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Uncharted: Drake’s Fortune

Uncharted: Drake’s Fortune theme by Matthew ‘jrtman’ Long

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Uncharted: Drake's Fortune
North American cover art featuring the titular protagonist Nathan Drake in a jungle
Developer(s)Naughty Dog
Publisher(s)Sony Computer Entertainment
Director(s)Amy Hennig
Designer(s)Richard Lemarchand
Hirokazu Yasuhara
Programmer(s)
  • Pål-Kristian Engstad
  • Dan Liebgold
  • Travis McIntosh
Artist(s)
Writer(s)
Composer(s)Greg Edmonson
SeriesUncharted
Platform(s)PlayStation 3
Release
  • NA: November 19, 2007[2]
  • AU: December 6, 2007[1]
  • EU: December 7, 2007
Genre(s)Action-adventure, third-person shooter
Mode(s)Single-player

Uncharted: Drake's Fortune is a 2007 action-adventure game developed by Naughty Dog and published by Sony Computer Entertainment. It is the first game in the Uncharted series and was released in November 2007 for PlayStation 3. The game follows Nathan Drake, the supposed descendant of explorer Sir Francis Drake, as he searches for the lost treasure of El Dorado with journalist Elena Fisher and mentor Victor Sullivan.

The development of Uncharted: Drake's Fortune began in 2005, and saw Naughty Dog altering their approach to development, as they sought to create a humanized video game that was distinct from their other entries, settling on an action-adventure game with platforming elements and a third-person perspective. The team regularly updated or wholly changed various aspects related to the story, coding, and the game's design which lead to delays. The development team found influence for many of the game's aesthetic elements from film, pulp magazines, and movie serials.

Extensively marketed as a PlayStation exclusive, Uncharted: Drake's Fortune received generally favorable reviews, with praise for its technical achievements, cast, characters, story, music, and production values, drawing similarities to blockbuster films. It faced some criticism for its graphical issues, short length, vehicle sections, and marked difficulty. Uncharted: Drake's Fortune sold one million copies after ten weeks of release. It was followed by the sequel Uncharted 2: Among Thieves in 2009, and was re-released on PlayStation 4 as part of Uncharted: The Nathan Drake Collection.

Synopsis[edit]

Setting and characters[edit]

The central character of Uncharted: Drake's Fortune is Nathan Drake (voiced by Nolan North), a renowned adventurer who claims to be the descendant of the famous explorer Sir Francis Drake. Together with his mentor Victor Sullivan (voiced by Richard McGonagle) and journalist Elena Fisher (voiced by Emily Rose), Drake embarks on a quest to discover the hidden riches of El Dorado.[3]

Plot[edit]

Treasure hunter Nathan "Nate" Drake, accompanied by reporter Elena Fisher, recovers the coffin of his self-proclaimed ancestor Sir Francis Drake, having located it from coordinates inscribed on a family heirloom: a ring Nate wears around his neck.[4] The coffin contains Sir Francis' diary, which gives the location of El Dorado. Pirates attack and destroy Nate's boat, but Nate's friend and mentor, Victor "Sully" Sullivan, rescues the two in his seaplane. Fearing Elena's reporting will attract potential rivals, Nate and Sully abandon her at a dock.

Nate and Sully discover an alcove that once held a large statue after following the diary to the indicated spot, and realize that El Dorado is not a city but rather a golden idol.[5] They find a Nazi U-boat, which contains a page from Drake's diary showing the statue was taken to an island. However, mercenaries led by criminal Gabriel Roman (Simon Templeman), to whom Sully owes a substantial debt, and his lieutenant Atoq Navarro (Robin Atkin Downes), intercept Nate and Sully. Sully is shot in the chest and collapses, but Nate manages to escape, encounters Elena, and flies with her to the island.[6]

On the way, anti-aircraft fire forces Elena and Nate to bail out and they are separated. After retrieving supplies from the wrecked seaplane, Nate heads toward an old fort to find Elena. After Nate is briefly captured by pirates led by his old associate Eddy Raja (James Sie), Elena breaks him free and they flee to the island's old customs house. After finding records showing the statue was moved further inland to the monastery, they find that Sully is somehow alive and accompanying Roman and Navarro.[7] Nate and Elena find and rescue Sully who, having survived due to Drake's diary blocking the bullet, explains he was buying time for Nate by misleading Roman.

