The Simpsons #2

The Simpsons theme by borrer0

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The Simpsons Theme 2
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The Simpsons
Genre
Created byMatt Groening
Based onThe Simpsons shorts
by Matt Groening
Developed by
Showrunners
Voices of
Theme music composerDanny Elfman
Opening theme"The Simpsons Theme"
Ending theme"The Simpsons Theme" (reprise)
ComposersRichard Gibbs (1989–1990)
Alf Clausen (1990–2017)
Bleeding Fingers Music (2017–present)
Country of originUnited States
Original languageEnglish
No. of seasons35
No. of episodes768 (list of episodes)
Production
Executive producers
List
  • James L. Brooks
  • Matt Groening
  • Al Jean (1992–1993; 1995–present)
  • Matt Selman (2005–present)
  • John Frink (2009–present)
  • Sam Simon (1989–1993)
  • Mike Reiss (1992–1993; 1995–1998)
  • David Mirkin (1993–1995)
  • Bill Oakley (1995–1997)
  • Josh Weinstein (1995–1997)
  • Mike Scully (1997–2001)
  • David X. Cohen (1998–1999)
  • George Meyer (1999–2001)
  • Carolyn Omine (2005–2006)
  • Tim Long (2005–2009)
  • Ian Maxtone-Graham (2005–2012)
Producers
Editors
  • Don Barrozo
  • Michael Bridge
Running time21–24 minutes
Production companies
Original release
NetworkFox
ReleaseDecember 17, 1989 (1989-12-17) –
present

The Simpsons is an American animated sitcom created by Matt Groening for the Fox Broadcasting Company.[1][2][3] Developed by Groening, James L. Brooks, and Sam Simon, the series is a satirical depiction of American life, epitomized by the Simpson family, which consists of Homer, Marge, Bart, Lisa, and Maggie. Set in the fictional town of Springfield, it caricatures society, Western culture, television, and the human condition.

The family was conceived by Groening shortly before a solicitation for a series of animated shorts with producer Brooks. He created a dysfunctional family and named the characters after his own family members, substituting Bart for his own name; he thought Simpson was a funny name in that it sounded similar to "simpleton".[4] The shorts became a part of The Tracey Ullman Show on April 19, 1987. After three seasons, the sketch was developed into a half-hour prime time show and became Fox's first series to land in the Top 30 ratings in a season (1989–1990).

Since its debut on December 17, 1989, 768 episodes of the show have been broadcast. It is the longest-running American animated series, longest-running American sitcom, and the longest-running American scripted primetime television series, both in seasons and individual episodes. A feature-length film, The Simpsons Movie, was released in theaters worldwide on July 27, 2007, to critical and commercial success, with a sequel in development as of 2018. The series has also spawned numerous comic book series, video games, books, and other related media, as well as a billion-dollar merchandising industry. The Simpsons is a joint production by Gracie Films and 20th Television.[5]

On January 26, 2023, the series was renewed for its 35th and 36th seasons, taking the show through the 2024–25 television season.[6] Both seasons contain a combined total of 51 episodes. Seven of these episodes are season 34 holdovers, while the other 44 will be produced in the production cycle of the upcoming seasons, bringing the show's overall episode total up to 801.[7] Season 35 premiered on October 1, 2023.[8]

The Simpsons received widespread acclaim throughout its early seasons in the 1990s, which are generally considered its "golden age". Since then, it has been criticized for a perceived decline in quality. Time named it the 20th century's best television series,[9] and Erik Adams of The A.V. Club named it "television's crowning achievement regardless of format".[10] On January 14, 2000, the Simpson family was awarded a star on the Hollywood Walk of Fame. It has won dozens of awards since it debuted as a series, including 37 Primetime Emmy Awards, 34 Annie Awards, and 2 Peabody Awards. Homer's exclamatory catchphrase of "D'oh!" has been adopted into the English language, while The Simpsons has influenced many other later adult-oriented animated sitcom television series.

Premise[edit]

Characters[edit]

The main characters are the Simpson family, who live in the fictional "Middle America" town of Springfield.[11] Homer, the father, works as a safety inspector at the Springfield Nuclear Power Plant, a position at odds with his careless, buffoonish personality. He is married to Marge (née Bouvier), a stereotypical American housewife and mother. They have three children: Bart, a ten-year-old troublemaker and prankster; Lisa, a precocious eight-year-old activist; and Maggie, the baby of the family who rarely speaks, but communicates by sucking on a pacifier. Although the family is dysfunctional, many episodes examine their relationships and bonds with each other and they are often shown to care about one another.[12]

The family also owns a greyhound, Santa's Little Helper, (who first appeared in the episode "Simpsons Roasting on an Open Fire" and a cat, Snowball II, who is replaced by a cat also called Snowball II in the fifteenth-season episode "I, (Annoyed Grunt)-Bot".[13] Extended members of the Simpson and Bouvier family in the main cast include Homer's father Abe and Marge's sisters Patty and Selma. Marge's mother Jacqueline and Homer's mother Mona appear less frequently.

