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Armored Core[a] is a third-person shootermechavideo game series developed by FromSoftware. The series centers on a silent protagonist who takes on work as a mercenary pilot in the far future, operating large robot combat units known as Armored Cores at the behest of corporate and private clients. As the player completes missions for these clients, they gain credits to improve their Armored Core and unlock further opportunities to make money. Some games include an "Arena" mode in which the player fights other Armored Core pilots in head-to-head battles, which can reward the player with further income or prestige.
In the original continuity established by 1997's Armored Core through 2001's Armored Core 2: Another Age, Earth experienced a cataclysm known as the "Great Destruction" and humanity has been forced underground. Corporations begin fighting for dominance, leading to the increasing reliance on Armored Core pilots called Ravens.[3] Following the events of 1999's Armored Core: Master of Arena, humanity rebuilds and colonizes Mars. Through 2000's Armored Core 2 and its expansion, Another Age, the fledgling Earth government struggles to maintain power as opportunistic corporations exploit the power gap and rebel groups resist against the hegemony of government and business interests.[4][5]
The series was rebooted with 2002's Armored Core 3, beginning a new story arc that concluded with Armored Core: Last Raven in 2005. Following a global nuclear war, humanity has retreated underground. Following centuries of rule by an artificial intelligence called The Controller, its decay leads to the destruction of much of humanity's underground network, causing them to look toward the surface for safety.[6] By the end of 2003's Silent Line: Armored Core, humanity has fully returned to the surface of Earth.[7] The final two games of this continuity, 2004's Armored Core: Nexus and 2005's Armored Core: Last Raven involve the end of the existing power dynamic of corporations and Ravens fighting over the surface.[8][9]
2006's Armored Core 4 rebooted the series yet again. Here, corporations have seized control of Earth governments and are waging war across the surface for dominance. A war waged over the course of the game pollutes the environment, leading to the creation of floating cities in 2008's Armored Core: For Answer. Depending on the player's choices, humanity either barely survives the fallout of For Answer's conflict or is completely eradicated.[10][11]
The third continuity of the series continued with 2012's Armored Core V. A single corporation has dominance over a contaminated Earth and is being opposed by a resistance faction that seeks to overthrow them. 2013's Armored Core: Verdict Day details the outbreak of another war 100 years later following an apocalyptic event.[12][13]
Another continuity has begun with 2023's Armored Core VI: Fires of Rubicon. For the first time in the series, it takes place far away from Earth in a human-colonized solar system on the planet Rubicon 3. Decades prior to the game's start, a powerful resource called Coral was discovered, leading to significant technological advancements, but a disaster called the Fires of Ibis scorched the entire Rubicon system and left it highly contaminated. However, the Coral, thought to have all burned, has begun to reappear, bringing multiple corporations into conflict for control of it which, in turn, has brought the attention of mercenaries. Added into the conflict are the Planetary Closure Administration, an organization tasked with quarantining Rubicon, and the Rubicon Liberation Front, a resistance group who venerate the Coral, wishing to end its exploitation and free the planet.
Armored Core's missions can involve multiple objectives and pit the player against computer controlled opponents.
Within the core games of the franchise, the gameplay is generally focused on the player taking the role of a mech-piloting mercenary, taking on missions for various clients and gaining currency from completing them.[14] Missions can involve multiple objectives and pit the player against computer controlled opponents, some of which pilot mechs as well.[15] Upon completion of a mission, the operating costs of the mech, such as repairs and ammunition, are deducted from the total earnings of the player, as well as compensation for destroying valuable objects within the mission area. Likewise, if the player loses a mission, those same deductions occur from the player's direct balance.[16]
The game's mechs, called Armored Cores (or ACs for short), are highly customizable with hundreds of parts and weapons that can be purchased from an in-game shop or by fulfilling certain requirements.[17] Different parts can provide gameplay advantages in certain terrains or against certain enemies, which forces the player to put thought into how to approach the construction of their mech as each sortie often has different obstacles and hazards to overcome.[14] The customization of Armored Cores is strictly limited by multiple factors such as the maximum weight load of their leg parts, or the energy output of their generators supplying power to all equipped parts of the AC. As such, an Armored Core's performance varies depending on the parts which compose it.
