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An often used plot device where the main character wakes up and has lost all their memories. The game usually centers around getting your memory back or uncovering the events that lead to your confusion.
Whether it's a hero's turn to the dark side or a villain becoming a hero, it's usually unexpected and will bring a whole new moral dimension to the story. Sometimes, they change they sides more than once.
It's all in the family.
Someone who investigates unsolved crimes and other mysterious happenings, either for a living, as a hobby, or simply by chance.
Many video game villains oftentimes laugh in evil ways, be it a vicious cackle, a sneering chuckle, or a booming laugh. Common evil laughs often include "Bwa-ha-ha", "Mwa-ha-ha", or "Ho ho ho".
A game based on an anime.
A characteristic present in game characters with a superior state of mind reflected in how they solve problems and their way of approaching situations.
This tag is for all games and characters that deal in the concept of gods, demigods, half-gods and the like.
A state of mind in which a person (usually a leader or dictator) genuinely believes that they are a powerful god.
This concept involves a character of the hero archetype that at some point in the storyline, turns against the forces of good and becomes evil or is revealed to have done this in secret at some point in the past.
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.
Murder is the act of ending the life of another living thing against its will without the sanction of a higher governmental authority, such as the casualties that result from acts of war. It is generally intentional, at least in a legal meaning, but not necessarily.
Light's father is head of the police force.
The idea of deriving a feeling of pleasure through inflicting pain or suffering on another living being.
AKA Kira, L
A person incapable of feeling emotion and empathy, though they may fake displaying such in order to fit into society. Their inability to empathize make them potentially dangerous as they lack the ability to feel guilt or remorse for cruel acts committed against others.
Tacticians are those that focus their energies on formulating strategies to engage and overcome adversaries and obstacles.
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