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Game » consists of 1 releases. Released Dec 15, 1989
Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
Video games stories with a bad ending or endings, in which the primary conflict is unable to be resolved and/or a bad fate befalls the protagonist.
The ability to save a cartridge-based game to the cartridge. The battery is usually good for tens of thousands of saves, and made ridiculously long character passwords obsolete.
Games that let you choose the path you take through the story-line.
A concept in which a player is assisted physically by another human or AI controlled player. Examples of this are getting help to climb over a ledge or disabling a laser grid.
When the player's death is addressed and integrated in-game as a part of the player's continuing story. This often involves reincarnation of sorts, or the player continues by moving on to a different character.
"Dear Diary. Went to See Movie. Ate Some Ice Cream. Murdered in a horrific, mysterious way. At least I don't have to jog tomorrow!"
Many RPGs and survival horror games have the player find diaries written by people that were slowly transforming into monsters or zombies. Somehow, they make sure to keep writing in their diary, right up until they're no longer human, so that the player can read their mindlessly violent final thoughts.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
The severing of limbs is a good way for designers to make every battle a bloodier, gorier mess. Or sillier in the right situations.
Television shows that appear in games that are fake. Usually parody's of real shows
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.
Whenever there's a new Pixar, superhero or Harry Potter movie they have to make one of these.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
You've made it to the end, but you can't get back to the title screen. You cannot skip the ending image. The only options are turning the console off or hitting reset.
A school of game design often associated with Looking Glass Studios, in which the player is free to act as they choose in a richly simulated world. The term was coined by Warren Spector in his Deus Ex post-mortem.
Placing the player in an environment and making them feel alone. Games often use this for atmospheric effect.
Horror games influenced predominantly by the look, feel, and themes of Japanese horror cinema, or non-horror games that allude to the cultural horror aesthetic. J-Horror, or psychological horror, is sometimes classified as a sub-genre of survival horror.
A reporter for a news-outlet, whether it be as a writer or photographer.
These games are based off of established licenses, such as movies, comics, or TV shows. Examples are the James Bond 007 and Spider-Man franchises.
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.
Sometimes one playable character just isn't enough.
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.
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.
Games that allow characters to be switched with the press of a button. This concept's definition does not include player switching in team sports games.
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.
An implementation of lore that is meant to flesh out the game world, without becoming a hindrance to the overall pacing of the game itself.
Objectives that aren't required in order to win a scenario or mission. Completing optional objectives may, however, grant the player benefits such as items, shortcuts or additional assistance.
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