Many of the franchise's games feature a branching storyline where taking on certain missions can block off others, with consequences of a player's decision in mission being relayed to them at the end of a mission. Certain games require multiple playthroughs to access additional contents, such as missions inaccessible during initial playthrough, and even different endings that adds additional lore and context to the games.[18]
An Arena mode introduced in Armored Core: Project Phantasma gave players the opportunity to fight opponents outside of missions for additional rewards. Project Phantasma also introduced the import feature, allowing players to retain their progress from a previous entry when starting a new one.[19] This import feature would become a mainstay of the franchise, with "expansion" titles like Silent Line: Armored Core allowing for importing save data.[20]
Since its first release, the Armored Core games have featured multiplayer options in some form. In the original PlayStation era, local split-screen multiplayer modes were the primary method, generally featuring head-to-head battles.[21] A PlayStation Link Cable feature, allowing for the connection of two PlayStation consoles, was included in all three original Armored Core titles.[22]
With the PlayStation 2, split-screen and console linking continue to be the primary source of multiplayer. 2004's Armored Core: Nexus introduced the LAN multiplayer mode, in addition to connecting through their internet service and allowed up to 4 players to fight in matches together.[23]
Online multiplayer was first introduced in the Japanese release of Armored Core 2: Another Age, but was removed in other regions due to the PlayStation Network Adapter not being ready in time.[24] No PlayStation 2-era game after this release would include online play either, with the first game to do so being Armored Core 4.[10]
The original trilogy of Armored Core games were developed for the original PlayStation by FromSoftware and established many of the core themes and mechanics that would be found in the rest of the series. The debut title, Armored Core, was released on July 10, 1997, in Japan.[25] Story elements like corporate-funded conflicts, post-apocalyptic settings, and silent protagonists were introduced in the first game. The game's mechanics revolve around taking on missions from various clients for pay, using earned money to customize the player's Armored Core unit.[14]
Armored Core: Project Phantasma was released as a stand-alone expansion to the original game, released on December 4, 1997.[26]Project Phantasma introduced an Arena mechanic that would be expanded on in later titles, as well as an import mechanic that would become an important feature through the franchise. Players were able to import save data from earlier Armored Core games and bring their existing Armored Core units into the expansions.[19]
A second stand-alone expansion, Armored Core: Master of Arena, was released on February 4, 1999, and was the final game released for the original PlayStation.[27] It concluded the core arc of the original Armored Core and greatly expanded on the Arena mechanic introduced in Project Phantasma.[28] Like its predecessor, Master of Arena allowed players to import save files from both the original Armored Core and Project Phantasma to continue their progress.[29]
All three games from the original PlayStation era were re-released on the PlayStation Network in 2007 for the tenth anniversary of the original title.[30][31][32] The original Armored Core was also released on the Japanese PlayStation Classic in 2018.[33]
With the transition to the PlayStation 2, FromSoftware released Armored Core 2 as a launch title in Japan on August 3, 2000.[34] As a narrative sequel to the original trilogy, Armored Core 2 transitioned the series away from the post-apocalyptic setting and added more science fiction elements, such as Mars colonization. Much of the gameplay remained the same, including the mission structure, customization, and Arena modes.[35][4] The title did overhaul the visuals from the original game, taking advantage of the added power of the new console, but overall designs stayed similar.[36] Unlike Project Phantasma and Master of Arena, players could not import their saves to the new game.
Armored Core 2: Another Age was released on April 12, 2001, as a stand-alone expansion.[37] It allowed players to import their save files from Armored Core 2 and continue with their existing Armored Core units.[38] The game introduced movement controls using the DualShock analog sticks and cooperative mission mode.[39] The Japanese version of Armored Core 2 was the first title to include online broadband play, allowing players to fight each other over the internet.[24]
Armored Core 3 was released on April 4, 2002, and served as a reboot for the franchise.[40] The story returned to a post-apocalyptic setting and retained the core concept of corporate warfare and mercenary mission structure. Very little gameplay was changed from the earlier PlayStation 2 titles, instead focusing on incremental improvements and minor features like USB mice, computer-controlled allies, and surround sound.[6][41][42] Due to its nature as a reboot, players could not import save data from Armored Core 2 or Another Age.
