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Game » consists of 3 releases. Released Dec 01, 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.
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.
Darkness is used in games to restrict access, increase tension, or just to set a mood. Often the player has access to a light source that can mitigate its effect.
Electricity is commonly used as a damage-introducing element causing inanimate objects to become harmful (electrified water, floors, cables, etc). It can also refer to a power wielded by characters that generates sparks, is conductive to metal surfaces, forks or branches, and is often blue in color.
Falling Debris, rocks, or other items that may possibly cause damage to the player character.
Enemies that prefer to keep a distance to the ground, and swoop down occasionally to do some damage.
Frankenstein's monster is the creature inspired by the Mary Shelley novel, Frankenstein. Usually creatures inspired by this theme are made from different body parts and almost always have bolts through their necks. They're usually naive and destructive.
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.
Some games allow people to swim. Many, however, have water that hurts or kills the player when entered.
Rooms that are either invisible or extremely hidden. Players are rewarded with health, easter eggs, weapons or traps.
A blob consisting of some icky substance, the slime monster is one of the most used RPG monster clichés besides rats.
An eight legged arachnid. Some make webs to catch prey and some are poisonous. None have made a web grand enough to be called a parlor, though.
It's the designer's go-to guy. If they want to steer a player in a given direction they'll lock an in game door and force the player to find a way to either unlock it or find an alternate route.
A mechanical system designed to capture or cause harm. Either the player can set traps for their enemies or others set them for the player.
An unbeatable enemy is just that, an enemy you can't beat or destroy. It's best to just run away from them.
If the protagonist is standing on an unstable platform for a certain amount of time, it will eventually drop. Usually there is a pit below, or some other hazardous danger.
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