Vortex

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Vortex created by the passage of an aircraft wing, revealed by colored smoke
Vortices formed by milk when poured into a cup of coffee
A Kármán vortex street is demonstrated in this photo, as winds from the west blow onto clouds that have formed over the mountains in the desert. This phenomenon observed from ground level is extremely rare, as most cloud-related Kármán vortex street activity is viewed from space

In fluid dynamics, a vortex (pl.: vortices or vortexes)[1][2] is a region in a fluid in which the flow revolves around an axis line, which may be straight or curved.[3][4] Vortices form in stirred fluids, and may be observed in smoke rings, whirlpools in the wake of a boat, and the winds surrounding a tropical cyclone, tornado or dust devil.

Vortices are a major component of turbulent flow. The distribution of velocity, vorticity (the curl of the flow velocity), as well as the concept of circulation are used to characterise vortices. In most vortices, the fluid flow velocity is greatest next to its axis and decreases in inverse proportion to the distance from the axis.

In the absence of external forces, viscous friction within the fluid tends to organise the flow into a collection of irrotational vortices, possibly superimposed to larger-scale flows, including larger-scale vortices. Once formed, vortices can move, stretch, twist, and interact in complex ways. A moving vortex carries some angular and linear momentum, energy, and mass, with it.

Overview[edit]

In the dynamics of fluid, a vortex is fluid that revolves around the axis line. This fluid might be curved or straight. Vortices form from stirred fluids: they might be observed in smoke rings, whirlpools, in the wake of a boat or the winds around a tornado or dust devil.

Vortices are an important part of turbulent flow. Vortices can otherwise be known as a circular motion of a liquid. In the cases of the absence of forces, the liquid settles. This makes the water stay still instead of moving.

When they are created, vortices can move, stretch, twist and interact in complicated ways. When a vortex is moving, sometimes, it can affect an angular position.

For an example, if a water bucket is rotated or spun constantly, it will rotate around an invisible line called the axis line. The rotation moves around in circles. In this example the rotation of the bucket creates extra force.

The reason that the vortices can change shape is the fact that they have open particle paths. This can create a moving vortex. Examples of this fact are the shapes of tornadoes and drain whirlpools.

When two or more vortices are close together they can merge to make a vortex. Vortices also hold energy in its rotation of the fluid. If the energy is never removed, it would consist of circular motion forever.

Properties[edit]

Vorticity[edit]

The Crow instability of a jet aeroplane's contrail visually demonstrates the vortex created in the atmosphere (gas fluid medium) by the passage of the aircraft.

A key concept in the dynamics of vortices is the vorticity, a vector that describes the local rotary motion at a point in the fluid, as would be perceived by an observer that moves along with it. Conceptually, the vorticity could be observed by placing a tiny rough ball at the point in question, free to move with the fluid, and observing how it rotates about its center. The direction of the vorticity vector is defined to be the direction of the axis of rotation of this imaginary ball (according to the right-hand rule) while its length is twice the ball's angular velocity. Mathematically, the vorticity is defined as the curl (or rotational) of the velocity field of the fluid, usually denoted by and expressed by the vector analysis formula , where is the nabla operator and is the local flow velocity.[5]

The local rotation measured by the vorticity must not be confused with the angular velocity vector of that portion of the fluid with respect to the external environment or to any fixed axis. In a vortex, in particular, may be opposite to the mean angular velocity vector of the fluid relative to the vortex's axis.

Vortex types[edit]

In theory, the speed u of the particles (and, therefore, the vorticity) in a vortex may vary with the distance r from the axis in many ways. There are two important special cases, however:

A rigid-body vortex
  • If the fluid rotates like a rigid body – that is, if the angular rotational velocity Ω is uniform, so that u increases proportionally to the distance r from the axis – a tiny ball carried by the flow would also rotate about its center as if it were part of that rigid body. In such a flow, the vorticity is the same everywhere: its direction is parallel to the rotation axis, and its magnitude is equal to twice the uniform angular velocity Ω of the fluid around the center of rotation.
An irrotational vortex
  • If the particle speed u is inversely proportional to the distance r from the axis, then the imaginary test ball would not rotate over itself; it would maintain the same orientation while moving in a circle around the vortex axis. In this case the vorticity is zero at any point not on that axis, and the flow is said to be irrotational.

