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Game » consists of 1 releases. Released 1994
A game that uses a mixture of 2D & 3D techniques. Commonly used to describe the use of either 3D graphics restricted to a 2D perceptive, or 2D graphics used to fake the appearance of a 3D perceptive.
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.
Some television shows are ripe for interactive adaptations. Like Grey's Anatomy, or The Young Ones.
Some people will do anything for their families. They will fight, steal and kill to keep those close safe and alive.
A game based on an anime.
Video games that are based on comic books, manga and graphic novels.
Controlling by using different gestures such as touch, swing, twist, flick, and more!
These games are based off of established licenses, such as movies, comics, or TV shows. Examples are the James Bond 007 and Spider-Man franchises.
Using gestures with the controller to control on-screen actions. Alternatively, these gestures can also be detected by motion-sensing cameras.
Over-the-shoulder is a camera view point popularized by Resident Evil 4 that is featured in most modern third-person shooters and third-person action games.
Often appearing in role-playing games, the reluctant hero starts out not wanting to fight, but ends up getting drawn into the conflict nonetheless. If not forced into it against their will, they are often motivated by love, honor, or a sense of righteousness.
A Sega arcade board used in the early '90s, known for its gratuitous use of sprite scaling.
The Demon Clan Namekian's signature attack in DragonBall Z, mostly associated with Piccolo.
Protagonists that have gravity defying hair styles and often appropriately spikey personalities.
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.
Whether it's Super Scaler or Mode 7, growing and shrinking sprites/textures is a concept often used in sprite-based games. It was a popular technique used to create three-dimensional games with sprites, mostly during the 16-bit to early 32-bit eras. Sprite-scaling was an early form of 3D texture-mapping.
A series of arcade system boards and graphics engines developed by Sega to produce advanced, three-dimensional, sprite-scaling graphics. Capable of scaling/rotating thousands of sprites, Super Scaler produced the most advanced sprite-based graphics, from the Sega Hang-On in 1985 to the Sega System 32 in the '90s. It was an early form of 3D texture-mapping.
A superhero is a fictional character of unprecedented physical prowess dedicated to acts of derring-do in the public interest.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
Just as heroes sometimes fall from grace, occasionally someone who works for the forces of evil will turn their life around and become a good guy.
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