The Simpsons sports a vast array of secondary and tertiary characters.

The show includes a vast array of quirky supporting characters, which include Homer's friends Barney Gumble, Lenny Leonard and Carl Carlson; the school principal Seymour Skinner and staff members such as Edna Krabappel and Groundskeeper Willie; students such as Milhouse Van Houten, Nelson Muntz and Ralph Wiggum; shopkeepers such as Apu Nahasapeemapetilon, Comic Book Guy and Moe Szyslak; government figures Mayor "Diamond" Joe Quimby and Clancy Wiggum; next-door neighbor Ned Flanders; local celebrities such as Krusty the Clown and news reporter Kent Brockman; nuclear tycoon Montgomery Burns and his devoted assistant Waylon Smithers; and dozens more.

The creators originally intended many of these characters as one-time jokes or for fulfilling needed functions in the town. A number of them have gained expanded roles and subsequently starred in their own episodes. According to Matt Groening, the show adopted the concept of a large supporting cast from the comedy show SCTV.[14]

Continuity and the floating timeline[edit]

Despite the depiction of yearly milestones such as holidays or birthdays passing, the characters never age. The series uses a floating timeline in which episodes generally take place in the year the episode is produced. Flashbacks and flashforwards do occasionally depict the characters at other points in their lives, with the timeline of these depictions also generally floating relative to the year the episode is produced. For example, the 1991 episodes "The Way We Was" and "I Married Marge" depict Homer and Marge as high schoolers in the 1970s who had Bart (who is always 10 years old) in the early '80s, while the 2008 episode "That '90s Show" depicts Homer and Marge as a childless couple in the '90s, and the 2021 episode "Do Pizza Bots Dream of Electric Guitars" portrays Homer as an adolescent in the same period. The 1995 episode "Lisa's Wedding" takes place during Lisa's college years in the then-future year of 2010, the same year the show began airing its 22nd season, in which Lisa was still 8. Regarding the contradictory flashbacks, Selman stated that "they all kind of happened in their imaginary world."[15]

The show follows a loose and inconsistent continuity. For example, Krusty the Clown may be able to read in one episode, but not in another. However, it is consistently portrayed that he is Jewish, that his father was a rabbi, and that his career began in the 1960s. The latter point introduces another snag in the floating timeline: historical periods that are a core part of a character's backstory remain so even when their age makes it unlikely or impossible, such as Grampa Simpson and Principal Skinner's respective service in World War II and Vietnam.

The only episodes not part of the series' main canon are the Treehouse of Horror episodes, which often feature the deaths of main characters. Characters who die in "regular" episodes, such as Maude Flanders, Mona Simpson and Edna Krabappel, however, stay dead. Most episodes end with the status quo being restored, though occasionally major changes will stick, such as Lisa's conversions to vegetarianism and Buddhism, the divorce of Milhouse van Houten's parents, and the marriage and subsequent parenthood of Apu and Manjula.

Setting[edit]

The Simpsons takes place in a fictional American town called Springfield. Although there are many real settlements in America named Springfield,[16] the town the show is set in is fictional. The state it is in is not established. In fact, the show is intentionally evasive with regard to Springfield's location.[17] Springfield's geography and that of its surroundings is inconsistent: from one episode to another, it may have coastlines, deserts, vast farmland, mountains, or whatever the story or joke requires.[18] Groening has said that Springfield has much in common with Portland, Oregon, the city where he grew up.[19] Groening has said that he named it after Springfield, Oregon, and the fictitious Springfield which was the setting of the series Father Knows Best. He "figured out that Springfield was one of the most common names for a city in the U.S. In anticipation of the success of the show, I thought, 'This will be cool; everyone will think it's their Springfield.' And they do."[20] Many landmarks, including street names, have connections to Portland.[21]

Production[edit]

Development[edit]

James L. Brooks (pictured) asked Matt Groening to create a series of animated shorts for The Tracey Ullman Show.