Irrotational vortices[edit]

Pathlines of fluid particles around the axis (dashed line) of an ideal irrotational vortex. (See animation.)

In the absence of external forces, a vortex usually evolves fairly quickly toward the irrotational flow pattern[citation needed], where the flow velocity u is inversely proportional to the distance r. Irrotational vortices are also called free vortices.

For an irrotational vortex, the circulation is zero along any closed contour that does not enclose the vortex axis; and has a fixed value, Γ, for any contour that does enclose the axis once.[6] The tangential component of the particle velocity is then . The angular momentum per unit mass relative to the vortex axis is therefore constant, .

The ideal irrotational vortex flow in free space is not physically realizable, since it would imply that the particle speed (and hence the force needed to keep particles in their circular paths) would grow without bound as one approaches the vortex axis. Indeed, in real vortices there is always a core region surrounding the axis where the particle velocity stops increasing and then decreases to zero as r goes to zero. Within that region, the flow is no longer irrotational: the vorticity becomes non-zero, with direction roughly parallel to the vortex axis. The Rankine vortex is a model that assumes a rigid-body rotational flow where r is less than a fixed distance r0, and irrotational flow outside that core regions.

In a viscous fluid, irrotational flow contains viscous dissipation everywhere, yet there are no net viscous forces, only viscous stresses.[7] Due to the dissipation, this means that sustaining an irrotational viscous vortex requires continuous input of work at the core (for example, by steadily turning a cylinder at the core). In free space there is no energy input at the core, and thus the compact vorticity held in the core will naturally diffuse outwards, converting the core to a gradually-slowing and gradually-growing rigid-body flow, surrounded by the original irrotational flow. Such a decaying irrotational vortex has an exact solution of the viscous Navier–Stokes equations, known as a Lamb–Oseen vortex.

Rotational vortices[edit]

Saturn's north polar vortex

A rotational vortex – a vortex that rotates in the same way as a rigid body – cannot exist indefinitely in that state except through the application of some extra force, that is not generated by the fluid motion itself. It has non-zero vorticity everywhere outside the core. Rotational vortices are also called rigid-body vortices or forced vortices.

For example, if a water bucket is spun at constant angular speed w about its vertical axis, the water will eventually rotate in rigid-body fashion. The particles will then move along circles, with velocity u equal to wr.[6] In that case, the free surface of the water will assume a parabolic shape.

In this situation, the rigid rotating enclosure provides an extra force, namely an extra pressure gradient in the water, directed inwards, that prevents transition of the rigid-body flow to the irrotational state.

Vortex formation on boundaries[edit]

Vortex structures are defined by their vorticity, the local rotation rate of fluid particles. They can be formed via the phenomenon known as boundary layer separation which can occur when a fluid moves over a surface and experiences a rapid acceleration from the fluid velocity to zero due to the no-slip condition. This rapid negative acceleration creates a boundary layer which causes a local rotation of fluid at the wall (i.e. vorticity) which is referred to as the wall shear rate. The thickness of this boundary layer is proportional to (where v is the free stream fluid velocity and t is time).

If the diameter or thickness of the vessel or fluid is less than the boundary layer thickness then the boundary layer will not separate and vortices will not form. However, when the boundary layer does grow beyond this critical boundary layer thickness then separation will occur which will generate vortices.

This boundary layer separation can also occur in the presence of combatting pressure gradients (i.e. a pressure that develops downstream). This is present in curved surfaces and general geometry changes like a convex surface. A unique example of severe geometric changes is at the trailing edge of a bluff body where the fluid flow deceleration, and therefore boundary layer and vortex formation, is located.

Another form of vortex formation on a boundary is when fluid flows perpendicularly into a wall and creates a splash effect. The velocity streamlines are immediately deflected and decelerated so that the boundary layer separates and forms a toroidal vortex ring.[8]

Vortex geometry[edit]

In a stationary vortex, the typical streamline (a line that is everywhere tangent to the flow velocity vector) is a closed loop surrounding the axis; and each vortex line (a line that is everywhere tangent to the vorticity vector) is roughly parallel to the axis. A surface that is everywhere tangent to both flow velocity and vorticity is called a vortex tube. In general, vortex tubes are nested around the axis of rotation. The axis itself is one of the vortex lines, a limiting case of a vortex tube with zero diameter.

