Power Bombcast: The Skin Doesn't Quite Fit
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Game » consists of 7 releases. Released May 27, 1986
The ability to complete sections of a game out of the intended order (or to skip them entirely) through skill and knowledge of the game.
No point in gathering coins, gold, gil, money, or whatever if you can't buy anything with it.
A route shorter than the usual one.
Quests that aren't necessary for game completion. They typically offer side-stories or specific rewards.
A lead character who never says a word, despite being spoken to.
Skeleton Warriors are comprised of the animated bones of the dead. Often brought to life to do the bidding of an evil master as mindless and indefatigable soldiers and guardsmen.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
Slimes are a common "starter enemy" in RPGs, and serve as a mascot for the Dragon Quest series.
A blob consisting of some icky substance, the slime monster is one of the most used RPG monster clichés besides rats.
An aesthetic sub-genre of fantasy, focusing on brutal barbarians and arcane wizardly magic.
People who are aged during the growth period of adolescence, traditionally between 13 and 17 years old.
The ability to move from one area to another instantaneously - typically through some sort of special power or device.
Popularized by Square Enix's Dragon Quest series, a Textcalibur is when a sword (or other weapon) appears in the game's title in place of one of the letters, usually the T or the I.
A game perspective that views the action from above, commonly at a fixed position and/or rotation.
Some bosses transition through two or more forms during the course of a fight. Each form has its own abilities and health separate from those of other forms.
Altogether, entries I-III in the Dragon Warrior/Quest series form the Erdrick trilogy. Erdrick is the character that this trilogy revolves around.
Turn-based games divide game actions into distinct parts, called turns. This gives the player time to strategically choose actions as the battle or events unfold.
In games they're often described as being masters of the dark arts. Basically, wizards gone bad.
Werewolves are humans that can shapeshift into wolves or wolf-like creatures. They often have strength and senses that surpasses those of both humans and wolves.
Wolves are mammals closely related to dogs and are known for howling in moonlit forests and hunting in packs to pester players in numerous RPG games.
Archaic words borrowed from middle to early modern English. Many Role-Playing Games of the 90's implemented this. Examples: Hither, tither, yonder and lo.
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