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This concept is for games in which at least one of the main characters is male.
This gameplay feature is often associated with stealth games where the player cannot take the lives of his/her opponents or where the main goal is to avoid detection.
Murder is the act of ending the life of another living thing against its will without the sanction of a higher governmental authority, such as the casualties that result from acts of war. It is generally intentional, at least in a legal meaning, but not necessarily.
You were pretty cool, once. Rich. Powerful. Royalty, even. But that's done with now, because it says "Chapter One" instead of "Prologue" in the mission order.
Parkour is a type of athleticism that involves going from point A to point B as quickly and efficiently as possible.
Piercing weapons are designed primarily for stabbing and puncturing to cause damage rather than slicing or cutting. Examples include knives, daggers, spears, lances, needles, shivs or improvised weapons such as ice picks.
Any character you can control in a game is a Player Character (PC), as opposed to a non-player character (NPC), which is a character that can only be controlled by the game.
Simulating the effects of a great variety of poisons, toxins, venoms and nerve agents can lead to many unique and interesting mechanics. A classic trope in games, Poison usually deals small amounts of damage to health over time.
Swearing, cursing, call it what you want. It is an expression of anger or frustration, in most cases.
Revenge is an act of violence, financial ruin, or emotional torment that one person or group carries out against another, in response to some perceived wrongdoing.
A playable class in many roleplaying games. Rogues are also sometimes known as Thieves. The class in almost all these games center around their stealth capabilities.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
A game that takes gameplay mechanics, characters, or story elements from an existing series in a separate and different direction, sometimes changing genres along the way.
Using stealth often requires the player to accomplish their objective without being detected by enemies. Methods of detection can vary from game to game, and can be based on an enemy's line of sight, how quiet the player is, or even how the player interacts with the environment.
Stealth kills are special kills in video games that usually occur when the AI is not aware of the threat of the player.
Propelling oneself with kinetic usage of limbs while submerged in liquid (or otherwise fluid material).
A Fencer; a person who fights with a sword. Swordsmen are common in medieval strategy games.
An impromptu burial at sea can be handy for hiding bodies.
Throwing weapons include knives, shurikens, axes, darts or even explosives such as grenades and molotov cocktails.
A story element in which a significant amount of time passes in a short period. Usually marked by major changes in character ages and personalities.
A way to reveal the map that requires the player to use a tall object, usually climbing a tower. First made prevalent in Assassin's Creed (2007), often a feature of Ubisoft open world games.
Ubisoft's proprietary game engine that has been used to develop many games since 2007.
When a protagonist chooses to walk as a default instead of jogging or running. The character will opt to walk even with a full tilt of the control stick.
Also known as a triangle jump, this is the ability to hit a wall and propel yourself off of it like you were some kind of crazy ninja or parkour fiend.
Popularized by the Prince of Persia: Sands of Time trilogy, wall running is a concept employed in platforming games. The move is often executed when needing to traverse a gap with only a wall in place. Also includes running straight up walls.
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