Grand Theft Auto 4 theme by The_Rick_14
Download: GTAIV_2.p3t
(16 backgrounds)
Grand Theft Auto IV | |
---|---|
Developer(s) | Rockstar North[a] |
Publisher(s) | Rockstar Games |
Producer(s) | Leslie Benzies |
Programmer(s) |
|
Artist(s) | Aaron Garbut |
Writer(s) |
|
Composer(s) | Michael Hunter |
Series | Grand Theft Auto |
Engine | RAGE |
Platform(s) | |
Release | PlayStation 3, Xbox 360
|
Genre(s) | Action-adventure |
Mode(s) | Single-player, multiplayer |
Grand Theft Auto IV is a 2008 action-adventure game developed by Rockstar North and published by Rockstar Games. It is the sixth main entry in the Grand Theft Auto series, following 2004's Grand Theft Auto: San Andreas, and the eleventh entry overall. Set in the fictional Liberty City, based on New York City, the single-player story follows Eastern European war veteran Niko Bellic and his attempts to escape his past while under pressure from high-profile criminals. The open world design lets players freely roam Liberty City, consisting of three main islands, and the neighbouring state of Alderney, which is based on New Jersey.
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.
Gameplay[edit]
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]
Synopsis[edit]
Setting[edit]
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]
Plot[edit]
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.
Development[edit]
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]
Research and open world design[edit]
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]
Story and character development[edit]
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]
Art design[edit]
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
TOU Desert-OPs Classic v1.1
TOU Desert-OPs Classic v1.1 theme by freestyle
Download: TOUDesertOpsClassicV1_1.p3t
(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.
The Scar
The Scar theme by gohnorrhea
Download: TheScar.p3t
(1 background)
Redirect to:
This page is a redirect. The following categories are used to track and monitor this redirect:
|
NFS Carbon XMB Style
NFS Carbon XMB Style theme by zsdg07
Download: NFSCarbonXMBStyle.p3t
(3 backgrounds)
P3T Unpacker v0.12
Copyright (c) 2007. Anoop Menon
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download for Windows: p3textractor.zip
Instructions:
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following:
p3textractor filename.p3t [destination path]
Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
Radioactive
Radioactive theme by Eggy01
Download: Radioactive.p3t
(1 background)
Redirect to:
- From an adjective: This is a redirect from an adjective, which is a word or phrase that describes a noun, to a related word or topic.
Prayer
Prayer theme by BIG_SAM_HOE
Download: PrayerPS3.p3t
(1 backgrounds)
Part of a series on |
Prayer |
---|
Variants and related concepts |
Aspects |
Fundamental concepts |
Prayer in various traditions (List) |
Prayer is an invocation or act that seeks to activate a rapport with an object of worship through deliberate communication. In the narrow sense, the term refers to an act of supplication or intercession directed towards a deity or a deified ancestor. More generally, prayer can also have the purpose of thanksgiving or praise, and in comparative religion is closely associated with more abstract forms of meditation and with charms or spells.[1]
Prayer can take a variety of forms: it can be part of a set liturgy or ritual, and it can be performed alone or in groups. Prayer may take the form of a hymn, incantation, formal creedal statement, or a spontaneous utterance in the praying person.
The act of prayer is attested in written sources as early as five thousand years ago. Today, most major religions involve prayer in one way or another; some ritualize the act, requiring a strict sequence of actions or placing a restriction on who is permitted to pray, while others teach that prayer may be practised spontaneously by anyone at any time.
Scientific studies regarding the use of prayer have mostly concentrated on its effect on the healing of sick or injured people. The efficacy of prayer in faith healing has been evaluated in numerous studies, with contradictory results.
