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Game » consists of 13 releases. Released Mar 12, 1993
Games that let you choose the path you take through the story-line.
Classes are different archetypes and playstyles that players can choose to play their game with.
Character Creation refers to characters created by players themselves, rather than developers.
A character in the game actually increase in size. This may be a temporary or permanent transformation.
A page describing the concept of class change, otherwise referred to as changing classes or class promotion. Characters are able to change classes, either growing in strength from one class to the next or as a means of changing a characters range of abilities entirely.
Some games let players customize their character (or characters). Degree of customization may vary, with some games simply allowing to choose between different types of clothes, while others provide more detailed tinkering of features such as the distance between a character's eyes or hair color.
Environments cycle between day and night, often with effects on other aspects of the game.
Demons are generally creatures of evil, usually from Hell, who are often totally untrustworthy even when they're not murdering everyone and destroying everything in their path.
Dragons were originally messengers from heaven, according to early Buddhist texts. In games, they can be among the most fearsome of adversaries, but there are some exceptions.
The 1995 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles California on May 11-13.
The 1997 Electronic Entertainment Expo (E3) took place at the Georgia World Congress Center and Georgia Dome in Atlanta, Georgia on June 19-21.
Experience Points are part of a character advancement system commonly found in RPGs. These points are generally gained by defeating an enemy or completing a task.
Grid-based movement limits players, and other entities in a game, to moving through the game world in increments of whole squares on a grid. It has been a common staple of turn-based strategy games since the earliest board games of antiquity. It was also used by early RPGs.
The act of granting freedom to prisoners or subjugated NPCs.
The concept of affecting the universe through supernatural methods, breaking the fundamental laws of science.
These games have an agenda - social, political, or otherwise. The message is hard to miss.
Moral dilemmas presented to the player that often have a significant effect on the story or other characters.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
A service started by Nintendo in 1997 that allowed customers to purchase digital Super Famicom and Game Boy games at an in-store kiosk that would be written onto RAM cartridges available for each system.
Players are presented with what appears to be a consequential choice, yet no matter what the player selects, the outcome is the same.
Characters that are initially portrayed as evil, but eventually turn out to be good or not as serious of a threat. This also includes villains who remain evil the entire game, but contain some sense of moral goodness or ambiguity.
Combat that takes place in real time, but that can be paused to give commands to certain characters.
A set of questions posed to the player, commonly at the beginning of a game, that may affect certain aspects of the game.
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.
PlayStation Underground was a CD magazine published by Sony for the original PlayStation from 1997 to 2001. Each of the 17 issues included demos, video interviews, behind the scenes content, and much more.
Video game combat in which combat actions are performed in real-time, rather than through a turn-based structure.
How non-playable characters or factions perceive the player character based on their actions or choices in the game world.
Two or more factions, either with the same or completely different goals, that constantly try to one-up each other. The player is sometimes forced to pick a side to root or work for during the struggle. Other times the rivalry is only mentioned in the plot.
These games are designed to be played by one person, and one person only.
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