Space Cadet

Space Cadet theme by yogosan

Download: SpaceCadet.p3t

Space Cadet Theme
(5 backgrounds)

Space Cadet
First edition cover
AuthorRobert A. Heinlein
IllustratorClifford Geary
Cover artistClifford Geary
LanguageEnglish
SeriesHeinlein juveniles
GenreScience fiction
PublisherScribner's
Publication date
1948
Publication placeUnited States
Media typePrint (Hardcover, Paperback)
Preceded byRocket Ship Galileo 
Followed byRed Planet 

Space Cadet is a 1948 science fiction novel by Robert A. Heinlein about Matt Dodson, who joins the Interplanetary Patrol to help preserve peace in the Solar System. The story translates the standard military academy story into outer space: a boy from Iowa goes to officer school, sees action and adventure, shoulders responsibilities far beyond his experience, and becomes a man. It was published as the second of the series of Heinlein juveniles and inspired the media franchise around the character Tom Corbett, including the 1950s television series Tom Corbett, Space Cadet and radio show which made "Space Cadet" a household phrase whose meaning later shifted in popular culture.[1]

Plot summary[edit]

In 2075, teenager Matt Dodson applies to join the prestigious Interplanetary Patrol. After a number of physical, mental, and ethics tests, he is accepted as a cadet. He makes friends with fellow recruits William "Tex" Jarman, Venus-born Oscar Jensen, and Pierre Armand from Ganymede. His first roommate is Girard Burke, the arrogant son of a wealthy spaceship builder. They are transported to the orbiting school ship PRS James Randolph for further training. Burke eventually either resigns or is asked to leave, and goes into the merchant service, but the remainder do well enough to be assigned to working Patrol ships.

Dodson, Jarman and Jensen ship out on the Aes Triplex. Their first real mission is to help search for a missing research vessel, the Pathfinder, in the asteroid belt. They find it, but all aboard are dead, the unlucky victims of a fast-moving object that punctured the ship when the armored outer airlock door was open. Before the accident, a researcher on the Pathfinder had found evidence that the planet which blew up to form the asteroids was inhabited by an intelligent species, and that the explosion had been artificial. The captain of the Aes Triplex transfers half the crew to the repaired Pathfinder so that they can take the ship and the news of the startling discovery back to Earth quickly. With the remainder (including all three cadets), he plots a slower, fuel-efficient, elliptical voyage back to Earth.

Then, he receives an urgent message to investigate an incident on Venus. He sends Lieutenant Thurlow and the cadets to the planet's surface. The lander touches down on a sinkhole, giving the crew barely enough time to get out before it disappears in the mud. With Thurlow comatose, injured when the lander fell over, Jensen assumes command. He contacts the sentient, usually friendly Venerians, but the entire party is taken captive. They soon find out why.

These particular natives had never seen human beings before, until old classmate Burke showed up in a prospecting ship. He had taken the matriarch of the local clan hostage when she refused to give him permission to exploit a rich deposit of radioactive ores. The locals promptly attacked the ship and killed his crew; Burke managed to send a message for help before being taken prisoner.

Jensen gains the matriarch's trust and convinces her that they are honorable and civilized, unlike Burke, and the Patrolmen are released. Unfortunately, neither the lander nor Burke's ship is flightworthy. To their amazement, the matriarch takes the stranded humans to the carefully preserved Astarte, the legendary first ship to set out for Venus over a century before and thought to have been lost en route. According to the log, the crew perished from disease. With the help of the natives, the cadets recommission the ship and fly it back to Venus's South Pole colony. Dodson is initially disappointed when they are not treated as heroes, but then realizes that what they accomplished was simply what was expected of Patrolmen.

Themes[edit]

The Patrol is entrusted by the worldwide Earth government with a monopoly on nuclear weapons, and is expected to maintain a credible threat to drop them on Earth from orbit as a deterrent against breaking the peace. Matt, on a visit home, causes a family argument when his parents refuse to believe that the Patrol—and especially their son—would actually bomb Iowa.

The cadets are expected to renounce their loyalty to their respective countries and replace it by a wider allegiance to humanity as a whole and to the sentient species of the Solar System. They are told the stories of four Patrol heroes/martyrs who exemplify this quality. One of them, Rivera, leaves orders to annihilate his hometown if he is held captive there during negotiations. Heinlein later expanded another of these anecdotes into "The Long Watch".

The young, idealistic Matt feels that he should be able, if the need arose, to emulate Rivera and destroy his own Iowa hometown. His father tells him such a need would never arise, since the Patrol's cosmopolitan allegiance is little more than a sham and in fact it is controlled by the "North American Federation" and serves its interests. Later, Matt's mentor in the Patrol makes him understand that if such an unlikely dilemma should arise, his commanding officer would lock him in his room rather than expect him to participate in the attack. The mentor uses this scenario to force Matt to confront the personal and political issues involved in the institutional control of atomic weapons in a more mature way.

Written almost a decade before the American Civil Rights Movement, and at a time when non-white characters were almost entirely absent from science fiction, the book also explores the theme of racism, both literally, in discussions about the cosmopolitan racial makeup of the (all-male) Patrol, and metaphorically, in its description of conflict with the Venerians. Venus is described[broken anchor] as intensely hot and (incorrectly, as is now known) swampy, but habitable. The Venerians are at first thought to be primitive, but it is later revealed that they have a high level of technological sophistication, though developed along radically different lines than that of humans.

There is also a subplot revolving around the issue of what it means to be a good soldier. Discouraged by the intellectual demands of his Patrol training, and attracted to the glamor and esprit de corps of the Marines, Matt requests a transfer, but is dissuaded by his mentor. The mentor, dividing human motivations into three types, explains that the Patrol, which has the responsibility of holding the ultimate weapon and keeping overall peace, is manned by a certain sort of person, the man of ideals (its motto is Quis custodiet ipsos custodes?). In contrast, the Marines, the service branch which deals with ordinary military affairs, are trained to prize unquestioning loyalty and bravery as the highest ideals, and are deliberately recruited from the type of person who seeks glory and excitement. Matt belongs to the former category. The Merchant Service, by implication, is for a third category, those motivated by economic concerns — which is where Burke fits in.

The novel contains an early description of a mobile phone:

Matt dug a candy bar out of his pouch, split it and gave half to Jarman, who accepted it gratefully. "You're a pal, Matt, I've been living on my own fat ever since breakfast -- and that's risky. Say, your telephone is sounding. "Oh!" Matt fumbled in his pouch and got out his phone. "Hello?"

The phone "was limited by its short range to the neighborhood of an earth-side [i.e. terrestrial] relay office". A cadet avoids having to talk to his family while traveling by packing his phone in luggage.