A stand-alone expansion, Silent Line: Armored Core, was released on January 23, 2003, and was a direct sequel to Armored Core 3.[43] Like other expansions in the franchise, players could import their progress from Armored Core 3 into Silent Line, retaining their parts and credits from the earlier game.[20]Silent Line introduced new gameplay mechanics, including computer-controlled companions and a first person mode.[44][45]
Armored Core: Nexus was released on March 18, 2004, as a direct sequel to Silent Line.[46] Unlike its predecessor, Nexus was treated as a core entry rather than an expansion and did not allow for save data import.[47] While carrying over parts from 3 and Silent Line, mechanics changed significantly compared to past expansions. The heat mechanic introduced in Armored Core 2 was made much more influential, especially with the introduction of booster heat. All part stats were also totally redistributed. The game was the first in the franchise to include support for dual analog sticks. It also introduced a new LAN multiplayer mode that allowed up to 4 players to participate in matches against each other.[23]
Armored Core: Last Raven was released on August 4, 2005, and served as the conclusion to Armored Core 3's story arc.[48] The game is structured around a 24-hour clock that moves forward as missions progress. At the end of the 24-hour period, choices made by the player can alter the outcome of the plot.[49] The game introduced a component damage system, allowing for individual parts to be broken in combat.[50]
Armored Core 4 was released on December 21, 2006, for the PlayStation 3, serving as another reboot for the franchise. An Xbox 360 version, the first instance of a main title in the franchise being released outside of the PlayStation ecosystem, was released on March 22, 2007.[51] Gameplay in Armored Core 4 has been sped up and streamlined from its predecessors in an attempt to make the game more accessible to new players.[52] The game marks the first instance of online multiplayer outside of the Japanese release of Armored Core 2: Another Age.[53]
Armored Core: For Answer was released on March 19, 2008, as a standalone expansion to Armored Core 4.[54] It incorporates an online co-operative mode and a branching storyline.[55] The game was noted for its technical problems on the PlayStation 3 version.[56] Like Nexus, this game did not simply add content to its predecessor and changed gameplay by greatly increasing booster speeds and increasing generator performance.
Armored Core V was released on January 26, 2012, for the PlayStation 3 and Xbox 360 and acts as indirect sequel to Armored Core 4 and Armored Core: For Answer.[57] The game focuses on the online multiplayer component and includes far fewer offline story missions than its predecessors.[12] In the game's online mode, players battle for territory in teams of up to 20 players. A co-operative mode is included for players to fight NPCs alongside other players for various rewards.[58]
Armored Core: Verdict Day was released on September 24, 2013, as a standalone expansion to Armored Core V.[59] The game retains its predecessor's multiplayer focus, though it allows players to create teams of AI companions instead of requiring teams composed entirely of players.[60] A full-length story mode returns alongside a newly implemented "hardcore mode", and players can import their saved games from Armored Core V to retain their personalized mechs.[61]
Armored Core VI: Fires of Rubicon was announced at The Game Awards 2022 on December 8. It is another reboot of the series, unrelated to any past games, set in an alternate future where humanity has developed an interstellar civilization. The player character, codenamed "C4-621" is an augmented Armored Core pilot sent to the distant planet Rubicon 3 to fight in a war between corporations, the government and the local inhabitants for the control of a highly valuable resource called "Coral" which only exists there. The game was released on PlayStation 4, PlayStation 5, Windows, Xbox One, and Xbox Series X/S on August 25, 2023.[62][63]
In 2004, FromSoftware released two spin-offs from the main Armored Core series. The first, Armored Core: Nine Breaker was released on October 28, 2004, for the PlayStation 2.[64] Removing the focus from story-based missions, the game is instead built around an Arena mode where the player must compete with computer-controlled opponents to increase their rank.[65] Minigames designed as training exercises were included to allow players to practice specific skills.[66]
Armored Core: Formula Front was released on December 12, 2004, for the PlayStation Portable.[67] Like Nine Breaker, its focus was on Arena-style gameplay, though a new mechanic put a focus on building an artificial intelligence strategy for the Armored Core units to execute.[68]Formula Front was later released for the PlayStation 2 in Japan.[69]
Several mobile games were released in the Armored Core franchise from 2004 to 2008, but they were never released outside of Japan.[70] An American version of these mobile games was in development around 2005, but the title was never released.[71]