When producer James L. Brooks was working on the television variety show The Tracey Ullman Show, he decided to include small animated sketches before and after the commercial breaks. Having seen one of cartoonist Matt Groening's Life in Hell comic strips, Brooks asked Groening to pitch an idea for a series of animated shorts. Groening initially intended to present an animated version of his Life in Hell series.[22] However, Groening later realized that animating Life in Hell would require the rescinding of publication rights for his life's work. He therefore chose another approach while waiting in the lobby of Brooks's office for the pitch meeting, hurriedly formulating his version of a dysfunctional family that became the Simpsons.[22][23] He named the characters after his own family members, substituting "Bart" for his own name, adopting an anagram of the word brat.[22]

The Simpson family first appeared as shorts in The Tracey Ullman Show on April 19, 1987.[24] Groening submitted only basic sketches to the animators and assumed that the figures would be cleaned up in production. However, the animators merely re-traced his drawings, which led to the crude appearance of the characters in the initial shorts.[22] The animation was produced domestically at Klasky Csupo,[25][26] with Wes Archer, David Silverman, and Bill Kopp being animators for the first season.[27] The colorist, "Georgie" Gyorgyi Kovacs Peluce (Kovács Györgyike)[28][29][30][31][32][33] made the characters yellow; as Bart, Lisa and Maggie have no hairlines, she felt they would look strange if they were flesh-colored. Groening supported the decision, saying: "Marge is yellow with blue hair? That's hilarious — let's do it!"[27]

In 1989, a team of production companies adapted The Simpsons into a half-hour series for the Fox Broadcasting Company. The team included the Klasky Csupo animation house. Brooks negotiated a provision in the contract with the Fox network that prevented Fox from interfering with the show's content.[34] Groening said his goal in creating the show was to offer the audience an alternative to what he called "the mainstream trash" that they were watching.[35] The half-hour series premiered on December 17, 1989, with "Simpsons Roasting on an Open Fire".[36] "Some Enchanted Evening" was the first full-length episode produced, but it did not broadcast until May 1990, as the last episode of the first season, because of animation problems.[37] In 1992, Tracey Ullman filed a lawsuit against Fox, claiming that her show was the source of the series' success. The suit said she should receive a share of the profits of The Simpsons[38]—a claim rejected by the courts.[39]

Executive producers and showrunners[edit]

Matt Groening, the creator of The Simpsons

List of showrunners throughout the series' run:

Matt Groening and James L. Brooks have served as executive producers during the show's entire history, and also function as creative consultants. Sam Simon, described by former Simpsons director Brad Bird as "the unsung hero" of the show,[40] served as creative supervisor for the first four seasons. He was constantly at odds with Groening, Brooks and the show's production company Gracie Films and left in 1993.[41] Before leaving, he negotiated a deal that sees him receive a share of the profits every year, and an executive producer credit despite not having worked on the show since 1993,[41][42] at least until his passing in 2015.[43] A more involved position on the show is the showrunner, who acts as head writer and manages the show's production for an entire season.[27]

Writing[edit]

The first team of writers, assembled by Sam Simon, consisted of John Swartzwelder, Jon Vitti, George Meyer, Jeff Martin, Al Jean, Mike Reiss, Jay Kogen and Wallace Wolodarsky.[44] Newer Simpsons' writing teams typically consist of sixteen writers who propose episode ideas at the beginning of each December.[45] The main writer of each episode writes the first draft. Group rewriting sessions develop final scripts by adding or removing jokes, inserting scenes, and calling for re-readings of lines by the show's vocal performers.[46] Until 2004,[47] George Meyer, who had developed the show since the first season, was active in these sessions. According to long-time writer Jon Vitti, Meyer usually invented the best lines in a given episode, even though other writers may receive script credits.[46] Each episode takes six months to produce so the show rarely comments on current events.[48]

Part of the writing staff of The Simpsons in 1992. Back row, left to right: Mike Mendel, Colin A. B. V. Lewis (partial), Jeff Goldstein, Al Jean (partial), Conan O'Brien, Bill Oakley, Josh Weinstein, Mike Reiss, Ken Tsumura, George Meyer, John Swartzwelder, Jon Vitti (partial), CJ Gibson, and David M. Stern. Front row, left to right: Dee Capelli, Lona Williams, and unknown.