Etymology[edit]
The English term prayer is from Medieval Latin: precaria, lit. 'petition, prayer'.[2] The Vulgate Latin is oratio, which translates Greek προσευχή[3] in turn the Septuagint translation of Biblical Hebrew תְּפִלָּה tĕphillah.[4]
Act of prayer[edit]
Various spiritual traditions offer a wide variety of devotional acts. There are morning and evening prayers, graces said over meals, and reverent physical gestures. Some Christians bow their heads and fold their hands. Some Native Americans regard dancing as a form of prayer.[5] Hindus chant mantras.[6] Jewish prayer may involve swaying back and forth and bowing.[7] Muslim prayer involves bowing, kneeling and prostration, while some Sufis whirl.[8] Quakers often keep silent.[9] Some pray according to standardized rituals and liturgies, while others prefer extemporaneous prayers; others combine the two.
Typologies and modalities[edit]
Christian circles often look to Friedrich Heiler (1892-1967), whose systematic Typology of Prayer lists six types of prayer: primitive, ritual, Greek cultural, philosophical, mystical, and prophetic.[10] Some forms of prayer require a prior ritualistic form of cleansing or purification, such as in ghusl and wudhu.[11]
Prayer may occur privately and individually (sometimes called affective prayer),[12] or collectively, shared by or led on behalf of fellow-believers of either a specific faith tradition or a broader grouping of people.[13] Prayer can be incorporated into a daily "thought life", in which one is in constant communication with a god. Some people pray throughout all that is happening during the day and seek guidance as the day progresses. This is actually regarded as a requirement in several Christian denominations,[14] although enforcement is neither possible nor desirable.[opinion] There can be many different answers to prayer, just as there are many ways to interpret an answer to a question, if there in fact comes an answer.[14] Some may experience audible, physical, or mental epiphanies. If indeed an answer comes, the time and place it comes is considered random.[citation needed]
Some traditions distinguish between contemplative and meditative prayer.[15]
Outward acts that may accompany prayer include anointing with oil;[16] ringing a bell;[17] burning incense or paper;[18] lighting a candle or candles; facing a specific direction (e.g., towards Mecca[19] or the East);[20] and making the sign of the cross. One less noticeable act related to prayer is fasting.
A variety of body postures may be assumed, often with specific meaning (mainly respect or adoration) associated with them: standing; sitting; kneeling; prostrate on the floor; eyes opened; eyes closed; hands folded or clasped; hands upraised; holding hands with others; a laying on of hands and others. Prayers may be recited from memory, read from a book of prayers, or composed spontaneously or "impromptu".[21] They may be said, chanted, or sung. They may or may not have a musical accompaniment. There may be a time of outward silence while prayers are offered mentally. Often, there are prayers to fit specific occasions, such as the blessing of a meal, the birth or death of a loved one, other significant events in the life of a believer, or days of the year that have special religious significance. Details corresponding to specific traditions are outlined below.
Origins and early history[edit]
Anthropologically, the concept of prayer is closely related to that of surrender and supplication. The traditional posture of prayer in medieval Europe is kneeling or supine with clasped hands, in antiquity more typically with raised hands. The early Christian prayer posture was standing, looking up to heaven, with outspread arms and bare head. This is the pre-Christian, pagan prayer posture (except for the bare head, which was prescribed for males in I Corinthians 11:4, in Roman paganism, the head had to be covered in prayer). Certain Cretan and Cypriote figures of the Late Bronze Age, with arms raised, have been interpreted as worshippers. Their posture is similar to the "flight" posture, a crouching posture with raised hands related to the universal "hands up" gesture of surrender. The kneeling posture with clasped hands appears to have been introduced only with the beginning high medieval period, presumably adopted from a gesture of feudal homage.[23]
Although prayer in its literal sense is not used in animism, communication with the spirit world is vital to the animist way of life. This is usually accomplished through a shaman who, through a trance, gains access to the spirit world and then shows the spirits' thoughts to the people. Other ways to receive messages from the spirits include using astrology or contemplating fortune tellers and healers.[24]
Some of the oldest extant literature, such as the Kesh temple hymn (c. 26th century BC), is liturgy addressed to deities and thus technically "prayer". The Egyptian Pyramid Texts of about the same period similarly contain spells or incantations addressed to the gods. In the loosest sense, in the form of magical thinking combined with animism, prayer has been argued as representing a human cultural universal, which would have been present since the emergence of behavioral modernity, by anthropologists such as Sir Edward Burnett Tylor and Sir James George Frazer.[25]
Reliable records are available for the polytheistic religions of the Iron Age, most notably Ancient Greek religion, which strongly influenced Roman religion. These religious traditions were direct developments of the earlier Bronze Age religions. Ceremonial prayer was highly formulaic and ritualized.[26][27]
In ancient polytheism, ancestor worship is indistinguishable from theistic worship (see also euhemerism). Vestiges of ancestor worship persist, to a greater or lesser extent, in modern religious traditions throughout the world, most notably in Japanese Shinto, Vietnamese folk religion, and Chinese folk religion. The practices involved in Shinto prayer are heavily influenced by Buddhism; Japanese Buddhism has also been strongly influenced by Shinto in turn. Shinto prayers quite frequently consist of wishes or favors asked of the kami, rather than lengthy praises or devotions. The practice of votive offering is universal and is attested at least since the Bronze Age. In Shinto, this takes the form of a small wooden tablet, called an ema.