According to Helmholtz's theorems, a vortex line cannot start or end in the fluid – except momentarily, in non-steady flow, while the vortex is forming or dissipating. In general, vortex lines (in particular, the axis line) are either closed loops or end at the boundary of the fluid. A whirlpool is an example of the latter, namely a vortex in a body of water whose axis ends at the free surface. A vortex tube whose vortex lines are all closed will be a closed torus-like surface.

A newly created vortex will promptly extend and bend so as to eliminate any open-ended vortex lines. For example, when an airplane engine is started, a vortex usually forms ahead of each propeller, or the turbofan of each jet engine. One end of the vortex line is attached to the engine, while the other end usually stretches out and bends until it reaches the ground.

When vortices are made visible by smoke or ink trails, they may seem to have spiral pathlines or streamlines. However, this appearance is often an illusion and the fluid particles are moving in closed paths. The spiral streaks that are taken to be streamlines are in fact clouds of the marker fluid that originally spanned several vortex tubes and were stretched into spiral shapes by the non-uniform flow velocity distribution.

Pressure in a vortex[edit]

A plughole vortex

The fluid motion in a vortex creates a dynamic pressure (in addition to any hydrostatic pressure) that is lowest in the core region, closest to the axis, and increases as one moves away from it, in accordance with Bernoulli's principle. One can say that it is the gradient of this pressure that forces the fluid to follow a curved path around the axis.

In a rigid-body vortex flow of a fluid with constant density, the dynamic pressure is proportional to the square of the distance r from the axis. In a constant gravity field, the free surface of the liquid, if present, is a concave paraboloid.

In an irrotational vortex flow with constant fluid density and cylindrical symmetry, the dynamic pressure varies as PK/r2, where P is the limiting pressure infinitely far from the axis. This formula provides another constraint for the extent of the core, since the pressure cannot be negative. The free surface (if present) dips sharply near the axis line, with depth inversely proportional to r2. The shape formed by the free surface is called a hyperboloid, or "Gabriel's Horn" (by Evangelista Torricelli).

The core of a vortex in air is sometimes visible because water vapor condenses as the low pressure of the core causes adiabatic cooling; the funnel of a tornado is an example. When a vortex line ends at a boundary surface, the reduced pressure may also draw matter from that surface into the core. For example, a dust devil is a column of dust picked up by the core of an air vortex attached to the ground. A vortex that ends at the free surface of a body of water (like the whirlpool that often forms over a bathtub drain) may draw a column of air down the core. The forward vortex extending from a jet engine of a parked airplane can suck water and small stones into the core and then into the engine.

Evolution[edit]

Vortices need not be steady-state features; they can move and change shape. In a moving vortex, the particle paths are not closed, but are open, loopy curves like helices and cycloids. A vortex flow might also be combined with a radial or axial flow pattern. In that case the streamlines and pathlines are not closed curves but spirals or helices, respectively. This is the case in tornadoes and in drain whirlpools. A vortex with helical streamlines is said to be solenoidal.

As long as the effects of viscosity and diffusion are negligible, the fluid in a moving vortex is carried along with it. In particular, the fluid in the core (and matter trapped by it) tends to remain in the core as the vortex moves about. This is a consequence of Helmholtz's second theorem. Thus vortices (unlike surface waves and pressure waves) can transport mass, energy and momentum over considerable distances compared to their size, with surprisingly little dispersion. This effect is demonstrated by smoke rings and exploited in vortex ring toys and guns.

Two or more vortices that are approximately parallel and circulating in the same direction will attract and eventually merge to form a single vortex, whose circulation will equal the sum of the circulations of the constituent vortices. For example, an airplane wing that is developing lift will create a sheet of small vortices at its trailing edge. These small vortices merge to form a single wingtip vortex, less than one wing chord downstream of that edge. This phenomenon also occurs with other active airfoils, such as propeller blades. On the other hand, two parallel vortices with opposite circulations (such as the two wingtip vortices of an airplane) tend to remain separate.

Vortices contain substantial energy in the circular motion of the fluid. In an ideal fluid this energy can never be dissipated and the vortex would persist forever. However, real fluids exhibit viscosity and this dissipates energy very slowly from the core of the vortex. It is only through dissipation of a vortex due to viscosity that a vortex line can end in the fluid, rather than at the boundary of the fluid.