Critical reception[edit]

Surveying Heinlein's juvenile novels, Jack Williamson characterized Space Cadet as "a long step forward. ... The characters are stronger [and] the background is carefully built, original, and convincing, the story suspenseful enough." Williamson noted that Heinlein was "perfecting the bildungsroman form that shapes the whole series."[2]

P. Schuyler Miller gave the book a favorable review as "a first-rate historical novel of the near future," saying "So subtly has the scientific detail been interwoven with plot and action that the reader never realizes how painstakingly it has been worked out."[3]

Tom Corbett, Space Cadet[edit]

The novel inspired Joseph Greene of Grosset & Dunlap to develop the Tom Corbett, Space Cadet comic books, television series, radio show, comic strip, and novels that were popular in the early 1950s. Greene had originally submitted a radio script for "Tom Ranger and the Space Cadets" on January 16, 1946, but it remained unperformed when Heinlein's novel was published. Heinlein influenced the evolution of "Tom Ranger" into "Tom Corbett" and launched his student astronaut title's common mention; they share credit for the popularity of both formal and later slang uses of "space cadet."[1][4][5][6][7]

In popular culture[edit]

The Tom Corbett, Space Cadet television series and radio show made "space cadet" a household phrase. By 1955, Jackie Gleason spoke the phrase on The Honeymooners television show in an episode called "TV or Not to TV," original airdate October 1, 1955.

The popular meanings of "space cadet" later shifted in popular culture away from astronaut-in-training to indicate, by the 1960s, an "eccentric person disconnected with reality" (often implying an intimacy with hallucinogenic drugs) although by the 2010s, drug use was rarely implied by this phrase, nor was low intelligence implied; "space cadet" was more simply associated with "spacing out," wandering from present concerns, especially of others present, and being a "space case." Both the "trainee astronaut" and "person regarded as being out of touch with reality" entered the Oxford English Dictionary, though by 2014 Oxford noted that, in American English, the phrase had also recouped the positive connotations originally meant by Heinlein and Joseph Greene, the Tom Corbett, Space Cadet writer: "An enthusiast for space travel, typically a young person."

References[edit]

  1. ^ a b "Space (v.) entry in Online Etymology Dictionary". etymonline.com.
  2. ^ Jack Williamson, "Youth Against Space," Algol 17, 1977, p. 10.
  3. ^ "Book Reviews", Astounding Science Fiction, May 1949, p. 157
  4. ^ "Phrases.org.uk".
  5. ^ "Oxforddictionaries.com". Archived from the original on August 21, 2014.
  6. ^ Barbara Ann Kipfer, PhD; Robert L. Chapman, Ph.D. "Space cadet: "1980s+; probably for the 1950s TV program Tom Corbett, Space Cadet, which followed the adventures of a group of teenage cadets at a 24th-century space academy, thought of humorously as being far out, way out, etc."". The Dictionary of American Slang, Fourth Edition.
  7. ^ "'Space case(s)' as terms used by people "on the street" about each other. Social Problems". Society for the Study of Social Problems. 24: 389. 1976.

External links[edit]

PS3 Black B3yond

PS3 Black B3yond theme by DeathSyphon66

Download: PS3BlackB3yond.p3t

PS3 Black B3yond 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.

Creepy Crawlies

Creepy Crawlies theme by Mike Scott

Download: CreepyCrawlies.p3t

Creepy Crawlies Theme
(7 backgrounds)

Creepy Crawlies
Created byBrian Cosgrove and
Mark Hall
StarringPaul Nicholas
Country of originUnited Kingdom
No. of episodes52
Production
Running time10 mins
Production companyCosgrove Hall Productions
Original release
NetworkITV (CITV)
Release7 January 1987 (1987-01-07) –
8 August 1989 (1989-08-08)

Creepy Crawlies[1] was a stop motion animation series created by Cosgrove Hall Productions. The series consisted of 52 ten-minute episodes,[2] which were broadcast on Children's ITV between 1987 and 1989. All episodes were written by Peter Reeves and directed by Franc Vose and Brian Little; narration and character voices were provided by Paul Nicholas.

Overview[edit]

The series was based upon the daily goings-on of a group of common minibeasts (small invertebrate creatures such as arthropods, gastropods and worms) that lived at the bottom of a garden around an old sundial.

Characters[edit]

VHS releases[edit]

The Video Collection and Thames Video released 2 VHS tapes containing 5 episodes each.

VHS Title Release Date Episodes
Creepy Crawlies (TV9944) 9 February 1987 The Cold, Lambeth the Conqueror, Storm in a Tea Cup, The Leaving, The Best Day Ever
Creepy Crawlies - Sundial Stories (TV9970) 16 November 1987 The Red Voice, Pleasurabolosities, The Stone Dream, The Art Noise, When the Garden Lost its Grip

References[edit]

  1. ^ Creepy Crawlies (1987-1989), ToonHound, retrieved 2 August 2021
  2. ^ Creepy Crawlies Episode Guide - Cosgrove Hall Films, The Big Cartoon Database, retrieved 2 August 2021[dead link]

External links[edit]


Bioshock w/ New Icons + Sound

Bioshock w/ New Icons + Sound theme by Dennis “F-Rott” Ferrand

Download: Bioshock_4.p3t

Bioshock w/ New Icons + Sound Theme
(6 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.

Chrono Trigger

Chrono Trigger theme by Kakusha

Download: ChronoTrigger.p3t

Chrono Trigger Theme
(1 background)

Chrono Trigger
Cover art by Akira Toriyama[1]
Developer(s)Square[a]
Publisher(s)Square[b]
Director(s)
Producer(s)Kazuhiko Aoki
Designer(s)Hironobu Sakaguchi
Programmer(s)
  • Katsuhisa Higuchi
  • Keizo Kokubo
Artist(s)
Writer(s)
Composer(s)
SeriesChrono
Platform(s)
Release
March 11, 1995
  • Super NES
    • JP: March 11, 1995
    • NA: August 11, 1995
  • PlayStation
    • JP: November 2, 1999
    • NA: June 29, 2001
  • Nintendo DS
    • JP: November 20, 2008
    • NA: November 25, 2008
    • AU: February 3, 2009
    • EU: February 6, 2009
  • i-mode
    • JP: April 25, 2011
  • iOS
    • WW: December 8, 2011
  • Android
    • JP: December 22, 2011
    • WW: October 29, 2012
  • Windows
    • WW: February 27, 2018
Genre(s)Role-playing
Mode(s)Single-player, multiplayer (DS)

Chrono Trigger (Japanese: クロノ・トリガー, Hepburn: Kurono Torigā) is a 1995 role-playing video game developed and published by Square. It was originally released for the Super Nintendo Entertainment System as the first entry in the Chrono series. The game's development team included three designers that Square dubbed the "Dream Team": Hironobu Sakaguchi, creator of Square's Final Fantasy series; Yuji Horii, creator of Enix's Dragon Quest series; and Akira Toriyama, character designer of Dragon Quest and author of the Dragon Ball manga series. In addition, Takashi Tokita co-directed the game and co-wrote the scenario, Kazuhiko Aoki produced the game, while Masato Kato wrote most of the story. The game's plot follows a group of adventurers who travel through time to prevent a global catastrophe.

