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Game » consists of 5 releases. Released Mar 16, 2004
Extraterrestrials appear in many video games in a variety of styles. Sometimes they're evil, sometimes they're benevolent, and sometimes they're very similar to humans.
A secondary function for a single weapon, such as launching a grenade from a rifle.
In these games, there is an actual number or meter on-screen that shows how much armor the player has. Rather than being treated like equipment or a power-up, this armor serves more as a secondary health pool.
Artificial Intelligence, or AI, commonly refers to the programmed behaviors of NPCs in a game, whether it's the fact that a soldier takes cover behind a wall in Gears of War, or that townspeople cheer upon your arrival to their village in Fable.
"You fight like a dairy farmer!" and "I've fought mudcrabs more fearsome than you!" are both good examples of this.
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.
Bipedal Digitigrades stand, walk or run with its toes touching the ground and the rest of its foot lifted, creating a the legs to bow backwards and then forwards, while also standing upright like a human being would. This is popularly seen in anthropomorphic animal characters, aliens or monsters, Werewolves being a prime example. Unguligrades are similar but instead of toes, they have hooves.
Because you'd never expect a banana to be an undercover cluster grenade.
A large specimen with a knife and spits acid
Body armor in games acts as additional protection. In most cases, when a player takes damage that would completely affect their health, their body armor reduces the damage taken or takes the damage instead.
Corpses disappear immediately or after a short delay. Often done to help maintain game performance, especially when physics are involved.
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.
A tactic commonly found in first-person shooters which involves a player jumping repeatedly.
In some situations, the default camera quickly switches to a different angle for a specific action. An example of this is when a first-person game shifts to third-person view for a rolling maneuver.
An age-old, widely-hated strategy in multiplayer games: stay in one spot and kill passers-by. Also refers to a more benign activity in MMOs.
A game in which the object is for each team to retrieve the opponent's flag and return it to their own base. Typically used in multiplayer first-person shooter games.
Charging is the action of pressing & holding down a button or particular direction on the controller. Its purpose is to build up a powerful blast or burst of energy to take out an opponent or cause critical damage.
Chemical weapons are weapons who use chemical products to obtain various detrimental effects.
Circle-strafing is strafing around a target while facing it. This is useful for disorienting the target's aim, making for an easier kill.
The most common enemy in Killing Floor, clots are failed clones of the dead son of the mad scientist whose grief started the nightmare in the first place.
Limited editions of games that include extra "perks" like Making of DVDs and a nice and shiny tin with extra box art
Control Points are typically spots on a map that must be taken and held for one team to beat the other in some first-person shooter multiplayer modes.
Cooperative play in games allows humans to play together as a team to accomplish a task. Instead of playing against a human opponent, the team must defeat an AI. Cooperative Play in some games also means 2 human versus 2 human, this occurs in some Billiards games. (Scotch Doubles / Doubles)
A sight placed on the HUD used to aim and provide a point of reference to the player when looking and interacting with the game world. Although they often aim weapons, they have a variety of uses and have appeared in many games in many different forms.
Aspect of team multiplayer in which each team is given a limited number of respawns. A team is defeated when all respawns have been consumed and all members of the team are defeated.
A collectable power up which increased the damage output of the player. Has become a staple of the entire Unreal Tournament franchise.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
A gameplay mode that pits two or more players in a fight to the death. John Romero is credited with coining the multiplayer term "deathmatch."
Decapitation is the removal of the head of a person or animal.
Commercial servers that are run separately from the game client, their bandwidth and processing power is dedicated solely to hosting. In particular hosting multiplayer games with large numbers of players. Dedicated servers superseded listen servers, that could be set up using the player-client hardware.
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