Searching through a mausoleum, Nate overhears an argument between Roman, Navarro, and Eddy, revealing that Roman hired Eddy to capture Nate and secure the island, with the reward being a share of El Dorado. Following Nate's escape, Roman doubts Eddy's abilities and ignores his claim that something cursed on the island is killing his men, leading him to dismiss Eddy and his crew. Regrouping, Nate and Elena find a passage leading to a treasure vault, in which they find the body of Drake, assuming that he died searching for the treasure. They encounter a terrified Eddy and a crew member, shortly before they are attacked by mutated humans who kill the crew member; despite Nate's efforts, Eddy is also killed when one drags him into a pit.

Nate and Elena escape and find themselves in an abandoned German bunker. Venturing into the base, Nate discovers that the Germans had sought the statue during World War II, but like the Spaniards before them, became cursed by the statue, causing them to become mutants. Sir Francis, knowing of the statue's power, attempted to keep it on the island by destroying the ships and flooding the city, before he too was killed by the mutants.[8]

Nate returns to find Elena has been captured by Roman and Navarro. Regrouping with Sully, he fails to stop them from reaching the statue. Navarro, aware of the curse, tricks Roman into opening the statue, revealing it to be a sarcophagus containing a mummy infected with an airborne mutagenic virus. Upon Roman turning into one of the mutants, Navarro kills him and takes control of his men. Berating Nate's group for not being imaginative, he plans to sell the virus as a biological weapon.[9] Nate jumps onto the sarcophagus and rides it as it is airlifted onto a boat in the bay. He engages and defeats Navarro and manages to sink both the sarcophagus and him to the bottom of the ocean.[10] Sully arrives, and after Nate and Elena display affection towards each other, they leave the island with several chests of treasure.[11]

Gameplay[edit]

During combat, the player as Nate (left) can use corners and walls as cover, then use blind or aimed fire from cover against his opponents.

Gameplay in Uncharted is a combination of action-adventure gameplay elements and some 3D platforming with a third-person perspective. Platforming elements allow Nate to jump, swim, grab and move along ledges, climb and swing from ropes, and perform other acrobatic actions that allow players to make their way along the ruins in the various areas of the island that Drake explores.[12]

When facing enemies, the player can either use melee and combo attacks at close range to take out foes or can opt to use weapons.[12] Melee attacks comprise a variety of single punches, while combo attacks are activated through specific sequences of button presses that, when timed correctly, offer much greater damage; the most damaging of these is the specific "brutal combo", which forces enemies to drop twice the ammunition they would normally leave.[12] Nate can only carry one pistol and one rifle at a time, and there is a limited amount of ammunition per gun. Picking up a different firearm switches that weapon for the new one. Grenades are also available at certain points, and the height of the aiming arc is adjusted by tilting the Sixaxis controller up or down. These third-person perspective elements were compared by several reviewers to Gears of War,[3][12] in that the player can have Drake take cover behind walls, and use either blind fire or aimed fire to kill enemies. In common with the aforementioned game, Uncharted lacks an actual on-screen health bar; instead, when the player takes damage, the graphics begin to lose color. While resting or taking cover for a brief period, Drake's health level, indicated by the screen color, returns to normal.[12]

The game also includes vehicle sections, where Drake must protect the jeep he and Elena are in using a mounted turret, and where Drake and Elena ride a jet ski along water-filled routes while avoiding enemy fire and explosive barrels. While players direct Drake in driving the jet ski, they may also control Elena by aiming the gun in order to use her weapon — either the grenade launcher or the Beretta, depending on the chapter — in defense, or to clear the barrels from their path.[12]

