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Bullet time is a gameplay mechanic that allows players to slow down time. Depending on the game itself, the player often slows down along with the world around them, however occasionally the player can simply move at normal speed while the game world continues to slow.
A page for the Camera Following Projectile concept of when the player fires a projectile (bullet, arrow, cannon ball), time slows down and the camera will follow the projectile to its target (can be controllable with sixaxis such as in Heavenly Sword).
The ability for players to manipulate objects in the environment and use them as weapons. An example of this gameplay mechanic is Half-Life 2, in which players make use of a Gravity Gun to launch objects with deadly force.
A gang isn't just two crude dudes, it's a whole mess of them. There's all kinds of different gangs represented in games: street gangs, organized criminals, and even high school cliques.
They crash when they're supposed to drop you off, they get assailed by RPGs when they come to pick you up. Sometimes, they're eaten by huge monsters. Why do video games hate helicopters so much?
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
Kidnapping is often used in videogames as a motivation for the protagonist to venture into unknown worlds and fight seemingly hopeless battles.
Where one character strikes another character in the groin, either unarmed or with a weapon.
A circumstance in video games where the player will defeat large numbers of enemies without any assistance from AI or other players. This may occur for part of a game or the entirety of it.
Police are paid protectors who enforce the law through legal use of force. They are supposed to help ensure public safety and social order. Their motto is to protect and to serve.
Revenge is an act of violence, financial ruin, or emotional torment that one person or group carries out against another, in response to some perceived wrongdoing.
A term used to describe the flow of action in a typical action game, where the pace is pre-defined to feature fast action and require quick reflexes. As the name suggests, these are games where the player character can run and shoot at the same time.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
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