Hero's, a martial arts organization based in Japan
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This disambiguation page lists articles associated with the title Heroes. If an internal link led you here, you may wish to change the link to point directly to the intended article.
Egypt has one of the longest histories of any country, tracing its heritage along the Nile Delta back to the 6th–4th millennia BCE. Considered a cradle of civilisation, Ancient Egypt saw some of the earliest developments of writing, agriculture, urbanisation, organised religion and central government.[21] Egypt was an early and important centre of Christianity, later adopting Islam from the seventh century onwards. Cairo became the capital of the Fatimid Caliphate in the tenth century, and of the Mamluk Sultanate in the 13th century. Egypt then became part of the Ottoman Empire in 1517, before its local ruler Muhammad Ali established modern Egypt as an autonomous Khedivate in 1867.
The English name "Egypt" is derived from the Ancient Greek "Aígyptos" ("Αἴγυπτος"), via Middle French "Egypte" and Latin "Aegyptus". It is reflected in early Greek Linear B tablets as "a-ku-pi-ti-yo".[25] The adjective "aigýpti-"/"aigýptios" was borrowed into Coptic as "gyptios", and from there into Arabic as "qubṭī", back formed into "قبط" ("qubṭ"), whence English "Copt". Some scholars suggest that the Greek forms were borrowed from Late Egyptian(Amarna) Hikuptah or "Memphis", a corruption of the earlier Egyptian name
The game is played from a third-person perspective and its world is navigated on foot and by vehicle. Throughout the single-player mode, players control Niko Bellic. An online multiplayer mode is also included with the game, allowing up to 32 players to engage in both cooperative and competitive gameplay in a recreation of the single-player setting.[b] Two expansion packs were later released for the game, The Lost and Damned and The Ballad of Gay Tony, which both feature new plots that are interconnected with the main Grand Theft Auto IV storyline, and follow new protagonists.
Development of Grand Theft Auto IV began soon after the release of San Andreas and was shared between many of Rockstar's studios worldwide. The game introduced a shift to a more realistic and detailed style and tone for the series. Unlike previous entries, Grand Theft Auto IV lacked a strong cinematic influence, as the team attempted an original approach to the story. As part of their research for the open world, the development team conducted extensive field research in New York, capturing over 100,000 photographs and several hours of video. The developers considered the world to be the most important element of the game; though not the largest map in the series, they considered it comparable in scope due to its verticality and level of detail. The budget climbed to over US$100 million, making it one of the most expensive video games to develop.
Grand Theft Auto IV was released for the PlayStation 3 and Xbox 360 consoles in April 2008, and for Windows in December. Upon release, the game received critical acclaim, with praise particularly directed at the narrative and open-world design. Grand Theft Auto IV broke industry sales records and became the fastest-selling entertainment product in history at the time, earning US$310 million in its first day and US$500 million in its first week. Considered one of the most significant titles of the seventh generation of video games, and by many critics as one of the greatest video games of all time, it won year-end accolades, including Game of the Year awards from several gaming publications. It is among the best-selling video games with over 25 million copies sold by 2013. The game generated controversy, with criticism directed at the game's depiction of violence and players' ability to drink-drive. Its successor, Grand Theft Auto V, was released in September 2013.
Grand Theft Auto IV is an action-adventure game played from a third-person perspective.[2] Players complete missions—linear scenarios with set objectives—to progress through the story. It is possible to have several active missions running at one time, as some require players to wait for further instructions or events. Outside of missions, players can freely roam the game's open world and complete optional side missions.[3] Composed of the fictional city of Liberty City, the world is larger in area than most earlier Grand Theft Auto series entries.[4] At the beginning of the game, players can only explore the first island—composed of Dukes and Broker—with all other islands unlocking as the story progresses.[5]
Players use melee attacks, firearms and explosives to fight enemies, and may run, jump, swim or use vehicles to navigate the game's world. There is a first-person perspective option when using vehicles. In combat, auto-aim and a cover system can be used as assistance against enemies. Should players take damage, their health meter can be fully regenerated by consuming food or drinks, using medical kits, or calling for paramedics.[6] If players commit crimes, the game's law enforcement agencies may respond as indicated by a "wanted" meter in the head-up display (HUD). On the meter, the displayed stars indicate the current wanted level (for example, at the maximum six-star level, efforts by law enforcement to incapacitate players become very aggressive). Law enforcement officers will search for players who leave the wanted vicinity. The wanted meter enters a cool-down mode and eventually recedes when players are hidden from the officers' line of sight.[7]
The game's cover system allows players to move between cover, to fire blindly, aim freely, and target a specific enemy. Individual body parts can also be targeted.[8] Melee attacks include additional moves, such as dodging, blocking, disarming an opponent and counter-attacking. Body armour can be used to absorb gunshots and explosive damage, but is used up in the process. When health is entirely depleted, gameplay stops, and players respawn at the nearest hospital.[6]
The single-player mode lets players control an Eastern European war veteran, Niko Bellic. During the story, Niko meets and befriends various new characters. They can then perform favours for Niko whenever he asks; for example, his cousin Roman, who owns a taxi service, can send one of his cabs to take Niko to any destination around the city. Cabs are always available during gameplay for quick travel to a destination. Throughout the course of the game, players are also faced with morality choices, which alter the storyline appropriately depending on the player's choice. While free roaming the game world, players may engage in context-specific activities such as bowling or darts. Other available activities include a vigilante mini-game, and in-game television programming.[9][10][11] Niko has a cell phone for contacting friends and starting activities.[12] The cell phone is also used to access the game's online multiplayer mode, and to enter cheat codes.[13] To access the in-game Internet, which allows Niko to send and receive emails and set up prospective dates with potential girlfriends, Niko can use Internet cafés located around the city.[14] The game also features a subway system, allowing players to quickly traverse through the game's world.[15]
The online multiplayer mode for Grand Theft Auto IV allows up to 32 players[b] to freely roam across the map. Players decide which game mode they wish to play, including deathmatches and street races. Both cooperative and competitive game modes are available, split into ranked and unranked matches.[16] For players to level up through ranks, in-game money has to be earned. The game also features a Free Mode, in which players have the entire map open to explore, with no end goal or mission to complete. Hosts of the game can control many variables, such as police presence, traffic, and weapons.[17] The multiplayer mode was discontinued on Windows in 2020.[18]
Grand Theft Auto IV takes place in 2008, within a redesigned version of Liberty City. The design of the city focuses on a recreation of four of the boroughs of New York City: Broker (based on Brooklyn), Dukes (Queens), Bohan (The Bronx), and Algonquin (Manhattan). The setting also includes the neighbouring state of Alderney (based on New Jersey).[19] Initially, bridges are locked down due to a terrorist threat, and police constantly pursue players if the bridges are crossed. The blockades are lifted as the story progresses, allowing the player to traverse between islands safely.
