Cars #4

Cars theme by SWEETMUSICMAN

Download: Cars_4.p3t

Cars Theme 4
(16 backgrounds)

Redirect to:

Jesus Christ 1.2

Jesus Christ 1.2 theme by SWEETMUSICMAN

Download: JesusChrist1.2.p3t

Jesus Christ 1.2 Theme
(16 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.

R3al Gam3rs Th3me

R3al Gam3rs Th3me by Seastone

Download: R3alGam3rsTh3me.p3t

R3al Gam3rs Th3me
(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.

Resident Evil 5

Resident Evil 5 theme by Blackened Assassin

Download: ResidentEvil5.p3t

Resident Evil 5 Theme
(1 background)

Resident Evil 5
Main characters Chris Redfield and Sheva Alomar and the text "Resident Evil 5" in the foreground with a sketch of the African continent in the background
Cover art of the game, featuring Chris Redfield and Sheva Alomar
Developer(s)Capcom[a]
Publisher(s)Capcom
Director(s)
  • Yasuhiro Anpo
  • Kenichi Ueda
Producer(s)
Designer(s)Jiro Taoka
Programmer(s)Soji Seta
Writer(s)
  • Haruo Murata
  • Yoshiaki Hirabayashi
  • Kenichi Ueda
Composer(s)Kota Suzuki
SeriesResident Evil
EngineMT Framework
Platform(s)
Release
March 5, 2009
  • PlayStation 3, Xbox 360
    • JP: March 5, 2009
    • AU: March 12, 2009
    • NA: March 13, 2009
    • EU: March 13, 2009[1][2]
    Gold Edition
    • JP: February 18, 2010 (PS3)
    • NA: March 9, 2010
    • AU: March 11, 2010
    • EU: March 12, 2010
    Windows
    • JP: September 17, 2009
    • AU: September 17, 2009
    • NA: September 18, 2009
    • EU: September 18, 2009
    Gold Edition
    • WW: March 26, 2015[3]
    Shield Android TV
    • WW: May 19, 2016
    PlayStation 4, Xbox One
    • WW: June 28, 2016
    Nintendo Switch
    • WW: October 29, 2019
Genre(s)Third-person shooter
Mode(s)Single-player, multiplayer

Resident Evil 5[b] is a 2009 third-person shooter video game developed and published by Capcom. It is a major installment in the Resident Evil series, and was announced in 2005—the same year its predecessor Resident Evil 4 was released. Resident Evil 5 was released for the PlayStation 3 and Xbox 360 consoles in March 2009 and for Windows in September 2009. It was re-released for PlayStation 4 and Xbox One in June 2016. The plot involves an investigation of a terrorist threat by Bioterrorism Security Assessment Alliance agents Chris Redfield and Sheva Alomar in Kijuju, a fictional region of West Africa. Chris learns that he must confront his past in the form of an old enemy, Albert Wesker, and his former partner, Jill Valentine.

The gameplay of Resident Evil 5 is similar to that of the previous installment, though it is the first in the series designed for two-player cooperative gameplay. It has also been considered the first game in the main series to depart from the survival horror genre, with critics saying it bore more resemblance to an action game. Motion capture was used for the cutscenes, and it was the first video game to use a virtual camera system. Several staff members from the original Resident Evil worked on Resident Evil 5. The Windows version was developed by Mercenary Technology.

Resident Evil 5 received a positive reception, despite some criticism for its control scheme. The game received some complaints of racism, though an investigation by the British Board of Film Classification found the complaints were unsubstantiated.[4] As of December 2023, when including the original, special and remastered versions, the game had sold 13.4 million units.[5] It is the best-selling game of the Resident Evil franchise when not including remakes,[c] and the original version remained the best-selling individual Capcom release until March 2018, when it was outsold by Monster Hunter: World. A sequel, Resident Evil 6, was released in 2012.

Plot[edit]

In 2009,[6] five years after the events of Resident Evil 4, Chris Redfield, now an agent of the Bioterrorism Security Assessment Alliance (BSAA), is dispatched to Kijuju in West Africa. He and his new partner Sheva Alomar are tasked with apprehending Ricardo Irving before he can sell a bio-organic weapon (BOW) on the black market. When they arrive, they discover that the locals have been infected by the parasites Las Plagas (those infected are called "Majini") and the BSAA Alpha Team have been killed. Chris and Sheva are rescued by BSAA's Delta Team, which includes Sheva's mentor Captain Josh Stone. In Stone's data Chris sees a photograph of Jill Valentine, his old partner, who has been presumed dead after a confrontation with Albert Wesker. Chris, Sheva and Delta Team close in on Irving, but he escapes with the aid of a hooded figure. Irving leaves behind documents that lead Chris and Sheva to marshy oilfields, where Irving's deal is to occur, but they discover that the documents are a diversion. When Chris and Sheva try to regroup with Delta Team, they find the team slaughtered by a BOW; Sheva cannot find Stone among the dead. Determined to learn if Jill is still alive, Chris does not report to headquarters.[7]

Continuing through the marsh, they find Stone and track down Irving's boat with his help. Irving injects himself with a variant of the Las Plagas parasite and mutates into a huge octopus-like beast. Chris and Sheva defeat him, and his dying words lead them to a nearby cave. The cave is the source of a flower used to create viruses previously used by the Umbrella Corporation, as well as a new strain named Uroboros. Chris and Sheva find evidence that Tricell, the company funding the BSAA, took over a former Umbrella underground laboratory and continued Umbrella's research. In the facility, they discover thousands of capsules holding human test subjects. Chris finds Jill's capsule, but it is empty. When they leave, they discover that Tricell CEO Excella Gionne has been plotting with Wesker to launch missiles with the Uroboros virus across the globe; it is eventually revealed that Wesker hopes to take a chosen few from the chaos of infection and rule them, creating a new breed of humanity. Chris and Sheva pursue Gionne but are stopped by Wesker and the hooded figure, who is revealed to be a brainwashed Jill. Gionne and Wesker escape to a Tricell oil tanker; Chris and Sheva fight Jill, subduing her and removing the mind-control device before she urges Chris to follow Wesker.[7]

Chris and Sheva board the tanker and encounter Gionne, who escapes after dropping a case of syringes; Sheva keeps several. When Chris and Sheva reach the main deck, Wesker announces over the ship's intercom that he has betrayed Gionne and infected her with Uroboros. She mutates into a giant monster, which Chris and Sheva defeat. Jill radios in, telling Chris and Sheva that Wesker must take precise, regular doses of a serum to maintain his strength and speed; a larger or smaller dose would poison him. Sheva realizes that Gionne's syringes are doses of the drug. Chris and Sheva follow Wesker to a bomber loaded with missiles containing the Uroboros virus, injecting him with the syringes Gionne dropped. Wesker tries to escape on the bomber; Chris and Sheva disable it, making him crash-land in a volcano. Furious‚ Wesker exposes himself to Uroboros and chases Chris and Sheva through the volcano. They fight him, and the weakened Wesker falls into the lava before Chris and Sheva are rescued by a helicopter, which is piloted by Jill and Stone. As a dying Wesker attempts to drag the helicopter into the volcano, Chris and Sheva fire rocket-propelled grenades at Wesker, killing him.[8] In the game's final cutscene, Chris wonders if the world is worth fighting for. Looking at Sheva and Jill, he decides to live in a world without fear.[7]

Gameplay[edit]

Still from the game with Chris Redfield (back to the player) and Sheva Alomar (facing the player)
The first player controls Chris Redfield, while a second player can control Sheva Alomar. Players are controlled from an over-the-shoulder perspective.

