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Game » consists of 3 releases. Released Dec 26, 2002
These games are designed to be played by one person, and one person only.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
Featured mainly in fighting games, special attacks usually require more than just pressing a button to activate. They are usually unique or at least varied between characters.
A condition which affects a character's effectiveness, either positively or negatively. Common examples include Poison or Haste.
Be it bionic, demonic, or just plain magic; the supernatural arm often comes alone, but one is usually enough to give its owner extra powers.
People who are aged during the growth period of adolescence, traditionally between 13 and 17 years old.
A hand gesture to indicate approval. Often used when verbal communication is not possible (such as during stealth sections, at long distances, or when a character is mute).
A tomboy is a girl who behaves in a boyish manner. It manifests itself through the practice of games and activities that are typically considered to be the domain of boys.
Bosses that are designed to not be beaten; however, sometimes these bosses can finally be beaten at a later point in the game.
A trope commonly seen in RPGs, where a character in the player's party disbands without warning during a story event. This often means that the character takes their currently equipped items with them.
Voice Acting is the art of providing voices for characters in games, television shows, films, radio programs, and other forms of media.
The big bad is defeated, the world is saved, and any last minute moral decisions are made, but what happens to all your favourite characters after the credits roll? Some games leave that thread hanging, while others use slideshows, cutscenes, or text to explain what life had in store for them.
A viewable map that displays the entire game world. The map also usually shows the player's location in the world.
A devastating future war in many game's narratives. Some games take place in a post-World War III setting where humanity struggles to live with the consequences of WWIII, while other games are centred around preventing global warfare from ever happening.
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