839: Weird Bird Prison
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Official U.S. PlayStation Magazine Issue 67
Demo Derby
8-4 Play 5/3/2024: GOING GOLD(EN)
8-4 Play
The Community Spotlight 2024.05.04
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Game » consists of 8 releases. Released Feb 22, 2001
Somewhat of a cross between Amnesia and Insanity, this is where a character replaces their own real original identity with a new false identity (i.e. a false reality/persona/memories), usually caused by either internal psychological trauma or external brainwashing.
Fate is a force in the background of all things that determines what is going to happen to the world and its characters. Many games incorporate fate as a vital component of the story or as a convenient plot device.
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
A person, often a gypsy woman, gifted in diviniation through some kind of inate power or mysticism, usually with the aid of a crystal ball.
Full Reactive Eyes Entertainment (named to fit the acronym 'FREE') is a quasi-genre invented by designer Yu Suzuki, describing a blend of adventure and open-world sandbox gameplay found in the Shenmue franchise.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
Games based on literature. This does not include licenses of another adaptation.
The maintenance of a garden and the cultivation of plants.
More commonly known as a "time loop", these games feature events that force the players through the cycle of repeating one (or a few) day(s). This is often presented as the result of time travel or other strange phenomena.
These are endings that aren't just good, but they give you everything you could want. The world is saved, the hero gets the girl, friendships are made that will last forever, everyone is safe, the villain is gone for good, and all loose ends are wrapped up forever.... unless a sequel is made.
In the Fullmetal Alchemist universe, a homunculus is a being that seeks to be human. They are created when a person has failed to resurrect someone from the dead with Alchemy. They look exactly like the dead person who was being revived except they have tattoos on their bodies.
Whether a character never ages or is invincible, immortality represents the inability to die. Sometimes this is a blessing, sometimes it is a curse. Either way it usually makes for an interesting game mechanic.
A cutscene (usually using the in-game engine) which allows the user to contribute to or modify the action- such as changing camera angle, zooming in and out, or being able to move the player character around actors playing a scripted sequence.
One who invents, preferably stuff that no one have thought of before.
A gameplay mechanic allowing players to store their items and freely carry them around.
Kidnapping is often used in videogames as a motivation for the protagonist to venture into unknown worlds and fight seemingly hopeless battles.
A character, or even an entire story line, can be stuck in a limbo, meaning that if nothing is done to progress the action or the story until a certain criteria is met, the action or story will repeat itself forever.
The head of a city government. The perfect candidate if your game needs a rear end in a top hat.
When a relative is missing, and the protagonist is forced to look for the aforementioned relative.
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.
Games that feature more than one storyline, each often paired with a different protagonist. The storylines may intersect, or they may be completely independent of one another.
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.
A character whose intentions seem to be to help the player character, but their motives are unclear.
A game which does not force the player to play through the story in a particular order, chronological or otherwise. Some games offer the option of skipping whole chapters entirely.
This is when the events of a story are not in chronological order. Often, the end comes at the beginning, and the remaining story explains how things came to be the way they are.
Characters controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing the game.
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.
Non-linear level design where the player is able to freely traverse the game world and choose where and when to visit certain areas in the game.
The existence of a parallel world which can be traveled to and from, and may contain differences of varying degrees from its counterpart. Often, this concept consists of a Dark and Light World through which the player alternates.
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