Chrono Trigger was a critical and commercial success upon release, receiving multiple accolades from gaming publications, and is considered one of fourth-generation console gaming's most significant titles and among the greatest video games ever made. Nintendo Power magazine described aspects of the game as revolutionary, including its multiple endings, plot-related side-quests focusing on character development, unique battle system, and detailed graphics. The game's soundtrack, scored by Yasunori Mitsuda with assistance from veteran Final Fantasy composer Nobuo Uematsu, has been hailed as one of the best video game soundtracks of all time. Chrono Trigger was the second best-selling game of 1995 in Japan, and the various incarnations of the game have shipped more than 3.5 million copies worldwide.

Distributed in the Japanese and North American markets in 1995, the game has been re-released on several other platforms with varying differences. Square published a ported version by Tose in Japan for the PlayStation in 1999, which was later repackaged with a Final Fantasy IV port as Final Fantasy Chronicles (2001) exclusively in North America. A slightly enhanced Chrono Trigger, again ported by Tose, was released for the Nintendo DS in Japan and North America in 2008, and PAL regions in 2009. The game has also been ported to i-mode, the Virtual Console, the PlayStation Network, iOS, and Android. In 2018, a higher resolution version was released for Windows via Steam.

Gameplay[edit]

Chrono Trigger features standard role-playing video game gameplay. The player controls the protagonist and his companions in the game's two-dimensional world, consisting of various forests, cities, and dungeons. Navigation occurs via an overworld map, depicting the landscape from a scaled-down overhead view. Areas such as forests, cities, and similar places are depicted as more realistic scaled-down maps, in which players can converse with locals to procure items and services, solve puzzles and challenges, or encounter enemies. Chrono Trigger's gameplay deviates from that of traditional Japanese RPGs in that, rather than appearing in random encounters, many enemies are openly visible on field maps or lie in wait to ambush the party. Contact with enemies on a field map initiates a battle that occurs directly on the map rather than on a separate battle screen.[2]

A wooded area rendered in the Super NES' graphics, two gray status bars (one at the top, one at the bottom of the screen), three "Blue Imp" enemies surrounding the character Crono in the middle of the area, Crono slashing at the topmost imp which has a surprised expression on its face
Unlike most other role-playing games at the time, combat in Chrono Trigger occurs in the same area where general navigation occurs, with all enemies visible on screen.

Players and enemies may use physical or magical attacks to wound targets during battle, and players may use items to heal or protect themselves. Each character and enemy has a certain number of hit points; successful attacks reduce that character's hit points, which can be restored with potions and spells. When a playable character loses all hit points, they faint; if all the player's characters fall in battle, the game ends and must be restored from a previously saved chapter, except in specific storyline-related battles that allow or force the player to lose. Between battles, a player can equip their characters with weapons, armor, helmets, and accessories that provide special effects (such as increased attack power or defense against magic), and various consumable items can be used both in and out of battles. Items and equipment can be purchased in shops or found on field maps, often in treasure chests. By exploring new areas and fighting enemies, players progress through Chrono Trigger's story.

Chrono Trigger uses an "Active Time Battle" system—a recurring element of Square's Final Fantasy game series designed by Hiroyuki Ito for Final Fantasy IV—named "Active Time Battle 2.0".[3] Each character can take action in battle once a personal timer dependent on the character's speed statistic counts to zero. Magic and special physical techniques are handled through a system called "Techs". Techs deplete a character's magic points (a numerical meter similar to hit points), and often have special areas of effect; some spells damage huddled monsters, while others can harm enemies spread in a line. Enemies often change positions during battle, creating opportunities for tactical Tech use. A unique feature of Chrono Trigger's Tech system is that numerous cooperative techniques exist.[2] Each character receives eight personal Techs which can be used in conjunction with others' to create Double and Triple Techs for greater effect. For instance, Crono's sword-spinning Cyclone Tech can be combined with Lucca's Flame Toss to create Flame Whirl. When characters with compatible Techs have enough magic points available to perform their techniques, the game automatically displays the combo as an option.

Chrono Trigger features several other distinct gameplay traits, including time travel. Players have access to seven eras of the game world's history, and past actions affect future events. Throughout history, players find new allies, complete side quests, and search for keynote villains. Time travel is accomplished via portals and pillars of light called "time gates", as well as a time machine named Epoch. The game contains twelve unique endings (thirteen in DS, iOS, Android and Steam versions); the ending the player receives depends on when and how they reach and complete the game's final battle.[4][5] The DS version of Chrono Trigger features a new ending that can be accessed from the End of Time upon completion of the final extra dungeon and optional final boss.[6] Chrono Trigger also introduces a New Game Plus option; after completing the game, the player may begin a new game with the same character levels, techniques, and equipment, excluding money, with which they ended the previous playthrough. However, certain items central to the storyline are removed and must be found again, such as the sword Masamune. Square has employed the New Game Plus concept in later games including Chrono Cross and Final Fantasy XV among others.[7][8]

Story[edit]

Setting[edit]

Chrono Trigger takes place in an Earth-like world, with eras such as the prehistoric age, in which primitive humans and dinosaurs share the earth; the Middle Ages, replete with knights, monsters, and magic; and the post-apocalyptic future, where destitute humans and sentient robots struggle to survive. The characters frequently travel through time to obtain allies, gather equipment, and learn information to help them in their quest. The party also gains access to the End of Time (represented as year ), which serves as a hub to travel back to other time periods. The party eventually acquires a time-machine vehicle known as the Wings of Time, nicknamed the Epoch (this default name can be changed by the player when the vehicle is acquired). The vehicle is capable of time travel between any time period without first having to travel to the End of Time.