Prayers in Etruscan were used in the Roman world by augurs and other oracles long after Etruscan became a dead language. The Carmen Arvale and the Carmen Saliare are two specimens of partially preserved prayers that seem to have been unintelligible to their scribes and whose language is full of archaisms and difficult passages.[28]
Roman prayers and sacrifices were envisioned as legal bargains between deity and worshipper. The Roman principle was expressed as do ut des: "I give, so that you may give." Cato the Elder's treatise on agriculture contains many examples of preserved traditional prayers; in one, a farmer addresses the unknown deity of a possibly sacred grove, and sacrifices a pig in order to placate the god or goddess of the place and beseech his or her permission to cut down some trees from the grove.[29]
Celtic, Germanic and Slavic religions are recorded much later, and much more fragmentarily, than the religions of classical antiquity. They nevertheless show substantial parallels to the better-attested religions of the Iron Age. In the case of Germanic religion, the practice of prayer is reliably attested, but no actual liturgy is recorded from the early (Roman era) period. An Old Norse prayer is on record in the form of a dramatization in skaldic poetry. This prayer is recorded in stanzas 2 and 3 of the poem Sigrdrífumál, compiled in the 13th century Poetic Edda from earlier traditional sources, where the valkyrie Sigrdrífa prays to the gods and the earth after being woken by the hero Sigurd.[30] A prayer to Odin is mentioned in chapter 2 of the Völsunga saga where King Rerir prays for a child. In stanza 9 of the poem Oddrúnargrátr, a prayer is made to "kind wights, Frigg and Freyja, and many gods,[31] In chapter 21 of Jómsvíkinga saga, wishing to turn the tide of the Battle of Hjörungavágr, Haakon Sigurdsson eventually finds his prayers answered by the goddesses Þorgerðr Hölgabrúðr and Irpa.[32] Folk religion in the medieval period produced syncretisms between pre-Christian and Christian traditions. An example is the 11th-century Anglo-Saxon charm Æcerbot for the fertility of crops and land, or the medical Wið færstice.[33] The 8th-century Wessobrunn Prayer has been proposed as a Christianized pagan prayer and compared to the pagan Völuspá[34] and the Merseburg Incantations, the latter recorded in the 9th or 10th century but of much older traditional origins.[35]
In Australian Aboriginal mythology, prayers to the "Great Wit" are performed by the "clever men" and "clever women", or kadji.[citation needed] These Aboriginal shamans use maban or mabain, the material that is believed to give them their powers.[36] The Pueblo Indians are known to have used prayer sticks, that is, sticks with feathers attached as supplicatory offerings. The Hopi Indians used prayer sticks as well, but they attached to it a small bag of sacred meal.[37]
Approaches to prayer[edit]
Direct petitions[edit]
There are different forms of prayer. One of them is to directly appeal to a deity to grant one's requests.[38] Some have termed this as the social approach to prayer.[39]
Atheist arguments against prayer are mostly directed against petitionary prayer in particular. Daniel Dennett argued that petitionary prayer might have the undesirable psychological effect of relieving a person of the need to take active measures.[40]
This potential drawback manifests in extreme forms in such cases as Christian Scientists who rely on prayers instead of seeking medical treatment for family members for easily curable conditions which later result in death.[41]
Christopher Hitchens (2012) argued that praying to a god which is omnipotent and all-knowing would be presumptuous. For example, he interprets Ambrose Bierce's definition of prayer by stating that "the man who prays is the one who thinks that god has arranged matters all wrong, but who also thinks that he can instruct god how to put them right."[42]
Educational approach[edit]
In this view, prayer is not a conversation. Rather, it is meant to inculcate certain attitudes in the one who prays, but not to influence. Among Jews, this has been the approach of Rabbenu Bachya, Rabbi Yehuda Halevi, Joseph Albo, Samson Raphael Hirsch, and Joseph B. Soloveitchik. This view is expressed by Rabbi Nosson Scherman in the overview to the Artscroll Siddur (p. XIII).
