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Game » consists of 22 releases. Released Mar 11, 1995
Battle system associated with Final Fantasy series. First introduced in Final Fantasy IV.
Air moving with a considerable force from an area of high pressure to an area of low pressure. Used in games to slow things down, speed them up, or make them hover.
Any being that is humanoid in appearance, with amphibian-like features. This covers frogs, toads, salamanders and newts (caecilians look too much like worms).
When someone is androgynous, they have a mix of masculine and feminine aspects, or they have the appearance of being in between male and female. A common aesthetic in Japanese media and games.
Artificial life-forms ("robots") specifically designed to mimic the appearance of human beings. Although this is a male-specific term, with female-looking machines actually being "gynoids", the term "android" is generally used universally in video games.
Anthropomorphism is the concept of an object, concept or character that has human qualities or traits, such as speech, a level of intelligence similar or higher than a human's and self consciousness. "Anthro" means "of human" and related to the concept of humanity.
Usually refers to the end of the world.
The ability to save a cartridge-based game to the cartridge. The battery is usually good for tens of thousands of saves, and made ridiculously long character passwords obsolete.
Boss battles that require defeating or eliminating the hands of the boss. They are the focus point of the battle and typically the source of the attacks against the player. The hands are generally the size of the protagonist, if not larger, and often seen floating around without arms.
A type of video game ending common in the 8-bit era where characters are just... hanging out on a cliff, usually looking into the distance in a resolute manner.
Most commonly found in older RPGs, fellow party members will follow exactly one square behind you/another party member.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
A peaceful elevator ride to the next part of the level or to a boss fight that becomes a non-stop barrage of enemies to fight.
When the main character at some point has to escape from a confined area, be it a dungeon, a prison cell, or a penal colony.
You may think you know who you are playing as, but do you?
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.
A gynoid, or fembot, is a feminine humanoid robot.
A digital storefront which donates some of its profits to charity.
While locking pirating users out entirely is the most common way for developers to curb digital piracy, some create in-game consequences designed to amuse, mock, impede, or oust players using suspected pirated copies.
Enemies in RPGs that are visible on the overworld map and that are engaged in combat when touched. Examples include Earthbound and Paper Mario.
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.
Quest givers that task the player with killing an enemy or specific number of enemies.
A MacGuffin is a plot device, having little importance itself, which exists purely in order to motivate characters and/or advance the story.
A fixer of mechanical things that are broken. It's always good to have one near your tank or spaceship.
Mercenaries, Soldiers for Hire, have been found fighting in conflicts since the dawn of human warfare. These hired guns show a desire to turn their talent in the art of death to a more profitable profession.
A software used for video compaction on Nintendo handheld games.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
A mode that allows a game to be replayed after a first completion, carrying over items, experience, weapons, and other elements from the first playthrough.
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.
An overworld is a simplified view of the game world that allows players to freely move to different locations or levels.
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