Grand Theft Auto IV is set in the fictional "HD Universe", which mirrors and parodies the real world. The previous games formed fictional universes of their own,[c] which despite having many similarities with the HD Universe, are considered to be different continuities. Hence, the Liberty City depicted in Grand Theft Auto IV is different from its previous renditions, and the game itself serves as a reboot for the series. The new timeline established by Grand Theft Auto IV would continue with two expansion packs, The Lost and Damned and The Ballad of Gay Tony, and a sequel, Grand Theft Auto V, as well as its online component, Grand Theft Auto Online.[21][22][23] The handheld game Grand Theft Auto: Chinatown Wars is also considered part of the HD Universe, because it features the same map as Grand Theft Auto IV, except for Alderney.[24]
Niko Bellic, an Eastern European ex-soldier,[25] arrives in Liberty City aboard a cargo ship, the Platypus, to escape his criminal past, pursue the American Dream, and search for the man who betrayed his unit to an ambush during a war ten years prior. Reuniting with his cousin Roman, he discovers that his tales of riches were lies concealing his small, dirty apartment, unprofitable taxi company, gambling debts, and disputes with loan sharks. Niko begins assisting Roman with his problems, which leads him to make his first criminal contacts in the city. He befriends Yardies second-in-command Little Jacob and is forced to work for Vlad Glebov, Roman's Russian loan shark, whom Niko eventually kills upon learning he had slept with Roman's girlfriend, Mallorie.
In retaliation, Niko and Roman are kidnapped by Russian mobsters on orders of their boss Mikhail Faustin and his lieutenant, Dimitri Rascalov. Indifferent to Vlad's murder, Faustin releases them and employs Niko as a hitman, eventually ordering him to kill the son of Russian crime lord Kenny Petrović. When Petrović threatens retaliation, Dimitri convinces Niko to assassinate Faustin. However, he then betrays and brings Niko to his former employer, Ray Bulgarin, who accuses Niko of stealing from him during a botched human trafficking job years earlier. Niko denies the allegation and a firefight ensues, allowing Dimitri and Bulgarin to escape.
Dimitri's men burn down Niko and Roman's apartment and taxi company, forcing them to flee to Bohan. While Niko finds work with several local drug lords, Dimitri kidnaps Roman in a failed attempt to lure Niko into a trap. Later, Niko discovers that his romantic interest, a woman named Michelle, is a government agent, who then entraps him into working for her agency. In exchange for the murders of several known or suspected terrorists, the agency clears Niko's criminal record and assists him in searching for the traitor he seeks. Niko and Roman's fortunes improve when the latter receives a large amount of insurance money from his destroyed business, which he uses to rebuild it and buy an apartment in Algonquin. Roman also proposes to Mallorie, who accepts.
While working for the Irish Mob, Niko befriends gangster Patrick "Packie" McReary and helps him and his brothers carry out various jobs, including a major bank robbery. Niko is later hired by Ray Boccino, a caporegime in the Pegorino crime family, to oversee a diamond deal, which goes awry. Boccino repays Niko by helping him find his ex-comrade Florian Cravic, now known as Bernie Crane, who claims he was not the one to betray their unit. Niko concludes that the traitor was Darko Brevic, the only other survivor. Niko continues working for the Mafia in Liberty City and eventually earns the trust of Don Jimmy Pegorino, who orders Niko to kill Boccino after suspecting him of being a police informant. Niko also helps Packie kidnap Don Giovanni Ancelotti's daughter to ransom her for the diamonds, but Bulgarin intercepts the exchange. In the ensuing firefight, the diamonds are lost.
Eventually, the government agents find Darko in Romania and bring him to Liberty City for Niko to decide his fate. Afterwards, Niko is summoned by Pegorino for one final favour: to help with a highly lucrative heroin deal in collusion with Dimitri. Niko must either agree to work with Dimitri or exact revenge on him.[26] If Niko goes through with the deal, Dimitri betrays him again,[27] kills Pegorino,[28] and attempts to kill Niko via an assassin at Roman's wedding, but accidentally kills Roman;[29] Niko retaliates by tracking and murdering Dimitri.[28] If Niko chooses to exact revenge, he kills Dimitri aboard the Platypus,[30] prompting a furious Pegorino to target Niko but accidentally kill Packie's sister Kate, whom Niko had been dating, at Roman's wedding;[29] Niko retaliates by tracking and murdering Pegorino.[31] Later, either Mallorie or Roman tells Niko that Mallorie is pregnant.