The game also features reward points, which can be gained by collecting 60 hidden treasures in the game that glimmer momentarily[13] or by completing certain accomplishments, such as achieving a number of kills using a specific weapon, performing a number of headshots, or using specific methods of killing enemies.[14] In subsequent playthroughs of the game, the player can use these rewards points to unlock special options; these include in-game bonuses such as alternate costumes and unlimited ammunition[13] but also non-game extras, such as making-of videos and concept art.[15] There are also several references to other Naughty Dog games, especially the Jak and Daxter series; this is done through the "Ottsel" branding on Drake and Fisher's wetsuits,[16] a reference to the species that mixes otter and weasel found in the game, and the strange relic found in one of the earlier chapters, which is actually a precursor orb from the same series.

The game is censored when playing on a Japanese console to remove blood, which normally appears when shooting enemies; this follows the trend of other censored console games in the region, such as Dead Rising and Resistance: Fall of Man.[17]

Development[edit]

After completing Jak 3, Naughty Dog assembled their most technically talented staff members and began development of Uncharted: Drake's Fortune under the codename Big.[18][19] The game's development commenced in 2005 and it was in full production for about two years, with a small team of engineers working on the game for about a year beforehand.[20] Naughty Dog decided to create a brand new IP rather than opt to develop a PlayStation 3 Jak and Daxter game—they wanted to create a franchise suitable for the new hardware, in order to develop such ideas as realistic human characters instead of stylized ones owing to limitations of previous hardware, as well as create something "fresh and interesting", although termed as 'stylized realism'.[20] Inspiration was drawn from various sources in the action and adventure genres: pulp magazines, movie serials, and more contemporary titles like Indiana Jones and National Treasure.[21] The team felt the sources shared themes of mystery and "what-if scenarios" that romanticized adventure and aimed to include those in Uncharted.[18]

A platforming segment, showing Nathan attempting to scale the outer walls of the Fortress

The game was first unveiled at E3 2006.[22] From early previews of the game, inevitable comparisons of elements such as platforming and shooting between Uncharted and the well-known Tomb Raider series were drawn, earning the title the nickname of "Dude Raider".[21][23] However, the developers saw their game as concentrating more on third-person cover-based play, in contrast to Tomb Raider's "auto-aiming" play and greater puzzle-solving elements.[20] Other influences they cited include Resident Evil 4,[24] Kill Switch, and Gears of War.[25] Throughout the game's development the staff tried to remain flexible and detached from the original design concepts; attention was focused on the features that worked well, while features that did not work were removed.[26] The development team intended the game's main setting, the island, to play a big role in the overall experience. Feeling too many games used bleak, dark settings with monochromatic color schemes, they wanted the island to be a vibrant, believable game world that immersed the player and encouraged exploration.[18]

In designing the characters, the artists aimed for a style that was photorealistic.[21] The creators envisioned the main protagonist, Nathan Drake, as more of an everyman character than Lara Croft, shown as clearly under stress in the game's many firefights, with no special training and constantly living at the edge of his abilities.[20][23] Director Amy Hennig felt a heavily armored, "tough as nails" protagonist with a large weapon was not a suitable hero and decided a "tenacious and resourceful" character would portray more human qualities. Supporting characters (Elena Fisher and Victor Sullivan) were included to avoid a dry and emotionless story.[21] Fisher's character underwent changes during development; in early trailers for the game, the character had dark brown hair, but ultimately the color changed to blonde and the style was altered.[27][28] The writing of the story was led by Hennig with help from Neil Druckmann and Josh Scherr.[29] The lead game designer was Richard Lemarchand,[30] with the game co-designed by Hirokazu Yasuhara, a former Sega game designer best known for designing the early Sonic the Hedgehog games.[31]