Credited with sixty episodes, John Swartzwelder is the most prolific writer on The Simpsons.[49] One of the best-known former writers is Conan O'Brien, who contributed to several episodes in the early 1990s before replacing David Letterman as host of the talk show Late Night.[50] English comedian Ricky Gervais wrote the episode "Homer Simpson, This Is Your Wife", becoming the first celebrity both to write and guest star in the same episode.[51] Seth Rogen and Evan Goldberg, writers of the film Superbad, wrote the episode "Homer the Whopper", with Rogen voicing a character in it.[52]

At the end of 2007, the writers of The Simpsons went on strike together with the other members of the Writers Guild of America, East. The show's writers had joined the guild in 1998.[53]

In May 2023, the writers of The Simpsons went on strike together with the other members of the Writers Guild of America, East.[54][55]

Voice actors[edit]

Cast members

Assassin’s Creed #2

Assassin’s Creed theme by The_Rick_14

Download: AC.p3t

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

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

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

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

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

Development history[edit]

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

Period one[edit]

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

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

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

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

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

Period two[edit]

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

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

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

Future[edit]

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

Gameplay[edit]

An Assassin's Creed III demo showing the parkour gameplay

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

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

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

Storyline[edit]

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

Premise[edit]

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

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

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

Story arcs[edit]

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

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

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

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

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

MD Glossy

MD Glossy theme by Metric Design

Download: MD_Glossy.p3t

MD Glossy Theme
(3 backgrounds)

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

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

Download for Windows: p3textractor.zip

Instructions:

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

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

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

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

Heroes v1.1

Heroes theme by Xehos

Download: Heroes.p3t

Heroes v1.1 Theme
(3 backgrounds)

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

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

Download for Windows: p3textractor.zip

Instructions:

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

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

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

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

Playstation B3yond v1.50

Playstation Beyond theme 1.50 by Otic

Download: playb3yond.p3t

Playstation B3yond 1.50 Theme
(1 background HD, 3 sample backgrounds SD)

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.

Pink Floyd

Pink Floyd theme by wolfgang187

Download: PinkFloydHD.p3t

Pink Floyd Theme
(1 background)

Pink Floyd
A black-and-white photo of the five band members standing in front of a brick wall in 1968.
Pink Floyd in January 1968. Clockwise from bottom: David Gilmour, Nick Mason, Syd Barrett, Roger Waters and Richard Wright.
Background information
Also known as
  • Sigma 6 (1963–1964)
  • The Meggadeaths (1964)
  • The Abdabs (1964)
  • The Screaming Abdabs (1964)
  • Leonard's Lodgers (1964)
  • The Spectrum Five (1964)
  • The Tea Set (1964–1965)
  • The Pink Floyd Sound (1965)
  • The Pink Floyd (1965–1967)
OriginLondon, England
Genres
DiscographyPink Floyd discography
Years active
  • 1965–1994
  • 2005
  • 2007
  • 2013–2014
  • 2022
Labels
SpinoffsNick Mason's Saucerful of Secrets
Members
Past members
Websitepinkfloyd.com

Pink Floyd are an English rock band formed in London in 1965. Gaining an early following as one of the first British psychedelic groups, they were distinguished by their extended compositions, sonic experiments, philosophical lyrics, and elaborate live shows. They became a leading band of the progressive rock genre, cited by some as the greatest progressive rock band of all time.

Pink Floyd were founded in 1965 by Syd Barrett (guitar, lead vocals), Nick Mason (drums), Roger Waters (bass guitar, vocals) and Richard Wright (keyboards, vocals). With Barrett as their main songwriter, they released two hit singles, "Arnold Layne" and "See Emily Play", and the successful debut album The Piper at the Gates of Dawn (all 1967). David Gilmour (guitar, vocals) joined in December 1967, while Barrett left in April 1968 due to deteriorating mental health. The four remaining members began contributing to the musical composition, with Waters becoming the primary lyricist and thematic leader, devising the concepts behind Pink Floyd's most successful albums, The Dark Side of the Moon (1973), Wish You Were Here (1975), Animals (1977) and The Wall (1979). The musical film based on The Wall, Pink Floyd – The Wall (1982), won two BAFTA Awards. Pink Floyd also composed several film scores.

Following personal tensions, Wright left Pink Floyd in 1981, followed by Waters in 1985. Gilmour and Mason continued as Pink Floyd, rejoined later by Wright. They produced the albums A Momentary Lapse of Reason (1987) and The Division Bell (1994), backed by major tours, before entering a long hiatus. In 2005, all but Barrett reunited for a performance at the global awareness event Live 8. Barrett died in 2006, and Wright in 2008. The last Pink Floyd studio album, The Endless River (2014), was based on unreleased material from the Division Bell recording sessions. In 2022, Gilmour and Mason reformed Pink Floyd to release the song "Hey, Hey, Rise Up!" in protest at the Russian invasion of Ukraine.