Preliminary work on Grand Theft Auto IV began in November 2004,[32] a month after the release of Grand Theft Auto: San Andreas.[33] Rockstar president Sam Houser felt that following up San Andreas was "a nightmare".[34]Rockstar North, the core 220-person team behind the game, co-opted studios owned by parent company Rockstar Games to facilitate development between a full team of over 1,000,[35] including 50 employees at Rockstar NYC, 40 at Rockstar Lincoln, 10 at Rockstar San Diego, and around 600–700 working part-time internally and externally.[36] Some key members of the development team worked 12-hour days during production, often without holidays.[35] The team decided to continue the numbering scheme absent from the previous two main games to represent the same leap in production as Grand Theft Auto 2 (1999) to Grand Theft Auto III (2001).[33] Development of Grand Theft Auto IV ceased by 21 April 2008 when the game was submitted for manufacturing.[37] Producer Leslie Benzies estimated that the budget of the development efforts exceeded US$100 million, making Grand Theft Auto IV one of the most expensive video games ever made.[35]
The game's setting, Liberty City, is based on New York City. The team did not look at the previous renditions of Liberty City as inspiration, wanting it to retain the "general feel" but nothing else.[38] The map is roughly three times the size of Grand Theft Auto III's.[38] The developers originally considered using the entire state of New York, before restricting it to Manhattan, and then expanding it out again. They considered including more suburbs with woods, and would regularly vote on which areas to include.[39] Art director Aaron Garbut said that the team chose the setting because of the detail and variety it provided, describing New York as "an amazing, diverse, vibrant, cinematic city".[40] Writer Dan Houser added that the team "wanted to be somewhere where we had a foothold" due to the amount of research required for the world; Rockstar Games's main headquarters are located in New York.[41] The team consciously avoided a precise recreation of New York City to allow for more enjoyable game design,[32] selecting the areas that they felt "characterised it the best".[40] Garbut wanted to capture a caricature of the city as he felt that most people were familiar with "the highlights" from film or literature but did not need to know the areas precisely.[40] The city was not built with specific missions in mind; the area was created first, and missions implemented later.[42]
To achieve a realistic environment, 60–70 employees from Rockstar North travelled to New York for research: first at the beginning of the project in March or April 2005 for a week and a half,[39] and a smaller trip in 2007.[38] Police officers who previously worked the beat drove the team around Washington Heights.[39] A full-time research team based in New York handled further requests for information, such as the ethnic minority of a neighbourhood or videos of traffic patterns. Videos shot in New York were played on televisions at the Rockstar North offices "so while they worked they could look up and there was New York".[39] Benzies claimed that the team took over 100,000 photographs on location in New York,[35] though Garbut estimates that they took around 250,000.[38] They also studied architectural plans for apartments, used satellite images to determine city block layout, researched sales figures for models of cars, and read books that detailed the city's infrastructure, including its subways, sewers, and garbage disposal.[43] Hove Beach is based on Brighton Beach, which Sam Houser found "pretty incredible" and unusual; the name is based on the English city Brighton and Hove, made up of the former neighbouring towns Brighton and Hove.[44] Houser appreciated that Brighton Beach was home to several Eastern Europeans due to the nature of the game's characters.[44]
Dan Houser described Liberty City as "the biggest character" of the game.[40] The Grand Theft Auto IV rendition of Liberty City is more detailed and larger in size than most earlier entries in the series; although smaller than San Andreas, the setting of the previous main game, the developers considered it comparable in scope due to city's verticality, number of buildings, and level of detail.[45] The team wanted less dead spots and irrelevant spaces, such as the wide open deserts in San Andreas.[32] They wanted the game to be "a more focused experience" than San Andreas, and Dan Houser felt that the limited activities of New York allowed this.[33] The team felt that the addition of Niko's mobile phone added to the immersion of the world and represented society's shifted focus on phones.[33] The in-game brands and products are designed over several years; the billboards were implemented in the game around six months prior to release.[38]
Benzies produced the game. Dan Houser co-wrote the story,[35] while his brother Sam executive-produced the game.[34]
The game's script, written by Dan Houser and Rupert Humphries, is about 1,000 pages.[35] Approximately 660 actors provided voices for the game over 80,000 lines of dialogue.[39] After conceiving the character and setting, Dan Houser spoke with his brother Sam Houser and Leslie Benzies to bounce story ideas before writing a rough synopsis, a six-paged, detailed document. Once the synopsis was reworked, the designers broke it into missions, represented by a large flow document demonstrating each section. The writers then work on the introductions to the missions; the gameplay dialogue comes much later.[41] Unlike previous Grand Theft Auto games, Grand Theft Auto IV does not have cinematic influences. "We were consciously trying to go, well, if video games are going to develop into the next stage, then the thing isn't to try and do a loving tribute or reference other stuff," said Dan Houser.[41] He said that the writers wanted something "fresh and new and not something that was obviously derived from [a] movie".[41] Dan Houser felt that the quality of the writing had to improve alongside the advancements in graphics and technology. He noted that the improvements in facial animation allowed for slower-paced cutscenes.[40] The unique dialogue that plays when a mission is retried was to ensure that the gameplay felt "less canned and less like Groundhog Day".[40]
Dan Houser described Niko Bellic as "a more rounded character" than those in previous games.[40] He felt that his dual personality—often saving innocent people, while also being a "cold-hearted killer"—made him more relatable.[40] He also felt that Niko's unfamiliarity with Liberty City allowed for the player to relate to him more, only driven by his vague past and relationship with Roman. When deciding on Niko's background, the writers felt that being an immigrant could lead to more dangerous situations, and therefore more enjoyable missions; after discussions with criminal experts, Dan Houser found that "the real scary characters are not born in America anymore".[40] He felt that Niko's outsider view of American culture was "fun".[40] The team wanted Niko to be "more of an anti hero than a hero, capable of making positive actions within his criminal world".[46] They wanted his demeanour to reflect the weight of his past and choices.[46]
