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Running at 60 FPS is standard for arcade & PC games, but hardware restrictions of consoles often force developers to aim for lower framerates in order to preserve visual detail or allow greater scale. 3D console games hitting 60 FPS are thus uncommon, though the trend of re-releasing games on newer hardware has technically resulted in more 3D console games hitting 60 FPS.
Achievements are extra challenges added into video games that sometimes carry a point value or unlock bonus material, and are sometimes solely for bragging rights.
Games that give you achievements before you even start the game up.
Extraterrestrials appear in many video games in a variety of styles. Sometimes they're evil, sometimes they're benevolent, and sometimes they're very similar to humans.
Characters either begin with multiple outfits, unlock them through play, or purchase them as in-game items. These costumes are sometimes integral to play.
Using any form of input or interruption to cause a character's sprite or 3D animation for landing/attacking/etc to drop frames and stop early. This allows you to instantly keep moving or attacking rather than waiting for said animation to finish going through all its frames.
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.
The game automatically saves for you when you reach certain points. Implemented in order to reduce frustration for forgetful savers.
Be it an “unopenable” door, a sprawling fence, a sudden outcropping of land, an ocean, a cliff (often a deadly ocean/cliff combo,) a broken-down car, an “invisible wall,” or large trees; barriers in video games manifest themselves in a variety of forms (physical and otherwise).
In Norse literature, berserkers are described as intense warriors who fought in a wild and uncontrollable fury. Many game have based characters or classes on the concept of these rage-driven warriors.
Because you'd never expect a banana to be an undercover cluster grenade.
The ability to stop or reduce the damage from an oncoming attack.
This concept is for when the blood type of characters is included in the game, often to allude to personality traits in Japanese games.
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
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.
Video game bosses are usually the main antagonist, and arch nemesis of the main protagonist. In most cases the end of a game is when the main character defeats the final boss.
AI Bots are computer-controlled game characters that substitute for characters that are otherwise typically played by a human, and are most commonly found in multiplayer games.
Games that let you choose the path you take through the story-line.
The deliberate animation of breasts, meant to titillate as a means to conform to more realistic physics.
The most prestigious awards in the British videogame calender, the BAFTA Video Game Award honour the achievements of the best game developers and their games.
A physics simulation or manual animation of a character's posterior.
Button Mashing is a term used to describe gameplay where certain skills can be only realized explicitly through mashing buttons, a reckless player trying to get results or when the game rewards the player(s) who bash buttons the fastest. The latter example is common in Party Games.
When a character from an existing media franchise makes a brief appearance in a video game, sometimes without even openly acknowledging their origins.
Character Creation refers to characters created by players themselves, rather than developers.
Text profiles that summarize a character's history and their role in a story. Often paired with concept or CG art.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
Circle-strafing is strafing around a target while facing it. This is useful for disorienting the target's aim, making for an easier kill.
Cloaking is to become invisible, or become close to invisible depending on strength of the ability or item.
A character in a game who uses unorthodox moves, and who likes to play 'practical jokes' on opponents.
This makes losing to him/her all the more humiliating.
Collectibles are items such as coins, rings, gems, packages etc. that can be gathered, usually for some kind of reward, or sometimes to simply beat a level. Often (almost too often) the source of earning achievements and trophies on the Xbox 360 and PlayStation 3.
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