Resident Evil 5 is a third-person shooter with an over-the-shoulder perspective.[9] Players can use several weapons including handguns, shotguns, automatic rifles, sniper rifles, and grenade launchers, as well as melee attacks. Players can make quick 180-degree turns to evade enemies.[10] The game involves boss battles, many of which contain quick time events.[11]

As in its predecessor Resident Evil 4, players can upgrade weapons with money and treasure collected in-game and heal themselves with herbs, but cannot run and shoot at the same time.[11] New features include infected enemies with guns and grenades,[10] the ability to upgrade weapons at any time from the inventory screen without having to find a merchant, and the equipping of weapons and items in real-time during gameplay.[11] Each player can store nine items. Unlike the previous games, the item size is irrelevant; a herb or a grenade launcher each occupy one space, and four items may be assigned to the D-pad.[9] The game features puzzles, though fewer than previous titles.[12][13]

Resident Evil 5 is the first game in the Resident Evil series designed for two-player cooperative gameplay.[14] The player controls Chris, a former member of the fictional Special Tactics and Rescue Service (STARS) and member of the BSAA, and a second player can control Sheva, who is introduced in this game. If a person plays alone, Sheva is controlled by the game's artificial intelligence (AI). When the game has been completed once, there is an option to make Sheva the primary character.[11] Two-player mode is available online or split screen with a second player using the same console. A second player joining a split screen game in progress will make the game reload the last checkpoint (the point at which the game was last saved); the second player joining an online game will have to wait until the first player reaches the next checkpoint, or restarts the previous one, to play.[9] In split-screen mode, one player's viewpoint is presented in the top half of the screen, and the other in the bottom half, but each viewpoint is presented in widescreen format, rather than using the full width of the screen, resulting in unused space to the left and right of the two windows.[10] If one player has critical health, only their partner can resuscitate them, and they will die if their partner cannot reach them. At certain points, players are deliberately separated. Players can trade items during gameplay, although weapons cannot be traded with online players.[9] The game's storyline is linear, and interaction with other characters is mostly limited to cutscenes.[12][13]

A version of the Mercenaries minigame, which debuted in Resident Evil 3: Nemesis, is included in Resident Evil 5.[15] This minigame places the player in an enclosed environment with a time limit. Customized weapons cannot be used and players must search for weapons, ammunition, and time bonuses while fighting a barrage of enemies,[11] to score as many points as possible within the time limit.[16] The minigame multiplayer mode was initially offline only; a release-day patch needed to be downloaded to access the online multiplayer modes.[17] Mercenaries is unlocked when the game's story mode has been completed.[16]

Development[edit]

A portrait shot of a middle-aged Asian man with short, messy black hair, glasses and a zip-up sweatshirt
Producer Jun Takeuchi (pictured in 2010) supervised the game's development.

Resident Evil 5 was developed by Capcom and produced by Jun Takeuchi, who directed Onimusha: Warlords and produced Lost Planet: Extreme Condition. Keiji Inafune, promotional producer for Resident Evil 2 and executive producer of the PlayStation 2 version of Resident Evil 4, supervised the project. Production began in 2005 and at its peak, over 100 people were working on the project.[18] In February 2007, some members of Capcom's Clover Studio began working on Resident Evil 5 while others were working on Resident Evil: The Umbrella Chronicles, which debuted for the Wii.[19][20] Yasuhiro Anpo, who worked as a programmer on the original Resident Evil, directed Resident Evil 5.[21] He was one of several staff members who worked on the original game to be involved in Resident Evil 5's development.[22] The game's scenario was written by Haruo Murata and Yoshiaki Hirabayashi, based on a story idea by concept director Kenichi Ueda.[23] Takeuchi announced that the game would retain the gameplay model introduced in Resident Evil 4, with "thematic tastes" from both Resident Evil 4 and the original Resident Evil.[24]

While previous Resident Evil games are mainly set at night, the events of Resident Evil 5 occur almost entirely during the day. The decision for this was a combination of the game being set in Africa and advances in hardware improvements which allowed increasingly detailed graphics.[25] On the subject of changes to Jill and Chris's appearance, production director Yasuhiro Anpo explained that designers tried "to preserve their image and imagined how they would have changed over the passage of time". Their new designs retained the character's signature colors; green for Chris and blue for Jill. Sheva was redesigned several times during production, though all versions tried to emphasize a combination of "feminine attraction and the strength of a fighting woman".[26] The Majini were designed to be more violent than the "Ganado" enemies in Resident Evil 4.[27]

The decision for cooperative gameplay was made part-way through development, for a new experience in a Resident Evil game.[14] Despite initial concern that a second player would dampen the game's tension and horror, it was later realized that this could actually increase such factors where one player had to be rescued.[28] The decision to retain wide-screen proportions in two-player mode was made to avoid having the first player's screen directly on top of the second, which might be distracting, and the restriction on simultaneously moving and shooting was retained to increase player tension by not allowing them to maneuver freely. Takeuchi cited the film Black Hawk Down as an influence on the setting of Resident Evil 5 and his experience working on Lost Planet: Extreme Condition as an influence on its development.[14] When questioned as to why the game was not being released on the Wii, which was the most popular gaming console at that time, Takeuchi responded that although that may have been a good decision "from a business perspective", the Wii was not the best choice in terms of power and visual quality, concluding that he was happy with the console choices they had made.[29]

Resident Evil 5 runs on version 1.4 of Capcom's MT Framework engine[30] and scenes were recorded by motion capture. It was the first video game to use a virtual camera system,[31] which allowed the developers to see character movements in real time as the motion-capture actors recorded.[32] Actors Reuben Langdon, Karen Dyer and Ken Lally portrayed Chris Redfield, Sheva Alomar and Albert Wesker respectively.[33][34][35] Dyer also voiced Sheva,[36] while Chris's voice was performed by Roger Craig Smith.[37] Dyer's background training in circus skills helped her win the role of Sheva, as Capcom were searching for someone who could handle the physical skills her motion capture required. She performed her own stunts, and worked in production on the game for over a year, sometimes working 14 hours a day.[36] All of the human character motions were based on motion capture, while the non-human characters in the game were animated by hand.[38]

Kota Suzuki was the game's principal composer and additional music was contributed by Hideki Okugawa, Akihiko Narita and Seiko Kobuchi.[23] The electronic score includes 15 minutes of orchestral music, recorded at the Newman Scoring Stage of 20th Century Fox Studios in Los Angeles with the 103-piece Hollywood Studio Symphony. Other orchestral music and arrangements were by Wataru Hokoyama, who conducted the orchestra.[39] Capcom recorded in Los Angeles because they wanted a Hollywood-style soundtrack to increase the game's cinematic value and global interest. Resident Evil 5's soundtrack features an original theme song, titled "Pray",[40] which was composed by Suzuki and sung by Oulimata Niang.[41]

Marketing and release[edit]

Capcom announced Resident Evil 5 on July 20, 2005,[42] and the company showed a brief trailer for the game at the Electronic Entertainment Expo (E3) in July 2007.[43] The full E3 trailer became available on the Xbox Live Marketplace and the PlayStation Store that same month.[44][45] A new trailer debuted on Spike TV's GameTrailers TV in May 2008, and on the GameTrailers website.[46] A playable game demo was released in Japan on December 5, 2008, for the Xbox 360,[2] in North America and Europe for the Xbox 360 on January 26, 2009, and on February 2 for the PlayStation 3.[47] Worldwide downloads of the demo exceeded four million for the two consoles; over 1.8 million were downloaded between January 26 and January 29.[48]

In January 2009, D+PAD Magazine reported that Resident Evil 5 would be released with limited-edition Xbox 360 box art; pictures of the limited-edition box claimed that it would allow two to sixteen players to play offline via System Link.[49] Although Capcom said that their "box art isn't lying", the company did not provide details.[50] Capcom soon issued another statement that the box-art information was incorrect, and System Link could support only two players.[49] Microsoft released a limited-edition, red Xbox 360 Elite console which was sold with the game. The package included an exclusive Resident Evil theme for the Xbox 360 Dashboard[51] and a download voucher for Super Street Fighter II Turbo HD Remix from Xbox Live.[52]

Resident Evil 5 was released for PlayStation 3 and Xbox 360 in March 2009, alongside a dedicated Game Space on PlayStation Home. The space, Resident Evil 5 "Studio Lot" (Biohazard 5 "Film Studio" in Japan), had as its theme the in-game location of Kijuju. Its lounge offered Resident Evil 5-related items for sale, events and full game-launching support. Some areas of the space were available only to owners of Resident Evil 5.[53] A Windows version was released in September 2009. This version, using Nvidia's 3D Vision technology through DirectX 10, includes more costumes and a new mode in the Mercenaries minigame.[54][55] Resident Evil 5 was re-released on Shield Android TV in May 2016,[56] and was re-released on PlayStation 4 and Xbox One the following month, with a physical disc copy following in America that July.[57] It was also released for Nintendo Switch on October 29, 2019.[58]

Additional content[edit]

Shortly before the release of Resident Evil 5, Capcom announced that a competitive multiplayer mode called Versus would be available for download in several weeks.[59] Versus became available for download in Europe and North America on April 7, 2009, through the Xbox Live Marketplace and the PlayStation Store.[60] Versus has two online game types: "Slayers", a point-based game challenging players to kill Majini, and "Survivors", where players hunt each other while dodging and attacking Majini. Both modes can be played by two-player teams.[60] The Windows version of Resident Evil 5 originally did not support downloadable content (DLC).[61]

