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Game » consists of 7 releases. Released Aug 06, 2003
A form of maneuverability that allows the player character to swiftly turn 180 degrees, now facing the opposite direction.
The well known medical professionals of Silent Hill.
Characters either begin with multiple outfits, unlock them through play, or purchase them as in-game items. These costumes are sometimes integral to play.
Instrumental music, often electronic, that does not follow conventional music structures, instead using various sounds to create a mood. Ambient music can evoke many different feelings in the listener, from tranquility to creeping dread.
The physical and mental turmoil that a person may encounter as a result of a traumatic or otherwise extremely stressful situation.
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.
Backtracking is the act of navigating through previously explored areas, usually for the purpose of progressing in an objective-based adventure game. Players who are lost may also backtrack to reorient themselves.
Video games stories with a bad ending or endings, in which the primary conflict is unable to be resolved and/or a bad fate befalls the protagonist.
Bats are small, very social flying mammals. They may frequent caves or haunted houses.
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.
Spectrasonics Bizarre Guitar is a music library commonly found in compositions.
Necessary to sustain life in organic creatures, the crimson fluid known as blood tends to make appearances when the body's structure is compromised in some way, a very, very common occurrence in videogames.
Many Horror and adventure games use blood trails to either signify that something especially violent happened that spot and/or that following it will progress the narrative.
Body armor in games acts as additional protection. In most cases, when a player takes damage that would completely affect their health, their body armor reduces the damage taken or takes the damage instead.
Some games have inspired the creation of literature.
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 distinct and predictable pattern of attacks or movement a boss takes. This can be based in reaction to a player's actions or simply a stringent script the boss adheres to.
Games that let you choose the path you take through the story-line.
Some creatures don't need guns or swords to hurt you. Instead they pack a punch with some kind of deadly breath attack, be it flaming, poisonous, radioactive, or just plain bad!
Several games feature button glitches or button cancels. One that comes to mind is Halo 2, with the use of the BXR, BXB, and RXR button glitches
Special codes or button combinations used to gain powers or advantages in a game. Generally hidden.
An enemy in the Silent Hill franchise.
Crying babies are often used as a scare tactic in horror games such as Silent Hill, Dead Space, or Haunted House. The pitch of their cries is naturally designed to be unsettling.
The head of a group of devout people who follow their crazy beliefs. Can often be dangerous.
Cults don't necessarily have to be evil or out to destroy the world, but in video games it's usually safe to assume so.
A non-interactive sequence within a game most often used for plot advancement.
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.
"Dear Diary. Went to See Movie. Ate Some Ice Cream. Murdered in a horrific, mysterious way. At least I don't have to jog tomorrow!"
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
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