Further examples[edit]

The visible core of a vortex formed when a C-17 uses high engine power at slow speed on a wet runway.
Kármán vortex streets formed off the island of Tristan da Cunha

NeoGAF

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NeoGAF
NeoGAF logo
Type of site
Internet forum
Available inEnglish
OwnerNeoGaf LLC
(100% — Tyler Malka)
Created byJim Cordeira
URLneogaf.com
CommercialYes
RegistrationOptional[α]
Launched1999; 25 years ago (1999) (as Gaming-Age Forums)
Current statusActive
Written inPHP, MySQL (powered by XenForo 2.2)

NeoGAF is an Internet forum primarily dedicated to the discussion of video games. Founded as an adjunct to a video game news site under the name Gaming-Age Forums, on April 4, 2006 it changed its name to NeoGAF and became independently hosted and administered.

In 2017, site owner Tyler "Evilore" Malka was accused of sexual harassment. The allegations resulted in moderator resignations, mass exodus off the site and later site policy changes. Former members and moderators would later launch the new forum ResetEra.

History[edit]

NeoGAF began as "The Gaming-Age Forums", a forum for gaming website Gaming-Age. As Gaming-Age outgrew its hosting, IGN took over hosting of Gaming-Age's forums. After IGN ceased hosting of GAF in mid-2001, GAF moved to ezboard, and the administration of GAF became more estranged from Gaming Age.[1]

As the Gaming-Age staff became gradually more divorced from the day-to-day operation of GAF, problems with the new Gamesquad hosting cropped up. As software bugs in vBulletin 2, the version GAF was using at the time, continued to worsen, the Gamesquad hosting became increasingly more impractical, until the forums' database became corrupted, forcing a move to new hosting in order to change software and salvage what was left of the forums' database. In the spring of 2004, a fundraiser was held to move GAF to new hosting. On June 6, 2004, GAF took its newest form (known as NeoGAF to long-time posters) and moved to new hosting and new software, vBulletin 3.

On April 4, 2006, the forums were relaunched as NeoGAF, the former in-moniker, by its administrators. NeoGAF also features its own front page, an upfront admission that the forum's audience had drifted from that of its birthing news site, but yet mandated a single portal to represent the forum's members.

In an interview with VG247 in 2013, Tyler Malka claimed that he was offered $5 million to sell the website, turning down the offer.[2] One year later he stated in a forum post that the offer doubled, later saying he also turned down the deal.[3]

Sexual misconduct allegations against Malka and moderators exodus[edit]

On October 21, 2017, film director Ima Leupp described in a Facebook post, as part of the #MeToo phenomenon, a trip she took with NeoGAF owner Tyler "Evilore" Malka two years before. She said that while she and Malka were drinking together in a New Orleans hotel room in April 2015, she became very sick. While cleaning up in the shower, she said he approached her "fully naked" from behind without her consent.[4][5][6][7][8]

Following the sexual harassment scandal, half of the site's moderation staff resigned, and many users posted "suicide threads" wherein they demanded to be banned from the forum. The website went offline soon after.[9][10] Afterwards, NeoGAF was restored, suspending the off-topic sections of the board, and announcing that politics would henceforth be a prohibited subject of discussion and that moderation would become anonymous.[11]

Reception[edit]

Industry response[edit]

Members of the video games industry have been known to be members of the website, such as David Jaffe and Cliff Bleszinski.[12]

In 2007, in a thread discussing the resignation of Peter Moore from Microsoft, one user making fun of Microsoft's vice president of global marketing Jeff Bell received a personal message asking them "And your contribution to society is ... what?" The account was later found to be Jeff Bell's.[13] Malka later said he saw a shift on the forums with people in the games industry being more careful of what they post.[14]

In a 2009 thread post on NeoGAF dedicated to the game Scribblenauts, user "Feep" relayed the experience of discovering during E3 that he was able to go back in time with a time machine to collect a dinosaur in order to defeat an army of robot zombies that could not be defeated with regular weapons.[15][16][17] The story, memorialized as "Post 217", led to the games artist Edison Yan creating a desktop wallpaper image of the story, in appreciation of the positive fan response to the game, and the terms "Post Two One Seven", "Feep", and "Neogaf" were included as summonable objects in the game.[18] Scribblenauts' director Jeremiah Slaczka credited the word-of-mouth popularity of "Post 217" for part of the game's success at E3, and noted that he had contacted Feep to gain his permission to include "Feep" (appearing as a robot zombie) within the game.[19]