During Sony's press conference at the 2009 Tokyo Game Show Capcom announced that a special edition of the game, Biohazard 5: Alternative Edition, would be released in Japan for the PlayStation 3 in the spring of 2010.[62] This edition supports the PlayStation Move accessory and includes a new scenario, "Lost in Nightmares", where Chris Redfield and Jill Valentine infiltrate one of Umbrella Corporation co-founder Oswell E. Spencer's estates in 2006.[63] Another special edition of the game, Resident Evil 5: Gold Edition, was released for the Xbox 360 and PlayStation 3 in North America and Europe. Gold Edition includes "Lost in Nightmares" and another campaign-expansion episode, "Desperate Escape", where players control Josh Stone and Jill Valentine as they assist Chris and Sheva.[64] The edition also includes the previously released Versus mode, four new costumes and an alternate Mercenaries mode with eight new playable characters, new items and maps. Like Alternative Edition, Gold Edition supports the PlayStation Move accessory with a patch released on September 14, 2010.[65] The Xbox 360 version of Gold Edition came in a DVD with a token allowing free download of all DLC, while the PlayStation 3 version had all of the new content on a single Blu-ray disc.[65] On November 5, 2012, Resident Evil 5: Gold Edition was placed on the PlayStation Network as a free download for PlayStation Plus users during that month.[66]

As part of the game's conversion to Steamworks, Gold Edition was released for Microsoft Windows on March 26, 2015. Owners of the game from Steam or as a boxed retail Games for Windows – Live can acquire a free Steamworks copy of the base game and purchase the new Gold Edition content.[67] The Steamworks version did not allow the use of Nvidia's 3D Vision technology or fan modifications, though Capcom later confirmed a way to work around these issues.[68] In 2023, an update was released for the Windows version that removed Games for Windows – Live, thus restoring the split screen co-op feature to the game.[69]

Reception[edit]

Resident Evil 5 received generally favourable reviews, according to review aggregator Metacritic.[72][70][71] Reviewers praised the game's visuals and content. Corey Cohen of Official Xbox Magazine complimented the game's fast pace, and called the graphics gorgeous.[81] It was praised by Joe Juba and Matt Miller of Game Informer, who said that it had the best graphics of any game to date and that the music and voice acting helped bring the characters to life,[79] and Brian Crecente of Kotaku said it was one of the most visually stunning games he had ever played.[82] Adam Sessler of X-Play said the game's graphics were exceptional,[10] and Edge praised the gameplay as exhilarating and frantic.[77] For IGN, Ryan Geddes wrote that the game had a surprisingly high replay value,[11] and GameZone's Louis Bedigian said the game was "worth playing through twice in one weekend".[83]

While still giving favorable reviews of the game, several reviewers considered it t

Metal Gear Dissolve

Metal Gear Dissolve theme by lightweaponx

Download: MetalGearDissolve.p3t

Metal Gear Dissolve Theme
(2 backgrounds)

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

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

Download for Windows: p3textractor.zip

Instructions:

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

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

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

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

World of Warcraft #2

World of Warcraft theme by thetitof

Download: WorldofWarcraft_2.p3t

World of Warcraft Theme 2
(9 backgrounds)

World of Warcraft
Developer(s)Blizzard Entertainment
Publisher(s)Blizzard Entertainment[2]
Director(s)
Producer(s)
  • Shane Dabiri
  • Carlos Guerrero
Designer(s)
Programmer(s)John Cash
Artist(s)
  • William Petras
  • Kevin Beardslee
  • Justin Thavirat
Composer(s)Jason Hayes[a]
SeriesWarcraft
Platform(s)Microsoft Windows, Mac OS X
Release
  • AU/NA: November 23, 2004
  • EU: February 11, 2005[1]
Genre(s)Massively multiplayer online role-playing
Mode(s)Multiplayer

World of Warcraft (WoW) is a massively multiplayer online role-playing game (MMORPG) released in 2004 by Blizzard Entertainment. Set in the Warcraft fantasy universe, World of Warcraft takes place within the world of Azeroth, approximately four years after the events of the previous game in the series, Warcraft III: The Frozen Throne.[3] The game was announced in 2001, and was released for the 10th anniversary of the Warcraft franchise on November 23, 2004. Since launch, World of Warcraft has had nine major expansion packs: The Burning Crusade (2007), Wrath of the Lich King (2008), Cataclysm (2010), Mists of Pandaria (2012), Warlords of Draenor (2014), Legion (2016), Battle for Azeroth (2018), Shadowlands (2020), and Dragonflight (2022). Three further expansions, The War Within (2024), Midnight, and The Last Titan, were announced in 2023.

Similar to other MMORPGs, the game allows players to create a character avatar and explore an open game world in third- or first-person view, exploring the landscape, fighting various monsters, completing quests, and interacting with non-player characters (NPCs) or other players. The game encourages players to work together to complete quests, enter dungeons and engage in player versus player (PvP) combat, however, the game can also be played solo without interacting with others. The game primarily focuses on character progression, in which players earn experience points to level up their character to make them more powerful and buy and sell items using in-game currency to acquire better equipment, among other game systems.

World of Warcraft was a major critical and commercial success upon its original release in 2004 and quickly became the most popular MMORPG of all time, reaching a peak of 12 million subscribers in 2010.[4] The game had over one hundred million registered accounts by 2014[5] and by 2017, had grossed over $9.23 billion in revenue, making it one of the highest-grossing video game franchises of all time. The game has been cited by gaming journalists as the greatest MMORPG of all time and one of the greatest video games of all time and has also been noted for its long lifespan, continuing to receive developer support and expansion packs over 15 years since its initial release.[6][7][8] In 2019, a vanilla version of the game titled World of Warcraft Classic was launched, allowing players to experience the base game before any of its expansions launched,[9][10] with versions of Classic for future expansions being released subsequently,[11][12] with minor changes.[13] In 2022, Blizzard and NetEase cancelled an unannounced World of Warcraft mobile spin-off game.[14]

Gameplay[edit]

Starting a character or play session[edit]

As with other MMORPGs, players control a character avatar within a game world in third- or first-person view, exploring the landscape, fighting various monsters, completing quests, and interacting with non-player characters (NPCs) or other players. Also similar to other MMORPGs, World of Warcraft requires the player to pay for a subscription by using a credit or debit card, using prepaid Blizzard game cards or using a WoW Token purchased in-game. Players without a subscription may use a trial account that lets the player character reach up to level 20 but has many features locked.[15]

To enter the game, the player must select a server, referred to in-game as a 'realm'. Each realm acts as an individual copy of the game world and falls into one of two categories. Available realm types are:

  • Normal – a regular type realm where the gameplay is mostly focused on defeating monsters and completing quests, with player-versus-player fights and any roleplay are optional.
  • RP (roleplay) – which works the same way as a "Normal" realm, but focuses on players roleplaying in character.

Before the introduction of World of Warcraft's seventh expansion "Battle for Azeroth", both "Normal" and "RP" servers were each divided into two separate categories: PvE servers and PvP servers. This has since been removed after the implementation of the "War Mode" option, which allows any player (of level 20 and higher) on any server to determine whether they want to actively participate in PvP combat or not, by enabling War Mode in two of the game's capital cities.

Realms are also categorized by language, with in-game support in the language available.[16]

Players can make new characters on all realms within the region, and it is also possible to move already established characters between realms for a fee.[17]

Races and factions[edit]

To create a new character, in keeping with the storyline of previous Warcraft games, players must choose between the opposing factions of the Alliance or the Horde; Pandaren, which were added in Mists of Pandaria, do not commit to a faction until after the starting zone is completed. Characters from the opposing factions can perform rudimentary communication (most often just "emotes"), but only members of the same faction can speak, mail, group and join guilds. The player selects the new character's race, such as orcs or trolls for the Horde, or humans or dwarves for the Alliance.[18] Players must select the class for the character, with choices such as mages, warriors, and priests available.[19] Most classes are limited to particular races.

