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Action RPG (Action Role-Playing Game), also known as ARPG, refers to RPGs (role-playing games) that use direct, real-time, reflex-oriented, action combat systems, instead of the more abstract turn-based or menu-based battle systems.
Characters either begin with multiple outfits, unlock them through play, or purchase them as in-game items. These costumes are sometimes integral to play.
Anthropomorphism is the concept of an object, concept or character that has human qualities or traits, such as speech, a level of intelligence similar or higher than a human's and self consciousness. "Anthro" means "of human" and related to the concept of humanity.
Attributes are a numerical representation of a character's abilities who have their roots in RPGs. Today, attributes have spilled over to a wide range of game genres.
A mechanic used mainly in Japanese RPGs of both the action and turn-based variety.
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.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
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.
A rare case were a spin-off takes place during the series' timeline.
A game where cards are used to fight your enemies, or one where you make a "deck" with different abilites. Some examples are Culdcept Saga, Yggdra Union, and Phantom Dust.
Many games have had collectible cards as a part of the gameplay.
Guardsmen of the Queen of Hearts' castle.
Feline animals commonly kept as pets. There are many different breeds and varieties.
Sometimes the writers will deliberately slip the title of the game into dialogue to show off how witty they are.
While modern chemistry defines 118 atomic elements, video games more often deal with classical elements as described in ancient philosophy, mainly fire, water, earth, and air. In many games, each element is stronger against certain elements, but weaker against others.
Crickets are insects known best for the sound they make, often at night.
An attack that does more damage than usual, usually affected by random chance and some sort of modifier.
A crossover occurs when a character from one franchise makes a special appearance in a game from an unrelated franchise. Some games are specifically designed to be crossovers that bring together characters from two or more franchises.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
A non-interactive sequence within a game most often used for plot advancement.
The ability to pause a story scene. This avoids missing plot points if you are interrupted or take a break, or let's you call someone to show off a game's FMV or real time animation.
One or more events from someone's past that negatively affected them. Plenty of video game characters have such pasts.
Darkness is used in games to restrict access, increase tension, or just to set a mood. Often the player has access to a light source that can mitigate its effect.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Sometimes you want a challenge, sometimes you wanna coast.
Mustaches are often found on the evil villain of cartoons to let the audience know just how evil they are, or used in parody of them.
Experience Points are part of a character advancement system commonly found in RPGs. These points are generally gained by defeating an enemy or completing a task.
Somewhat of a cross between Amnesia and Insanity, this is where a character replaces their own real original identity with a new false identity (i.e. a false reality/persona/memories), usually caused by either internal psychological trauma or external brainwashing.
A fictional currency is one where the object being exchanged does not exist in the real world, such as Final Fantasy's Gil, or are not used for exchange in the real world, such as Fallout's bottlecaps.
Fairly weak enemies (not specific characters) that go down in a couple shots or swings, but will keep coming in droves.
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