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Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
Flashbacks take a player into a flashback sequence. Often playable, but not always.
It's the designer's go-to guy. If they want to steer a player in a given direction they'll lock an in game door and force the player to find a way to either unlock it or find an alternate route.
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.
A two-dimensional image or animation overlaid into a scene. The foundation of early 2D games, making up everything from props to the player-controlled character.
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.
A gameplay mechanic allowing players to store their items and freely carry them around.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
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.
Darkness is used in games to restrict access, increase tension, or just to set a mood. Often the player has access to a light source that can mitigate its effect.
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