Among Christian theologians, E.M. Bounds stated the educational purpose of prayer in every chapter of his book, The Necessity of Prayer. Prayer books such as the Book of Common Prayer are both a result of this approach and an exhortation to keep it.[43]
Rationalist approach[edit]
In this view, the ultimate goal of prayer is to help train a person to focus on divinity through philosophy and intellectual contemplation (meditation). This approach was taken by the Jewish scholar and philosopher Maimonides[44] and the other medieval rationalists.[45] It became popular in Jewish, Christian, and Islamic intellectual circles, but never became the most popular understanding of prayer among the laity in any of these faiths. In all three of these faiths today, a significant minority of people still hold to this approach.
In a rationalist approach, praying encompasses three aspects. First, 'logos', as the "idea" of the sender, secondly 'rhemata' as the words to express the idea, and thirdly 'rhemata' and 'logos', to where the idea is sent (e.g. to God, Allah). Thus praying is not a conversation with God, or Jesus but a one-way direction to the divine.[46] Among the Abrahamic religions, Islam, Orthodox Christianity and Hasidic Judaism are likely most adhering to this concept, also because it does not allow secondary mythologies, and has taken its spiritual roots from Hellenistic philosophy, particularly from Aristotle.[47]
Similarly in Hinduism, the different divinities are manifestations of one God with associated prayers. However, many Indians – particularly Hindus – believe that God can be manifest in people, including in people of lower castes, such as Sadhus.[48]
Experiential approach[edit]
In this approach, the purpose of prayer is to enable the person praying to gain a direct experience of the recipient of the prayer (or as close to direct as a specific theology permits). This approach is very significant in Christianity and widespread in Judaism (although less popular theologically). In Eastern Orthodoxy, this approach is known as hesychasm. It is also widespread in Sufi Islam, and in some forms of mysticism. It has some similarities with the rationalist approach, since it can also involve contemplation, although the contemplation is not generally viewed as being as rational or intellectual.
Christian and Roman Catholic traditions also include an experiential approach to prayer within the practice of lectio divina. Historically a Benedictine practice, lectio divina involves the following steps: a short scripture passage is read aloud; the passage is meditated upon using the mind to place the listener within a relationship or dialogue with the text; recitation of a prayer; and concludes with contemplation. The Catechism of the Catholic Church describes prayer and meditation as follows:[49]
Meditation engages thought, imagination, emotion, and desire. This mobilization of faculties is necessary in order to deepen our convictions of faith, prompt the conversion of our heart, and strengthen our will to follow Christ. Christian prayer tries above all to meditate on the mysteries of Christ, as in lectio divina or the rosary. This form of prayerful reflection is of great value, but Christian prayer should go further: to the knowledge of the love of the Lord Jesus, to union with him.
The experience of God within Christian mysticism has been contrasted with the concept of experiential religion or mystical experience because of a long history or authors living and writing about experience with the divine in a manner that identifies God as unknowable and ineffable, the language of such ideas could be characterized paradoxically as "experiential", as well as without the phenomena of experience.[50]
The notion of "religious experience" can be traced back to William James, who used a term called "religious experience" in his book, The Varieties of Religious Experience.[51][citation not found] The origins of the use of this term can be dated further back.