Characters[edit]

Chrono Trigger's six playable characters (plus one optional character) come from different eras of history. Chrono Trigger begins in 1000 AD with Crono, Marle, and Lucca. Crono is the silent protagonist, characterized as a fearless young man who wields a katana in battle. Marle, revealed to be Princess Nadia, lives in Guardia Castle; though sheltered, she is at heart a princess who seeks independence from her royal identity. Lucca is a childhood friend of Crono's and a mechanical genius; her home is filled with laboratory equipment and machinery. From the era of 2300 AD comes Robo, or Prometheus (designation R-66Y), a robot with a near-human personality created to assist humans. Lying dormant in the future, Robo is found and repaired by Lucca, and joins the group out of gratitude.[9] The fiercely confident Ayla dwells in 65,000,000 BC. Unmatched in raw strength, Ayla is the chief of Ioka Village and leads her people in war against a species of humanoid reptiles known as Reptites.

The last two playable characters are Frog and Magus. Frog originated in 600 AD. He is a former squire once known as Glenn, who was turned into an anthropomorphic frog by Magus, who also killed his friend Cyrus. Chivalrous but mired in regret, Frog dedicates his life to protecting Leene, the queen of Guardia, and avenging Cyrus. Meanwhile, Guardia in 600 AD is in a state of conflict against the Mystics (known as Fiends in the US/DS port), a race of demons and intelligent animals who wage war against humanity under the leadership of Magus, a powerful sorcerer. Magus's seclusion conceals a long-lost past; he was formerly known as Janus, the young prince of the Kingdom of Zeal, which was destroyed by Lavos in 12,000 BC. The incident sent him forward through time, and as he ages, he plots revenge against Lavos and broods over the fate of his sister, Schala.[9] Lavos, the game's main antagonist who awakens and ravages the world in 1999 AD, is an extraterrestrial, parasitic creature that harvests DNA and the Earth's energy for its own growth.

Plot[edit]

In 1000 AD, Crono and Marle watch Lucca and her father demonstrate her new teleporter at the Millennial Fair in the Kingdom of Guardia. When Marle volunteers to be teleported, her pendant interferes with the device and creates a time portal into which she is drawn.[10] After Crono and Lucca separately recreate the portal and find themselves in 600 AD, they locate Marle, only to see her vanish before their eyes. Lucca realizes that this time period's kingdom has mistaken Marle (who is actually Princess Nadia of Guardia) for Queen Leene, an ancestor of hers who had been kidnapped, thus putting off the recovery effort for her ancestor and creating a grandfather paradox. Crono and Lucca, with the help of Frog, restore history to normal by rescuing Leene. After the three part ways with Frog and return to the present, Crono is framed for kidnapping Marle and sentenced to death by the current chancellor of Guardia. Lucca and Marle help Crono escape prison, haphazardly using another time portal to evade their pursuers. This portal lands them in 2300 AD, where they learn that an advanced civilization has been wiped out by a giant creature known as Lavos that appeared in 1999 AD, and find the last remnants of humanity living in undergrowth domes subsisting off of machine energy in place of food.[11] The three vow to find a way to prevent the future destruction of their world. After meeting and repairing Robo, Crono and his friends find Gaspar, an old sage residing in an atemporal space known as the End of Time, who offers them the ability to travel through time by way of several pillars of light. (The party is able to challenge Lavos at any point after this scene, with completion of the game prior to its final chapter unlocking one of twelve different endings.)

The party discover that a powerful mage named Magus summoned Lavos into the world in 600 AD. To stop Magus, Frog requires the legendary sword, Masamune, to open the way to the mage's castle. In search of ore to re-forge the sword, the party travel to prehistoric times and meet Ayla, the chief of an ancient hunter-gatherer tribe. The subsequent battle with Magus disrupts his spell to summon Lavos, opening a temporal distortion that throws Crono and his friends to prehistory.[12] The party assist Ayla in battling the Reptites, enemies of prehistoric humans. The battle is cut short as the party witness the true origin of Lavos, who descends from deep space and crashes into the planet before burrowing to its core. Entering a time gate created by Lavos's impact, the party arrive in the ice age of 12,000 BC. There, the utopic Kingdom of Zeal resides on islands raised above the icy surface using energy harnessed from Lavos's body beneath the earth's crust via a machine housed on the ocean floor. The party are imprisoned by the Queen of Zeal on the orders of its mysterious Prophet, and are ultimately banished, with the time gate leading to 12,000 BC sealed by the Prophet. Seeking a way to return, the party discover a time machine in 2300 AD called the Wings of Time (or Epoch), which can access any time period at will. The party return to 12,000 BC, where Zeal inadvertently awakens Lavos, leading the Prophet to reveal himself as Magus, who tries and fails to kill the creature.[13] Lavos defeats Magus and kills Crono, before the remaining party are transported to the safety of the surface by Schala, Zeal’s princess. Lavos annihilates the Kingdom of Zeal, whose fallen continent causes devastating floods that submerge most of the world's landmass.

Magus confesses to the party that he used to be Prince Janus of Zeal, Schala’s brother, and that in the original timeline, he and the Gurus of Zeal were scattered across time by Lavos's awakening in 12,000 BC.[14] Stranded as a child in 600 AD, Janus took the title of Magus and gained a cult of followers while plotting to summon and kill Lavos in revenge for the death of his sister. Magus tried once more after the party's battle in his castle returned him to Zeal, where he disguised himself as the Prophet. At this point, Magus is either killed by the party, killed in a duel with Frog, or spared and convinced to join the party. The ruined Ocean Palace then rises into the air as the Black Omen, Queen Zeal's floating fortress. The group turns to Gaspar for help, and he gives them a "Chrono Trigger", a device that allows the group to replace Crono just before the moment of death with an identical doppelgänger (doing so is optional, and the game's ending will change depending on the player's decision). The party then gather power by helping people across time with Gaspar's instructions.[15] Their journeys involve defeating the remnants of the Mystics,[16] stopping Robo's maniacal AI creator,[17] giving Frog closure for Cyrus's death,[18] locating and charging up the mythical Sun Stone, retrieving the legendary Rainbow Shell, unmasking Guardia's Chancellor as a saboteur, restoring a forest destroyed by a desert monster,[19] and preventing an accident that disabled Lucca's mother. The party then enter the Black Omen and defeat Queen Zeal, after which they battle Lavos. They discover that Lavos is self-directing his evolution via absorbing DNA and energy from every living creature before razing the planet's surface in 1999 AD, so that it could spawn a new generation to destroy other worlds and continue the evolutionary cycle. The party slay Lavos, and celebrate at the final night of the Millennial Fair before returning to their own times.