Ongoing gameplay[edit]

As characters become more developed, they gain various talents and skills, requiring the player to further define the abilities of that character.[20] Characters can choose two primary professions that can focus on producing items, such as tailoring, blacksmithing or jewelcrafting or on gathering from resource nodes, such as skinning or mining. Characters can learn all three secondary skills: archeology, cooking, and fishing.[21][22] Characters may form and join guilds, allowing characters within the guild access to the guild's chat channel, the guild name and optionally allowing other features, including a guild tabard, guild bank, guild repairs, and dues.[23]

Much of World of Warcraft play involves the completion of quests. These quests are usually available from NPCs.[24] Quests usually reward the player with some combination of experience points, items, and in-game money. Quests allow characters to gain access to new skills and abilities, as well as the ability to explore new areas.[25] It is through quests that much of the game's story is told, both through the quest's text and through scripted NPC actions.[26] Quests are linked by a common theme, with each consecutive quest triggered by the completion of the previous, forming a quest chain. Quests commonly involve killing a number of creatures, gathering a certain number of resources, finding a difficult to locate object, speaking to various NPCs, visiting specific locations, interacting with objects in the world, or delivering an item from one place to another to acquire experience and treasures.

While a character can be played on its own, players can group with others to tackle more challenging content. Most end-game challenges are designed in such a way that they can only be overcome while in a group. In this way, character classes are used in specific roles within a group.[24][27] World of Warcraft uses a "rested bonus" system, increasing the rate that a character can gain experience points after the player has spent time away from the game.[20] When a character dies, it becomes a ghost—or wisp for Night Elf characters—at a nearby graveyard.[25] Characters can be resurrected by other characters that have the ability or can self-resurrect by moving from the graveyard to the place where they died. If a character is past level ten and they resurrect at a graveyard, the items equipped by the character degrade, requiring in-game money and a specialist NPC to repair them. Items that have degraded heavily become unusable until they are repaired. If the location of the character's body is unreachable, they can use a special "spirit healer" NPC to resurrect at the graveyard. When the spirit healer revives a character, items equipped by the character at that time are further degraded, and the character is significantly weakened by what is in-game called "resurrection sickness" for up to ten minutes, depending on the character's level. This "resurrection sickness" does not occur and item degradation is less severe if the character revives by locating its body, or is resurrected by another player through spells or special items.[28][29]

World of Warcraft contains a variety of mechanisms for player versus player (PvP) play. Players on player versus environment (PvE) servers can opt to toggle "War Mode" themselves, making themselves attackable to players of the opposite faction.[30] Depending on the mode of the realm, PvP combat between members of opposing factions is possible at almost any time or location in the game world—the only exception being the starting zones, where the PvP "flag" must be enabled by the player wishing to fight against players of the opposite faction. PvE (called normal or RP) servers, by contrast, allow a player to choose whether or not to engage in combat against other players. On both server types, there are special areas of the world where free-for-all combat is permitted. Battlegrounds, for example, are similar to dungeons: only a set number of characters can enter a single battleground, but additional copies of the battleground can be made to accommodate additional players.[31] Each battleground has a set objective, such as capturing a flag or defeating an opposing general, that must be completed to win the battleground. Competing in battlegrounds rewards the character with tokens and honor points that can be used to buy armor, weapons, and other general items that can aid a player in many areas of the game. Winning a battleground awards more honor and tokens than losing. In addition, players also earn honor when they or nearby teammates kill players in a battleground.[30]

Setting[edit]

World of Warcraft is set in the same universe as the Warcraft series of real-time strategy games and has a similar art direction.[15] World of Warcraft contains elements from fantasy, steampunk, and science fiction, including gryphons, dragons, elves, steam-powered automata, zombies, werewolves, other horror monsters, time travel, spaceships, and alien worlds.

World of Warcraft takes place in a 3D representation of the Warcraft universe that players can interact with through their characters. The game world initially consisted of the two continents in Azeroth: Kalimdor and the Eastern Kingdoms. Four separate expansions later added to the game's playable area the realms of Outland and Draenor and the continents of Northrend and Pandaria. As a player explores new locations, different routes and means of transportation become available. Players can access "flight masters" in newly discovered locations to fly to previously discovered locations in other parts of the world.[32] Players can also use boats, zeppelins, or portals to move from one continent to another. Although the game world remains relatively similar from day to day, seasonal events reflecting real world events, such as Halloween (Hallow's End),[33] Christmas (Winter Veil), Children's Week,[30] Easter (Noblegarden), and Midsummer have been represented in the game world. Locations also have variable weather including, among other things, rain, snow, and dust storms.[32]

A number of facilities are available for characters while in towns and cities. In each major city, characters can access a bank to deposit items, such as treasures or crafted items. Each character has access to personal bank storage with the option to purchase additional storage space using in-game gold.[34] Additionally, guild banks are available for use by members of a guild with restrictions being set by the guild leader.[35] Auction houses are available for players to buy and sell items to others in a similar way to online auction sites such as eBay.[36] Players can use mailboxes, which can be found in almost every town. Mailboxes are used to collect items won at auction, and to send messages, items, and in-game money to other characters.[20]

Some of the challenges in World of Warcraft require players to group together to complete them. These usually take place in dungeons—also known as "instances"—that a group of characters can enter together. The term "instance" comes from each group or party having a separate copy, or instance, of the dungeon, complete with their own enemies to defeat and their own treasure or rewards.[37] This allows a group to explore areas and complete quests without others interfering. Dungeons are spread over the game world and are designed for characters of varying progression. A typical dungeon will allow up to five characters to enter as part of a group. Some dungeons require more players to group together and form a "raid" of up to forty players to face some of the most difficult challenges.[38] As well as dungeon-based raid challenges, several creatures exist in the normal game environment that are designed for raids to attack.[33][39]

Subscription[edit]

World of Warcraft requires a subscription to allow continued play, with options to pay in one-month, three-month, or six-month blocks, and time cards of varying lengths available from retailers, or purchasing a "WoW Token" using in-game currency.[40][41] Expansion packs are available online and from retailers. As the game client is the same regardless of the version of World of Warcraft the user owns, the option to purchase expansions online was added as it allows for a quick upgrade. World of Warcraft is also available as a free Starter Edition, which is free to play for an unlimited amount of time. Starter Edition characters are unable to gain experience after reaching level 20, and there are other restrictions in effect for Starter Edition accounts, including the inability to trade, use mail, use Auction House, use public chat channels, join guilds or amass more than ten gold.[42]

In January 2015, accounts that have lapsed subscriptions, which previously would not let a player log in, work like a restricted Starter Edition account with the one difference that sub-level 20 characters will be able to join a guild if any other characters on the account are still in that guild.[43]

In April 2015, an alternate way to cover the subscription was introduced. A player may spend real money ($20 in North America and differing amounts in other regions) on a WoW Token, which is sold on the auction house for the in-game currency, gold, that initially could only be used to add 30 days of playtime.[41] At the launch of the feature in North America, a token sold for 30,000 gold and 24 hours later sold for 20,000 gold; therefore, the gold amount changes depending on what players are willing to spend. Subsequently, the amount that a North American token sells for remained at above 30,000 gold, and the other Battle.net regions were well above that value. Once a player buys a token on the auction house, it is account bound and cannot be resold. As of February 2017, the WoW Token can also be exchanged for $15 in Battle.net balance that can be used as credit for purchases in most of Blizzard's games as well as in Destiny 2.[44]

Parental controls[edit]

The company offers parental controls[45] that allow various limits to be set on playing time. It is possible to set a daily limit, a weekly limit, or to specify an allowed playing schedule. In order to control these settings, it is necessary to log in with different credentials than are used just to enter the game. It is also possible to receive statistics on the time spent playing. Apart from controlling children, adults sometimes use parental controls on themselves.[46] The company supports this kind of protection as otherwise the potential players or their supervisors may choose to uninstall or block the game permanently.

Plot[edit]

Intent on settling in Durotar, Thrall's Horde expanded its ranks by inviting the undead Forsaken to join orcs, tauren, and trolls. Meanwhile, dwarves, gnomes, and the ancient night elves pledged their loyalties to the Alliance, guided by the human kingdom of Stormwind. After Stormwind's king, Varian Wrynn, mysteriously disappeared, Highlord Bolvar Fordragon served as Regent but his service was affected by the mind control of the black dragon Onyxia, who ruled in disguise as a human noblewoman. As heroes investigated Onyxia's manipulations, the ancient elemental lord Ragnaros resurfaced to endanger both the Horde and Alliance.[47] The heroes of the Horde and Alliance defeated Onyxia and sent Ragnaros back to the Elemental Plane.

Assault on Blackwing Lair[edit]

Deep within Blackrock Mountain, the black dragon Nefarian conducted twisted experiments with the blood of other dragonflights. Intent on seizing the entire area for his own, he recruited the remaining Dark Horde, a rogue army that embraced the demonic bloodlust of the old Horde. These corrupt orcs, trolls, and other races battled against Ragnaros and the Dark Iron dwarves for control of the mountain. Nefarian created the twisted chromatic dragons and a legion of other aberrations in his bid to form an army powerful enough to control Azeroth and continue the legacy of his infamous father, Deathwing the Destroyer. Nefarian was vanquished by the heroes from the Horde and the Alliance.

