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Game » consists of 25 releases. Released Oct 02, 1994
A digital distribution platform operated by Epic Games.
Falling Debris, rocks, or other items that may possibly cause damage to the player character.
A scripted sequence or even an entire level where the player character is falling from a great height. Gameplay typically includes avoiding debris or battling enemies (or sometimes both).
Games that feature an antagonist--someone who opposes the game's protagonist--that is a woman.
In games, fire can be an obstacle, a tool, a weapon, or a solution. Just don't play with it...unless you really want to.
Cold-blooded aquatic animals that have scales and breathe through gills.
Enemies that prefer to keep a distance to the ground, and swoop down occasionally to do some damage.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
A character or a disembodied voice will say the name of the video game. Depending on the mood of the game, this could range from shouting the game's name to ominously whispering it.
A digital distribution platform that focuses on providing DRM-free computer games, both old and new.
For MMO's that survive for a number of years, the developers often revamp the look of the game to keep it fresh and current. This could mean redesigning the character models or even entire zones/regions of the game.
Gravity is a physical phenomenon, specifically the mutual attraction between all objects in the universe. In a gaming setting, gravity determines the relationship between the player and the "ground," preventing the player or game objects from flying off into space, and hopefully acting in a predictable/realistic manner.
Graphics in games whether backgrounds or characters that are hand drawn whether using a pen graphics tablet or a scan of a physical drawing.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
An Iconic concept of video games is the use of an idle animation for the players character, when during gameplay there's no control given. It's an example of emergent game design, and is used as a way to add depth to action characters.
Bugs that are sapient beings and have humanoid and/or anthropomorphised features to varying degrees. This page includes Arachnids (Spiders, Scorpions) for brevity.
A rather unpleasant experience, where your journey takes you to the insides of a bigger creature, followed by a desperate attempt to make it 'through', alive and undigested.
A situation where the player-controlled character loses their life immediately. The quickness of that demise is often a stark departure from the balance of power, and sometimes the rules, established by the developers during the rest of the game.
This is a concept in fighting or other action games of attacking an enemy in order to keep the enemy in the air, unable to fight back. This is also a tactic in tower defense games of keeping the enemy on the battlefield longer by manipulating towers.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
He'll see you in hell.
When a character grabs a ledge, in order to pull themselves up, or shimmy to the side until there's room. Mostly seen in 3rd person adventure games, but also in many platformers.
Rather than utilitarian names like "Level 3" or "Warehouse", many games give each level a unique title that has some relevance to its content.
Characters who possess the ability to "fly", but only for a limited time or by gradually descending.
The concept of lives in video games evolved to let the player get a second chance after failing once. The most recognizable symbol is the heart.
Loading Screens are specific screens that are displayed while a game is loading resources so that the player has something to distract them while the game loads. Loading Screens can be images, text or even mini-games - and sometimes a combination of all three.
This concept is for games in which at least one of the main characters is male.
An opponent that typically appears around the halfway point in a level. Mini-Bosses are more formidable than the average opponent, though normally not as tough as the end-level Boss.
Platforms conveniently moving you towards your destination to allow the crossing of large expanses which would otherwise be impossible to cross.
Games with achievements or trophies that can only be obtained while playing online multiplayer.
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