If Magus joined the party, he departs to search for Schala. If Crono was resurrected before defeating Lavos, his sentence for kidnapping Marle is revoked by her father, King Guardia XXXIII, thanks to testimonies from Marle's ancestors and descendants, whom Crono had helped during his journey. Crono's mother accidentally enters the time gate at the Millennial Fair before it closes, prompting Crono, Marle, and Lucca to set out in the Epoch to find her while fireworks light up the night sky.[20] If Crono was not resurrected, Frog, Robo, and Ayla (along with Magus if he was recruited) chase Gaspar to the Millennial Fair and back again, revealing that Gaspar knows how to resurrect Crono; Marle and Lucca then use the Epoch to travel through time to accomplish this. Alternatively, if the party used the Epoch to break Lavos's outer shell, Marle will help her father hang Nadia's bell at the festival and accidentally get carried away by several balloons. If resurrected, Crono jumps on to help her, but cannot bring them down to earth. Hanging on in each other's arms, the pair travel through the cloudy, moonlit sky.

Chrono Trigger DS added two new scenarios to the game.[6] In the first, Crono and his friends can help a "lost sanctum" of Reptites, who reward powerful items and armor. The second scenario adds ties to Trigger's sequel, Chrono Cross.[6] In a New Game Plus, the group can explore several temporal distortions to combat shadow versions of Crono, Marle, and Lucca, and to fight Dalton, who promises in defeat to raise an army in the town of Porre to destroy the Kingdom of Guardia.[21] The group can then fight the Dream Devourer, a prototypical form of the Time Devourer—a fusion of Schala and Lavos seen in Chrono Cross. A version of Magus pleads with Schala to resist; though she recognizes him as her brother, she refuses to be helped and sends him away. Schala subsequently erases his memories and Magus awakens in a forest, determined to find what he had lost.[22]

Development[edit]

Chrono Trigger was conceived in October 1992 by Hironobu Sakaguchi, producer and creator of the Final Fantasy series; Yuji Horii, writer, game designer and creator of the Dragon Quest series; and Akira Toriyama, character designer of Dragon Quest and creator of the Dragon Ball manga series.[23][24] Traveling to the United States to research computer graphics, the three, that Square dubbed the "Dream Team",[25] decided to create something that "no one had done before".[23] Toriyama's editor, Kazuhiko Torishima, later credited the concept to a fusion of "Dragon Quest plus Final Fantasy", and arranged for Enix to lend Yuji Horii to Squaresoft for development.[26] After spending over a year considering the difficulties of developing a new game, the three received a call from Kazuhiko Aoki, who offered to produce.[23] The four met and spent four days brainstorming ideas for the game.[23] Square convened 50–60 developers, including scenario writer Masato Kato, whom Square designated story planner;[6] development started in early 1993.[27] An uncredited Square employee suggested that the team develop a time travel-themed game, which Kato initially opposed, fearing repetitive, dull gameplay.[6] Kato and Horii then met several hours per day during the first year of development to write the game's plot; Horii desired a silent protagonist from the outset.[6][24] Square intended to license the work under the Mana franchise and gave it the working title Maru Island; Hiromichi Tanaka (the future producer of Chrono Cross) monitored Toriyama's early designs.[28] The team hoped to release it on Nintendo's planned Super Famicom Disk Drive; when Nintendo canceled the project, Square reoriented the game for release on a Super Famicom cartridge and rebranded it as Chrono Trigger.[28] Tanaka credited the ROM cartridge platform for enabling seamless transition to battles on the field map.[28] While Chrono Trigger had been planned for a 24-megabit cartridge, Square ultimately chose a 32-megabit platform, enabling additional graphics and music.[29] Torishima later reflected that at least one early revision of the game had been scrapped.[26]

Aoki ultimately produced Chrono Trigger, while director credits were attributed to Akihiko Matsui, Yoshinori Kitase and Takashi Tokita. Toriyama designed the game's aesthetic, including characters, monsters, vehicles, and the look of each era.[23] Masato Kato also contributed character ideas and designs.[6] Kato planned to feature Gaspar as a playable character and Toriyama sketched him, but he was cut early in development.[24] The development staff studied the drawings of Toriyama to approximate his style.[30] Sakaguchi and Horii supervised; Sakaguchi was responsible for the game's overall system and contributed several monster ideas.[23][30] Other notable designers include Tetsuya Takahashi, the graphic director, and Yasuyuki Honne, Tetsuya Nomura, and Yusuke Naora, who worked as field graphic artists.[31] Yasuhiko Kamata programmed graphics, and cited Ridley Scott's visual work in the film Alien as an inspiration for the game's lighting.[32] Kamata made the game's luminosity and color choice lay between that of Secret of Mana and the Final Fantasy series.[32] Features originally intended to be used in Secret of Mana or Final Fantasy IV, also under development at the same time, were appropriated by the Chrono Trigger team.[33] According to Tanaka, Secret of Mana (which itself was originally intended to be Final Fantasy IV) was codenamed "Chrono Trigger" during development before being called Seiken Densetsu 2 (Secret of Mana), and then the name Chrono Trigger was adopted for a new project.[34] After its release, the development team of Final Fantasy VI was folded into the Chrono Trigger team.[35]

Hironobu Sakaguchi holding a microphone, seated on a black leather chair, with black jeans, a black shirt, and a black leather vest
Hironobu Sakaguchi, part of the "Dream Team"

Yuji Horii, a fan of time travel fiction (such as the TV series The Time Tunnel), fostered a theme of time travel in his general story outline of Chrono Trigger with input from Akira Toriyama.[36][37] Horii liked the scenario of the grandfather paradox surrounding Marle.[30] Concerning story planning, Horii commented, "If there's a fairground, I just write that there's a fairground; I don't write down any of the details. Then the staff brainstorm and come up with a variety of attractions to put in."[30] Horii also devised Lavos as the final boss, having wanted the final boss to be an ancient evil.[24] Sakaguchi contributed some minor elements, including the character Gato; he liked Marle's drama and reconciliation with her father.[30] Masato Kato subsequently edited and completed the outline by writing the majority of the game's story, including all the events of the 12,000 BC era.[38] He took pains to avoid what he described as "a long string of errands [...] [such as] 'do this', 'take this', 'defeat these monsters', or 'plant this flag'."[6] Kato and other developers held a series of meetings to ensure continuity, usually attended by around 30 personnel.[32] Kato and Horii initially proposed Crono's death, though they intended he stay dead; the party would have retrieved an earlier, living version of him to complete the quest.[6] Square deemed the scenario too depressing and asked that Crono be brought back to life later in the story.[6] Kato also devised the system of multiple endings because he could not branch the story out to different paths.[39] Yoshinori Kitase and Takashi Tokita then wrote various subplots.[38] They also devised an "Active Time Event Logic" system, "where you can move your character around during scenes, even when an NPC is talking to you", and with players "talking to different people and steering the conversation in different directions", allowing each scene to "have many permutations."[40] Kato became friends with composer Yasunori Mitsuda during development, and they would collaborate on several future projects.[38] Katsuhisa Higuchi programmed the battle system, which hosted combat on the map without transition to a special battleground as most previous Square games had done.[32] Higuchi noted extreme difficulty in loading battles properly without slow-downs or a brief, black loading screen.[32] The game's use of animated monster sprites consumed much more memory than previous Final Fantasy games, which used static enemy graphics.[32]