Armored Core: Tower City Blade is a manga by Fujimi Shobo based on the game. It was serialized in Dragon Age Pure between March 14 and April 14, 2007. A project called Armored Core: Fort Tower Song was to consist of a book and an anime also released in 2007. The book was completed but the anime was not.[72] From Software announced in 2011 that the anime had been canceled due to View Works shutting down.[73]
The making of Armored Core solidified FromSoftware's development skills, and in July 1999, they released the multiplayer action game Frame Gride for the SegaDreamcast.[74] The company's focus would shift from RPGs to mech games due in part to the success of the Armored Core series. In 2002, FromSoftware released the mech action game Murakumo: Renegade Mech Pursuit for the Xbox.[74] In 2004, they released another Xbox title, Metal Wolf Chaos. In 2005, FromSoftware would start to produce a series of licensed games based on the various anime properties under the banner Another Century's Episode.[75] Kenichiro Tsukuda, the producer of the Armored Core series produced a very similar video game called Daemon X Machina that was released for the Nintendo Switch and Microsoft Windows.[76]
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.
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 NaziU-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]
During combat, the player as Nate (left) can use corners and walls as cover, then use blind or aimed fire from cover against his opponents.
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]
A platforming segment, showing Nathan attempting to scale the outer walls of the Fortress
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 languageGOAL, 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]
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
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
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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[update], 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.
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]
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]
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]
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]
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]
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]
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
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[update], 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.
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]
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]
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]
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]
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]
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]
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
Street Fighter is one of the highest-grossing video game franchises of all time and one of Capcom's flagship series, with total sales of 54 million units worldwide as of March 2024[update].[2] It is also one of the highest-grossing media franchises of all time.
Street Fighter, designed by Takashi Nishiyama and Hiroshi Matsumoto, debuted in arcades in 1987.[3][4] The player controls martial artist Ryu to compete in a worldwide martial arts tournament spanning five countries and 10 opponents. A second player can control Ryu's friendly American rival, Ken Masters. The player can perform three punch and kick attacks, each varying in speed and strength, and three special attacks: the Hadōken, Shōryūken, and Tatsumaki Senpūkyaku, performed by executing special joystick and button combinations.[5]
Street Fighter II: The World Warrior is the first one-on-one fighting game to give players a choice from a variety of player characters with different moves, allowing for more varied matches. Each player character has a unique fighting style with approximately 30 or more moves, including new grappling moves and throws, and two or three special attacks. In the single-player mode, the player character is pitted sequentially against the seven other main characters before confronting the final four bosses, exclusively CPU-controlled. As in the original, a second player can join anytime for competitive matches.[citation needed]
The original Japanese version of Street Fighter II introduced an African-American boxerboss character that shared the physical characteristics and likeness of real-life boxer Mike Tyson. (The character was originally named "Mike Bison". To avoid a likeness infringement lawsuit, Capcom rotated the names of three of the boss characters for international versions of the game. The final boss, named Vega in the Japanese version, was given the M. Bison name, the talon-wielding Spanish warrior, named Balrog in the Japanese version, was renamed Vega and the boxer became Balrog.[8] In a 2019 interview, Mike Tyson himself was asked about the "Mike Bison" character design, and revealed that he was "honored by the impersonation".[9])