Niko's design underwent a few changes, but was finalised early in development.[47] His outfit underwent several changes based on Eastern Europeans, particularly photographs of men fighting in winter wars in Yugoslavia and Chechnya. The primary motivation for the design was a face to convey the appropriate emotions and a body that could move nicely with the new animations.[40] The in-game purchasable outfits were also designed to fit with the character.[33] The team ensured that the gameplay choices presented to the player were not too extensive, as they still had to make sense to the character, who is driven by the people around him. Dan Houser felt that the missions in San Andreas had become too linear, and wanted to present choices to the player in Grand Theft Auto IV.[40]
The writers found that Niko needed a motivation to come to America, so they created his cousin, Roman. Dan Houser felt that the two could not be brothers as there would be a deeper level of familiarity than necessary. He described the two as a double act, with Roman's fantasist charm playing off Niko's tough cynicism. The team gave other non-playable characters (NPCs) more definable behaviours and dialogue to make them feel more alive. The writers initially considered having a smaller group of characters, but found that the story became boring and that players were less likely to explore the world. The stranger characters found in the game world were based on the "crazy people" that populate New York, according to Dan Houser, which in previous games were only able to be captured through radio stations or mild pedestrian behaviours.[38] The team based the ethnicities, clothing, and behaviours of the NPCs on the photographs and videos that they captured around New York, divided into different areas;[40] they created mood boards for each location.[38] The NPCs also converse in different languages.[39]
Grand Theft Auto IV sees a shift in the series to a more realistic and detailed style and tone, partly a result of the transition to consoles which offered high-definition graphics and the new and improved capabilities of such consoles. The development team worked to represent the upgrade in quality across all design aspects while maintaining the coherence of the previous games.[32] The team took the game's development as an opportunity to "strip things back and start again", refining the art style without losing the style of the series;[40] they distanced the game from the "cartoon-like style" of its predecessors while creating a new style that was consistent across all aspects of the game.[48] Garbut found the increased demand of detail brought on by the advanced technology daunting.[49] A technique used to make the visuals look real was to avoid harsh edges, instead blending surfaces together to make the world look dirty and lived-in.[50] The props department created multiple variations of different objects to make the world more interesting and unique.[40]G
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
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Tomb Raider, known as Lara Croft: Tomb Raider from 2001 to 2008, is a media franchise that originated with an action-adventure video game series created by British video game developer Core Design. The franchise is currently owned by CDE Entertainment; it was formerly owned by Eidos Interactive, then by Square Enix Europe after Square Enix's acquisition of Eidos in 2009 until Embracer Group purchased the intellectual property alongside Eidos in 2022. The franchise focuses on the fictional British archaeologist Lara Croft, who travels around the world searching for lost artefacts and infiltrating dangerous tombs and ruins. Gameplay generally focuses on exploration, solving puzzles, navigating hostile environments filled with traps, and fighting enemies. Additional media has been developed for the franchise in the form of film adaptations, comics and novels.
Development of the first Tomb Raider began in 1994; it was released two years later. Its critical and commercial success prompted Core Design to develop a new game annually for the next four years, which put a strain on staff. The sixth game, Tomb Raider: The Angel of Darkness, faced difficulties during development and was considered a failure at release. This prompted Eidos to switch development duties to Crystal Dynamics, which has been the series' primary developer since. Other developers have contributed to spin-off titles and ports of mainline entries.
Tomb Raider games have sold over 95 million copies worldwide by 2022.[1] while the entire franchise generated close to $1.2 billion in revenue by 2002.[2] The series has received generally positive reviews from critics, and Lara Croft has become one of the most recognisable video game protagonists, winning accolades and earning places on the Walk of Game and Guinness World Records.
The first six Tomb Raider games were developed by Core Design, a British video game development company owned by Eidos Interactive. After the sixth game in the series was released to a mixed reception in 2003, development was transferred to American studio Crystal Dynamics, who have handled the main series since.[3] Since 2001, other developers have contributed either to ports of mainline games or with the development of spin-off titles.[3][4][5][6][7][8]
The first entry in the series Tomb Raider was released in 1996 for personal computers (PC), PlayStation and Sega Saturn consoles.[9][10] The Saturn and PlayStation versions were released in Japan in 1997.[11][12] Its sequel, Tomb Raider II, launched in 1997, again for Microsoft Windows and PlayStation. A month before release, Eidos finalised a deal with Sony Computer Entertainment to keep the console version of Tomb Raider II and future games exclusive to PlayStation until the year 2000.[9][10] The PlayStation version was released in Japan in 1998.[13]Tomb Raider III launched in 1998.[10] As with Tomb Raider II, the PlayStation version released in Japan the following year.[14] The fourth consecutive title in the series, Tomb Raider: The Last Revelation, released in 1999. In 2000, with the end of the PlayStation exclusivity deal, the game also released on the Dreamcast.[9][15] In Japan, both console versions released the following year.[16][17]Tomb Raider: Chronicles released in 2000 on the same platforms as The Last Revelation, with the PlayStation version's Japanese release as before coming the following year.[9][15][18]
In 2011, The Tomb Raider Trilogy was released for PlayStation 3 as a compilation release that included Anniversary and Legend remastered in HD resolution, along with the PlayStation 3 version of Underworld. The disc includes avatars for PlayStation Home, a Theme Pack, new Trophies, Developer's Diary videos for the three games, and trailers for Lara Croft and the Guardian of Light as bonus content.