The game went gold in the middle of October 2007.[20] A demo was then released on November 8 on the PlayStation Network[32] before its final release on November 19 in North America, December 6 in Australia, and December 7 in Europe.[33] The demo was first placed on the North American store, and was initially region-locked such that it would only play on a North American PS3,[34] but this was later confirmed as a mistake, as the developers were apparently unaware that people from different regions could sign up for a North American account and download the demo; a region-free demo was released soon after.[35]

Graphics and technology[edit]

Uncharted uses the Cell microprocessor to generate dozens of layered character animations to portray realistic expressions and fluid movements, which allow for responsive player control.[36] The PlayStation 3's graphics processing unit, the RSX Reality Synthesizer, employed several functions to provide graphical details that helped immerse the player into the game world: lighting models, pixel shaders, dynamic real-time shadowing, and advanced water simulation.[36] The new hardware allowed for processes that the team had never used in PlayStation 2 game development and required them to quickly familiarize themselves with the new techniques; for example, parallel processing and pixel shaders. While Blu-ray afforded greater storage space, the team became concerned with running out of room several times — Uncharted used more and bigger textures than previous games, and included several languages on the disc.[37] Gameplay elements requiring motion sensing, such as throwing grenades and walking across beams, or rear-ending massive logs up the scooter, were implemented to take advantage of the Sixaxis controller.[18] A new PlayStation 3 controller, the DualShock 3, was unveiled at the 2007 Tokyo Game Show, and featured force feedback vibration. Uncharted was also on display at the show with demonstrations that implemented limited support for vibration.[38]

Being Naughty Dog's first PlayStation 3 game, the project required the company to familiarize themselves with the new hardware and resulted in several development mistakes.[37] The switch from developing for the PlayStation 2 to the PlayStation 3 prompted the staff to implement changes to their development technology. Naughty Dog switched to the industry standard language C++ to participate in technology sharing among Sony's first-party developers—the company had previously used their own proprietary programming language GOAL, a Lisp-based language. In rewriting their game code, they decided to create new programming tools as well. This switch, however, delayed the team's progress in developing a prototype, as the new tools proved to be unreliable and too difficult to use. Ten months into full production, the team decided to recreate the game's pipeline, the chain of processing elements designed to progress data through a system. In retrospect, Naughty Dog's Co-President Evan Wells considered this the greatest improvement to the project.[26] Additionally, the animation blending system was rewritten several times to obtain the desired character animations.[18]

Trophies integration[edit]

The game was patched on August 4, 2008 in Europe and North America to version 1.01 to include support for the PlayStation 3's Trophy system.[39] There are 47 trophies in the game that match the medals that can already be won in the game and one further trophy, the Platinum trophy, awarded when all other trophies have been collected; Uncharted was the first Naughty Dog game to include the Platinum trophy type.[40] Similar to other PlayStation 3 titles that receive trophy support via downloaded patches, players must start a new save game to be awarded trophies, regardless of how many medals they received in previous playthroughs. This was enforced because the developers wanted to avoid the sharing of save data in order to gain trophies they did not earn.[41] The patch was described as "incredibly easy" to implement, owing to the game already containing preliminary support for Trophies via its Medals system; it was also stated that these hooks were already included due to Naughty Dog's belief that Sony would roll out the Trophy system before the game's launch in November 2007.[41] Despite mentioning that the game was developed as a franchise and that it lent itself to episodic content,[20] it was later stated that no downloadable content would be made for Uncharted.[42]

PlayStation Home[edit]

During the Closed Beta of PlayStation Home on October 11, 2008, Naughty Dog released an Uncharted themed game space for PlayStation Home. This space is "Sully's Bar" from the game. In this space, users can play an arcade mini-game called "Mercenary Madness", which during the Closed Beta, there were rewards. The rewards were removed with the release of the Home Open Beta. There are also three other rooms in this space: during the Closed Beta, users had to find out codes for the doors that accessed these rooms. The code entry to the rooms was also removed with the release of the Home Open Beta. The three other rooms are the "Artifact Room", "Archives", and "Smuggler's Den". There is an artifact viewer in the Archives and Smuggler's Den rooms. Also in the Archives, there is a video screen that previews Uncharted 2: Among Thieves. The Artifact Room only features seating and different artifacts for users to look at. This space was one of the first five-game spaces of the PlayStation Home Open Beta in North America, which Home went Open Beta on December 11.[43] This space was released to the European version on November 5, 2009, almost a year after the Open Beta release. Naughty Dog has also released a game space for Uncharted's sequel on October 23, making Uncharted the first game series to have a game space for both games in its series.[44]