Rise of the Blood God[edit]

Years ago, in the ruined temple of Atal'Hakkar, loyal priests of the Blood God Hakkar the Soulflayer attempted to summon the wrathful deity's avatar into the world. But his followers, the Atal'ai priesthood, discovered that the Soulflayer could only be summoned within the Gurubashi tribe's ancient capital, Zul'Gurub. Newly reborn in this jungle fortress, Hakkar took control of the Gurubashi tribe and mortal champions of the trolls' mighty animal gods. The Soulflayer's dark influence was halted when the Zandalari tribe recruited heroes and invaded Zul'Gurub.

The Gates of Ahn'Qiraj[edit]

The great desert fortress of Ahn'Qiraj, long sealed behind the Scarab Wall, was home to the insectoid qiraji, a savage race that had once mounted an assault to devastate the continent of Kalimdor. But something far more sinister lurked behind Ahn'Qiraj's walls: the Old God C'Thun, an ancient entity whose pervasive evil had suffused Azeroth since time immemorial. As C'Thun incited the qiraji to frenzy, both the Alliance and Horde prepared for a massive war effort. A mixed force of Alliance and Horde soldiers, dubbed the Might of Kalimdor, opened the gates of Ahn'Qiraj under the command of the orc Varok Saurfang. The heroes laid siege to the ruins and temples of Ahn'Qiraj and vanquished C'Thun.

Shadow of the Necropolis[edit]

In the Lich King's haste to spread the plague of undeath over Azeroth, he gifted one of his greatest servants, the lich Kel'Thuzad, with the flying citadel of Naxxramas, as a base of operations for the Scourge. Consistent attacks from the Scarlet Crusade and Argent Dawn factions weakened the defenses of the floating fortress, enabling an incursion from the heroes that led to Kel'Thuzad's defeat. However, a traitor among the ranks of the knightly order of the Argent Dawn ran away with Kel'Thuzad's cursed remains and fled to Northrend, where the fallen lich could be reanimated.

Development[edit]

World of Warcraft was first announced by Blizzard at the ECTS trade show in September 2001.[48] Released in 2004, development of the game took roughly 4–5 years, including extensive testing. The 3D graphics in World of Warcraft use elements of the proprietary graphics engine originally used in Warcraft III.[48] The game was designed to be an open environment where players are allowed to do what they please.[49] Quests are optional and were designed to help guide players, allow character development, and to spread characters across different zones to try to avoid what developers called player collision.[50] The game interface allows players to customize appearance and controls, and to install add-ons and other modifications.[51]

World of Warcraft runs natively on both Mac and Windows platforms. Boxed copies of the game use a hybrid CD to install the game, eliminating the need for separate Mac and Windows retail products. The game allows all users to play together, regardless of their operating system. Although there is no official version for any other platform, support for World of Warcraft is present in Windows API implementations Wine and CrossOver allowing the game to be played under Linux and FreeBSD.[52] While a native Linux client is neither released nor announced by Blizzard, in January 2011 IT journalist Michael Larabel indicated in a Phoronix article that an internal Linux client might exist but is not released due to the non-standardization of the Linux distro ecosystem.[53]

Regional variations[edit]

In the United States, Canada, and Europe, Blizzard distributes World of Warcraft via retail software packages.[54] The software package includes 30 days of gameplay for no additional cost. To continue playing after the initial 30 days, additional play time must be purchased using a credit card or prepaid game card. The minimum gameplay duration that a player can purchase is 30 days using a credit card, or 60 using a prepaid game card. A player also has the option of purchasing three or six months of gameplay at once for a 6–15% discount.[55] In Australia, the United States, and many European countries, video game stores commonly stock the trial version of World of Warcraft in DVD form, which includes the game and 20 levels[56] of gameplay, after which the player would have to upgrade to a retail account by supplying a valid credit card, or purchasing a game card as well as a retail copy of the game.

In Brazil, World of Warcraft was released on December 6, 2011, via BattleNet. The first three expansions are currently available, fully translated, including voice acting, into Brazilian Portuguese.[57]

In South Korea, there is no software package or CD key requirement to activate the account. However, to play the game, players must purchase time credits online. There are two kinds of time credits available: one where the player is billed based on the actual number of minutes that will be available, and one where the player can play the game for a number of days. In the former, time can be purchased in multiples of 5 hours or 30 hours, and in the latter, time can be purchased in multiples of 7 days, 1 month, or 3 months.[58] As software packages are not required, expansion pack contents are available to all players on launch day.

In China, because a large number of players do not own the computer on which they play games (e.g. if they play in Internet cafés), the CD keys required to create an account can be purchased independently of the software package. To play the game, players must also purchase prepaid game cards that can be played for 66 hours and 40 minutes.[59] A monthly fee model is not available to players of this region. The Chinese government and NetEase, the licensee for World of Warcraft in China, have imposed a modification on Chinese versions of the game which places flesh on bare-boned skeletons and transforms dead character corpses into tidy graves. These changes were imposed by the Chinese government in an attempt to "promote a healthy and harmonious online game environment" in World of Warcraft.[60][61] The Chinese government delayed the release of the Wrath of the Lich King expansion, due to what it deemed objectionable content.[62] NetEase took over licensing of World of Warcraft from The9 in June 2009 following the expiration of The9's contract,[63] and were able to secure a launch for Wrath of the Lich King on August 31, 2010, nearly two years after its Western release. Due to a contract dispute, these servers were shut down on January 23, 2023.[64] In April 2024, NetEase announced that World of Warcraft services would be returning to China in the Summer of 2024, later leading to a livestream on June 27, 2024 in which Blizzard team members outlined the release of the Wrath of the Lich King for World of Warcraft Classic and The War Within expansion for World of Warcraft for Chinese players.[65]

Post-release content[edit]

The World of Warcraft launcher (referred to in press releases and the menu bar as the "Blizzard Launcher") is a program designed to act as a starting point for World of Warcraft players. It provides a way to launch World of Warcraft and starts the Blizzard updater. It was first included with the version 1.8.3 patch. The 2.1.0 patch allowed for an option to bypass the use of the launcher. Features of the launcher include news and updates for World of Warcraft players, access to World of Warcraft's support website, access to the test version of World of Warcraft when it is available to test upcoming patches, updates to Warden,[66] and updates to the updater itself. The 3.0.8 patch redesigned the launcher and added the ability to change the game settings from the launcher itself. The launcher update from patch 4.0.1 also allows people to play the game while non-crucial pieces of the game are downloaded. This requires a high-speed broadband internet connection.

Patch 1.9.3 added native support for Intel-powered Macs, making World of Warcraft a universal application. As a result of this, the minimum supported Mac OS X version has been changed to 10.3.9; World of Warcraft version 1.9.3 and later will not launch on older versions of Mac OS X.[67] PowerPC architecture Macs are no longer supported since version 4.0.1.[68]

When new content is added to the game, official system requirements may change. In version 1.12.0 the requirements for Windows were increased from requiring 256 MB to 512 MB of RAM. Official Windows 98 technical support was dropped, but the game continued to run there until version 2.2.3.[69] Before Mists of Pandaria in 2012, World of Warcraft officially dropped support for Windows 2000,[70] followed by Windows XP and Vista in October 2017, as well as all 32-bit support.[71]

Starting with 4.3,[72] players could try out an experimental 64-bit version of the client, which required manual downloading and copying files into the installation folder. Since 5.0, the 64-bit client is automatically installed, and used by default.

Since World IPv6 Day, the client and most of the servers support IPv6.[73]

Expansions[edit]

Expansions for World of WarCraft
Title Release Date Level Cap
The Burning Crusade

Indiana Jones

Indiana Jones theme by Windrider

Download: IndianaJones.p3t

Indiana Jones Theme
(1 background)

Indiana Jones
Official franchise logo
Created by
Original workRaiders of the Lost Ark (1981)
OwnerLucasfilm
Years1981–present
Print publications
ComicsIndiana Jones
Films and television
Film(s)
Television seriesThe Young Indiana Jones Chronicles (1992–1993)
Audio
Soundtrack(s)
Miscellaneous
Theme park attractions
PinballIndiana Jones: The Pinball Adventure (1993)

Indiana Jones is an American media franchise consisting of five films and a prequel television series, along with games, comics, and tie-in novels, that depicts the adventures of Dr. Henry Walton "Indiana" Jones, Jr. (portrayed in all films by Harrison Ford), a fictional professor of archaeology.

