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#239 - The Tragically Poetic State of Video Games
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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!
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.
Video game combat in which combat actions are performed in real-time, rather than through a turn-based structure.
Quests that aren't necessary for game completion. They typically offer side-stories or specific rewards.
Experience Points are part of a character advancement system commonly found in RPGs. These points are generally gained by defeating an enemy or completing a task.
An aesthetic sub-genre of fantasy, focusing on brutal barbarians and arcane wizardly magic.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
A non-interactive sequence within a game most often used for plot advancement.
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 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.
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