In the 18th, 19th, and 20th centuries, several historical figures put forth very influential views that religion and its beliefs can be grounded in experience itself. While Kant held that moral experience justified religious beliefs, John Wesley in addition to stressing individual moral exertion thought that the religious experiences in the Methodist movement (paralleling the Romantic Movement) were foundational to religious commitment as a way of life.[52] According to catholic doctrine, Methodists lack a ritualistic and rational approach to praying but rely on individualistic and moralistic forms of worship in direct conversation
PES 2008
South Park #2
South Park theme by dezy22
Download: SouthPark_2.p3t
(2 backgrounds)
South Park | |
---|---|
Genre | |
Created by | |
Developed by | Brian Graden |
Showrunners |
|
Voices of |
|
Theme music composer | Primus |
Composers |
|
Country of origin | United States |
Original language | English |
No. of seasons | 26 |
No. of episodes | 328 (list of episodes) |
Production | |
Executive producers |
|
Producers |
|
Cinematography | Kenny Gioseffi |
Running time | 22 minutes[1] |
Production companies |
|
Original release | |
Network | Comedy Central[nb 1] |
Release | August 13, 1997 present | –
Related | |
The Spirit of Christmas |
South Park is an American animated sitcom created by Trey Parker and Matt Stone and developed by Brian Graden for Comedy Central. The series revolves around four boys—Stan Marsh, Kyle Broflovski, Eric Cartman, and Kenny McCormick—and their exploits in and around the titular Colorado town. South Park also features many recurring characters. The series became infamous for its profanity and dark, surreal humor that satirizes a large range of subject matter.
Parker and Stone developed South Park from two animated short films, both titled The Spirit of Christmas, released in 1992 and 1995. The second short became one of the first Internet viral videos, leading to the series' production. The pilot episode was produced using cutout animation; the remainder of the series uses computer animation recalling the prior technique. Since the fourth season, episodes are generally written and produced during the week preceding its broadcast, with Parker serving as the lead writer and director.
Since its debut on August 13, 1997, 328 episodes of South Park have been broadcast. It debuted with great success, consistently earning the highest ratings of any basic cable program. Subsequent ratings have varied, but it remains one of Comedy Central's longest-running programs. In August 2021, South Park was renewed through 2027, and a series of television specials was announced for Paramount+, the first two of which were released later that year.[2][3] In October 2019, it was announced that WarnerMedia acquired exclusive streaming rights to South Park starting in June 2020 for HBO Max.[4] The series' twenty-sixth season premiered on February 8, 2023.[5]
South Park has received critical acclaim, and is included in various publications' lists of the greatest television shows. It has received numerous accolades, including five Primetime Emmy Awards and a Peabody Award. A theatrical film, South Park: Bigger, Longer & Uncut, was released in June 1999 to commercial and critical success, garnering an Academy Award nomination. In 2013, TV Guide ranked South Park the tenth Greatest TV Cartoon of All Time.[6]
Premise[edit]
Setting and characters[edit]
South Park centers around four boys: Stan Marsh, Kyle Broflovski, Eric Cartman and Kenny McCormick. The boys live in the fictional small town of South Park, located within the real-life South Park basin in the Rocky Mountains of central Colorado,[7] approximately a one-hour drive from Denver.[8] The town is also home to an assortment of other characters, including students, families, elementary school staff, and other various residents.[9] Prominent settings include South Park Elementary, various neighborhoods and the surrounding mountain range, actual Colorado landmarks, and the businesses along the town's main street, all of which are based on the appearance of similar locations in Fairplay, Colorado.[7][9] As one of the few television programs set in the Mountain West region that takes place outside the urban core of Denver, South Park frequently features the unique culture of the region, including cattle ranchers, Old West theme parks, snowy climates, mountaineering, Mormons, real-life Colorado locations such as Casa Bonita and Cave of the Winds, and many other regionally specific characteristics.