Reception[edit]

Critical response[edit]

Uncharted: Drake's Fortune received generally favorable reviews from game critics.[45] Game Informer complimented the visuals and dialogue between the characters Drake and Fisher, calling them stunning and entertaining respectively.[28] They further added that the production values appeared high, citing the level of detail and musical score.[52] PlayStation Magazine echoed similar statements about the visuals and compared them to that of Crysis.[18][53]

The overall presentation of the game received unanimous praise from critics, who recognized the game's high production values, describing them as "top-notch",[54] "incredible"[15] or comparing them to those found in Hollywood.[14] When combined with the overall style of the game, this led many reviewers to compare Uncharted to summer blockbuster films,[3][55][56] with the action and theme of the game drawing comparisons to the Indiana Jones film series and Tomb Raider.[15][55] As part of the presentation, the game's story and atmosphere were also received well.[3][55] The depth of the characters was praised, each having "their own tone".[55] The voice acting was also received well, as the cast "nails its characterizations"; overall, the voice acting was described as a "big-star performance",[14] "superb"[56] and "stellar".[3] Game designer Tim Schafer, well known as the creator of the early LucasArts adventure games such as The Secret of Monkey Island, has also lauded the game, saying he "liked it a lot", and jokingly thanked it for teaching him a new fashion tip (Nathan Drake's "half-tucked" shirt).[57]

The technical achievements in creating this presentation were also lauded. The graphics and visuals were a big part of this, including appreciation of the "lush" jungle environments,[3][12][15] with lighting effects greatly adding to them.[56] The game's water effects were also appreciated.[54] Overall, many reviewers commented that, at the time, it was one of the best-looking PlayStation 3 games available.[48] Further to the graphical aspects, both facial animation and the animation of characters,[16][56] such as Nate's "fluid" animations as he performs platforming sections were noted,[3] although the wilder animations of enemies reacting to being shot were over-animated "to perhaps a laug

Destructoid

Destructoid theme by Jayeugene

Download: Destructoid.p3t

http://img116.imageshack.us/img116/4393/61457previewmt9.jpg
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Destructoid
Logo featuring the website's mascot, Mr. Destructoid[1]
Type of site
Video game blog
OwnerGamurs Group
URLdestructoid.com
RegistrationOptional (free)
LaunchedMarch 16, 2006; 18 years ago (2006-03-16)
Current statusActive

Destructoid is a website that was founded as a video game-focused blog in March 2006 by Yanier Gonzalez, a Cuban-American cartoonist and author.[2] Enthusiast Gaming acquired the website in 2017 and sold it to Gamurs Group in 2022.

History[edit]

Destructoid was owned by Yanier "Niero" Gonzalez so that he could attend the Electronic Entertainment Expo (E3) in 2006.[3] After being rejected, Gonzalez began writing original editorials and drawing cartoons which were picked up by established gaming blogs like Joystiq[4] and Kotaku.[5] In 2007, the site relaunched with user blogs, forums, and a team of contributors. Yanier's blog was moved off the home page in favor of a staff-edited, multi-author format. Similar to IGN, Destructoid offers free registration and readers can submit off-homepage blogs.

After E3, Gonzalez appeared at the press conference dressed as Mr. Destructoid (Destructoid's robot mascot, shown on logos and promotional material) to hand out promotional flyers. Its original editorial work gained mainstream syndication including the web show Hey Ash, Whatcha Playin'?, now syndicated on GameTrailers. The Mr. Destructoid costume was redesigned in 2012 by Volpin Props, featuring animated LED circuitry, and is still active as their mascot at press events.