Describing the development struggles of 2017's Rime, Tequila Works co-founder Raúl Rubio Munárriz said that reading the forum's reactions reduced him to tears for two days and that if he had read them early on in development, the game would have been cancelled. "Partly because I just don't understand the cruelty, but more importantly because I could see those years over those two days, and I began to understand that maybe people can love something so much that they can hate it."[20]

Criticism[edit]

One of the biggest critics of NeoGAF was game designer and former Silicon Knights president Denis Dyack. In June 2008, he issued a challenge to forum users. He asked users to say whether they were for or against the then upcoming Silicon Knights game Too Human. Once the game was released, if the game received negative reception, Dyack would have "Owned by GAF" under his forum name. If positive reception, users who voted against the game would have had "Owned by Too Human."[21] Dyack would later go on the 1UP Yours podcast, explaining his challenge was an experiment to expose the lack of accountability on online forums, adding that NeoGAF would crumble if it doesn't reform itself.[22] He was later permanently banned from the site in August that same year after calling it the worst online forum.[23][24]

Circa 2017, NeoGAF was criticized for biased moderation and banning political dissidents. Tyler "Evilore" Malka made a post admitting biased moderation by at least one former member of the moderation staff. Malka stated that the ex-moderator banned hundreds of members without justification. Malka also made the declaration that discussion should be encouraged with different points of view, saying that people on the website have been "driven out, character assassinated, labeled traitor for not sounding angry enough, or for not being entirely on board with ostracizing someone else for the same reasons."[25]

In the media[edit]

In 2007, the website partnered up with The Get-Well Gamers Foundation to launch a donation campaign to bring video games to children in hospitals. NeoGAF raised $5,600 in cash and inventory donations over the October to December period.[26]

An exchange on the forum inspired members to start the development of Dudebro II in 2010. The game was intended to be a satirical take on the machismo found in some modern titles and was planned to feature Jon St. John, the voice of Duke Nukem, as the lead.[27] The team's last statement, in late 2017, disassociated the game from NeoGAF due to the sexual harassment controversy, claiming a new and unrelated team would be created to continue development.[28]

In June 2015, a Reddit sub-community devoted towards mocking NeoGAF became one of five communities shut down by the site.[29][30] Reddit argued the ban hit groups "that allow their communities to use the subreddit as a platform to harass individuals when moderators don’t take action."[31]

Vice News noted the site was one of the largest drivers of traffic to Hillary Clinton's website during the 2016 U.S. presidential election.[32]

ResetEra[edit]

Several former NeoGAF members established ResetEra on October 24, 2017, after NeoGAF's owner, Tyler Malka faced sexual misconduct accusations.[33][34]

From November 2017 to March 2018, ResetEra hosted Q&A sessions with Insomniac Games, Chucklefish, LizardCube, DotEmu, and Tom Happ and Dan Adelman, the creators of Axiom Verge.[35]

ResetEra moderators enacted the site's first game ban by barring all promotion of the game Hogwarts Legacy, citing a "far-right" YouTube channel run by then-lead designer Troy Leavitt, and comments criticized for transphobia made by author J. K. Rowling.[36] In January 2023, the ban was extended to include any discussion of the game.[37][38]

In October 2021, ResetEra was purchased for 4.5 million dollars by MOBA Network,[39] a Swedish company that focuses on managing web-based forums for video games and esports. In a statement, MOBA Network claimed that it wants to "increase advertising revenue through a higher share of direct sales, implementation of new ad formats, and a long-term product development strategy."[40]

ResetEra is cited for hat tips by PCGamesN and other publications.[41] Game developers and journalists have visited the forums, including journalist Geoff Keighley; Cory Barlog, Creative Director at Santa Monica Studio; James Stevenson, the Community Director for Insomniac Games; and Thomas Mahler, director of Moon Studios; among others.[42][43][44]

See also[edit]

Notes[edit]

  1. ^ Registration requires admin approval and is required for creating threads and posting messages.