Street Fighter II eclipsed its predecessor in popularity, eventually turning Street Fighter into a multimediafranchise.[10] It had an unexpectedly phenomenal impact on gaming. More than $10 billion in inflation-adjusted revenue as of 2017 was grossed from all versions, mostly from arcades.[11] More than 14 million cartridges were sold for the Super Nintendo Entertainment System and Sega Genesis/Mega Drive.[12]
The first official update to the series was Street Fighter II: Champion Edition, pronounced Street Fighter II Dash in Japan, as noted by the prime notation on the logo. The four computer-controlled boss characters are human-playable and two players can choose the same character, leaving one character with an alternate color pattern. It has slightly improved graphics, including differently colored backgrounds and refined gameplay. A second upgrade, Street Fighter II: Hyper Fighting (Street Fighter II Dash Turbo in Japan), was produced in response to the various bootleg editions of the game. Hyper Fighting offers faster gameplay than its predecessors, different character costume colors and new special techniques. Super Street Fighter II: The New Challengers, the third revision, gives the game a complete graphical and musical overhaul and introduces four new playable characters. It is also the first game for Capcom's CP System II arcade hardware. The fifth arcade installment, Super Street Fighter II Turbo, Super Street Fighter II X in Japan, brings back the faster gameplay of Hyper Fighting, a new type of special techniques known as "Super Combos" and a hidden character, Akuma.[citation needed]
Numerous home versions of the Street Fighter II games have been produced following the release of the original game. The original version, Street Fighter II: The World Warrior, was ported to the Super NES in 1992, which is Capcom's best-selling game as of 2008[update].[12] A Japanese-only port of Street Fighter II Dash for the PC Engine came in 1993. That year, two home versions of Hyper Fighting were released: Street Fighter II Turbo for Super NES and Street Fighter II: Special Champion Edition (Street Fighter II Dash Plus in Japan) for Genesis. The following game, Super Street Fighter II, was also ported to the Super NES and Genesis in 1994. That year, Super Street Fighter II Turbo was released for the 3DO Interactive Multiplayer and for Windows, released by the now-defunct GameTek.[citation needed]
In 1997, Capcom released the Street Fighter Collection for the PlayStation and Sega Saturn. This is a compilation including Super and Super Turbo, and Street Fighter Alpha 2 Gold (Street Fighter Zero 2′ (Dash) in Japan), an updated version of Street Fighter Alpha 2. It was followed by Street Fighter Collection 2 (Capcom Generation Vol. 5 in Japan), also released for the PlayStation and Saturn, which includes the original Street Fighter II, Champion Edition, and Hyper Fighting. In 2000, Capcom released Super Street Fighter II X for Matching Service exclusively in Japan for the Dreamcast. This version of the game features an online two-player versus mode. In 2003, Capcom released Hyper Street Fighter II: The Anniversary Edition for the arcades in Japan and Asia to commemorate the 15th anniversary of the series. As the final arcade installment, the game is a hybrid version of Super Turbo, which allows players to select between versions of characters from all five previous Street Fighter II games. Hyper was released in North America and the PAL region via its ports for the PlayStation 2 and the Xbox, released as part of the Street Fighter Anniversary Collection along with Street Fighter III: 3rd Strike. In 2005, the three games in Street Fighter Collection 2 were included in Capcom Classics Collection Vol. 1 for PlayStation 2 and Xbox. A version of Super Turbo, along with the original Street Fighter, was later included in the 2007 compilation Capcom Classics Collection Vol. 2, also released for the PlayStation 2 and Xbox. Street Fighter II and Super Street Fighter II are also available as downloadable games for select cellular phone services.[citation needed]
An updated version of Super Street Fighter II Turbo came to the PlayStation Network and Xbox Live Arcade services in 2008.[13] The game, Super Street Fighter II Turbo HD Remix, has fully redrawn artwork, including HD sprites 4.5x the original size, drawn by artists from UDON. This is the first time the Street Fighter characters have had new sprites, drawn by Capcom, since Capcom vs. SNK 2 in 2001. The game has several changes which address character balancing issues, but also features the original arcade version gameplay so that players can choose between the two.[14]
Ultra Street Fighter II: The Final Challengers is an updated version of 1994's Super Street Fighter II Turbo for the Nintendo Switch. The game features two graphical styles—classic pixel art and updated high-definition art. New gameplay mechanics and modes have been introduced and tweaks have been made to the game's balance. It has two more characters, who are classic alternate evil form of the classic characters Ryu and Ken, Evil Ryu and Violent Ken, and Akuma is now playable.[citation needed]