By 2013, Pink Floyd had sold more than 250 million records worldwide, making them one of the best-selling music artists of all time. The Dark Side of the Moon and The Wall were inducted into the Grammy Hall of Fame,[1] and these albums and Wish You Were Here are among the best-selling albums of all time. Four Pink Floyd albums topped the US Billboard 200, and five topped the UK Albums Chart. Pink Floyd's hit singles include "Arnold Layne" (1967), "See Emily Play" (1967), "Money" (1973), "Another Brick in the Wall, Part 2" (1979), "Not Now John" (1983), "On the Turning Away" (1987) and "High Hopes" (1994). They were inducted into the US Rock and Roll Hall of Fame in 1996 and the UK Music Hall of Fame in 2005. In 2008, Pink Floyd were awarded the Polar Music Prize in Sweden for their contribution to modern music.

History[edit]

The founding members of Pink Floyd were Roger Waters, Nick Mason, and Richard Wright, who enrolled at the London Polytechnic at Regent Street in Sept 1962 to study architecture,[2] and Syd Barrett, two years younger than the rest of the band, who had moved to London in 1964 to study at the Camberwell College of Arts.[3] Waters and Barrett were childhood friends; Waters had often visited Barrett and watched him play guitar at Barrett's mother's house.[4] Mason said about Barrett: "In a period when everyone was being cool in a very adolescent, self-conscious way, Syd was unfashionably outgoing; my enduring memory of our first encounter is the fact that he bothered to come up and introduce himself to me."[5]

1963–1965: formation[edit]

Preceding the band[edit]

Waters and Mason met while studying architecture at the London Polytechnic at Regent Street.[2] They first played music together in a group formed by fellow students Keith Noble and Clive Metcalfe,[6] with Noble's sister Sheilagh. Richard Wright, a fellow architecture student,[nb 1] joined later that year, and the group became a sextet, Sigma 6. Waters played lead guitar, Mason drums, and Wright rhythm guitar, later moving to keyboards.[8] The band performed at private functions and rehearsed in a tearoom in the basement of the Regent Street Polytechnic. They performed songs by the Searchers and material written by their manager and songwriter, fellow student Ken Chapman.[9]

In September 1963, Waters and Mason moved into a flat at 39 Stanhope Gardens, Highgate in London, owned by Mike Leonard,[10] a part-time tutor at the nearby Hornsey College of Art and the Regent Street Polytechnic.[11][nb 2] Mason moved out after the 1964 academic year, and guitarist Bob Klose moved in during September 1964, prompting Waters's switch to bass.[12][nb 3] Sigma 6 went through several names, including the Meggadeaths, the Abdabs and the Screaming Abdabs, Leonard's Lodgers, and the Spectrum Five, before settling on the Tea Set.[13][nb 4] In September 1963, as Metcalfe and Noble left to form their own band,[17] guitarist Syd Barrett joined Klose and Waters at Stanhope Gardens.[18] Klose introduced the band to singer Chris Dennis, a technician with the Royal Air Force (RAF).[19] In December 1964, they secured their first recording time, at a studio in West Hampstead, through one of Wright's friends, who let them use some down time free. Wright, who was taking a break from his studies, did not participate in the session.[20][nb 5] When the RAF assigned Dennis a post in Bahrain in early 1965, Barrett became the band's frontman.[21][nb 6] Later that year, they became the resident band at the Countdown Club near Kensington High Street in London, where from late night until early morning they played three sets of 90 minutes each. During this period, spurred by the group's need to extend their sets to minimise song repetition, the band realised that "songs could be extended with lengthy solos", wrote Mason.[22] After pressure from his parents and advice from his college tutors, Klose quit the band in mid-1965 and Barrett took over lead guitar.[23]

1965–1967: early years[edit]

Pink Floyd[edit]

The group rebranded as the Pink Floyd Sound in late 1965. Barrett created the name on the spur of the moment when he discovered that another band, also called the Tea Set, were to perform at one of their gigs.[24] The name is derived from the given names of two blues musicians whose Piedmont blues records Barrett had in his collection, Pink Anderson and Floyd Council.[25] By 1966, the group's repertoire consisted mainly of rhythm and blues songs, and they had begun to receive paid bookings, including a performance at the Marquee Club in December 1966, where Peter Jenner, a lecturer at the London School of Economics, noticed them. Jenner was impressed by the sonic effects Barrett and Wright created and, with his business partner and friend Andrew King, became their manager.[26] The pair had little experience in the music industry and used King's inheritance to set up Blackhill Enterprises, purchasing about £1,000 (equivalent to £23,500 in 2023[27]) worth of new instruments and equipment for the band.[nb 7] Around this time, Jenner suggested the band drop the "Sound" from their name.[29]

