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Humans are bipedal, sapient primates capable of abstract reasoning, language, and emotions.
These games are designed to be played by one person, and one person only.
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 continue is a classic gaming concept, and usually arises when the player "dies" or fails in the game. Usually some loss is tied to a continue, in a form of a "life" or something of other value.
Police are paid protectors who enforce the law through legal use of force. They are supposed to help ensure public safety and social order. Their motto is to protect and to serve.
Whether it's Super Scaler or Mode 7, growing and shrinking sprites/textures is a concept often used in sprite-based games. It was a popular technique used to create three-dimensional games with sprites, mostly during the 16-bit to early 32-bit eras. Sprite-scaling was an early form of 3D texture-mapping.
Cooperative play in games allows humans to play together as a team to accomplish a task. Instead of playing against a human opponent, the team must defeat an AI. Cooperative Play in some games also means 2 human versus 2 human, this occurs in some Billiards games. (Scotch Doubles / Doubles)
Some television shows are ripe for interactive adaptations. Like Grey's Anatomy, or The Young Ones.
Games whose main character is so egotistical that the whole game just HAS to be named after them.
A mode in the game, often an unlockable, allowing players to listen to individual music tracks, voice clips and/or sound effects.
Tracker music, or module/MOD music is a digital music format that was popularized in the late 80's and became the de facto standard for video game music on the Amiga, as well as in the Demoscene, and is still in wide use today.
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.
In games, fire can be an obstacle, a tool, a weapon, or a solution. Just don't play with it...unless you really want to.
No point in gathering coins, gold, gil, money, or whatever if you can't buy anything with it.
In second person point of view, the action is shot from the perspective of a character that is not the protagonist. It can also refer to second-person in the narrative sense, where the protagonist is the person playing the game.
Flip screen (or flick-screen) describes a way of dividing the game world into fixed screens, displayed one at a time. It's commonly found in 2D platformers, especially prior to the 16-bit era.
It's not just for airplanes anymore: Game mascots and MMO players alike have taken to the skies. Players can use flight to quickly navigate large levels, find hidden items, or take opponents down.
Bats are small, very social flying mammals. They may frequent caves or haunted houses.
A game that uses a mixture of 2D & 3D techniques. Commonly used to describe the use of either 3D graphics restricted to a 2D perceptive, or 2D graphics used to fake the appearance of a 3D perceptive.
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.
The ability, through purchasing, winning, unlocking, or other means, to change your vehicle (usually for the better). Changes can be alterations to original vehicle or a completely new vehicle.
Cartoon characters are personas from cartoons, which are animated moving sequences that are usually drawn but can be computer animated and can come from television, movies, anime or even the web. They can be humans, animals, or even things usually not thought of as living.
Murder is the act of ending the life of another living thing against its will without the sanction of a higher governmental authority, such as the casualties that result from acts of war. It is generally intentional, at least in a legal meaning, but not necessarily.
Physical props, clues, or trinkets included within game boxes by Infocom in the 1980s. They were often used to convey in-game information, add value, or as early copy protection.
From Beat-em-ups to fighting games to modern FPS, one dude hitting another has made an enjoyable pastime.
Sometimes you want a challenge, sometimes you wanna coast.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
This concept is for games where at least one of the main characters is female.
Games based on literature. This does not include licenses of another adaptation.
Video games that are based on comic books, manga and graphic novels.
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