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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.
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
Typically found in fighting games, combos are a series of strung-together moves.
The comic relief is a character, other than the main character, who is meant to add humor and lighten the mood of the game. These characters are usually very dumb or very witty, and are usually very talkative.
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.
A non-interactive sequence within a game most often used for plot advancement.
Decapitation is the removal of the head of a person or animal.
A destructible environment means the player has the ability to destroy his/her surroundings. This allows players to use the environment to their advantage.
The 2001 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 17-19.
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.
An industry game design convention that's appeared in many games over the years. The fetch quest involves sending the player out to collect a certain number of items, and return them to complete the quest. A staple of the RPG and Adventure game genre.
A gang isn't just two crude dudes, it's a whole mess of them. There's all kinds of different gangs represented in games: street gangs, organized criminals, and even high school cliques.
Whether it be Mario vs. Bowser, Jedi vs. Sith, Link vs. Ganon, or Elves vs. Orcs, the forces of good are in an eternal battle with the hordes of evil.
Greatest hits is a general term for re-releases of games which have sold a certain number of copies, as part of a program managed by the console manufacturer.
A heads-up display is a graphical overlay of vital information used in most modern games.
Most modern shooting games add the realistic touch of rendering shots to the cranium instantly fatal. Glorious for the shooter, kind of a bummer to the shootee.
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
The ability of a player to interact with items or geometry in the game world, whether for story or gameplay reasons or simply for immersion.
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.
The process by which characters reach a new level, gain greater attributes, and learn more abilities. It usually involves earning enough experience points by completing a variety of tasks such as quests or by "farming" such as killing other characters for their experience points.
One of the smaller innovations in the gaming industry was making the player's targeting reticle change colours depending on the situation.
From Beat-em-ups to fighting games to modern FPS, one dude hitting another has made an enjoyable pastime.
Somebody wrote or drew a message on the wall, maybe it was in blood, maybe they had a marker handy; but now here you are, reading it.
Sometimes one playable character just isn't enough.
Non-linear level design where the player is able to freely traverse the game world and choose where and when to visit certain areas in the game.
Characters that are overweight have more body fat than normal for their race, or at least look it. A character that is overweight may or may not have great strength.
Whether they're getting in the way while you're walking or driving, you always feel the need to trample them.
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