Hironobu Sakaguchi likened the development of Chrono Trigger to "play[ing] around with Toriyama's universe," citing the inclusion of humorous sequences in the game that would have been "impossible with something like Final Fantasy."[30] When Square suggested a non-human player character, developers created Frog by adapting one of Toriyama's sketches.[30] The team created the End of Time to help players with hints, worrying that they might become stuck and need to consult a walkthrough.[30] The game's testers had previously complained that Chrono Trigger was too difficult; as Horii explained, "It's because we know too much. The developers think the game's just right; that they're being too soft. They're thinking from their own experience. The puzzles were the same. Lots of players didn't figure out things we thought they'd get easily."[30] Sakaguchi later cited the unusual desire of beta testers to play the game a second time or "travel through time again" as an affirmation of the New Game Plus feature: "Wherever we could, we tried to make it so that a slight change in your behavior caused subtle differences in people's reactions, even down to the smallest details [...] I think the second playthrough will hold a whole new interest."[30] The game's reuse of locations due to time traveling made bug-fixing difficult, as corrections would cause unintended consequences in other eras.[32]

Music[

Dedee Pfeiffer by L2K

Dedee Pfeiffer theme by Letters2Kay

Download: DedeePfeiffer.p3t

Dedee Pfeiffer by L2K Theme
(4 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.

Supercars – 8c Competition

Supercars – 8c Competition theme by itachi1986

Download: Supercars8cCompetition.p3t

Supercars - 8c Competition Theme
(7 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.

Supercars #2

Supercars theme by itachi1986

Download: Supercars_2.p3t

Supercars Theme 2
(15 backgrounds)

Redirect to:

  • From the plural form: This is a redirect from a plural noun to its singular form.
    • This redirect link is used for convenience; it is often preferable to add the plural directly after the link (for example, [[link]]s). However, do not replace these redirected links with a simpler link unless the page is updated for another reason (see WP:NOTBROKEN).
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Heavenly Sword #6

Heavenly Sword theme by tony

Download: HeavenlySword_6.p3t

Heavenly Sword Theme 6
(4 backgrounds)

Heavenly Sword
Heavenly Sword
European box art showing protagonist Nariko
Developer(s)Ninja Theory
Publisher(s)Sony Computer Entertainment
Director(s)Nina Kristensen
Tameem Antoniades
Producer(s)Mat Hart
Artist(s)Hugues Giboire
Writer(s)Tameem Antoniades
Rhianna Pratchett
Andy Serkis
Composer(s)Nitin Sawhney
Platform(s)PlayStation 3
Release
  • NA: September 12, 2007
  • EU: September 14, 2007
  • AU: September 20, 2007
Genre(s)Action-adventure, hack and slash
Mode(s)Single-player

Heavenly Sword is a 2007 action-adventure hack and slash video game developed by Ninja Theory and published by Sony Computer Entertainment for the PlayStation 3.

Gameplay[edit]

The game is an action-adventure title with heavy elements of hack and slash gameplay. The gameplay of the game resembles a martial arts title focused on melee combat while featuring opportunities for ranged attacks. The main character, Nariko, uses a weapon called the "Heavenly Sword" which changes into one of three forms depending on what attack stance the player uses as part of a unique fighting style. Speed Stance provides an even balance between damage and speed, where the sword takes the form of two separate blades.[1] Range Stance allows fast, long-range, but weaker attacks, with the sword being two blades chained together. Power Stance is the most powerful, but slowest style, where attacks are made with the sword in the shape of one large, two-handed blade.

For exploration and certain battles, the game also makes use of quick time events (QTE). During a QTE, a symbol for a certain button or for an action such as moving the analog stick to the right or left appears on-screen and the player must match what is shown to successfully complete the scene.[1]

In addition to Nariko, a secondary character, Kai, is controlled for some portions of the game.[1] Many of Kai's stages take the form of sniping missions, using her crossbow to pick off enemies, in some cases to protect characters. While Kai cannot perform hand-to-hand combat,[1] in stages that call for her to explore the level she is able to hop over objects and to free herself from an enemy's grasp by temporarily stunning them.

Projectiles can be maneuvered to their targets using the motion-sensing capabilities of the Sixaxis controller through a feature known as Aftertouch. Such projectiles include guiding Kai's arrows after she has launched them, and for Nariko, guiding a cannon or rocket launcher, or picking up and throwing objects.

Plot[edit]

Setting[edit]

The game's story and mythos revolves around the titular Heavenly Sword, a blade said to have been wielded by an unnamed Heavenly deity against a demonic warlord called the Raven Lord.[2] After the battle was won and the Raven Lord defeated, the sword was left in the mortal world, becoming the center of wars over its power.[3] The fighting made the sword lust after the life of its users, eventually killing them after a short time.[4][5] A warrior tribe finally took charge of the sword, ending the wars and pledging to keep it safe and unused for the world's own good.[6] Among the tribe, a legend said that the sword's original wielder would be reborn in the year of the "fire-horse", and that this figure would unite the world's scattered tribes and lead the world to peace.[7]

Characters[edit]

The game's narrator and main protagonist is Nariko (Anna Torv), a headstrong red-headed woman who was born in the year of the prophesied divine warrior: because she was a woman, her clan saw her as a mockery of the prophecy and a portent of doom.[8] The game's main antagonist is King Bohan (Andy Serkis), a tyrannical ruler who is determined to bring the world's tribes to heel and pave the way for a new golden age.[9] Nariko is trained as a warrior by her father, Master Shen (Ewan Stewart), who both cares for her as a child and has difficulty coping with her role in the clan's seeming undoing and the death of his wife.[10] Nariko's only friend is Kai (Lydia Baksh), a wild and erratic young girl who is the last member of a clan destroyed by the armies of Bohan.[11] Among Bohan's servants are his general, Flying Fox (Steven Berkoff): his serpentine mistress Whiptail (Race Davies): and Roach (Richard Ridings), Bohan's son, of whom the king is so ashamed because of Roach's obese appearance that he will not even acknowledge Roach as his own.[12]

Story[edit]

