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Game » consists of 4 releases. Released Oct 25, 2005
Running at 60 FPS is standard for arcade & PC games, but hardware restrictions of consoles often force developers to aim for lower framerates in order to preserve visual detail or allow greater scale. 3D console games hitting 60 FPS are thus uncommon, though the trend of re-releasing games on newer hardware has technically resulted in more 3D console games hitting 60 FPS.
Characters either begin with multiple outfits, unlock them through play, or purchase them as in-game items. These costumes are sometimes integral to play.
Using any form of input or interruption to cause a character's sprite or 3D animation for landing/attacking/etc to drop frames and stop early. This allows you to instantly keep moving or attacking rather than waiting for said animation to finish going through all its frames.
On the back of Playstation 2 North American retail box
The game automatically saves for you when you reach certain points. Implemented in order to reduce frustration for forgetful savers.
Because you'd never expect a banana to be an undercover cluster grenade.
The ability to stop or reduce the damage from an oncoming attack.
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
A boss fight is a culminating challenge that pits the player against one or more enemies representing a greater threat and/or difficulty than those previously faced. These scenarios typically feature unique antagonists.
AI Bots are computer-controlled game characters that substitute for characters that are otherwise typically played by a human, and are most commonly found in multiplayer games.
Games that let you choose the path you take through the story-line.
The deliberate animation of breasts, meant to titillate as a means to conform to more realistic physics.
A physics simulation or manual animation of a character's posterior.
Button Mashing is a term used to describe gameplay where certain skills can be only realized explicitly through mashing buttons, a reckless player trying to get results or when the game rewards the player(s) who bash buttons the fastest. The latter example is common in Party Games.
When a venue in a fighting or wrestling game is enclosed around the combatants. This generally prevents ring-outs.
Character Creation refers to characters created by players themselves, rather than developers.
Text profiles that summarize a character's history and their role in a story. Often paired with concept or CG art.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
Circle-strafing is strafing around a target while facing it. This is useful for disorienting the target's aim, making for an easier kill.
A character in a game who uses unorthodox moves, and who likes to play 'practical jokes' on opponents. This makes losing to him/her all the more humiliating.
Collectibles are items such as coins, rings, gems, packages etc. that can be gathered, usually for some kind of reward, or sometimes to simply beat a level. Often (almost too often) the source of earning achievements and trophies on the Xbox 360 and PlayStation 3.
Typically found in fighting games, combos are a series of strung-together moves.
The continue is a classic gaming concept, and usually arises when the player "dies" or fails in the game. Usually some loss is tied to a continue, in a form of a "life" or something of other value.
The act of a noble, just, or otherwise good or heroic figure becoming evil through either external manipulation or an internal shift in beliefs or desires.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
Create-A modes allows the player to create the skate park of their dreams, their own action hero, or the next champion of wrestling.
The act of bending at the knees from a standing position. Crouching is an essential part of many shooters and platformers, and can be used by players to stay behind cover or avoid incoming projectiles.
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.
A non-interactive sequence within a game most often used for plot advancement.
The process of fighting, but with dance.
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