Under Jenner and King's guidance, Pink Floyd became part of London's underground music scene, playing at venues including All Saints Hall and the Marquee.[30] While performing at the Countdown Club, the band had experimented with long instrumental excursions, and they began to expand them with rudimentary but effective light shows, projected by coloured slides and domestic lights.[31] Jenner and King's social connections helped gain the band prominent coverage in the Financial Times and an article in the Sunday Times which stated: "At the launching of the new magazine IT the other night a pop group called the Pink Floyd played throbbing music while a series of bizarre coloured shapes flashed on a huge screen behind them ... apparently very psychedelic."[32]

In 1966, the band strengthened their business relationship with Blackhill Enterprises, becoming equal partners with Jenner and King and the band members each holding a one-sixth share.[29] By late 1966, their set included fewer R&B standards and more Barrett originals, many of which would be included on their first album.[33] While they had significantly increased the frequency of their performances, the band were still not widely accepted. Following a performance at a Catholic youth club, the owner refused to pay them, claiming that their performance was not music.[34] When their management filed suit in a small claims court against the owner of the youth organisation, a local magistrate upheld the owner's decision. The band was much better received at the UFO Club in London, where they began to build a fan base.[35] Barrett's performances were enthusiastic, "leaping around ... madness ... improvisation ... [inspired] to get past his limitations and into areas that were ... very interesting. Which none of the others could do", wrote biographer Nicholas Schaffner.[36]

Signing with EMI[edit]

In 1967, Pink Floyd began to attract the attention of the music industry.[37][nb 8] While in negotiations with record companies, IT co-founder and UFO club manager Joe Boyd and Pink Floyd's booking agent, Bryan Morrison, arranged and funded a recording session at Sound Techniques in Kensington.[39] On 15 February 1967, Pink Floyd signed with EMI, receiving a £5,000 advance (equivalent to £114,600 in 2023[27]). EMI released the band's first single, "Arnold Layne", with the B-side "Candy and a Currant Bun", on 10 March 1967 on its Columbia label.[40][nb 9] Both tracks were recorded on 29 January 1967.[41][nb 10] "Arnold Layne"'s references to cross-dressing led to a ban by several radio stations; however, creative manipulation by the retailers who supplied sales figures to the music business meant that the single reached number 20 in the UK.[43]

EMI-Columbia released Pink Floyd's second single, "See Emily Play", on 16 June 1967. It fared slightly better than "Arnold Layne", peaking at number 6 in the UK.[44] The band performed on the BBC's Look of the Week, where Waters and Barrett, erudite and engaging, faced tough questioning from Hans Keller.[45] They appeared on the BBC's Top of the Pops, a popular programme that controversially required artists to mime their singing and playing.[46] Though Pink Floyd returned for two more performances, by the third, Barrett had begun to unravel, and around this time the band first noticed significant changes in his behaviour.[47] By early 1967, he was regularly using LSD, and Mason described him as "completely distanced from everything going on".[48]

The Piper at the Gates of Dawn[edit]

Morrison and EMI producer Norman Smith negotiated Pink Floyd's first recording contract. As part of the deal, the band agreed to record their first album at EMI Studios in London.[49][nb 11] Mason recalled that the sessions were trouble-free. Smith disagreed, stating that Barrett was unresponsive to his suggestions and constructive criticism.[51] EMI-Columbia released The Piper at the Gates of Dawn in August 1967. The album reached number six, spending 14 weeks on the UK charts.[52] One month later, it was released under the Tower Records label.[53] Pink Floyd continued to draw large crowds at the UFO Club; however, Barrett's mental breakdown was by then causing serious concern. The group initially hoped that his erratic behaviour would be a passing phase, but some were less optimistic, including Jenner and his assistant, June Child, who commented: "I found [Barrett] in the dressing room and he was so ... gone. Roger Waters and I got him on his feet, [and] we got him out to the stage ... The band started to play and Syd just stood there. He had his guitar around his neck and his arms just hanging down".[54]