In 2017 the site was acquired by Enthusiast Gaming, a company based in Toronto.[6] Enthusiast sold the website to Gamurs Group in September 2022.[7]

Features[edit]

Destructoid is split into six main sections: the Homepage where editors post daily news and reviews, the Community Blogs, the Videos section which consist of original skits and trailers, the Chat Forums, the Buy/Sell area where community members trade games, and the Fight area where members can play games against each other.

From 2010 to 2013, Destructoid produced the twice-weekly, in-studio video game news show, the Destructoid Show on Revision 3,[8] daily live video streams like Kingdom of Foom and MASH TacticS [9] on Twitch, and semi-regular video skits like Hey Ash Whatcha Playin, The Jimquisition, Storm's Adventures, and others on YouTube.[citation needed]

Destructoid reviews editor Jim Sterling ran a weekly podcast with associate editor Jonathan Holmes and Conrad Zimmerman. When Sterling left Destructoid, the podcast was taken over by a new host with much less frequent updates.[citation needed]

Charitable work[edit]

In 2008, Jim Sterling, a Destructoid editor, took part in a sponsored gaming marathon raising money for young cancer patients. Raising $3,000 for the charity, Sterling and friend John Kershaw played a selection of games from the SingStar franchise, effectively singing almost non-stop for twelve hours. The event was broadcast live online for the duration of the event.[10]

In 2009, Niero, and other Destructoid editors continued the gaming marathon tradition on October 17–18 for cancer awareness raising $4,835.60 for Extra Life children's hospital in Texas.[11]

In 2010, the Destructoid office hosted a 24-hour gaming marathon for the charity Extra Life. Community members raised over $6,000 for Children's Miracle hospitals in Texas.[citation needed] Destructoid has also partnered with Revision 3 to build a clean water well in Africa through the Charity Water organization.[citation needed]

In 2011, Destructoid hosted another marathon for Extra Life, raising $6909.16 for Children's Miracle Hospitals.[12] He also made a Mario Kart 7 community called "Destructoid". This community has a Bob-omb icon displayed on it. The slogan of this community is "Dtoid FNF yo".

In 2012, Destructoid hosted a 56-hour livestream on its Dtoid.tv channel, which raised over $7,000 for Habitat for Humanity. The Gonzalez flew to Costa Rica and assisted the build of a 32-house government project for families living in extreme poverty in Liberia.[13]

Awards[edit]

Destructoid has been nominated for several awards in video game coverage. The site was nominated for the inaugural Games Media Awards in 2007 under the "Non-Commercial Website or Blog" category.[14] Destructoid was also selected as an Official Webby Honoree in the Games-Related category of the 11th Annual Webby Awards in 2007.[15] They were nominated by the International Academy of Digital Arts and Sciences in 2009 in the same category.[16][17]

Presence in video games[edit]

The site's mascot, Mr. Destructoid, has appeared in various console, mobile, and PC video games, and as an emote on Twitch.[1]

In 2007, it was announced that Hudson Entertainment, the American branch of Hudson Soft had teamed up with Destructoid to develop and introduce a playable character based on Mr. Destructoid, into its Xbox Live Arcade game Bomberman Live.[18][19][20][21] Mr. Destructoid later appeared in Bomberman Ultra, the PlayStation 3 port of Bomberman Live. Mr. Destructoid's head is available as an unlockable helmet in PixelJAM's game Dino Run, by entering the password "totinos" in the cheats menu. This was included as an in-joke, because that particular brand of pizza was a favorite of one of the editors, and he in turn was a friend of the game's developers. The code was revealed in one chapter of the Podtoid podcast.

In 2008, Destructoid's mascot was also included in the platform game Eternity's Child, but was later removed after a scathing review of the game on the web site.[22][23] Mr. Destructoid also appeared in Agent MOO: Maximum Overdeath on Xbox Live Indie Games along with Ron Workman, Destructoid's former community manager.