The game begins in medias res, with Nariko fighting the forces of Bohan. As she is fighting the sword finishes draining her life and she seemingly dies, waking in a field and speaking to the power within the sword about what has happened. Five days before, Nariko's clan is assaulted by King Bohan's forces. Before she joins the fight, Shen thrusts the sword into the ground next to her demanding that she take care of it. Nariko fights alongside her father and her clansmen as their defenses are weakened and stretched by scores of Bohan's warriors scaling the city walls accompanied by catapults. As the warriors and Shen escape from Bohan's Army, Nariko protects them until spotting a catapult moving toward the fort. As Shen had earlier instructed her, she flees, as the fortress is apparently destroyed behind her. She passes a large black bird with a golden head, the animal form of the Raven Lord. When Bohan's army captures her father and corners her Nariko has no choice but to wield the sword to defend herself in order to escape. She takes a flying leap off a cliff edge as Bohan's archers begin firing at her. Kai finds Nariko after disobeying Shen's orders to hide and informs her of the temple where her father and clansmen are held captive. Nariko infiltrates the temple and is ambushed by Flying Fox. She defeats the general and continues on to rescue her father. Meanwhile, King Bohan plots to set up a trap for Nariko with Whiptail. Nariko falls into the trap, and Whiptail, after watching most of her personal guards defeated, tells Nariko the truth behind her father's original feelings about her birth - Shen wanted to kill Nariko shortly after her birth, but was unable to bring himself to do so.[13] Nariko tells her father to leave her and fights with Whiptail. After Nariko impales Whiptail with the sword, King Bohan turns up and snaps Whiptail's neck in her dying moments, then captures the sword and an incapacitated Nariko.

As Shen escapes, Kai makes her way to Nariko's cell. Kai is able to find where Nariko is imprisoned and begs that she comes home with her. Nariko explains to Kai that she needs to reacquire the Heavenly Sword to kill King Bohan. She asks Kai to retrieve the sword and Kai accepts the task. Kai succeeds in finding the Heavenly Sword, only to also discover her mother's skeleton. In a flashback, it is revealed that, some years ago, Kai's mother was murdered in front of her eyes by Flying Fox. Returning to the present, Kai is confronted by Flying Fox and barely manages to escape from him with the sword. Meanwhile, Nariko is forced by Bohan to fight before his army against Orangumen, pets of Roach's. During the battle, Kai arrives and throws Nariko the sword. When Nariko defeats all the Orangumen, Bohan orders Roach to murder Nariko. After defeating Roach, both Nariko and Kai flee from the pit. Bohan then commands Flying Fox to kill Kai while his soldiers take on Nariko. As the two try to escape, Flying Fox cuts Kai off from Nariko and they are separated. Nariko desperately tails Flying Fox, but when she finally catches up, he seemingly hangs Kai in front of her. Believing Kai dead, Nariko flies into a rage and battles with Flying Fox. As Nariko and Flying Fox duel, Kai, who survived the drop, uses her crossbow to shoot an arrow into Flying Fox's head, killing him. Nariko releases the injured Kai from the noose and returns her to the care of the clan.

King Bohan rallies his men to launch a final attack to regain the Heavenly Sword. Nariko fights alongside her father and clansmen once more. Nariko kills countless numbers of Bohan's troops with ease and destroys his catapults. Despite her efforts, the sword kills her, bringing the events of the game full circle. But this time, Nariko reverses her death by making a pact with the sword to protect it from becoming a useless and dusty relic, since it needs her more than her clan needs it.[14] Nariko returns as a goddess-like figure, and proceeds to slaughter Bohan's troops. Desperate, Bohan begs the Raven Lord (who has been seen repeatedly throughout the game watching Nariko or being with Bohan) to give him the power to destroy Nariko. Bohan gets his wish and the Raven Lord merges with him.[15] An epic battle ensues similar to the one foretold in the prophecy. After Nariko manages to defeat Bohan, the raven leaves his body, and, despite Bohan begging for mercy, pecks his eyes out and flies away.

As Nariko raises the sword to strike the final blow, Roach comes to his father's side and begs Nariko to let him take Bohan. Nariko relents, then Roach and Bohan leave, with Bohan calling Roach his son for the first time.[16] Though successful in protecting the sword from coming into the hands of Bohan, Nariko still must give her life for wielding it, for that is the price for using the almighty sword, and the story comes to its end. Nariko reflects that she believes they have fought in vain for the prophecy, that the sword was not from Heaven, but feels gratified that she chose to be the one who was going to save her people from evil: she took the sword, paid the price and ultimately defeated Bohan's army, but nevertheless she was still a normal woman.[17] Nariko heals Kai, and gives her the sword for safekeeping, before passing away. At the funeral, Nariko's body is placed into a boat filled with blossoms, and Kai and Shen cast her out to sea.

Development[edit]

Heavenly Sword began development in 2002.[18] After establishing early concept, a CGI trailer was produced which helped guide future development, described by the team as an iterative process where many other things changed around the central concept. The team began production without a specific console in mind, tailoring gameplay elements to the PlayStation 3 when the game was picked up by Sony as an exclusive for their upcoming platform.[19] The game was developed using Havok Complete, a combination of Havok Physics and Havok Animation.[20] Production began with the aim of telling a cinematic action adventure inspired by recent films including Crouching Tiger, Hidden Dragon and Hero, with a later fantasy influence inspired by the themes of The Lord of the Rings.[21] Other influences included the game Ico (2001), the graphic novel La Tour, and the South Korean movie Musa.[19] The game eventually developed a distinct visual and narrative identity while maintaining elements from these early inspirations.[21] Nariko's three combat styles drew direct inspiration from the dragon forms in Panzer Dragoon Orta (2002).[19]

The character designs were intended to stand out from each other, with distinct elements ranging from color coding to how a character moved. Nariko was made recognisable both with her unique red hair and the simplicity of her outfit compared to other characters.[21] The early concept designs were heavily influenced by Japanese art, and while it retained a strong Far Eastern theme with influences from Japan and China, the team also incorporated references to Mongolian and South American environments and architecture.[19]

Character movement was an important element for the team. Kai's movements were based on several elements, including cats and Princess Mononoke protagonist San.[19] While they were still faced with technical restrictions, the team had access to hardware which better enabled them to realise their world and character design. Ninja Theory collaborated with Peter Jackson's company Wētā FX to create realistic facial expressions both during cutscenes and in gameplay.[21] All of the actors involved in the project had previously been involved in film or television.[19] Actor Andy Serkis performs as the voice and motion capture actor for King Bohan, one of the major characters in Heavenly Sword; he also acts as dramatic director for the game and is one of the writers of the story of the game. Nariko is voiced by Australian actress Anna Torv.[22]

A demo was released to the PlayStation Store on July 26, 2007, featuring a short, cinematic clip at the beginning and two brief enemy battles, lasting approximately five to ten minutes. An eight-second clip of the game was seen in an episode of the TV series Heroes entitled "Parasite", ostensibly being played by Jessica Sanders and her son, Micah. It featured Nariko running across ropes as they were cut by Bohan's soldiers, before landing on the platform to face them.[23] While the episode was broadcast over four months before the actual release of the game, the level displayed remained in the released build, including the rope sequence shown; the icons in the final game used to inform the player which buttons to press were changed from large, central icons as seen in the clip, to be smaller and positioned at the bottom of the screen. Sony and Ninja Theory have made five 'making-of' videos about the production of Heavenly Sword, with each one detailing a certain aspect of the game's production, from music to motion capture. The videos can either be unlocked while playing the game or downloaded from the PlayStation Store.