The series began in 1981 with the film Raiders of the Lost Ark. In 1984, a prequel, Indiana Jones and the Temple of Doom, was released, and in 1989, a sequel, Indiana Jones and the Last Crusade. A fourth film followed in 2008, titled Indiana Jones and the Kingdom of the Crystal Skull. A fifth and final film, titled Indiana Jones and the Dial of Destiny, was theatrically released on June 30, 2023.[1][2] The series was created by George Lucas. The first four films were directed by Steven Spielberg, who worked closely with Lucas during their production, while the fifth film was directed by James Mangold. In 1992, the franchise expanded to a television series with The Young Indiana Jones Chronicles, exploring the character in his childhood and youth, and including adventures with his parents.

Marvel Comics began publishing The Further Adventures of Indiana Jones in 1983, and Dark Horse Comics gained the comic book rights to the character in 1991. Novelizations of the films have been published, as well as many novels with original adventures, including a series of German novels by Wolfgang Hohlbein, twelve novels set before the films published by Bantam Books, and a series set during the character's childhood inspired by the television show. Numerous Indiana Jones video games have been released since 1982.

Background[edit]

During 1973, George Lucas wrote The Adventures of Indiana Smith.[3] Like Star Wars, it was an opportunity to create a modern version of the movie serials of the 1930s and 1940s.[4][5] Lucas discussed the concept with Philip Kaufman, who worked with him for several weeks and decided upon the Ark of the Covenant as the MacGuffin. The project was stalled when Clint Eastwood hired Kaufman to write The Outlaw Josey Wales.[6] In May 1977, Lucas was in Maui, trying to escape the worldwide success of Star Wars. His friend and colleague Steven Spielberg was also there, on vacation from work on Close Encounters of the Third Kind. Spielberg told Lucas he was interested in making a James Bond film, but Lucas pitched him of an idea "better than James Bond", outlining the plot of Raiders of the Lost Ark. Spielberg loved it, calling it "a James Bond film without the hardware",[7] and had the character's surname changed to Jones.[5] Spielberg and Lucas made a deal with Paramount Pictures for five Indiana Jones films.[7]

Spielberg and Lucas aimed to make Indiana Jones and the Temple of Doom much darker, because of their personal moods following their respective breakups and divorces. Lucas made the film a prequel because he did not want the Nazis to be the villains again. He had ideas regarding the Monkey King and a haunted castle, but eventually created the Sankara Stones, that would be used in the film.[8] He hired Willard Huyck and Gloria Katz to write the script; he knew of their interest in Indian culture.[9] The major scenes that were dropped from Raiders of the Lost Ark were included in this film: an escape using a giant rolling gong as a shield, a fall out of a plane in a raft, and a mine cart chase.[5] For the third film, Spielberg revisited the Monkey King and haunted castle concepts, before Lucas suggested the Holy Grail. Spielberg had previously rejected this as too ethereal, but then devised a father-son story and decided that "The Grail that everybody seeks could be a metaphor for a son seeking reconciliation with a father and a father seeking reconciliation with a son."[10]

Following the 1989 release of Indiana Jones and the Last Crusade, Lucas let the series end as he felt he could not think of a good plot device to drive the next installment and chose instead to produce The Young Indiana Jones Chronicles, which explored the character in his early years. Ford played Indiana in one episode, narrating his adventures in 1920 Chicago. When Lucas shot Ford's role in December 1992, he realized that the scene opened up the possibility of a film with an older Indiana set in the 1950s. The film could reflect a science fiction 1950s B-movie, with aliens as the plot device.[11] Ford disliked the new angle, telling Lucas: "No way am I being in a Steven Spielberg movie like that."[12] Spielberg himself, who depicted aliens in Close Encounters of the Third Kind and E.T. the Extra-Terrestrial, resisted it. Lucas devised a story, which Jeb Stuart turned into a script from October 1993 to May 1994.[11] Lucas wanted Indiana to get married, which would allow Henry Jones Sr. to return, expressing concern over whether his son is happy with what he has accomplished. After learning that Joseph Stalin was interested in psychic warfare, Lucas decided to have Russians as the villains and the aliens to have psychic powers.[13] Following Stuart's next draft, Lucas hired Last Crusade writer Jeffrey Boam to write the next three versions, the last of which was completed in March 1996. Three months later, Independence Day was released, and Spielberg told Lucas he would not make another alien invasion film (or at least not until War of the Worlds in 2005). Lucas decided to focus on the Star Wars prequels instead.[11]

The iconic bullwhip and hat used by Indiana Jones are important parts of the character development throughout the series.

In 2000, Spielberg's son asked when the next Indiana Jones film would be released, which made him interested in reviving the project.[14] The same year, Ford, Lucas, Spielberg, Frank Marshall, and Kathleen Kennedy met during the American Film Institute's tribute to Ford, and decided they wanted to enjoy the experience of making an Indiana Jones film again. Spielberg also found returning to the series a respite from his many dark films during this period.[15] Spielberg and Lucas discussed the central idea of a B-movie involving aliens, and Lucas suggested using crystal skulls to ground the idea. Lucas found these artifacts as fascinating as the Ark,[16] and had intended to feature them for a Young Indiana Jones episode before the show's cancellation.[11] M. Night Shyamalan was hired to write for an intended 2002 shoot,[14] but he was overwhelmed by the task, and claimed it was difficult to get Ford, Spielberg, and Lucas to focus.[17] Stephen Gaghan and Tom Stoppard were also approached.[14]

Frank Darabont, who wrote various Young Indiana Jones episodes, was hired to write in May 2002.[18] His script, titled Indiana Jones and the City of Gods,[11] was set in the 1950s, with ex-Nazis pursuing Jones.[19] Spielberg conceived the idea because of real-life figures such as Juan Perón in Argentina, who allegedly protected Nazi war criminals.[11] Darabont claimed Spielberg loved the script, but Lucas had issues with it, and decided to take over writing himself.[11] Lucas and Spielberg acknowledged that the 1950s setting could not ignore the Cold War, and the Russians were more plausible villains. Spielberg decided he could not satirize the Nazis after directing Schindler's List,[20] while Ford felt "We plum[b] wore the Nazis out."[12] Darabont's main contribution was reintroducing Marion Ravenwood as Indiana's love interest, but he gave them a 13-year-old daughter, which Spielberg decided was too similar to The Lost World: Jurassic Park.[11]

Jeff Nathanson met with Spielberg and Lucas in August 2004, and turned in the next drafts in October and November 2005, titled The Atomic Ants. David Koepp continued on from there, giving his script the subtitle Destroyer of Worlds,[11] based on the J. Robert Oppenheimer quote. It was changed to Kingdom of the Crystal Skull, as Spielberg found this a more inviting title which actually named the plot device.[21] Koepp wanted to depict the character of Mutt as a nerd, but Lucas refused, explaining he had to resemble Marlon Brando in The Wild One; "he needs to be what Indiana Jones's father thought of [him] – the curse returns in the form of his own son – he's everything a father can't stand".[11] Koepp collaborated with Lawrence Kasdan on the film's "love dialogue".[22]

Development of the fifth film began in 2008, but the project stalled for years.[23][24] In 2012, The Walt Disney Company acquired Lucasfilm, the series' production company, thereby becoming the owner of the Indiana Jones intellectual property.[25] The following year, Walt Disney Studios acquired the distribution and marketing rights to future Indiana Jones films, with Paramount retaining the distribution rights to the first four films and receiving "financial participation" from any additional films.[26][27][28][29] Development on the film continued, eventually forming into Indiana Jones and the Dial of Destiny. The film was directed by James Mangold, who co-wrote the script with Jez and John-Henry Butterworth.[30][31] Spielberg was initially set to direct the film, before passing it to Mangold. Spielberg instead served as an executive producer with Lucas, along with producers Kennedy and Marshall.[32] Ford reprised the title role, along with Karen Allen and John Rhys-Davies and new cast members included Phoebe Waller-Bridge, Mads Mikkelsen, Thomas Kretschmann, Boyd Holbrook, Shaunette Renée Wilson, Toby Jones and Antonio Banderas.[33][34] The film was co-produced by Lucasfilm and Walt Disney Pictures, marking the first film in the series with Disney's involvement.[35] Filming eventually began in the United Kingdom in June 2021[36][37] and wrapped in February 2022.[38] It was Ford's last time playing the title character and is the last film in the franchise overall.[39] Indiana Jones and the Dial of Destiny was released by Disney on June 30, 2023.[40]