In 2010, it was announced that Mr. Destructoid would be appearing in the upcoming XBLA release of Raskulls.[24] Later that year it was discovered that Chapter 2–18 in Super Meat Boy is called "Destructoid". The game was acclaimed by many of the editors, taking Destructoid's Game Of The Show at the Penny Arcade Expo earlier in July. Mr. Destructoid also appears in the flash game Pirates vs. Ninjas,[25] by Bardo Entertainment.

In 2011, Mr. Destructoid appeared as a non-playable character in BiteJacker, a game created by the Bytejacker show on the iPhone as a VIP Character. Your score increases the longer that he remains on screen. In July Destructoid's reviews editor, Jim Sterling, became a playable character in The Blocks Cometh.[26] Later that month Mr. Destructoid appeared in Twisted Pixel's Ms. Splosion Man[27] as a destroyable villain during challenge mode, and again as a ball-swallowing fixture in Zen Studio's Pinball FX as part of the Ms. Splosion Man pinball table.[28] On August 1 Mr. Destructoid became a playable character in Arcade Jumper on iOS.[29] The remake of the classic arcade game Burgertime also features Mr. Destructoid as a playable character.[30]

In 2012, Mr. Destructoid was revealed as a playable character in Spicy Horse's Big Head Bash, where his rooster gun shoots similar but smaller "cocks".[31] He is also a non-playable monster enemy in MonsterMind (Facebook Game) and a machinegun accessory in PerfectWorld's Blacklight Retribution. In the game Retro City Rampage, several of Destructoid's staff appeared in the game as unlockable player skins that are available by going to MJ's Face-R-Us and entering the coupon code DTOID.[citation needed]

In 2014, Microsoft added an official Mr. Destructoid outfit to the Xbox Live Avatar Marketplace.[32]

In 2016, a Mr. Destructoid flag was added as a cosmetic item in Rocket League.[33]

References[edit]