Core Design developed two Game Boy Colour titles in the early 2000s. The first, a side-scrolling game simply titled Tomb Raider was released in 2000.[7][40] The second, its sequel, Tomb Raider: Curse of the Sword, was released in 2001.[7][41] A Game Boy Advance title called Tomb Raider: The Prophecy, was released in 2002. Unlike the first two Game Boy titles, this was developed by Ubi Soft Milan and published by Ubi Soft, adopting an isometric perspective and moving away from the side-scrolling platform-based gameplay.[7][42]
From 2010 to 2015, a subseries simply titled Lara Croft was in development at Crystal Dynamics, with different gameplay than the main series and existing in its own continuity.[43][44] The first game, Lara Croft and the Guardian of Light, was released in 2010 as a downloadable title for PC, PS3 and Xbox 360.[43] It was followed by Lara Croft and the Temple of Osiris, released for retail and download in 2014 for PC, PS4 and Xbox One.[45] Both titles were released in a compilation entitled The Lara Croft Collection for Nintendo Switch in 2023.[46] An entry for mobile devices, an endless runner platformer titled Lara Croft: Relic Run, was released in 2015.[44] Square Enix Montreal also released a platform-puzzler for mobile devices, Lara Croft Go in 2015.[47]
In 2003, four Tomb Raider titles for mobile phones were released.[48] Developed by Emerald City Games for iOS and Android devices, Tomb Raider Reloaded is an action arcade and free-to-play game released by CDE Entertainment in 2022.[49]
After the release of The Angel of Darkness in 2003, Core Design continued working on the franchise for another three years, but both of the projects under development in that period were cancelled. A sequel titled The Lost Dominion was undergoing preliminary development that year, but the negative reception of The Angel of Darkness caused it and a wider trilogy to be scrapped.[9][50] With Eidos's approval, Core Design then began development of an updated edition of the first game for the PSP called Tomb Raider: 10th Anniversary in late 2005, with a projected release date of Christmas 2006. Development continued while other Core Design staff were working on the platformer Free Running. When Core Design was sold to Rebellion Developments in June 2006,[51] Eidos requested the project's cancellation. It was suggested by staff that Eidos did not want to let outside developers handle the franchise.[52][53] An Indiana Jones "reskin" of the game was never completed, and Free Running was ultimately the studio's final title in 2007. Core Design—by then named Rebellion Derby—shut down in 2010. A January 2006 build of 10th Anniversary was leaked online in 2020, and remains available on the Internet Archive.[54][55][56]
Lara Croft is the main protagonist and playable character of the video game series. She travels around the world in search of many forgotten artefacts and locations, frequently connected to supernatural powers.[59][60][61] While her biography has changed throughout the series, her shared traits are her origins as the only daughter and heir of the aristocratic Croft family.[59][62][63] She is portrayed as intelligent, athletic, elegant, fluent in multiple languages, and determined to fulfil her own goals at any cost. She has brown eyes and brown hair worn in a braid or ponytail. The character's classic outfit consists of a turquoise singlet, light brown shorts, calf-high boots, and tall white socks. Recurring accessories include fingerless gloves, a backpack, a utility belt with holsters on either side, and twin pistols. Later games have multiple new outfits for her.[58][64][65][66]
Lara Croft has been voiced by five actresses in the video game series: Shelley Blond, Judith Gibbins, Jonell Elliott, Keeley Hawes, and Camilla Luddington. In other media, Croft was also voiced by Minnie Driver in the animated series and portrayed by Angelina Jolie and Alicia Vikander in feature films. Multiple models and body doubles have portrayed Croft in promotional material until the reboot in 2013. Eight different real-life models have portrayed her at promotional events.[67][68]
The circumstances of her first adventures, along with the drive behind her adventures, differ depending on the continuity. In the original continuities, she is on a plane that crashes in the Himalayas: her journey back to civilization against the odds help to begin her journey towards her adult life as an adventuress and treasure hunter.[59][62] In the original continuity, after her ordeal in the Himalayas, she left behind her privileged life and made a living writing about her exploits as an adventurer, mercenary, and cat burglar. Shortly after these books she was disowned by her family.[71][72] In The Last Revelation, Lara was caught in a collapsing pyramid at the game's end, leaving her fate unknown: this was because the staff, exhausted from four years of non-stop development, wanted to move on from the character.[67]Chronicles was told through a series of flashbacks at a wake for Lara, while The Angel of Darkness was set an unspecified time after The Last Revelation, with Lara revealed to have survived. The circumstances of her survival were originally part of the game but were cut due to time constraints and the pushing of the publisher Eidos.[67][73]
In the Legend continuity, her mother Amelia was involved in the crash, and she is partially driven by the need to discover the truth behind her mother's disappearance and vindicate her father's theories about Amelia's disappearance.[74] This obsession with the truth is present in Anniversary, and ends up bringing the world to the brink of destruction during the events of Underworld.[75][76] Her father is referred to as Lord Henshingly Croft in the original games and Lord Richard Croft in the Legend continuity.[59][62] The Lara Croft subseries take place within their own separate continuity, devoting itself to adventures similar to earlier games while the main series goes in a different stylistic direction.[44]
In the 2013 reboot continuity, Lara's mother vanished at an early age, and her father became obsessed with finding the secrets of immortality, eventually resulting in an apparent suicide. Lara distanced herself from her father's memory, believing like many others that his obsession had caused him to go mad. After studying at university, Lara gets an opportunity to work on an archaeology program, in the search for the mythic kingdom of Yamatai. The voyage to find the kingdom results in a shipwreck on an island, which is later discovered to be Yamatai, but the island is also home to savage bandits, who were victims of previous wrecks. Lara's attempts to find a way off the island lead her to discover that the island itself is stopping them from leaving, which she discovered is linked to the still-living soul of the Sun Queen Himiko. Lara tries to find a way to banish the spirit of the sun queen in order to get home. The aftermath of the events of the game causes Lara to see that her father was right, and that she had needlessly distanced herself from him. She decides to finish his work, and uncover the mysteries of the world. The game's sequels portray Lara Croft in conflict with an ancient organization Trinity, in their quest to obtain supernatural items for their world domination.
