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Third-party developers and publishers occasionally engage in the practice of releasing a title or piece of DLC on only one platform for any number of reasons. Sometimes these are permanent while others are only platform exclusive for a certain window of time.
A stylistic choice of employing small polygon counts for meshes.
The concept of lives in video games evolved to let the player get a second chance after failing once. The most recognizable symbol is the heart.
Games where the characters are 2D bitmap images (sprites), but the environment and scenarios are made in a 3-Dimensional space. This technique was commonly used on consoles like the PlayStation, Sega Saturn and Nintendo DS. Many 90's First-Person Shooters and early 3D RPGs also used this technique. Some used it as a stylistic choice like Paper Mario and Rakugaki Showtime.
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!
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 non-interactive sequence within a game most often used for plot advancement.
Anything that can be picked up and used temporarly. Basically any item that is optional but can be used to an advantage.
In video games, breaking the fourth wall occurs when a game becomes aware of its nature as a game, or when a character directly acknowledges the player.
Games that allow the player to choose which level to play next, rather than a fixed linear order.
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