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Game » consists of 11 releases. Released Jun 26, 2012
The act of bending at the knees from a standing position. Crouching is an essential part of many shooters and platformers, and can be used by players to stay behind cover or avoid incoming projectiles.
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.
Destructible cover is an increasingly popular feature in shooters, even those without cover systems. It is used to encourage creative tactics both in single-player and multiplayer.
A destructible environment means the player has the ability to destroy his/her surroundings. This allows players to use the environment to their advantage.
An achievement that is unlocked for completing a game on a certain difficulty level, sometimes granting the achievements for all lower difficulties, and sometimes not.
Sometimes you want a challenge, sometimes you wanna coast.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
Downloadable Content adds new features and content to already-distributed video games via the Internet. Examples include new maps for FPS games, new songs for rhythm games, and new cars for racing games.
The 2010 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on June 15-17.
The 2012 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on June 5-7.
Electricity is commonly used as a damage-introducing element causing inanimate objects to become harmful (electrified water, floors, cables, etc). It can also refer to a power wielded by characters that generates sparks, is conductive to metal surfaces, forks or branches, and is often blue in color.
The boss is always on the top floor.
Hostile marksmen who shoot people from a concealed place. Tactics and quick reflexes are often necessary in order to defeat them.
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.
To elude, escape, or get away from. Some games require players to escape from some people or things to perform some objective or avoid death.
A main menu background that changes scenery as the game progresses.
Some games feature a system where a character near death can be dazed into a 'down but not out' state; while their allies can often revive them if they reach the downed character quickly enough, their enemies can perform special, frequently gruesome, execution attacks against such characters.
This page is about the concept of Exploding Heads. Exploding Heads come in two different forms - one, where they are used as a dramatic device (eg. Bionic Commando), and, secondly, where they are used as a weapon (eg. Alien Storm).
In real life, vehicles rarely explode unless an actual explosive device is involved. Like, it almost never happens. In video games, on the other hand, cars will blow up real good with almost no encouragement.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
Extreme violence pertains to excessive amounts of blood, gore, or violent acts. These include decapitation, mutilation, dismemberment, amputation, defenestration, disembowelment, torture and much more.
Advertisements sometimes appear in game as a spoof on real-life advertisements, or to further envelope the player in the video game world.
Finishing moves are typically moves that end a fight in a traditional fighting game.
In games, fire can be an obstacle, a tool, a weapon, or a solution. Just don't play with it...unless you really want to.
The First-Person Regain Consciousness is regularly seen in First-Person-Shooters.
Cold-blooded aquatic animals that have scales and breathe through gills.
A situation in a game where a character will be defeated no matter what action the player takes. The character may be defeated in a cutscene or the player may be forced to fight until they are defeated.
Slow walking is when the player character can not move at full speed and is restricted to a slow walk, usually while talking to someone.
A listing of games that have functional mirrors inside the game. An in-game mirror must display the character as they move in order to qualify.
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