The gameplay of Tomb Raider is primarily based around an action-adventure framework, with Lara navigating environments and solving mechanical and environmental puzzles, in addition to fighting enemies and avoiding traps. These puzzles, primarily set within ancient tombs and temples, can extend across multiple rooms and areas within a level. Lara can swim through water, a rarity in games at the time that has continued through the series.[20][67][77][78] According to original software engineer and later studio manager Gavin Rummery, the original set-up of interlinking rooms was inspired by Egyptian multi-roomed tombs, particularly the tomb of Tutankhamun.[67] The feel of the gameplay was intended to evoke that of the 1989 video game Prince of Persia.[79] In the original games, Lara utilised a "bulldozer" steering set-up, with two buttons pushing her forward and back and two buttons steering her left and right, and in combat Lara automatically locked onto enemies when they came within range. The camera automatically adjusts depending on Lara's action, but defaults to a third-person perspective in most instances. This basic formula remained unchanged through the first series of games. Angel of Darkness added stealth elements.[77][78][80][81]
For Legend, the control scheme and character movement was redesigned to provide a smooth and fluid experience. One of the key elements present was how buttons for different actions cleanly transitioned into different actions, along with these moves being incorporated into combat to create effects such as stunning or knocking down enemies. Quick-time events were added into certain segments within each level, and many of the puzzles were based around sophisticated in-game physics.[20][67][82][83]Anniversary, while going through the same locales of the original game, was rebuilt using the gameplay and environmental puzzles of Legend.[84] For Underworld, the gameplay was redesigned around a phrase the staff had put to themselves: "What Could Lara Do?". Using this set-up, they created a greater variety of moves and greater interaction with the environment, along with expanding and improving combat.[85]
The gameplay underwent another major change for the 2013 reboot. Gameplay altered from progression through linear levels to navigating an open world, with hunting for supplies and upgrading equipment and weapons becoming a key part of gameplay, yet tombs were mostly optional, and platforming was less present in comparison to combat. The combat was redesigned to be similar to the Uncharted series: the previous reticle-based lock-on mechanics were replaced by a free-roaming aim.[86]Rise of the Tomb Raider built on the 2013 reboot's foundation, adding dynamic weather systems, reintroducing swimming, and increasing the prevalence of non-optional tombs with more platforming elements.[87]
The concept for Tomb Raider originated in 1994 at Core Design, a British game development studio.[88] One of the people involved in its creation was Toby Gard, who was mostly responsible for creating the character of Lara Croft. Gard originally envisioned the character as a man: company co-founder Jeremy Heath-Smith was worried the character would be seen as derivative of Indiana Jones, so Gard changed the character's gender. Her design underwent mult
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
A Tribe Called Quest came to prominence as members of the Native Tongues collective, which they co-founded in 1988. The group's debut album, People's Instinctive Travels and the Paths of Rhythm (1990), established them as a critically acclaimed act, earning the first five 'mic' rating in The Source's history.[10][8] In 1991, the group saw commercial success with its jazz-infused second album, The Low End Theory, which heavily shaped alternative hip hop in the 1990s.[11] It was followed by the similarly successful and influential Midnight Marauders (1993), and Beats, Rhymes and Life (1996), which topped the Billboard 200. In 1998, the group disbanded shortly before releasing its fifth album The Love Movement, but in 2006, the original members reunited and toured sporadically for the next seven years. In 2016, the group released its sixth and final album, We Got It from Here... Thank You 4 Your Service, which received critical acclaim and became its second album to top the Billboard 200; it featured posthumous contributions from Phife Dawg, who died eight months before its release.[12]
A Tribe Called Quest was the most commercially successful act in the Native Tongues, with all six of its albums certified either gold or platinum.[13] John Bush of AllMusic called them "the most intelligent, artistic rap group during the 1990s",[14] and Kris Ex of Pitchfork regarded them as "one of the greatest acts that hip-hop has ever produced".[15] In 2005, A Tribe Called Quest received the Founders Award at the Billboard R&B/Hip-Hop Awards,[16] and two years later, the group was honored at the 4th VH1 Hip Hop Honors.[17] In 2017, the group was awarded the Brit Award for International Group. In 2024, A Tribe Called Quest was selected for induction into the Rock and Roll Hall of Fame.[18][19]
1985–1990: Formation, Native Tongues, and People's Instinctive Travels[edit]
Q-Tip (Kamaal Fareed) and Phife Dawg (Malik Taylor) were childhood friends who grew up together in the St. Albans neighbourhood of Queens, New York City.[5][20] Initially, Q-Tip performed as a battle rapper, under the name MC Love Child, occasionally teaming up with Murry Bergtraum High School classmate Ali Shaheed Muhammad as a rapper and DJ duo.[6][21] In 1985, the duo began making demos over Q-Tip's pause tape beats.[5] Phife Dawg later joined them, though he didn't become a full member until neighbourhood friend Jarobi White joined; the group dubbed themselves "Crush Connection" and later "Quest".[17][22] The group's final name, A Tribe Called Quest, was coined in 1988 by Jungle Brothers, who attended the same high school as Q-Tip and Muhammad; that year, Q-Tip made his first recorded appearances on Jungle Brothers' songs "Black Is Black" and "The Promo".[5][14] Shortly after, A Tribe Called Quest, Jungle Brothers, De La Soul, Queen Latifah and Monie Love formed the Native Tongues collective, known for their like-minded Afrocentrism, positivity and eclectic sampling.[23][24] In 1989, Phife Dawg made his first recorded appearance on the song "Buddy (Native Tongue Decision)", the remix of De La Soul's single "Buddy".[25]
A Tribe Called Quest hired Kool DJ Red Alert as their first manager.[26] In early 1989, the group signed a demo deal with Geffen Records and produced a five-song demo, which included future single "I Left My Wallet in El Segundo".[27] Geffen decided against offering the group a recording contract, and the group was granted permission to shop for a deal elsewhere.[27] After receiving lucrative offers for multi-album deals from a variety of labels, the group opted for a modest deal offered by Jive Records.[27] Jive was then known as an independent rap label that partly owed its success to building the careers of artists Boogie Down Productions and Too Short. Later that year, the group released their first 12" single, "Description of a Fool".[20]