Stan is portrayed as an average American boy; however, he has many mishaps throughout the series. In the first 22 seasons, Stan lived in South Park, but in the episodes during and after season 22, Stan resided in Tegridy Farms. Kyle is Jewish, and his portrayal as one of the few such people in South Park is often dealt with satirically.[10] Stan is modeled after Parker, while Kyle is modeled after Stone. They are best friends, and their friendship, symbolically intended to reflect Parker and Stone's friendship,[11] is a common topic throughout the series. Cartman (as he is commonly referred to) is amoral and increasingly psychopathic, and is commonly portrayed as an antagonist. His staunch antisemitism has resulted in a progressive rivalry with Kyle.[10][12] Kenny, who comes from a poor family, tightly wears his parka hood to the point where it obscures most of his face and muffles his speech. During the first five seasons, Kenny died in almost every episode before reappearing in the next with no definite explanation. He was killed off in the fifth season episode "Kenny Dies", before being reintroduced in the sixth season finale, "Red Sleigh Down". Since then, Kenny is depicted as dying sporadically. During the first 58 episodes, the children were in the third grade. During the fourth season, they entered the fourth grade, where they have remained ever since.[13][14]
Plots are often set in motion by events, ranging from the fairly typical to the supernatural and extraordinary, which frequently happen in the town.[15] The boys often act as the voice of reason when these events cause panic or incongruous behavior among the adult populace, who are customarily depicted as irrational, gullible, and prone to overreaction.[7][16] They are frequently confused by the contradictory and hypocritical behavior of their parents and other adults, and often perceive them as having distorted views on morality and society.[9][17]
Themes and style[edit]
Each episode opens with a tongue-in-cheek all persons fictitious disclaimer: "All characters and events in this show—even those based on real people—are entirely fictional. All celebrity voices are impersonated.....poorly. The following program contains coarse language and due to its content it should not be viewed by anyone."[18][19]
South Park was the first weekly program to be rated TV-MA,[20] and is generally intended for adult audiences.[21][22][23] The boys and most other child characters use strong profanity, with only the most taboo words being bleeped during a typical broadcast.[9] Parker and Stone perceive this as the manner in which real-life small boys speak when they are alone.[24][25]
South Park commonly makes use of carnivalesque and absurdist techniques,[26] numerous running gags,[27][28] violence,[28][29] sexual content,[30][31] offhand pop-cultural references, and satirical portrayal of celebrities.[32]
Early episodes tended to be shock value-oriented and featured more slapstick-style humor.[33] While social satire had been used on the show occasionally earlier on, it became more prevalent as the series progressed, with the show retaining some of its focus on the boys' fondness of scatological humor in an attempt to remind adult viewers "what it was like to be eight years old".[10] Parker and Stone also began further developing other characters by giving them larger roles in certain storylines,[10] and began writing plots as parables based on religion, politics, and numerous other topics.[9] This provided the opportunity for the show to spoof both extreme sides of contentious issues,[34] while lampooning both liberal and conservative points of view.[9][16][35] Rebecca Raphael described the show as "an equal opportunity offender",[15] while Parker and Stone describe their main purpose as to "be funny" and "make people laugh",[36][37] while stating that no particular topic or group of people be exempt from mockery and satire.[16][32][38][39][40]
Parker and Stone insist that the show is still more about "kids being kids" and "what it's like to be in [elementary school] in America",[41] stating that the introduction of a more satirical element to the series was the result of the two adding more of a "moral center" to the show so that it would rely less on simply being crude and shocking in an attempt to maintain an audience.[36][37] While profane, Parker notes that there is still an "underlying sweetness" aspect to the child characters,[34] and Time described the boys as "sometimes cruel but with a core of innocence".[11] Usually, the boys or other characters pondered over what transpired during an episode and conveyed the important lesson taken from it with a short monologue. During earlier seasons, this speech commonly began with a variation of the phrase "You know, I've learned something today...".[42]
Development[edit]
