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Assassins are people who are tasked with the action of violence against peoples, though their general aims are to be discreet and as minimally violent as possible in order to remain discreet if necessary.
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.
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
A feature in games that allows you to see objects and objectives either completely or just more clearly than the game's regular vision allows.
Digital Distribution is the concept of purchasing digital media via the internet and having it sent to the user directly via the internet. No physical representation of this content is given but the content resides on the users hard drive and is legally owned by them.
Generally used to fool other characters or parties into thinking you're one of them or belong there for purposes of deception, spying, or accessing data.
Drowning in games occurs when a being (not suited to be in water) runs out of oxygen, time, power, or barely even touches the water surface. Further complicated by the local sea-life that can knock the air out of you, should you get close.
Enemy distraction is a mechanic that allows the player to make enemies change their attention elsewhere by creating a diversion.
When the player's actions cause enemies to say specific lines of dialog, such as "He's here!" or "Who turned out the lights?"
Some game environments feature certain areas that allow for special kills outside a player's normal cadre of moves. These kills usually feature unique animations such as slamming an enemy's head through a television or sticking their head in a trash compactor.
A digital distribution platform operated by Epic Games.
A listing of games that have functional mirrors inside the game. An in-game mirror must display the character as they move in order to qualify.
In-game references to the Bomb Squad or anything Giant Bomb.
A feature used in many stealth games to provide the player some indication of where the enemy is searching for them.
This stealth mechanic is based entirely on the enemies' range of vision. Light and shadows play no part in whether or not the enemy can see the player.
Losing consciousness is often a result of being knocked out or fainting. In games, this mental state is often used to allow a checkpoint to be reached, for the plot to be moved forward, or even for location changes. Sometimes it can be a state of limbo between health being depleted and actual death.
A game where you eventually receive a map of an area. Like in Metroid Prime you have map download stations to get a map outline of the area. This is the same concept in the exploring Castlevania games.
Simulating the effects of a great variety of poisons, toxins, venoms and nerve agents can lead to many unique and interesting mechanics. A classic trope in games, Poison usually deals small amounts of damage to health over time.
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
The ability to move around a piece of cover in usually a 3rd person view, seen in games like Deus Ex Human Revolution, Mafia 2, or Uncharted 3.
A sequel (also called a follow-up) is a game that carries forward the gameplay concepts, and often the story, of a previous game to which it is officially linked.
A gameplay mechanic which allows the player to move faster than the normal speed. Usually for a set amount of time.
Using stealth often requires the player to accomplish their objective without being detected by enemies. Methods of detection can vary from game to game, and can be based on an enemy's line of sight, how quiet the player is, or even how the player interacts with the environment.
Stealth kills are special kills in video games that usually occur when the AI is not aware of the threat of the player.
A disguised character whom nobody within the fiction finds suspicious, but whose real identity and/or intentions are quite obvious to the player.
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