References[edit]

  1. ^ Oxford, Nadia (April 8, 2010). "The Story of NeoGAF". GamePro. IDG. p. 1. Archived from the original on March 3, 2016.
  2. ^ Donaldson, Alex (May 17, 2013). "The story of NeoGAF part three: money, money, money". VG247. Gamer Network. Archived from the original on October 23, 2017. Retrieved June 5, 2017.
  3. ^ Cook, Dave (May 22, 2014). "NeoGAF's owner turned down $10 million offer for the site". VG247. Gamer Network. Archived from the original on December 8, 2017. Retrieved June 5, 2017.
  4. ^ Klepek, Patrick (October 23, 2017). "Inside the Sexual Misconduct Allegations Rocking NeoGAF's Last 48 Hours". Vice. Archived from the original on July 9, 2020. Retrieved July 7, 2020.
  5. ^ D'Anastasio, Cecilia (October 22, 2017). "NeoGAF Goes Dark After Sexual Misconduct Allegation Against Owner". Kotaku. Archived from the original on June 18, 2020. Retrieved July 7, 2020.
  6. ^ Robertson, Adi (October 23, 2017). "Games forum NeoGAF in chaos after owner accused of sexual misconduct". The Verge. Archived from the original on October 28, 2017. Retrieved July 7, 2020.
  7. ^ Good, Owen (October 22, 2017). "NeoGAF goes silent following allegations against owner". Polygon. Archived from the original on July 8, 2020. Retrieved July 7, 2020.
  8. ^ Philips, Tom (October 23, 2017). "NeoGAF offline after owner accused of sexual misconduct". Eurogamer. Archived from the original on July 7, 2020. Retrieved July 7, 2020.
  9. ^ Cade Onder (October 22, 2017). "Gaming forum NeoGAF goes up in smoke after sexual harassment allegations against founder". GameZone. Archived from the original on October 22, 2017. Retrieved October 22, 2017.
  10. ^ Crecente, Brian (October 22, 2017). "Video Game Forum NeoGAF Offline Amid Sexual Assault Allegations Against Owner". Glixel. Rolling Stone. Archived from the original on October 22, 2017. Retrieved October 22, 2017.
  11. ^ EviLore (October 24, 2017). "The state of NeoGAF". NeoGaf. Archived from the original on November 3, 2017. Retrieved November 24, 2019.
  12. ^ Donaldson, Alex (May 15, 2013). "The story of NeoGAF part one: humble beginnings". VG247. Gamer Network. Archived from the original on August 7, 2017. Retrieved June 5, 2017.
  13. ^ Rea, Jared (July 18, 2007). "Jeff Bell asks message board user: "And your contribution to society is ... what?"". Joystiq. AOL. Archived from the original on December 21, 2007.
  14. ^ Donaldson, Alex (May 16, 2013). "The story of NeoGAF part two: scandal and control". VG247. Gamer Network. Archived from the original on August 3, 2017. Retrieved August 2, 2017.
  15. ^ McElroy, Griffon (June 5, 2009). "Hands-on: Scribblenauts". Joystiq. AOL. Archived from the original on January 27, 2013. Retrieved June 12, 2009.
  16. ^ Ashley, Robert (June 11, 2009). "Scribblenauts: How a Nobody Game Became the Talk of This Year's E3". Crispy Gamer. Archived from the original on July 22, 2014. Retrieved June 11, 2009.
  17. ^ Harold, Charles (June 8, 2009). "A game to help you think creatively". USA Today. Archived from the original on November 9, 2012. Retrieved November 6, 2009.
  18. ^ Fletcher, JC (June 15, 2009). "Celebrate a legendary Scribblenauts moment with this wallpaper". Joystiq. AOL. Archived from the original on July 14, 2012. Retrieved June 15, 2009.
  19. ^ Broder, Aaron (September 8, 2009). "Q&A: Scribblenauts emerges as breakthrough game for 5th Cell". Tech Flash. Archived from the original on March 22, 2014. Retrieved September 13, 2009.
  20. ^ Maxwell, Ben (May 2017). "The Year's Essential Adventure is Finally Here". Edge. United Kingdom: Future plc. Archived from the original on September 1, 2019. Retrieved July 11, 2017.
  21. ^ Bennett, Colette (June 25, 2008). "Denis Dyack makes bet with NeoGAF forum users about Too Human". Destructoid. Archived from the original on September 6, 2015. Retrieved June 7, 2017.
  22. ^ Kollar, Philip (July 3, 2008). "Dyack on 1UP Yours: Forums Need Reform". 1UP Yours. 1UP.com. Archived from the original on June 30, 2012. Retrieved June 7, 2017.
  23. ^ bleahy (August 19, 2008). "NeoGAF Bans 'Too Human' Creator, Denis Dyack". G4tv.com. Archived from the original on February 18, 2015. Retrieved February 16, 2015.
  24. ^ Garratt, Patrick (August 20, 2008). "Dyack: I posted on NeoGAF because it's "the worst forum"". VG247. Gamer Network. Archived from the original on August 26, 2017. Retrieved June 5, 2017.
  25. ^ Leack, Jonathan (June 5, 2017). "NeoGAF Owner Confirms Previously Biased Moderation, Pushes for Greater Diversity of Opinions". Game Revolution. CraveOnline. Archived from the original on June 5, 2017. Retrieved June 5, 2017.