Parker and Stone met in film class at the University of Colorado in 1992 and discovered a shared love of Monty Python, which they often cite as one of their primary inspirations.[43] They created an animated short entitled The Spirit of Christmas.[27] The film was created by animating construction paper cutouts with stop motion, and features prototypes of the main characters of South Park, including a character resembling Cartman but named "Kenny", an unnamed character resembling what is today Kenny, and two near-identical unnamed characters who resemble Stan and Kyle. Fox Broadcasting Company executive and mutual friend Brian Graden commissioned Parker and Stone to create a second short film as a video Christmas card. Created in 1995, the second The Spirit of Christmas short resembled the style of the later series more closely.[44] To differentiate between the two homonymous shorts, the first short is often referred to as Jesus vs. Frosty, and the second short as Jesus vs. Santa. Graden sent copies of the video to several of his friends, and from there it was copied and distributed, including on the internet, where it became one of the first viral videos.[27][11]
As Jesus vs. Santa became more popular, Parker and Stone began talks of developing the short into a television series about four children residing in the fictional Colorado town of South Park. Fox eagerly agreed to meet with the duo about the show's premise, having prided itself on edgier products such as Cops, The Simpsons, and The X-Files. However, during the meeting at the Fox office in Century City, disagreements between the two creators and the network began to arise, mainly over the latter's refusal to air a show that included a supporting talking stool character named Mr. Hankey. Some executives at 20th Century Fox Television (which was to produce the series) agreed with its then-sister network's stance on Mr. Hankey and repeatedly requested Parker and Stone to remove the character in order for the show to proceed. Refusing to meet their demands, the duo cut ties with Fox and its sister companies all together and began shopping the series somewhere else.[45][46][47]
The two then entered negotiations with both MTV and Comedy Central. Parker preferred the show be produced by Comedy Central, fearing that MTV would turn it into a kids show.[48] When Comedy Central executive Doug Herzog watched the short, he commissioned for it to be developed into a series.[27][49] Parker and Stone assembled a small staff and spent three months creating the pilot episode "Cartman Gets an Anal Probe".[50] South Park was in danger of being canceled before it even aired when the show fared poorly with test audiences, particularly with women. However, the shorts were still gaining more popularity over the Internet, and Comedy Central ordered a run of six episodes.[36][48] South Park debuted with "Cartman Gets an Anal Probe" on August 13, 1997.[51]
Production[edit]
Except for the pilot episode, which was produced using cutout animation, all episodes of South Park are created with the use of software, primarily Autodesk Maya.[52] As opposed to the pilot, which took three months to complete,[53] and other animated sitcoms, which are traditionally hand-drawn by companies in South Korea in a process that takes roughly eight to nine months,[27][35] individual episodes of South Park take significantly less time to produce. Using computers as an animation method, the show's production staff were able to generate an episode in about three weeks during the first seasons.[54] Now, with a staff of about 70 people, episodes are typically completed in one week,[27][34][35] with some in as little as three to four days.[55][56][57] Nearly the entire production of an episode is accomplished within one set of offices, which were originally at a complex in Westwood, Los Angeles, California and are now part of South Park Studios in Culver City, California.[49][53] Parker and Stone have been the show's executive producers throughout its entire history.[58] Debbie Liebling, who was Senior Vice President of original programming and development for Comedy Central, also served as an executive producer during the show's first five seasons, coordinating the show's production efforts between South Park Studios and Comedy Central's headquarters in New York City.[59][60] During its early stages, finished episodes of South Park were hastily recorded to D-2 to be sent to Comedy Central for airing in just a few days' time.[61] Each episode used to cost $250,000.[62]
Writing[edit]
Scripts are not written before a season begins.[63] Production of an episode begins on a Thursday, with the show's writing consultants brainstorming with Parker and Stone. Former staff writers include Pam Brady, who has since written scripts for the films Hot Rod, Hamlet 2 and Team America: World Police (with Parker and Stone), and Nancy Pimental, who served as co-host of Win Ben Stein's Money and wrote the film The Sweetest Thing after her tenure with the show during its first three seasons.[64][65] Television producer and writer Norman Lear, an alleged idol of both Parker and Stone, served as a guest writing consultant for the season seven (2003) episodes "Cancelled" and "I'm a Little Bit Country".[63][66][67] During the 12th and 13th seasons, Saturday Night Live actor and writer Bill Hader served as a creative consultant and co-producer.[68][69][70]