Films[edit]

Film U.S. release date Director Screenwriter(s) Story by Producer(s)
Raiders of the Lost Ark June 12, 1981 (1981-06-12) Steven Spielberg Lawrence Kasdan George Lucas and Philip Kaufman Frank Marshall
Indiana Jones and the Temple of Doom May 23, 1984 (1984-05-23) Gloria Katz & Willard Huyck George Lucas Robert Watts
Indiana Jones and the Last Crusade May 24, 1989 (1989-05-24) Jeffrey Boam Menno Meyjes and George Lucas
Indiana Jones and the Kingdom of the Crystal Skull May 22, 2008 (2008-05-22) David Koepp George Lucas and Jeff Nathanson Frank Marshall
Indiana Jones and the Dial of Destiny June 30, 2023 (2023-06-30) James Mangold Jez Butterworth & John-Henry Butterworth and David Koepp & James Mangold Simon Emanuel, Frank Marshall
and Kathleen Kennedy

Raiders of the Lost Ark (1981)[edit]

The first film is set in 1936. Indiana Jones (Harrison Ford) is hired by government agents to locate the Ark of the Covenant, the gold plated chest containing the stone tablets Moses used to inscribe the Ten Commandments before the Nazi Germans steal it for themselves. The Nazis have teams searching for religious artifacts, including the Ark, which is rumored to make an army that carries the Ark before it invincible.[41] The Nazis are being helped by Indiana's arch-rival and French archaeologist René Belloq (Paul Freeman). With the help of his former lover and tough bar owner Marion Ravenwood (Karen Allen) and his excavator friend Sallah (John Rhys-Davies), Indiana manages to recover the Ark in Egypt. The Nazis steal the Ark and capture Indiana and Marion. Belloq and the Nazis perform a ceremony to open the Ark, but when they do so, all they find inside is sand. Suddenly, spirits come out of the Ark and the Nazis are all killed by the Ark's wrath. Indiana and Marion, who survived by closing their eyes, manage to get the Ark to the United States, where it is stored in a secret government warehouse.

Indiana Jones and the Temple of Doom (1984)[edit]

The second film is a prequel set in 1935, a year before Raiders of the Lost Ark. Indiana escapes Chinese gangsters led by Lao Che with the help of singer/actress Willie Scott (Kate Capshaw) and his twelve-year-old sidekick Short Round (Ke Huy Quan). The trio crash-land in India, where they come across a Punjabi village whose children have been kidnapped. The Thuggee cult led by Mola Ram (Amrish Puri) has also taken the holy Sankara Stones, which they will use to take over the world. Indiana manages to overcome Mola Ram's evil power, rescues the children and returns the stones to their rightful place, overcoming his own mercenary nature. The film has been noted as an outlier in the franchise, as it does not feature Indy's university or any antagonistic political entity, and is less focused on archaeology, being presented as a dark movie with gross-out elements, human sacrifice and torture.

Indiana Jones and the Last Crusade (1989)[edit]

The third film is set in 1938. Indiana and his friend Marcus Brody (Denholm Elliott) are assigned by American businessman Walter Donovan (Julian Glover) to find the Holy Grail. They are teamed up with Dr. Elsa Schneider (Alison Doody), following on from where Indiana's estranged father Henry (Sean Connery) left off before he disappeared. It transpires that Donovan and Elsa are in league with the Nazis, who captured Henry Jones to get Indiana to help them find the Grail. However, Indiana recovers his father's diary filled with his research, and manages to rescue him before finding the location of the Grail. Both Donovan and Elsa fall to the temptation of the Grail, while Indiana and Henry realize that their relationship with each other is more important than finding the relic.

Indiana Jones and the Kingdom of the Crystal Skull (2008)[edit]

The fourth film is set in 1957, nineteen years after The Last Crusade. Indiana is having a quiet life teaching before being thrust into a new adventure. He races against agents of the Soviet Union, led by Irina Spalko (Cate Blanchett) for a crystal skull. His journey takes him across Nevada, Connecticut, Peru, and the Amazon rainforest in Brazil. Faced with betrayal by one of his best friends, Mac (Ray Winstone), Indiana is introduced to a greaser named Mutt Williams (Shia LaBeouf), who turns out to be his son (his real name revealed to be Henry Jones III), and is reunited with, and eventually marries, Marion Ravenwood, who was the lead female character introduced in the first movie.

Indiana Jones and the Dial of Destiny (2023)[edit]

The fifth and concluding film is set in 1969, twelve years after The Kingdom of the Crystal Skull. Indiana has moved to New York City, teaching at Hunter College with plans to retire, after his marriage with Marion collapsed following Mutt's death in the Vietnam War. Once his estranged goddaughter Helena Shaw (Phoebe Waller-Bridge) arrives asking for Archimedes' Dial, a relic Jones and her father Basil (Toby Jones) retrieved from the Nazis in 1944 during the Allied liberation of Europe in World War II. A Nazi-turned-NASA scientist Jürgen Voller (Mads Mikkelsen) starts pursuing Jones, wanting to exploit the Dial's unusual properties to change the outcome of World War II. Indiana's journey takes him to Morocco, Greece, and Italy, where he inadvertently ends up traveling back in time to the 212 BC Siege of Syracuse after Voller uses the Dial to locate a time fissure in hopes of assassinating Adolf Hitler prior to the Invasion of Poland to usurp him and lead the Nazis to victory. Upon returning to New York in the present time, Indiana reconciles with Marion.

Countries visited on-screen throughout the events of the films
  Visited in Raiders of the Lost Ark
  Visited in Temple of Doom
  Visited in Last Crusade
  Visited in Kingdom of the Crystal Skull
  Visited in Dial of Destiny

Television[edit]

The Young Indiana Jones Chronicles[edit]

SeasonEpisodesOriginally aired
First airedLast airedNetwork
16March 4, 1992 (1992-03-04)April 8, 1992 (1992-04-08)ABC
222September 21, 1992 (1992-09-21)July 24, 1993 (1993-07-24)
TV films4October 15, 1994 (1994-10-15)June 16, 1996 (1996-06-16)The Family Channel

A television series titled The Young Indiana Jones Chronicles (1992–1996) featured three incarnations of the character: Sean Patrick Flanery played Indiana aged 16–21; Corey Carrier played an 8- to 10-year-old version in several episodes; and George Hall narrated the show as the 93-year-old Jones, who bookended each episode. Lucas began developing the series in 1990 as "edutainment" that would be more cerebral than the films. The show was his first collaboration with producer Rick McCallum, and he wrote the stories for each episode. Writers and directors on the show included Carrie Fisher, Frank Darabont, Vic Armstrong, Ben Burtt, Terry Jones, Nicolas Roeg, Mike Newell and Joe Johnston. In the Chronicles, Jones crosses paths with many historical figures, played by stars such as Daniel Craig, Christopher Lee, Bob Peck, Jeffrey Wright, Marc Warren, Catherine Zeta-Jones,

Ducati 848

Ducati 848 theme by sa6r3

Download: Ducati848.p3t

Ducati 848 Theme
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Ducati 848
ManufacturerDucati
Production2008–2013
PredecessorDucati 749
SuccessorDucati 899
ClassSport bike
Engine849 cc (51.8 cu in), 4-valves/cyl. desmodromic liquid cooled 90° L-twin
Bore / stroke94 mm × 61.2 mm (3.70 in × 2.41 in)
Compression ratio12:1
Top speed256 km/h (159 mph)[1]
Power92 kW (125 PS; 123 hp) @ 10,000 rpm[2] (848 first gen.)
103 kW (140 PS; 138 hp) @ 10,500 rpm[3] (848EVO and 848 EVO Corse SE)
Torque90 N⋅m (66 lbf⋅ft) @ 8,240 rpm (claimed)[2] (848 first gen.)
98 N⋅m (72 lbf⋅ft) @ 9,750 rpm (claimed)[3] (848EVO and 848 EVO Corse SE)
Transmission6-speed, wet clutch
SuspensionFront: Showa fully adjustable upside-down forks, 127 mm (5.0 in) travel
Rear: Showa fully adjustable monoshock, 120 mm (4.7 in) travel
BrakesFront: 2×320 mm semi-floating discs, radial Brembo 4-piston calipers
Rear: 245 mm disc, 2-piston caliper
TiresFront: 120/70 ZR17
Rear: 180/55 ZR17
Rake, trail24.5°, 97 mm (3.8 in)
Wheelbase1,430 mm (56 in)
DimensionsL: 2,100 mm (83 in)
H: 1,100 mm (43 in)
Seat height830 mm (33 in)
Weight168 kg (370 lb) (claimed)[2] (dry)
Fuel capacity15.5 L (3.4 imp gal; 4.1 US gal) incl 4.1 L (0.90 imp gal; 1.1 US gal) reserve
Fuel consumption5.3 L/100 km; 53 mpg‑imp (44 mpg‑US)[1]
RelatedDucati 1198

