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Game » consists of 3 releases. Released November 1992
Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
In game terms alchemy is typically an item creation system. Centuries ago it was the pursuit of changing normal metals into gold, unsuccessfully.
A protagonist who lacks some or all of the qualities traditionally seen as heroic.
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.
Special codes or button combinations used to gain powers or advantages in a game. Generally hidden.
A different take on the commonplace video game death. Different ways to avoid death can include time travel, as in Prince of Persia; or a minigame, as in Prey.
While modern chemistry defines 118 atomic elements, video games more often deal with classical elements as described in ancient philosophy, mainly fire, water, earth, and air. In many games, each element is stronger against certain elements, but weaker against others.
A style of game that has platforming elements, but with more emphasis placed on fighting enemies than precise maneuvering through the level and its obstacles. Notable examples include Ratchet & Clank and early Ninja Gaiden games.
A double jump is the ability to jump while already in mid-air to get some extra lift. In reality, double jumps are not possible and violate fundamental laws of physics.
The concept of using two weapons at once, often for more damage at the cost of accuracy, the use of a shield, grenades, or other similar accessories.
A concept found in numerous video games, the idea that a weapon on fire is more powerful or does special "burn" damage when set on fire. Most commonly found with swords, several other weapons have been known to be set on fire for a similar effect.
Video games that are based on comic books, manga and graphic novels.
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 hub is the central location from which a player can venture out into different areas of a game. It is often used as a clever way of masking loading between levels or worlds.
A common type of stage featured in many games. Slippery ice, avalanches, and freezing water are some of the unpleasantries to be had when visiting these cold arctic regions.
Whether a character never ages or is invincible, immortality represents the inability to die. Sometimes this is a blessing, sometimes it is a curse. Either way it usually makes for an interesting game mechanic.
The ability for the player to become unseen, from basic camouflage to fully vanishing from sight.
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.
A common type of stage based around the fire and/or lava element. Often platforming heavy and inhabited by fire-based enemies.
Games that allow the player to choose which level to play next, rather than a fixed linear order.
The concept of affecting the universe through supernatural methods, breaking the fundamental laws of science.
Combat based on organic (or similarly functioning) mounts. This can include melee or ranged attacks from horseback.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
The first subscription based video game serviced offered through your cable company.
Side-scrolling games present the world as viewed perpendicular to the direction the characters are facing on screen. With a heavy focus on lateral movement, objectives are often met by moving from one end of a stage to the other.
Games whose titles consist of a single word.
A super weapon, often found in scrolling/rail shooters which destroys all enemies on screen instantly.
Crunchy frozen water fallen from the sky. Many games feature a snow world, a snow level, or otherwise-connected regions of wintery landscapes.
A two-dimensional image or animation overlaid into a scene. The foundation of early 2D games, making up everything from props to the player-controlled character.
A person more than adept in the art of sword fighting.
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