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Game » consists of 10 releases. Released Dec 08, 2009
Used by protagonists when opening a door that is locked, or just for looking really cool.
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.
Characters that are described and interact with the character primarily or only via audio (most often through dialogue, but usually also using some audio effects). As opposed to cutscenes which often emulate film, the way aural characters are presented in games often more closely parallels radio dramas and other audio-exclusive media.
A large omnivorous mammal that can be white, brown, or black. Despite their ferociousness, they are also associated with being soft and cuddly, as in teddy bears. Bears are also known to eat stairs. Scientists say that because "bears eat stairs" rhymes the bears are naturally inclined to do so.
When the player character (re)visits a certain area or location that was also present in a previous game, or visited later on in the same game, with some alterations.
Konami and Hudson's Japanese re-releases for around 1980 yen.
Spectrasonics Bizarre Guitar is a music library commonly found in compositions.
Games that let you choose the path you take through the story-line.
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.
A menu or other interface that is presented as a cell phone operating system.
Climbing is a common tradition in games, particularly platformers. There is often a particular type of surface that can be climbed, and it has a recognizably different look than other surfaces in the game. Climbing ladders or stairs doesn't count.
The graphical process of applying color to a blank surface.
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.
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.
When an on-screen character gets low on health, their movement is slowed or they walk with a visible limp or slouch.
A pervasive feeling of sadness, perpetual boredom, or both, which can dramatically affect a person's life.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
Games that fit this category involve characters that can traverse different dimensions.
The ability to draw or paint in a game, whether as a gameplay mechanic or just a fun bonus.
Whether it's a section of a game, a mission prelude or just a scary premonition; dreams are a common occurrence within video games.
The 2009 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on June 2-4.
Games that involve characters who must find their way out of a sinking car.
To elude, escape, or get away from. Some games require players to escape from some people or things to perform some objective or avoid death.
Everything you need isn't always spelled out for you on the map. Sometimes even the map is not there till you go explore it.
When a character in a video game must explore their own psyche to progress through the game. Although this can be metaphorical, more often than not, the character does so literally.
You may think you know who you are playing as, but do you?
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.
Flashbacks take a player into a flashback sequence. Often playable, but not always.
Fog plays an important role in many games. In games like Silent Hill, it's an atmospheric element. In other games, it's artificially added to reduce draw distances to save memory and increase framerate.
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