Soundtrack[edit]

Nitin Sawhney composed the music for the soundtrack. It was performed by the City of Prague Philharmonic Orchestra conducted by Stephen Hussey. Tameem Antoniades of Ninja Theory said "we have our big orchestral soundtrack but we wanted to add a more ethnic element and marry those two together. There are actually very few musicians in the world who are experts in both areas. Nitin Sawhney is one of them."[24] Sawhney stated that his creation of "musical textures take in everything from Hollywood, European and Chinese cinema to Indian and middle eastern instrumentation through the orchestras and soloists hovering between sonic tidal waves and reflective moments of intimate grace."[25]

Related media[edit]

Animated series[edit]

Nariko as represented in Part I of the animated series

A series of Heavenly Sword animated episodes were released prior to the launch of the game itself, acting as a prologue to the events of the game. The series, which consists of five episodes, was produced by London production company Blinkink and animated by CHASE Animation Studios, headed by Robert Chandler. The videos were made available both online[26] and through the PlayStation Store. The first two videos were also included on the retail version of the game; the latter three videos were not ready in time to be included.[27]

The style of the animated series differs from the graphics of the game itself. The animated series relies on a simple and stylized 2D look, which allowed director Ben Hibon to "create a complete visual re-interpretation of the world and its inhabitants".[28] The videos were produced using a combination of Adobe Photoshop, Flash and After Effects. Initial reference frames were created with Photoshop, which were then animated in Flash and exported as separate layers into After Effects. The layers were composed onto a 3D stage with multiple foreground, middle ground and background elements, which allowed the use of 3D cameras and lighting to give depth and movement to the video.[28]

Film[edit]

A computer generated animated film version was produced by Blockade Entertainment and scripted by writer Todd Farmer. The cast includes Anna Torv as Nariko, Alfred Molina as King Bohan and Thomas Jane as Loki.[29] The film was released on Blu-ray, DVD and on PlayStation Network on September 2, 2014.[30]

Video game appearances[edit]

Nariko appears as a playable character in PlayStation All-Stars Battle Royale, voiced by Jennifer Hale.[31]

Reception[edit]

Heavenly Sword sold over one million copies by May 2008.[50][51] Tameem Antoniades stated in March 2010 that sales were approximately one-and-a-half million but that the developer did not break even.[52] The game was praised for its graphics[35] and combat system, while criticism stemmed from the short length of the game and lack of online capabilities. It received "generally favorable reviews" according to video game review aggregator Metacritic.[32]

USA Today gave the game nine stars out of ten, saying, "PlayStation 3 fans hungry for more satisfying first-party content from Sony will be satiated with the feverish pace Heavenly Sword provides."[48] Digital Spy gave it four stars out of five, saying, "The lavish sword combat system and the awesome presentation are what make this title a worthy buy. Sony seems to have created this game as a showcase for the PS3 and forgot about getting the gameplay up to scratch. But despite its failings, Heavenly Sword is a great buy for the excellent sword fighting sections and for those who simply want to show their friends just what the PS3 is capable of."[53] The New York Times gave it a favorable review, saying, "The scenery is breathtaking, battles can be exciting, and the intelligent, cruel King Bohan — voiced brilliantly by Andy Serkis (...) — is one of the best video game villains ever. The game is frustrating because it seems as if it should have been a great game and as if its creators tried to make it a great game, but it managed to be only a pretty good one."[54] Maxim gave it a score of six out of ten, saying, "A few of the puzzles are a total bitch, the button-press sequence/finishing moves that the game steals directly from God of War require too much precision, and the sniper sequences wind up being even more tedious than the fighting. It's fun for a little while, and very flashy, but in the end, for everything Heavenly Sword does right, it does two more things wrong."[55] The A.V. Club gave it a C+ and stated that "If Metal Gear Solid and Halo had acting this good, we'd be on to something."[47] In Japan, Famitsu gave the game a score of two sevens and two eights, for a total of 30 out of 40.[36]

During the 11th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences nominated Heavenly Sword in three categories: "Outstanding Character Performance", "Outstanding Achievement in Art Direction", and "Outstanding Achievement in Original Music Composition".[56]

GamesRadar featured Kai in the article "Freakish fashion" in 2007,[57] and Nariko as a "game babe" sex symbol in 2007 and 2009.[58][59] In 2009, MSN featured Nariko in the article "Gaming's Hottest Babes".[60] UGO featured her among the "Top Animated Hotties" in 2008[61] and in their list of the best girls in video games in 2011,[62] and also in the article "11 Strong Gaming Girls We Never Saw Again" in 2010.[63] In 2010, Lisa Foiles of The Escapist ranked Nariko first in the "Top 5 Impractical Female Character Hairstyles".[64] In 2013, she was ranked as the 18th greatest heroine in video game history by Complex.[65]

Cancelled sequel[edit]

According to Ninja Theory co-founder Tameem Antoniades, the story for the sequel has already been written; in fact a whole trilogy is being planned. He stated, "We've had the story for the sequel for a while now. Hopefully, if this game is successful, then there's no reason why there shouldn't be a sequel and we'd very much like to go into that."[66]

In March 2008, it was confirmed that Ninja Theory is not planning to create a sequel for Heavenly Sword, and instead has decided to work on a new project[67] (most likely Enslaved: Odyssey to the West). Sony Computer Entertainment retains the intellectual property of Heavenly Sword, and there is always the possibility of production on a sequel being outsourced to another developer.[68] In June 2008, it was reported that a sequel to Heavenly Sword was in-development at SCE Studio Cambridge, but was canceled due to Sony no longer seeing it as a commercially viable product.[69] Concept art for the title later surfaced in 2012.[70][71]

References[edit]