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Game » consists of 4 releases. Released Sep 23, 2008
The lowest of all the angelic orders, angels are tasked with delivering God's messages to humans in addition to being personal guardians. Angel has also become a generic term for any such kind of heavenly being.
In some games, usually RPGs, they have a boss of the game to be a angel or appearance of an angelic-like being.
A protagonist who lacks some or all of the qualities traditionally seen as heroic.
The inverse of an anti-hero. An anti-villain is a villain that portrays him/herself as someone who is just and altruistic while is secretly working towards an otherwise nefarious and villainous goal. Common archetypes of anti-villains are politicians and religious figures who craft a wholesome and good-natured image to hide their evil intentions; this may even sometimes include doing good deeds, but only as a temporary measure to potentially further their true ambitions.
Archers are marksman that practice the arts of archery. Archers specialize in picking enemies off from a distance one by one. using bows and arrows to deliver precise shots to unsuspecting opponents. it's a class base or a unit for a strategy game, archers are lightly armored and have less hitponits. but has moderate speed, longer range and highest damage of them all.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
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.
Classes are different archetypes and playstyles that players can choose to play their game with.
Character Creation refers to characters created by players themselves, rather than developers.
Typically found in fighting games, combos are a series of strung-together moves.
A form of game item that is only useable a limited number of times (typically once) before being discarded or destroyed.
The ability to counter a move.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
A non-interactive sequence within a game most often used for plot advancement.
A specific number that briefly floats above an enemy after an attack which displays the exact amount of damage the attack has done.
DoT effects are most commonly found in Role Playing Games, and it describes the effects of a gameplay mechanic (often a magic spell) that causes incremental damage over a period of time such as a fire spell leaving someone to continually burn.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
The main character of the game is a demon.
Dragons were originally messengers from heaven, according to early Buddhist texts. In games, they can be among the most fearsome of adversaries, but there are some exceptions.
The 2008 E3 Media & Business Summit took place at the Los Angeles Convention Center in Los Angeles, California on July 15-17.
Many video game villains oftentimes laugh in evil ways, be it a vicious cackle, a sneering chuckle, or a booming laugh. Common evil laughs often include "Bwa-ha-ha", "Mwa-ha-ha", or "Ho ho ho".
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.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
The last boss you face in a game, usually representing the final climax of the game.
Women in Refrigerators (or "Fridging" for short) is an unfortunately popular plot device in storytelling where female characters are killed off or brutally harmed for the sole purpose of having an impact on a male character. The term was coined by comic book writer Gail Simone.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
Gothic Lolita is a fashion sense based on styles from England's Victorian era which has developed in Japan, particularly in Tokyo.
Constantly performing an in-game action to progress a certain attribute.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
A parallel projection technique used in 2D sprite-based games to fake the appearance of 3D depth.
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