  1. ^ a b Moyse, Chris (March 16, 2021). "Happy 15th Birthday, Destructoid!". Destructoid. Archived from the original on July 31, 2021. Retrieved July 31, 2021.
  2. ^ Gonzalez, Yanier "Niero" (March 15, 2007). "Destructoid turns one". Destructoid. Archived from the original on March 5, 2016. Retrieved August 11, 2009.
  3. ^ Kietzmann, Ludwig (May 12, 2006). "Waiting for Wii: And I'll form the head!". Joystiq. Archived from the original on January 28, 2015. Retrieved July 8, 2013.
  4. ^ Quilty-Harper, Conrad (April 4, 2006). "Quad SLI gaming for Cheapskates". Joystiq. Archived from the original on January 28, 2015. Retrieved June 30, 2011.
  5. ^ "Destructoid's First Comic". Kotaku. Archived from the original on October 18, 2012. Retrieved June 30, 2011.
  6. ^ "Enthusiast Gaming acquires Destructoid". News wire. June 21, 2017. Archived from the original on August 11, 2020. Retrieved June 21, 2017.
  7. ^ Sinclair, Brendan (September 30, 2022). "Gamurs Group buying Enthusiast Gaming sites". Gamesindustry.biz. Gamer Network. Archived from the original on September 30, 2022. Retrieved September 30, 2022.
  8. ^ "The Destructoid Show". Archived from the original on December 25, 2010. Retrieved December 22, 2010.
  9. ^ "The Destructoid Show". Archived from the original on January 21, 2012. Retrieved January 21, 2012.
  10. ^ Webster, Andrew (October 3, 2008). "Destructoid editor to sing for charity". Ars Technica. Archived from the original on May 28, 2009. Retrieved August 11, 2009.
  11. ^ "Texas Children's Hospital – Ways to Give". Waystogive.texaschildrens.org. Archived from the original on July 24, 2012. Retrieved November 3, 2012.
  12. ^ Cortez, Jesse (October 26, 2011). "Destructoid's Extra Life 2011 round-up". Destructoid. Archived from the original on October 28, 2011. Retrieved October 26, 2011.
  13. ^ Zoeker, Bill (May 6, 2012). "Destructoid's Habitat for Humanity Charity Event". Destructoid. Archived from the original on June 8, 2012. Retrieved June 21, 2012.
  14. ^ "Games Media Awards finalists revealed". MCV. August 31, 2007. Archived from the original on September 13, 2007. Retrieved August 11, 2009.
  15. ^ "11th Annual Webby Awards Official Honoree Selections". Webby Awards. Archived from the original on October 8, 2012. Retrieved August 11, 2009.
  16. ^ "13th Annual Webby Awards Nominees & Winners". Webby Awards. Archived from the original on January 2, 2013. Retrieved August 11, 2009.
  17. ^ Gerstmann, Jeff (April 22, 2009). "Giant Bomb Officially Endorses Destructoid For Webby Award". Giant Bomb. Archived from the original on October 19, 2012. Retrieved August 11, 2009.
  18. ^ "Hudson Partners With Destructoid In Bomb-Up pack 2 For Bomberman Live" (Press release). Hudson Soft. September 19, 2007. Archived from the original on November 24, 2007. Retrieved August 11, 2009.
  19. ^ Arendt, Susan (September 19, 2007). "Destructoid Mascot Added to Bomberman Live". Wired News. Archived from the original on August 15, 2023. Retrieved August 11, 2009.
  20. ^ Fahey, Mike (September 19, 2007). "Destructoid Makes Bomberman Live Appearance". Kotaku. Archived from the original on October 18, 2012. Retrieved August 11, 2009.
  21. ^ "Hudson Partners With Destructoid In Bomb-Up Pack 2 For Bomberman Live". Eurogamer. September 19, 2007. Archived from the original on March 9, 2010. Retrieved August 11, 2009.
  22. ^ Gillen, Kieron (August 4, 2008). "Eternity's Child Versus Destructoid". Rock, Paper, Shotgun. Archived from the original on July 14, 2009. Retrieved August 11, 2009.
  23. ^ Nunneley, Stephanie (July 8, 2008). "Luc Bernard Steamed Over Destructoid's Review of Eternity's Child". 1UP.com. Archived from the original on May 23, 2013. Retrieved August 11, 2009.
  24. ^ Sterling, Jim (February 2, 2010). "Mr.-Destructoid-Returns-to-Videogames-in-Raskulls!". Destructoid. Archived from the original on February 5, 2010. Retrieved February 2, 2010.
  25. ^ Ctz Aziz, Hamza (October 31, 2010). "Play as Mr. Destructoid in Pirates vs Ninjas". Destructoid. Bardo Entertainment. Archived from the original on September 20, 2011. Retrieved August 19, 2011.
  26. ^ Sterling, Jim (July 12, 2011). "Jim Sterling is a playable character in The Blocks Cometh". Destructoid. Archived from the original on July 15, 2011. Retrieved July 12, 2011.
  27. ^ Aziz, Hamza (July 21, 2011). "Fight Mr. Destructoid in Ms Splosion Man". Destructoid. Archived from the original on July 23, 2011. Retrieved July 26, 2011.

    Crystal BW 1.0

    Crystal BW 1.0 theme by CosmicMatrox

    Download: CrystalBW.p3t

    http://img130.imageshack.us/img130/964/49c63cd6a5cce7292470299do6.png
    (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.

Crystal 1.1

Crystal 1.1 theme by CosmicMatrox

Download: Crystal.p3t

http://img409.imageshack.us/img409/4530/previewvv1gy4.png
(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.

Sfere Black

Sfere Black theme by KoL

Download: sfereblack.p3t

Sfere Black Theme
(1 background)

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

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

Download for Windows: p3textractor.zip

Instructions:

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

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

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

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

Sfere

Sfere theme by KoL

Download: sfere.p3t

Sfere Theme
(1 background)

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

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

Download for Windows: p3textractor.zip

Instructions:

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

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

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

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