After exchanging ideas, Parker will write a script, and from there the entire team of animators, editors, technicians, and sound engineers will each typically work 100–120 hours in the ensuing week.[50] Since the show's fourth season (2000), Parker has assumed most of the show's directorial duties, while Stone relinquished his share of the directing to focus on handling the coordination and business aspects of the production.[27][71] On Wednesday, a completed episode is sent to Comedy Central's headquarters via satellite uplink, sometimes just a few hours before its air time of 10 PM Eastern Time.[27][72]
Parker and Stone state that subjecting themselves to a one-week deadline creates more spontaneity amongst themselves in the creative process, which they feel results in a funnier show.[27] The schedule also allows South Park to both stay more topical and respond more quickly to specific current events than other satiric animated shows.[10][73] One of the earliest examples of this was in the season four (2000) episode "Quintuplets 2000", which references the United States Border Patrol's raid of a house during the Elián González affair, an event which occurred only four days before the episode originally aired.[74] The season nine (2005) episode "Best Friends Forever" references the Terri Schiavo case,[25][34] and originally aired in the midst of the controversy and less than 12 hours before she died.[35][75] A scene in the season seven (2003) finale "It's Christmas in Canada" references the discovery of dictator Saddam Hussein in a "spider hole" and his subsequent capture, which happened a mere three days prior to the episode airing.[76] The season 12 (2008) episode "About Last Night..." revolves around Barack Obama's victory in the 2008 presidential election, and aired less than 24 hours after Obama was declared the winner, using segments of dialogue from Obama's real victory speech.[77]
On October 16, 2013, the show failed to meet their production deadline for the first time ever, after a power outage on October 15 at the production studio prevented the episode, season 17's "Goth Kids 3: Dawn of the Posers", from being finished in time. The episode was rescheduled to air a week later on October 23, 2013.[78]
Animation[edit]
The show's style of animation is inspired by the paper cut-out cartoons made by Terry Gilliam for Monty Python's Flying Circus, of which Parker and Stone have been lifelong fans.[48][11][79] Construction paper and traditional stop motion cutout animation techniques were used in the original animated shorts and in the pilot episode. Subsequent episodes have been produced by computer animation, providing a similar look to the originals while requiring a fraction of the time to produce. Before computer artists begin animating an episode, a series of animatics drawn in Toon Boom are provided by the show's storyboard artists.[50][80]
The characters and objects are composed of simple geometrical shapes and primary and secondary colors. Most child characters are the same size and shape, and are distinguished by their clothing, hair and skin colors, and headwear.[17] Characters are mostly presented two-dimensionally and from only one angle. Their movements are animated in an intentionally jerky fashion, as they are purposely not offered the same free range of motion associated with hand-drawn characters.[10][53][81] Occasionally, some non-fictional characters are depicted with photographic cutouts of their actual head and face in lieu of a face reminiscent of the show's traditional style. Canadians on the show are often portrayed in an even more minimalist fashion; they have simple beady eyes, and the top halves of their heads simply flap up and down when the characters speak.[38]
When the show began using computers, the cardboard cutouts were scanned and re-drawn with CorelDRAW, then imported into PowerAnimator, which was used with SGI workstations to animate the characters.[50][53] The workstations were linked to a 54-processor render farm that could render 10 to 15 shots an hour.[50] Beginning with
Venture Bros.
Lemmings
Lemmings theme by Sony
Download: Lemmings.p3t
(3 backgrounds)
Redirect to:
- From the plural form: This is a redirect from a plural noun to its singular form.
- This redirect link is used for convenience; it is often preferable to add the plural directly after the link (for example,
[[link]]s
). However, do not replace these redirected links with a simpler link unless the page is updated for another reason (see WP:NOTBROKEN). - Use this rcat to tag only mainspace redirects; when plural forms are found in other namespaces, use {{R from modification}} instead.
- This redirect link is used for convenience; it is often preferable to add the plural directly after the link (for example,