Forced to cancel Pink Floyd's appearance at the prestigious National Jazz and Blues Festival, as well as several other shows, King informed the music press that Barrett was suffering from nervous exhaustion.[55] Waters arranged a meeting with psychiatrist R. D. Laing, and though Waters personally drove Barrett to the appointment, Barrett refused to come out of the car.[56] A stay in Formentera with Sam Hutt, a doctor well established in the underground music scene, led to no visible improvement. The band followed a few concert dates in Europe during September with their first tour of the US in October.[57][nb 12] As the US tour went on, Barrett's condition grew steadily worse.[59] During appearances on the Dick Clark and Pat Boone shows in November, Barrett confounded his hosts by giving terse answers to questions (or not responding at all) and staring into space. He refused to move his lips when it came time to mime "See Emily Play" on Boone's show. After these embarrassing episodes, King ended their US visit and immediately sent them home to London.[60][nb 13] Soon after their return, they supported Jimi Hendrix during a tour of England; however, Barrett's depression worsened as the tour continued.[62][nb 14]

1967–1978: transition and international success[edit]

1967: replacement of Barrett by Gilmour[edit]

In December 1967, reaching a crisis point with Barrett, Pink Floyd added guitarist David Gilmour as the fifth member.[65][66][nb 15] Gilmour already knew Barrett, having studied with him at Cambridge Tech in the early 1960s.[4] The two had performed at lunchtimes together with guitars and harmonicas, and later hitch-hiked and busked their way around the south of France.[68] In 1965, while a member of Joker's Wild, Gilmour had watched the Tea Set.[69]

Morrison's assistant, Steve O'Rourke, set Gilmour up in a room at O'Rourke's house with a salary of £30 per week (equivalent to £700 in 2023[27]). In January 1968, Blackhill Enterprises announced Gilmour as the band's newest member, intending to continue with Barrett as a nonperforming songwriter.[70] According to Jenner, the group planned that Gilmour would "cover for [Barrett's] eccentricities". When this proved unworkable, it was decided that Barrett would just write material.[71][nb 16] In an expression of his frustration, Barrett, who was expected to write additional hit singles to follow up "Arnold Layne" and "See Emily Play", instead introduced "Have You Got It Yet?" to the band, intentionally changing the structure on each performance so as to make the song impossible to follow and learn.[65] In a January 1968 photoshoot of Pink Floyd, the photographs show Barrett looking detached from the others, staring into the distance.[73]

Working with Barrett eventually proved too difficult, and matters came to a conclusion in January while en route to a performance in Southampton when a band member asked if they should collect Barrett. According to Gilmour, the answer was "Nah, let's not bother", signalling the end of Barrett's tenure with Pink Floyd.[74][nb 17] Waters later said, "He was our friend, but most of the time we now wanted to strangle him."[76] In early March 1968, Pink Floyd met with business partners Jenner and King to discuss the band's future; Barrett agreed to leave.[77]

Jenner and King believed Barrett was the creative genius of the band, and decided to represent him and end their relationship with Pink Floyd.[78] Morrison sold his business to NEMS Enterprises, and O'Rourke became the band's personal manager.[79] Blackhill announced Barrett's departure on 6 April 1968.[80][nb 18] After Barrett's departure, the burden of lyrical composition and creative direction fell mostly on Waters.[82] Initially, Gilmour mimed to Barrett's voice on the group's European TV appearances; however, while playing on the university circuit, they avoided Barrett songs in favour of Waters and Wright material such as "It Would Be So Nice" and "Careful with That Axe, Eugene".[83] Mason said later that Gilmour added greater structure to Pink Floyd's music and that "we became far less difficult to enjoy, I think".[84]

A Saucerful of Secrets (1968)[edit]

A psychedelic album cover with mostly greenish-blue tones
The psychedelic artwork for A Saucerful of Secrets was the first of many Pink Floyd covers designed by Hipgnosis.

In 1968, Pink Floyd returned to Abbey Road Studios to complete their second album, A Saucerful of Secrets, which they had begun in 1967 under Barrett's leadership. The album included Barrett's final contribution to their discography, "Jugband Blues". Waters developed his own songwriting, contributing "Set the Controls for the Heart of the Sun", "Let There Be More Light", and "Corporal Clegg". Wright composed "See-Saw" and "Remember a Day". Norman Smith encouraged them to self-produce their music, and they recorded demos of new material at their houses. With Smith's instruction at Abbey Road, they learned how to use the recording studio to realise their artistic vision. However, Smith remained unconvinced by their music, and when Mason struggled to perform his drum part on "Remember a Day", Smith stepped in as his replacement.[85] Wright recalled Smith's attitude about the sessions, "Norman gave up on the second album ... he was forever saying things like, 'You can't do twenty minutes of this ridiculous noise'".[86] As neither Waters nor Mason could read music, to illustrate the structure of "A Saucerful of Secrets", they invented their own system of notation. Gilmour later described their method as looking "like an architectural diagram".[87]