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Assassin’s Creed #2

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

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

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

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

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

Development history[edit]

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

Period one[edit]

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

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

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

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

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

Period two[edit]

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

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

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

Future[edit]

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

Gameplay[edit]

An Assassin's Creed III demo showing the parkour gameplay

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

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

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

Storyline[edit]

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

Premise[edit]

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

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

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

Story arcs[edit]

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

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

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

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

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

MD Glossy

MD Glossy theme by Metric Design

Download: MD_Glossy.p3t

MD Glossy Theme
(3 backgrounds)

P3T Unpacker v0.12
Copyright (c) 2007. Anoop Menon

This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!

Download for Windows: p3textractor.zip

Instructions:

Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.

The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.

The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].

For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following:
p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.

Orange Skin

Orange Skin theme by GeneralOfDeath

Download: OrangeSkin.p3t

Orange Skin Theme
(no backgrounds)

P3T Unpacker v0.12
Copyright (c) 2007. Anoop Menon

This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!

Download for Windows: p3textractor.zip

Instructions:

Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.

The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.

The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].

For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following:
p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.

Glossy Blue

Glossy Blue theme by chasgta

Download: GlossyBlue.p3t

Glossy Blue Theme
(1 background)

P3T Unpacker v0.12
Copyright (c) 2007. Anoop Menon

This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!

Download for Windows: p3textractor.zip

Instructions:

Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.

The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.

The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].

For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following:
p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.

For Realz

For Realz theme by A_N_T_H_O_N_Y

Download: ForRealz.p3t

For Realz Theme
(3 backgrounds)

P3T Unpacker v0.12
Copyright (c) 2007. Anoop Menon

This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!

Download for Windows: p3textractor.zip

Instructions:

Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.

The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.

The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].

For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following:
p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.

Dirt

Dirt Theme by aguba

Download: Dirt.p3t

Dirt Theme
(1 background)

The great dust heap of London at Battle Bridge in 1836, next to the Smallpox Hospital
Dirty Dicks is a Bishopsgate pub named after Dirty Dick, who once owned it and was notoriously filthy.
Dirt-covered sidewalk in Brooklyn, NYC being swept during a community clean-up

Dirt is any matter considered unclean, especially when in contact with a person's clothes, skin, or possessions. In such cases, they are said to become dirty. Common types of dirt include:

Etymology[edit]

The word dirt first appears in Middle English and was probably borrowed from the Old Norse drit, meaning 'excrement'.[2]

Exhibitions and studies[edit]

A season of artworks and exhibits on the theme of dirt was sponsored by the Wellcome Trust in 2011. The centrepiece was an exhibition at the Wellcome Collection showing pictures and histories of notable dirt such as the great dust heaps at Euston and King's Cross in the 19th century and the Fresh Kills landfill which was once the world's largest landfill.[3]

Cleaning[edit]

When things are dirty, they are usually cleaned with solutions like hard surface cleaner and other chemical solutions; much domestic activity is for this purpose—washing, sweeping, and so forth.[4]

In a commercial setting, a dirty appearance gives a bad impression. An example of such a place is a restaurant. The dirt in such cases may be classified as temporary, permanent, and deliberate. Temporary dirt is streaks and detritus that may be removed by ordinary daily cleaning. Permanent dirt is ingrained stains or physical damage to an object, which requires major renovation to remove. Deliberate dirt is that which results from design decisions such as decor in dirty orange or grunge styling.[5]

Disposal[edit]

As cities developed, arrangements were made for the disposal of trash through the use of waste management services. In the United Kingdom, the Public Health Act 1875 required households to place their refuse into a container that could be moved so that it could be carted away. This was the first legal creation of the dustbin.[6]