The Ducati 848 is a sport bike with a 849 cc (51.8 cu in) 90° L-twin engine made by Ducati. It was announced on November 6, 2007 for the 2008 model year, replacing the 749. The 848 and the 1098 are the same design by Giandrea Fabbro, both use the same frame and bodywork. The first generation 848 makes a claimed 92 kW (125 PS; 123 hp) 10,000 rpm and 90 N⋅m (66 lbf⋅ft) torque at 8,240 rpm.[2] With a manufacturer claimed dry weight of 168 kg (370 lb), the 848 is 5 kg (11 lb) lighter than its larger displacement sibling, the 1198. The first generation 848 covered model years 2008, 2009 and 2010. In July 2009 the 848 Hayden Limited Edition was introduced as a 2010 model as a marketing tie-in with world champion Nicky Hayden racing for Ducati starting from the 2009 Moto GP season.

In August 2010, Ducati announced the 848 Evo, as the evolution of the model. The bike had small revisions such as mono-block Brembo brake calipers, a steering damper, and some engine improvements to increase power and torque to 103 kW (140 PS; 138 hp) at 10,500 rpm and 98 N⋅m (72 lbf⋅ft) torque at 9,750 rpm.[4][3]

For the last model years 2012 and 2013, the 848 EVO Corse Special Edition was sold as a premium version next to the standard 848 EVO. The 2012 model 848 EVO Corse Special Edition had the Corse color scheme, upgraded 330 mm front brakes, adjustable Öhlins suspension, Ducati Quick Shift (DQS), Ducati Data Analyser (DDA), and adjustable Ducati Traction Control (DTC). The 2013 model year of the Corse Special Edition has an aluminium fuel tank reducing dry weight to 167 kg (368 lb) and adding 2.5 L (0.55 imp gal; 0.66 US gal) capacity.[5][6] All 848 EVO Corse Special Editions had a claimed 103 kW (140 PS; 138 hp) at 10,500 rpm and 98 N⋅m (72 lbf⋅ft) torque at 9,7500 rpm.[3]

848 EVO Corse Special Edition 2012 model year
Ducati 848 Hayden Limited Edition

In 2013, Ducati announced the 848 would be replaced by the 899 Panigale.[7]


Changes from predecessor[edit]

Trellis frame[edit]

Developed in cooperation with Ducati Corse, the 848 trellis frame uses a simplified tube layout from the Ducati 749 with main section tubes that are enlarged in diameter from 28 mm to 34 mm, while being reduced in thickness from 2 mm to 1.5 mm. Ducati says this results in a 14% increase in rigidity and a weight savings of 1.5 kg (3.3 lb), helping the 848 weigh a claimed 20 kg (44 lb) less than the 749.[8]

Engine revision[edit]

Race-Prepped Ducati 848 at Miller Motorsports Park

While most of the chassis components are identical to the 1098/1198, the motor was an all new design in 2008. Producing roughly 87 kW (116 hp) at the rear wheel.[9] The "Testastretta Evoluzione" uses a 94 x 61.2 mm bore and stroke for 849 cc of displacement despite the bike's moniker of 848.[9] The motor casings were constructed using a new vacuum die-casting method called Vacural that helps the engine weigh 7 lb (3.2 kg) less than the Ducati 749.[9] The intake valves were increased 2.5 mm from the Ducati 749 numbers to 39.5 mm. The exhaust valves were enlarged 1.5 mm to 32 mm. The valve angles are identical to the Ducati 1098.[10] The bike uses a pair of elliptical 56 mm throttle bodies fashioned after MotoGP designs.[9]

The 2011 Ducati 848 Evo had several changes to the engine, including new Marelli throttle bodies, revised cylinder heads with straighter intake ports and reshaped combustion chambers. Ducati claimed these changes would result in an 11 kW (15 hp) increase, bringing output to 103 kW (140 PS; 138 hp)[2][3] (95/1/EC).[11] Cycle World magazine's first dynamometer test of the engine showed a 1.2 kW (1.6 hp) increase over the previous motor.[4] Noteworthy EVO engine changes are the increased compression ratio from 12:1 on the first generation 848 to 13.2:1 on the EVO's with the rpm red-line moving from 10,800 rpm to 11,300 rpm on the EVO.

Ducati 848 EVO

Wet clutch[edit]

Although the 1198 and 848 share many similar components, as per the 916/748 and 999/749 models, the 848 uses a wet clutch rather than the traditional dry clutch of previous superbikes from Ducati. The manufacturer claims it reduces weight, improves both service life and "feel" of the clutch and reduces noise.[12] Ducati has in the past held to only dry clutches in accordance with marketing their bikes as obeying the design imperatives of racing above all, unlike, as Ducati would have it, ordinary street bikes.[13] While a dry clutch "rattles like a bucket of rocks,"[14] Ducati and its adherents felt the clutch's "typical noise is music to bikers' ears."[13] The 848's wet clutch is a stark departure from this, because, "Ducati made it very clear that there is a new philosophy within the factory to develop each bike with specifications and capabilities that are aligned with the bike's target audience and intended environment."[15]

Ducati 848

Comparison with larger Ducati superbikes[edit]

The 848 shares more physical and technical design elements with the stronger 1098/1198 than its predecessor, the 749, did with the 999. In many cases the 1098/1198 and the 848 are identical right down to the part numbers.

The two bikes use the same bodywork, including the fuel tank. With the exception of the steering damper mount, the frame between the bikes is the same, which results in identical wheelbase and rake and trail numbers. The second generation 848 Evo had the same monoblock brake calipers and the same frame with the steering damper mount as the 1098/1198. The 848 EVO Corse Special Edition uses the 330 mm front brake disk from the 1098/1198. The rear suspension, including the suspension linkage is the same, using identical Showa shocks. Many components of the exhaust system are shared, including the exhaust canisters that house the muffler and catalytic converter.

Despite the difference in engine displacement, the two bikes share valve angles and magnesium valve covers. The oil cooler and radiator are also very similar. The transmissions are different with the ratios on the 848 being closer together.

Notes[edit]

  1. ^ a b "Cycle World - 2x2: 2009 Ducati 848 vs. 2009 Triumph Daytona 675", Cycle World, Hachette Filipacchi Media, U.S., July 2009, archived from the original on 2011-09-07, retrieved 2011-08-17
  2. ^ a b c d e Ducati 848 & 848 Hayden LE owner manual (PDF), Ducati Motor Holding SpA, 2009
  3. ^ a b c d e Ducati 848 EVO Corse SE Owner Manual (PDF), Ducati Motor Holding SpA, 2011
  4. ^ a b Don Canet (August 2010). "2011 Ducati 848 EVO - World Exclusive First Test- 2011 Ducati Reviews". Cycle World. Archived from the original on 31 January 2011. Retrieved 19 September 2018.
  5. ^ Sulthoni, ed. (8 January 2013). "2013 Ducati Superbike 848 EVO Corse SE - TopSpeed". TopSpeed.com. Retrieved 1 September 2021.
  6. ^ Florin Tibu, ed. (10 October 2012). "2013 Ducati 848EVO Corse SE Looks Fearsome - AutoEvolution". AutoEvolution.com. Retrieved 1 September 2021.
  7. ^ "Ducati reveals 2014 899 Panigale", Sport Rider, September 9, 2013
  8. ^ Ducati Announces the 848 Superbike!, WebBikeWorld
  9. ^ a b c d 2008 Ducati road test, a class of its own, motorcycle.com, December 28, 2007
  10. ^ Bart Madson, ed. (5 November 2007). "2008 Ducati 848 and 1098R First Look - Motorcycle USA". Motorcycle USA. Retrieved 19 September 2018.
  11. ^ Directive 95/1/EC of the European Parliament and of the Council of 2 February 1995 on the maximum design speed, maximum torque and maximum net engine power of two or three-wheel motor vehicles measured at the crank., Council of the European Union , European Parliament, 1995
  12. ^ Ducati 848 MY08 Specifications, Ducati.com
  13. ^ a b Ducati TechCafe FAQ
  14. ^ Bond 2006
  15. ^ Norris 2008a

References[edit]