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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.
An environmental hazard that can be exploited to inflict massive areal damage, exploding barrels are one of the most ubiquitous objects to be found in games. The most common methods of ignition include shooting and throwing. Exploding barrels are usually distinguished from the non-exploding kind by a conspicuous red tint.
Sometimes, enemies will explode (usually when shot at) and will cause damage to the player.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
Humanoids with feline characteristics. Feline humanoids are most commonly seen in Japanese games.
Games that feature an antagonist--someone who opposes the game's protagonist--that is a woman.
This concept is for games where at least one of the main characters is female.
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.
A staple in both the real-time and turn-based strategy genres, Fog of War simulates the unknowns of the battlefield by covering areas of the map, to be progressively revealed by the player.
A full-screen attack hits the opponent no matter where they are. Often used by characters suffering from SNK Boss Syndrome.
Sentient fungi. Typical forest creatures.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
Game titles that pose a rhetorical question to the player. Occasionally, these titles are accompanied with an exclamation point to form an interrobang.
These games were popular enough to warrant an anime, whether it was a full television series, an OVA (original video animation), or a feature-length movie.
Magical creatures made of stone, resembling the grotesque statues commonly part of Gothic architecture such as the Notre Dame cathedral in Paris.
Geomancers use their magic to interact with and alter nature and the world around them, destroying their enemies with the power of Mother Earth.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
A humanoid construct given life through magic. The materials used to create a golem vary greatly.
Grid-based movement limits players, and other entities in a game, to moving through the game world in increments of whole squares on a grid. It has been a common staple of turn-based strategy games since the earliest board games of antiquity. It was also used by early RPGs.
Constantly performing an in-game action to progress a certain attribute.
A gunslinger is to guns what a swordmaster is to swords.
"Hand to hand. It is the basis of all combat." -Gray Fox
A character type found in RPGs, MMOs, and class based Multiplayer games that focuses on keeping friendly characters alive. Their general role is to heal/buff and resurrect fallen allies.
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
This concept involves a character of the hero archetype that at some point in the storyline, turns against the forces of good and becomes evil or is revealed to have done this in secret at some point in the past.
An numeral indication of how much damage a character can sustain. The loss of all hit points results in the death of the character or another penalty.
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.
A situation where the player-controlled character loses their life immediately. The quickness of that demise is often a stark departure from the balance of power, and sometimes the rules, established by the developers during the rest of the game.
A gameplay mechanic allowing players to store their items and freely carry them around.
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