Health[edit]

Modern society is now thought to be more hygienic. Lack of contact with microorganisms in dirt when growing up is hypothesised to be the cause of the epidemic of allergies such as asthma.[7] The human immune system requires activation and exercise in order to function properly and exposure to dirt may achieve this.[8] For example, the presence of staphylococcus bacteria on the surface of the skin regulates the inflammation which results from injury.[9]

Even when no visible dirt is present, contamination by microorganisms, especially pathogens, can still cause an object or location to be considered dirty. For example, computer keyboards are especially dirty as they contain on average 70 times more microbes than a lavatory seat.[10]

People and animals may eat dirt. This is thought to be caused by mineral deficiency[citation needed] and so the condition is commonly seen in pregnant women.[11]

Neurosis[edit]

People may become obsessed by dirt and engage in fantasies and compulsive behaviour about it, such as making and consuming mud pies and pastries.[12] The source of such thinking may be genetic, as the emotion of disgust is common and the location for this activity in the brain has been proposed.[13]

See also[edit]

References[edit]

  1. ^ Arno Cahn, ed. (2003). 5th World Conference on Detergents. p. 154. ISBN 9781893997400 – via Google Books.
  2. ^ "dirt, n.". Oxford English Dictionary (Online ed.). Oxford University Press. doi:10.1093/OED/1353882326. (Subscription or participating institution membership required.)
  3. ^ Brian Dillon (23 March 2011), "Dirt: the Filthy Reality of Everyday Life, Welcome Collection", The Daily Telegraph, archived from the original on 24 March 2011
  4. ^ Mindy Lewis (2009), Dirt: The Quirks, Habits, and Passions of Keeping House, ISBN 9781580052610
  5. ^ John B. Hutchings (2003), Expectations and the Food Industry, ISBN 9780306477096
  6. ^ V.K. Prabhakar (2000), Encyclopaedia of Environmental Pollution and Awareness in the 21st Century, p. 10, ISBN 9788126106516
  7. ^ Dirt can be good for children, say scientists, BBC, 23 November 2009
  8. ^ Mary Ruebush (2009), Why Dirt Is Good: 5 Ways to Make Germs Your Friends, ISBN 9781427798046
  9. ^ Lai, Y; Di Nardo, A; Nakatsuji, T; Leichtle, A; Yang, Y; Cogen, AL; Wu, ZR; Hooper, LV; Schmidt, RR (22 November 2009), "Commensal bacteria regulate Toll-like receptor 3–dependent inflammation after skin injury", Nature Medicine, 15 (12): 1377–82, doi:10.1038/nm.2062, PMC 2880863, PMID 19966777
  10. ^ The joy of dirt, The Economist, 17 December 2009
  11. ^ López, LB; Ortega Soler, CR; de Portela, ML (March 2004). "Pica during pregnancy: a frequently underestimated problem". Archivos Latinoamericanos de Nutricion. 54 (1): 17–24. PMID 15332352.
  12. ^ Lawrence S. Kubie, "The Fantasy of Dirt", The Psychoanalytical Quarterly, 6: 388–425
  13. ^ Valerie Curtis, Adam Biran (2001), "Dirt, Disgust, and Disease: Is Hygiene in Our Genes?", Perspectives in Biology and Medicine, 44 (1): 17–31, CiteSeerX 10.1.1.324.760, doi:10.1353/pbm.2001.0001, PMID 11253302, S2CID 15675303

Further reading[edit]

  • Terence McLaughlin (1971), Dirt: a social history as seen through the uses and abuses of dirt, Stein and Day, ISBN 9780812814125
  • Suellen Hoy (1996), Chasing Dirt: The American Pursuit of Cleanliness, Oxford University Press, ISBN 9780195111286
  • Pamela Janet Wood (2005), Dirt: filth and decay in a new world arcadia, Auckland University Press, ISBN 9781869403485
  • Ben Campkin, Rosie Cox (2007), Dirt: new geographies of cleanliness and contamination, I.B. Tauris, ISBN 9781845116729
  • Virginia Smith; et al. (2011), Dirt: The Filthy Reality of Everyday Life, Profile Books Limited, ISBN 9781846684791

External links[edit]

Twist

Twist theme by Precisi

Download: Twist.p3t

Twist Theme
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