Street Fighter Alpha: Warriors' Dreams (Street Fighter Zero in Asia and Mexico), was released in 1995. It uses the same character designs Capcom previously employed in Darkstalkers and X-Men: Children of the Atom, with settings and character designs heavily influenced by Street Fighter II: The Animated Movie. Alpha expands on the Super Combo system from Super Turbo by extending Super Combo meter into three levels, allowing for super combos to be stored up and introducing Alpha Counters and Chain Combos, also from Darkstalkers. The plot of Alpha is set between the first two Street Fighter games and fleshes out the backstories and grudges held by many of the classic Street Fighter II characters.[15] It has a playable roster of ten immediately playable characters and three unlockable fighters, comprising not only younger versions of established characters, but also characters from the original Street Fighter and Final Fight, such as Adon and Guy.[citation needed]
Street Fighter Alpha 2 has all-new stages, music, and endings for some characters, some of which overlap with those from the original Alpha.[16] It also discards the Chain Combo system in favor of Custom Combos, which requires a portion of the Super Combo meter to be used. Alpha 2 retains all 13 characters from the original and adds five new characters to the roster along with hidden versions of returning characters. Alpha 2 is followed by a slightly enhanced arcade release, Street Fighter Zero 2 Alpha, released in Japan and Brazil, ported to home consoles as Street Fighter Alpha 2 Gold and Zero 2′ Dash in Japan.[citation needed]
The third and final Alpha game, Street Fighter Alpha 3, was released in 1998 following the release of the original Street Fighter III: 2nd Impact and Street Fighter EX. Alpha 3 introduces three selectable fighting styles and further expands the playable roster to 28 characters.[17] Console versions of the three games, including the original Alpha 2 and Alpha 2 Gold, were released for the PlayStation and Sega Saturn, although versions of specific games in the series were also released for the Game Boy Color, Super NES, Dreamcast, and Windows. The home console versions of Alpha 3 further expands the character roster by adding the remaining "New Challengers" from Super Street Fighter II. The Dreamcast version of the game was backported to the arcades in Japan as Street Fighter Zero 3 Upper. A version of Upper, titled Alpha 3 outside Japan, was released for the Game Boy Advance and added three characters from Capcom vs. SNK 2. A PlayStation Portable version, Alpha 3 MAX, or Zero 3 Double Upper in Japan, contains the added characters from the GBA version and Ingrid from Capcom Fighting Jam.[citation needed]
In 1996, Capcom co-produced a 3D fighting game Street Fighter EX with Arika, a company founded by Street Fighter II planner Akira Nishitani. It was developed for the PlayStation-based ZN-1 hardware. EX combined the established Street Fighter cast with original characters created and owned by Arika. It was followed by an upgraded version, Street Fighter EX Plus, in 1997, which expanded the character roster. A home version with additional features and characters, Street Fighter EX Plus Alpha, was released for the PlayStation during the same year.[citation needed]
A sequel was released in 1998, Street Fighter EX2, developed for the ZN-2 hardware. Custom combos were reintroduced and the character roster was expanded upon even further. In 1999, EX2 also received an upgraded version, Street Fighter EX2 Plus. A port of EX2 Plus was released for the PlayStation in 1999.[citation needed]
The third game in the series, Street Fighter EX3, was released as a launch game for the PlayStation 2 in 2000. This game included a tag team system, a mode that let a single player fight up to three opponents simultaneously, and another mode that allowed players to give the new character, Ace, a selection of special and super moves after purchasing them with experience points. The cast included many characters from the previous game.[citation needed]
Some of the Arika-owned characters from the series were later featured in other games developed by the company. The Namco-distributed arcade game Fighting Layer featured Allen Snider and Blair Dame from the original EX, while Skullomania would reappear in the PlayStation game Fighter Maker. A spiritual successor to Fighting Layer, featuring an initial roster consisting entirely of Arika-owned EX characters, Fighting EX Layer, was released in 2018.[18]
Capcom produced fighting games involving licensed characters from other companies and their own properties. In 1994, Capcom released the Marvel-licensed fighting game X-Men: Children of the Atom, which features Akuma from Super Turbo as a hidden character. It was followed by Marvel Super Heroes in 1995, which features Anita from Night Warriors
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.