Released in June 1968, A Saucerful of Secrets featured a psychedelic cover designed by Storm Thorgerson and Aubrey Powell of Hipgnosis. The first of several Pink Floyd album covers designed by Hipgnosis, it was the second time that EMI permitted one of their groups to contract designers for an album jacket.[88] The release reached number nine, spending 11 weeks on the UK chart.[52] Record Mirror gave the album an overall favourable review, but urged listeners to "forget it as background music to a party".[87] John Peel described a live performance of the title track as "like a religious experience", while NME described the song as "long and boring ... [with] little to warrant its monotonous direction".[86][nb 19] On the day after the album's UK release, Pink Floyd performed at the first ever free concert in Hyde Park.[90] In July 1968, they made a second visit to the US. Accompanied by the Soft Machine and the Who, it marked Pink Floyd's first major tour.[91] That December, they released "Point Me at the Sky"; no more successful than the two singles they had released since "See Emily Play", it was their last single until "Money" in 1973.[92]

Ummagumma (1969) and Atom Heart Mother (1970)[edit]

A monochrome image of Waters playing bass guitar. He has shoulder-length hair, black attire, and is standing in front of a microphone.
Waters performing with Pink Floyd at Leeds University in 1970

Ummagumma represented a departure from Pink Floyd's previous work. Released as a double LP on EMI's Harvest label, the first two sides contained live performances recorded at Manchester College of Commerce and Mothers, a club in Birmingham. The second LP contained a single experimental contribution from each band member.[93] Ummagumma was released in November 1969 and received positive reviews.[94] It reached number five, spending 21 weeks on the UK chart.[52] In October 1970, Pink Floyd released Atom Heart Mother.[95][nb 20] An early version premièred in England in mid January, but disagreements over the mix prompted the hiring of Ron Geesin to work out the sound problems. Geesin worked to improve the score, but with little creative input from the band, production was troublesome. Geesin eventually completed the project with the aid of John Alldis, who was the director of the choir hired to perform on the record. Smith earned an executive producer credit, and the album marked his final official contribution to the band's discography. Gilmour said it was "A neat way of saying that he didn't ... do anything".[97] Waters was critical of Atom Heart Mother, claiming that he would prefer if it were "thrown into the dustbin and never listened to by anyone ever again".[98] Gilmour once described it as "a load of rubbish", stating: "I think we were scraping the barrel a

Orange Skin

Orange Skin theme by GeneralOfDeath

Download: OrangeSkin.p3t

Orange Skin Theme
(no backgrounds)

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

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

Download for Windows: p3textractor.zip

Instructions:

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

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

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

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

God of War

God of War theme by Droops

Download: GodOfWarThemeByDroops.p3t

GOW Theme
(2 backgrounds, 1 HD, 1 SD)

A god of war is a deity associated with war.

God of War or Gods of War may also refer to:

Books[edit]

  • The Gods of War, a 1985 novel by historical author John Toland
  • The Gods of War, a 2005 novel by Conn Iggulden and the fourth in the Emperor series
  • The God of War, a 2008 novel by Marisa Silver
  • Gods of War, a 2009 science fiction novel by Ashok Banker
  • God of War (DC Comics), a 2010–2011 limited six-issue comic book series published by WildStorm and DC Comics, based around the Greek era of the video game series.
  • God of War, a 2010 novelization of the 2005 video game, God of War, written by Matthew Stover and Robert E. Vardeman
  • God of War II, a 2013 novelization of the 2007 video game, God of War II, written by Robert E. Vardeman.
  • God of War – The Official Novelization, a 2018 novelization of the 2018 video game, God of War, written by James Barlog.
  • God of War (Dark Horse Comics), a 2018–2021 limited two-volume eight-issue comic book series published by Dark Horse Comics, based around the Norse era of the video game series.

Film and television[edit]

Video games[edit]

Music[edit]

Albums[edit]

Songs[edit]

See also[edit]

Glossy Blue

Glossy Blue theme by chasgta

Download: GlossyBlue.p3t

Glossy Blue Theme
(1 background)

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

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

Download for Windows: p3textractor.zip

Instructions:

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

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

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

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