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Game » consists of 1 releases. Released Feb 23, 1996
A game that uses a mixture of 2D & 3D techniques. Commonly used to describe the use of either 3D graphics restricted to a 2D perceptive, or 2D graphics used to fake the appearance of a 3D perceptive.
Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
Games based on tabletop (AKA pen and paper) role-playing games, such as Dungeons & Dragons or Vampire: The Masquerade. These can have any type of gameplay, as long as they are set in the tabletop game's universe.
Games that let you choose the path you take through the story-line.
A non-interactive sequence within a game most often used for plot advancement.
Cyberpunk is an aesthetic choice that is employed in many different media, it focuses on technology and how that technology encroaches on our natural, daily lives.
Dialogue trees are a feature through which the player selects responses from a list of choices, eliciting reactions from NPCs and determining the path of the conversation and story.
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
FMVs are pre-rendered videos used in place of real-time graphics. Using FMV was an attempt to make videogames look "more like movies", sometimes with CGI animation and others with live-action actors speaking directly to players. The downside is that FMV requires a lot of disk space, and live-action FMV in particular can look terrible by comparison.
Interactive fiction is a format that uses text to describe characters and objects within a setting, and the use of a parser to interpret text typed by the player, allowing the player to interact with the characters and objects within the setting.
Moral dilemmas presented to the player that often have a significant effect on the story or other characters.
Characters controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing the game.
Any character you can control in a game is a Player Character (PC), as opposed to a non-player character (NPC), which is a character that can only be controlled by the game.
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!
A cutscene that is viewed through the eyes of the protagonist or some other character. POV stands for "point of view".
Games whose titles consist of a single word.
A two-dimensional image or animation overlaid into a scene. The foundation of early 2D games, making up everything from props to the player-controlled character.
Whether it's Super Scaler or Mode 7, growing and shrinking sprites/textures is a concept often used in sprite-based games. It was a popular technique used to create three-dimensional games with sprites, mostly during the 16-bit to early 32-bit eras. Sprite-scaling was an early form of 3D texture-mapping.
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.
A game perspective that views the action from above, commonly at a fixed position and/or rotation.
Games that have you going into a computer generated virtual universe.
A sub-genre of adventure games, visual novels are a form of interactive fiction that usually have very little in terms of gameplay but often focus more on extensive storytelling, character interactions, decision-making and branching narratives.
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