Their debut album, People's Instinctive Travels and the Paths of Rhythm, released on April 10, 1990,[20] was marked by a playful lyrical approach and light-hearted content such as safe sex, vegetarianism and youthful experiences.[28] The music was an eclectic mix of jazz, funk, soul and rock samples.[4] The album was met with critical acclaim; The Source rated it five mics, becoming the first album to receive the magazine's highest rating.[10]NME's review stated that "This is not rap, it's near perfection."[29] The album only gained momentum after the release of the singles "Bonita Applebum" and "Can I Kick It?", eventually achieving gold certification in 1996.[20][30]
1991–1993: The Low End Theory, Midnight Marauders, and commercial success[edit]
A Tribe Called Quest's second album, The Low End Theory, was released on September 24, 1991, with "Check the Rhime" as the lead single; the song largely established the lyrical interplay between Q-Tip and Phife Dawg.[20][31] Until then, most of the group's songs had only featured vocals by Q-Tip, but Q-Tip encouraged Phife Dawg to increase his participation despite his recent diabetes diagnosis.[17] Musically, the album fused hip hop with the laid-back atmosphere of jazz, particularly bebop and hard bop, combined with a minimalist approach to production that stripped the sound down to vocals, drums and bass.[5][32] Mixing engineer Bob Power played a major role on the album, as he was tasked with removing surface noise and static that is typically heard on hip hop songs sampled from old vinyl records.[33] During the recording sessions, White left the group to pursue a career in culinary arts, and they hired Chris Lighty as their new manager after signing to Rush Artist Management.[22][34]
Lyrically, the group focused on a range of social issues, from date rape ("The Infamous Date Rape") to consumerism ("Skypager"), while also criticizing the hip hop industry on several songs.[20] Guests on the album included Leaders of the New School, Brand Nubian, Vinia Mojica and Ron Carter, who played double bass on the song "Verses from the Abstract". Additional singles included "Jazz (We've Got)" and "Scenario"; a live performance of "Scenario" with Leaders of the New School on The Arsenio Hall Show led to greater popularity.[35] Leaders member Busta Rhymes attracted attention with his verse in the song, which led to him launching a successful solo career.[31]
The Low End Theory received widespread acclaim from critics.[22]The Source gave the group its second consecutive five mic rating, praising their "progressive sound" and "streetwise edge", also noting that "Those who questioned Phife's microphone techniques on the first album will swallow those doubts as he practically steals the show on this one."[36] The album peaked at #45 on the Billboard 200 and was certified gold on February 19, 1992; it reached platinum status by 1995.[31] In the aftermath of their success, the group contributed the song "Hot Sex" to the soundtrack for the film Boomerang in 1992.[37]
Conrad Tillard, then known variously as the Hip Hop Minister and Conrad Muhammad, became a fixture in hip-hop in 1993 after he arranged a meeting and a truce in a feud between rising bands Wreckx-N-Effect and A Tribe Called Quest, that Tillard said threatened to turn Harlem into a "war zone".[38][39][40][41][42][43]
A Tribe Called Quest released their third album, Midnight Marauders, on November 9, 1993.[44] The lead single, "Award Tour", became the group's highest charting single and helped to land the album at #8 on the Billboard 200.[31] The production, still rooted in jazz, was a return to the eclectic sounds found on People's Instinctive Travels, with a more prominent funk influence, including grittier drums.[44][5] The voice of a "tour guide", on the intro and at the end of several tracks, added further cohesion to the album.[31]
Midnight Marauders saw improved lyrical interplay between Phife Dawg and Q-Tip,[44] as evidenced on the singles "Electric Relaxation" and "Oh My God"; the popularity of "Electric Relaxation" led to it becoming the opening theme song for the sitcom The Wayans Bros., from 1995 to 1996.[45] Topics on the album include police harassment ("Midnight"), religious faith ("God Lives Through"), hip hop ("We Can Get Down") and use of the word nigga ("Sucka Nigga").[44] Guests on the album include Large Professor, Busta Rhymes and Raphael Saadiq (credited as Raphael Wiggins).
The album received widespread acclaim from critics.[22]Entertainment Weekly called the album "as fresh as their first",[46] while Melody Maker stated "A Tribe Called Quest have expanded their vision with a lyrical gravitas and a musical lightness of touch that has hitherto eluded them across a whole album".[46] The album was ranked #21 by The Village Voice in that year's Pazz & Jop critics' poll.[46]Midnight Marauders became A Tribe Called Quest's fastest-selling album; it was certified platinum on January 11, 1995, only 14 months after its release.[31]
At the 1994 Source Awards, Tupac Shakur and his group Thug Life performed their song "Out on Bail", interrupting A Tribe Called Quest as they accepted the award for Group of the Year; it was later found that this apparent act of disrespect was accidental.[24][47] That summer, the group performed as one of a handful of hip hop acts on the Lollapalooza tour, among acts such as The Smashing Pumpkins, Stereolab and The Verve.[48] While on tour, keyboardist Amp Fiddler introduced Q-Tip to a young producer from Detroit named Jay Dee.[5] At the suggestion of Q-Tip, Jay Dee later joined him and Muhammad, forming a production unit known as The Ummah (Arabic for "the [worldwide] Muslim community"), in which each member produced songs individually and received a songwriting credit for their work.[6] The Ummah handled the production of A Tribe Called Quest's next two albums.
During this period, group members contributed to several notable outside projects with production and guest verses. Phife Dawg, who rapped on "Oh My God" that he owned "more condoms than TLC", made an appearance on the song "Intro-lude" from that group's album, CrazySexyCool, in 1994.[49] That year, Q-Tip produced the single "One Love" from Nas' debut album Illmatic and appeared on the song "Get It Together" by Beastie Boys, from their album Ill Communication.[5] In 1995, Muhammad co-produced the single "Brown Sugar" from D'Angelo's debut album of the same name, and Q-Tip produced three songs for Mobb Deep while serving as a mixing engineer for their album The Infamous.[50] The group contributed "Glamour and Glitz" to The Show: The Soundtrack that year, before returning the following year with their next album.
