Chinese and high definition along with being released on two consoles at once. Final Fantasy XIV, a MMORPG, was released worldwide on Microsoft Windows in 2010, but it received heavy criticism when it was launched, prompting Square Enix to rerelease the game as Final Fantasy XIV: A Realm Reborn, this time to the PlayStation 3 as well, in 2013.[29] Final Fantasy XV is an action role-playing game that was released for PlayStation 4 and Xbox One in 2016.[30][31] Originally a XIII spin-off titled Versus XIII, XV uses the mythos of the Fabula Nova Crystallis series, although in many other respects the game stands on its own and has since been distanced from the series by its developers.[38] The sixteenth mainline entry, Final Fantasy XVI,[39] was released in 2023 for PlayStation 5.[40]

Remakes, sequels and spin-offs[edit]

Final Fantasy has spawned numerous spin-offs and metaseries. Several are, in fact, not Final Fantasy games, but were rebranded for North American release. Examples include the SaGa series, rebranded The Final Fantasy Legend, and its two sequels, Final Fantasy Legend II and III.[41] Final Fantasy Mystic Quest was specifically developed for a United States audience, and Final Fantasy Tactics is a tactical RPG that features many references and themes found in the series.[42][43] The spin-off Chocobo series, Crystal Chronicles series, and Kingdom Hearts series also include multiple Final Fantasy elements.[41][44] In 2003, the Final Fantasy series' first sub-sequel, Final Fantasy X-2, was released.[45] Final Fantasy XIII was originally intended to stand on its own, but the team wanted to explore the world, characters and mythos more, resulting in the development and release of two sequels in 2011 and 2013 respectively, creating the series' first official trilogy.[28] Dissidia Final Fantasy was released in 2009, a fighting game that features heroes and villains from the first ten games of the main series.[46] It was followed by a prequel in 2011,[47] a sequel in 2015[48] and a mobile spin-off in 2017.[49][50] Other spin-offs have taken the form of subseries—Compilation of Final Fantasy VII, Ivalice Alliance, and Fabula Nova Crystallis Final Fantasy. In 2022, Square Enix released an action-role playing title Stranger of Paradise: Final Fantasy Origin developed in collaboration with Team Ninja, which takes place in an alternate, reimagined reality based on the setting of the original Final Fantasy game, depicting a prequel story that explores the origins of the antagonist Chaos and the emergence of the four Warriors of Light.[51][52] Enhanced 3D remakes of Final Fantasy III and IV were released in 2006 and 2007 respectively.[53][54] The first installment of the Final Fantasy VII Remake project was released on the PlayStation 4 in 2020.[55] The second and latest installment of the remake trilogy, Final Fantasy VII Rebirth, was released on the PlayStation 5 in 2024.[56]

Other media[edit]

Film and television[edit]

Final Fantasy in film and television
1994Final Fantasy: Legend of the Crystals
1995–2000
2001Final Fantasy: The Spirits Within
Final Fantasy: Unlimited
2002–2004
2005Final Fantasy VII: Advent Children
Last Order: Final Fantasy VII
2006–2015
2016Kingsglaive: Final Fantasy XV
Brotherhood: Final Fantasy XV
2017Final Fantasy XIV: Dad of Light
2018
2019Final Fantasy XV: Episode Ardyn – Prologue

Square Enix has expanded the Final Fantasy series into various media. Multiple anime and computer-generated imagery (CGI) films have been produced that are based either on individual Final Fantasy games or on the series as a whole. The first was an original video animation (OVA), Final Fantasy: Legend of the Crystals, a sequel to Final Fantasy V. The story was set in the same world as the game, although 200 years in the future. It was released as four 30-minute episodes, first in Japan in 1994 and later in the United States by Urban Vision in 1998. In 2001, Square Pictures released its first feature film, Final Fantasy: The Spirits Within. The film is set on a future Earth invaded by alien life forms.[57] The Spirits Within was the first animated feature to seriously attempt to portray photorealistic CGI humans, but was considered a box office bomb and garnered mixed reviews.[57][58][59]

A 25-episode anime television series, Final Fantasy: Unlimited, was released in 2001 based on the common elements of the Final Fantasy series. It was broadcast in Japan by TV Tokyo and released in North America by ADV Films.

In 2005, Final Fantasy VII: Advent Children, a feature length direct-to-DVD CGI film, and Last Order: Final Fantasy VII, a non-canon OVA,[60] were released as part of the Compilation of Final Fantasy VII. Advent Children was animated by Visual Works, which helped the company create CG sequences for the games.[61] The film, unlike The Spirits Within, became a commercial success.[62][63][64][65] Last Order, on the other hand, was released in Japan in a special DVD bundle package with Advent Children. Last Order sold out quickly[66] and was positively received by Western critics,[67][68] though fan reaction was mixed over changes to established story scenes.[69]

Two animated tie-ins for Final Fantasy XV were released as part of a larger multimedia project dubbed the Final Fantasy XV Universe. Brotherhood is a series of five 10-to-20-minute-long episodes developed by A-1 Pictures and Square Enix detailing the backstories of the main cast. Kingsglaive, a CGI film released prior to the game in Summer 2016, is set during the game's opening and follows new and secondary characters.[70][71][72][73] In 2019, Square Enix released a short anime, produced by Satelight Inc, called Final Fantasy XV: Episode Ardyn – Prologue on their YouTube channel which acts as the background story for the final piece of DLC for Final Fantasy XV giving insight into Ardyn's past.

Square Enix also released Final Fantasy XIV: Dad of Light in 2017, an 8-episode Japanese soap opera based, featuring a mix of live-action scenes and Final Fantasy XIV gameplay footage.

As of June 2019, Sony Pictures Television is working on a live-action adaptation of the series with Hivemind and Square Enix. Jason F. Brown, Sean Daniel and Dinesh Shamdasani for Hivemind are the producers while Ben Lustig and Jake Thornton were attached as writers and executive producers for the series.[74]

Other media[edit]

Several video games have either been adapted into or have had spin-offs in the form of manga and novels. The first was the novelization of Final Fantasy II in 1989, and was followed by a manga adaptation of Final Fantasy III in 1992.[75][76] The past decade has seen an increase in the number of non-video game adaptations and spin-offs. Final Fantasy: The Spirits Within has been adapted into a novel, the spin-off game Final Fantasy Crystal Chronicles has been adapted into a manga, and Final Fantasy XI had a novel and manga set in its continuity.[77][78][79][80] Seven novellas based on the Final Fantasy VII universe have also been released. The Final Fantasy: Unlimited story was partially continued in novels and a manga after the anime series ended.[81] The Final Fantasy X and XIII series have also had novellas and audio dramas released. Final Fantasy Tactics Advance has been adapted into a radio drama, and Final Fantasy: Unlimited has received a radio drama sequel.

A trading card game named Final Fantasy Trading Card Game is produced by Square Enix and Hobby Japan, first released Japan in 2012 with an English version in 2016.[82] The game has been compared to Magic: the Gathering, and a tournament circuit for the game also takes place.[83][84]

Common elements[edit]

Although most Final Fantasy installments are independent, many gameplay elements recur throughout the series.[85][86] Most games conta