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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.
Games that fit this category involve characters that can traverse different dimensions.
These prehistoric behemoths cause chaos amongst many. Unfortunately, they are extinct.
Downloadable Content adds new features and content to already-distributed video games via the Internet. Examples include new maps for FPS games, new songs for rhythm games, and new cars for racing games.
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.
Dream sequences are a narrative and gameplay mechanic that present the thoughts or events that occur in dreams.
Whether it's a section of a game, a mission prelude or just a scary premonition; dreams are a common occurrence within video games.
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.
Any game that represents a society noticeably worse or less desirable compared to those in the present. This can relate to kinds of political and economic organisation, excessive human suffering, social problems caused by technology, or as a result of an apocalyptic event.
The 1995 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles California on May 11-13.
The 2000 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 11-13.
The 2008 E3 Media & Business Summit took place at the Los Angeles Convention Center in Los Angeles, California on July 15-17.
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 a song is played over the end-credits, often by a famous artist.
The accent of someone traditionally from England. Not to be confused with Welsh or Scottish, which are totally different despite being sometimes referred to as simply "British" accent.
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.
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.
When a new character needs to learn what has happened in the story thus far the screen fades to black so the player doesn't have to re-read information they already know.
A game with fake interactivity will present the player with a choice, but will prevent further progress, such as by repeating the choice, until the player selects a specific answer.
You may think you know who you are playing as, but do you?
An unofficial translation of a video game, created by people not associated with the original development team.
Fate is a force in the background of all things that determines what is going to happen to the world and its characters. Many games incorporate fate as a vital component of the story or as a convenient plot device.
This concept is for games where at least one of the main characters is female.
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.
Fidelis Forma translates to "True Form." It represents a situation where a character reveals a power or nature they had previously hidden away.
The last boss you face in a game, usually representing the final climax of the game.
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.
Fireworks are a form of incendiary rocket designed to explode "gently" in bright colours and cause no damage, traditionally set off to mark festive or historic events.
These games allow the character to see what is going to happen before the character actually gets there. This is normally done to give a unique perspective on the story
Flashbacks take a player into a flashback sequence. Often playable, but not always.
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