1996–1998: Beats, Rhymes and Life, The Love Movement, and breakup[edit]
Beats, Rhymes and Life, the group's fourth album, was released on July 30, 1996, supported by the singles "1nce Again" and "Stressed Out". It was recorded during the turbulent East Coast–West Coast hip hop rivalry, with the tracks "Get a Hold", "Keeping It Moving" and "Baby Phife's Return" referring to it.[51] The Ummah's production style, a minimalist R&B and jazz-infused sound, was a departure from the group's previous albums.[52] Jay Dee, a big fan of A Tribe Called Quest, contributed five beats to the album, including both singles.[5] Lyrically, the album featured a less playful, more philosophical approach by the group.[24]Consequence, Q-Tip's cousin, and an aspiring rapper, was present on six songs.[52] Phife Dawg later stated that this period was when he began to lose interest in the group:
I really felt like with Midnight Marauders I came into my own. By the time when Beats, Rhymes and Life came out I started feelin' like I didn't fit in any more. Q-Tip and Ali had converted to Islam and I didn't. Music felt like a job; like I was just doin' it to pay bills. I never want my music to feel like just a job. They would schedule studio time at the last minute. I'd catch a plane from Atlanta to be in New York and when I got to the studio, no one would be there. They would have canceled the session without telling me. Seemed like the management was concerned with other folks not me. But I never lost my confidence.[53]
The album debuted at #1 on the Billboard 200 and went gold before the end of the year; it was certified platinum in 1998.[54] Critical reception was divided, but mostly positive; Rolling Stone called the album "near-flawless",[55] while The Source awarded it four mics.[56]Melody Maker felt that it provided "both their best and worst thus far".[55] It was nominated for Best Rap Album and "1nce Again" was nominated for Best Rap Performance by a Duo or Group at the 1997 Grammy Awards.[14]
In 1997, the group was featured on the Fugees single "Rumble in the Jungle", alongside Busta Rhymes and John Forté, from the When We Were Kings soundtrack.[57] They also appeared on the soundtrack Men in Black: The Album, with the song "Same Ol' Thing". In Europe, they released The Jam EP, which included the aforementioned song, "Mardi Gras at Midnight" (featuring Rah Digga) and two songs from Beats, Rhymes and Life, "Get a Hold" and "Jam".[58] That year also saw the first reunion of the three Native Tongues groups since 1989, when Jungle Brothers invited A Tribe Called Quest and De La Soul to guest on "How Ya Want It We Got It", a song from their album Raw Deluxe.[17]
A month before The Love Movement was released on September 29, 1998, the group announced that it would be their final album.[14][22] The group cited their frustration with Jive as a significant factor in the breakup.[17] The album, which was centered on the theme of love, was promoted by the single "Find a Way", a song that "innocently wonders about the point at which friendship spills over into sex".[59] Musically, the album saw the return of The Ummah's stripped-down production style from Beats, Rhymes and Life.[60] Guest appearances by Busta Rhymes, Redman and Noreaga helped to balance the subdued tone of the album.[61]
The Love Movement was certified gold on November 1, 1998, just over a month after its release.[30] Critical reception was mostly positive; Rolling Stone remarked that "the mature, accomplished niceness of The Love Movement proves that the Tribe still have the skills – they're just short on thrills."[61] The album was nominated for Best Rap Album at the 1999 Grammy Awards.[62]
1999–2005: Solo projects and brief return to recording[edit]
Under the management of Violator, Q-Tip launched a successful solo career, which saw two Billboard Hot 100 hits, "Vivrant Thing" and "Breathe and Stop", and the release of the gold-certified album Amplified in late 1999.[17] The album featured production by Q-Tip, Jay Dee and DJ Scratch. Despite receiving mostly positive reviews, the album was criticized by the hip hop community for its mainstream sound.[5] The most notable of Q-Tip's critics was Phife Dawg, who took his former partner to task on his solo album Ventilation: Da LP, released in 2000.[17] The Hi-Tek-produced lead single, "Flawless", contained the lines "Go 'head, play yourself with them ho-like hooks / sing ballads if it's all about the Maxwell look".[17]Ventilation included production by Jay Dee and Pete Rock.
Teaming up with two other artists from former groups, Raphael Saadiq of Tony! Toni! Toné! and Dawn Robinson of En Vogue, Muhammad's next project was Lucy Pearl.[17] The group scored two hit singles with "Dance Tonight" and "Don't Mess with My Man", from their self-titled album, which was certified gold a few months after its release in 2000. Following a dispute between Saadiq and Robinson, the latter left the group and was replaced by Joi; however, this new incarnation would only last for the remainder of touring.[17]
In 2001, Q-Tip changed directions and recorded Kamaal the Abstract, an album which saw him in the role of singer and bandleader.[5] Unlike his work with A Tribe Called Quest, or his previous solo work, Kamaal was constructed around live music and abstract song concepts. Arista Records refused to release the album, doubting its commercial potential, resulting in Q-Tip leaving the label.[63] The following year, he recorded the song "What Lies Beneath" for the Soundbombing III compilation, in which he responded to Phife Dawg's comments on "Flawless".
In 2003, Q-Tip and Phife Dawg put aside their differences and A Tribe Called Quest briefly returned to the studio, recording the song "I C U (Doin' It)", featuring Erykah Badu.[17] It was intended to be the first single from the Violator compilation, V3: The Good, The Bad & The Ugly, however, the album was not released.[64] Undeterred by the shelving of Kamaal the Abstract, Q-Tip recorded Open in late 2003, planning to release it the next year.[63][65] It featured contributions from André 3000, Common and D'Angelo.[17] However, his label, DreamWorks Records, got bought out by Universal Music Group, which eventually led to Open also getting shelved.[63]
On August 27, 2004, A Tribe Called Quest headlined the Street Scene music festival in San Diego.[17] Muhammad focused on developing a stable of artists, most of whom were showcased on his debut solo album, Shaheedullah and Stereotypes, released later that year. In 2005, the group received the Founders Award at the Billboard R&B/Hip-Hop Awards in Atlanta.[16]