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Game » consists of 12 releases. Released Mar 15, 2011
An AI companion is a computer-controlled ally who follows and aids you through your adventures or who requires your protection. The AI companion's survival is often essential to game and story progression.
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.
Used by protagonists when opening a door that is locked, or just for looking really cool.
Games often use iron sights to define precision shooting with non-scoped weapons.
In games, the player is usually the ambushee, not the ambusher, but certain multiplayer, stealth and open-world games give players a chance to try this sneaky tactic themselves.
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.
When characters make conversation during normal gameplay, rather than a dialog-focused scene.
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.
Betrayal is when a person breaks the trust and faith that others have placed in them.
A proprietary video codec (.bik/bk2 extension) developed by RAD Game Tools and used in a very large number of video games.
Winged, usually flying creatures, many of which enjoy perching on branches and defecating on unfortunate victims below.
Games that are depicted with a predominantly black-and-white appearance, with sequences to this effect, or optional color filters.
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.
When blood will splash textures on walls or floors and even roofs.
Games in which the player is incapable - not just discouraged from - harming innocents. Sorry, no matter how bad you want to, you just can't pull that trigger.
Classes are different archetypes and playstyles that players can choose to play their game with.
A point within the game whereby the game saves its current state whether it be for the purpose of a more convenient respawn point or a gameplay design (such as in racing).
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.
A bar, usually at the bottom of the screen, which tells you what direction enemies, locations, or main quests are.
Games that ask the player whether they are sure about the decision that they have just made.
Games with achievements for failing. For the purpose of this concept, any kind of 'achievement' is acceptable - this includes trophies or in-game accomplishments.
An action that is sensitive to context. Like going up to an object and pushing a button, which would normally perform a different action, to interact with it.
Law makers and fat cats who will sell the population down the river just to gain more power and money.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
These games let players see the credits without needing to play the game first.
A sight placed on the HUD used to aim and provide a point of reference to the player when looking and interacting with the game world. Although they often aim weapons, they have a variety of uses and have appeared in many games in many different forms.
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.
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.
A non-interactive sequence within a game most often used for plot advancement.
A bright flash, usually red and seen on the borders of the screen, that indicates damage or injury.
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