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Game » consists of 4 releases. Released May 10, 2005
An AI companion is a computer-controlled ally who follows and aids you through your adventures or who requires your protection. The AI companion's survival is often essential to game and story progression.
Used by protagonists when opening a door that is locked, or just for looking really cool.
In game terms alchemy is typically an item creation system. Centuries ago it was the pursuit of changing normal metals into gold, unsuccessfully.
Characters either begin with multiple outfits, unlock them through play, or purchase them as in-game items. These costumes are sometimes integral to play.
Instrumental music, often electronic, that does not follow conventional music structures, instead using various sounds to create a mood. Ambient music can evoke many different feelings in the listener, from tranquility to creeping dread.
Animals that follow you or help you on your journey.
In many games the player is given the power to harm and or kill creatures. Many games have been brought to spotlight by groups like the rather militant PETA.
Non-human secondary helper to main character and usually helping the main character when in trouble.
Anthropomorphism is the concept of an object, concept or character that has human qualities or traits, such as speech, a level of intelligence similar or higher than a human's and self consciousness. "Anthro" means "of human" and related to the concept of humanity.
The concept of moving blocks around to certain areas such as highlighted squares, or switches, or in order to get past a maze.
Necessary to sustain life in organic creatures, the crimson fluid known as blood tends to make appearances when the body's structure is compromised in some way, a very, very common occurrence in videogames.
When blood will splash textures on walls or floors and even roofs.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
A boss fight is a culminating challenge that pits the player against one or more enemies representing a greater threat and/or difficulty than those previously faced. These scenarios typically feature unique antagonists.
Games that let you choose the path you take through the story-line.
The deliberate animation of breasts, meant to titillate as a means to conform to more realistic physics.
Games that feature car accidents as important story points or dramatic events. This concept does not refer to car accidents that can occur as an incidental result of gameplay, such as in racing games.
When the protagonist is pursuing someone or something in an effort to kill or capture.
A clone is a being created as a perfect genetic duplicate of another being, right down to the DNA.
A page devoted to cataloguing and explaining appearances and the use of concept art in games.
Crawling is a form of locomotion in which a person lies down and uses the hands and knees to move around, or by dragging the body along the ground.
The act of bending at the knees from a standing position. Crouching is an essential part of many shooters and platformers, and can be used by players to stay behind cover or avoid incoming projectiles.
The phone rings. You answer it, only to be interrupted by a cryptic message or noise. Or someone just hung up.
A non-interactive sequence within a game most often used for plot advancement.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
It's all in the family.
A Directed Escape is an interactive gameplay sequence where the player is unable to successfully fight back or otherwise survive, and is forced to flee to the next checkpoint to resume normal play.
Proving that the blood graphics are great until there is just too much gore on the ground.
A dog is an animal, of which there are estimated to be 400 million of in the world. Said to be man's best friend, they naturally appear in many video games.
When a song is played over the end-credits, often by a famous artist.
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