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Game » consists of 1 releases. Released Jun 29, 2001
Games that feature more than one style of Game Over screen. Alternate Game Over screens are often used when the player loses in specific ways.
This concept occurs in many RPGs and Sci-Fi games. The Ancient Advanced Civilization Technology is often a giant weapon (Halo Rings, Giant of Babil, etc.) that becomes a major plot focus in the stories of these games.
A boss fight is a culminating challenge that pits the player against one or more enemies representing a greater threat and/or difficulty than those previously faced. These scenarios typically feature unique antagonists.
Puzzles based around the format/shape of the controller and/or the buttons on it.
A fictional currency is one where the object being exchanged does not exist in the real world, such as Final Fantasy's Gil, or are not used for exchange in the real world, such as Fallout's bottlecaps.
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.
When a character or group of characters does something extremely brave on behalf of another character or group of characters, knowing that they will get killed or seriously injured in the process.
A parallel projection technique used in 2D sprite-based games to fake the appearance of 3D depth.
Sometimes one playable character just isn't enough.
Mostly found in RPGs, these are status ailments that continue outside of battle.
A red herring is a plot device used to mislead or distract someone from what's really going on in the story. It could be a false clue or over-emphasis of another character. Red herrings can add a surprise or make a challenge tougher.
A broad spectrum of games can be described as remakes, from straightforward graphical overhauls to extensive revision of gameplay and story elements. In the most basic sense, a remake keeps the original's core gameplay and plot but makes significant changes to peripheral aspects.
Romance in video games can either be interactive, in which the player attempts to woo another character, or an unchangeable part of the story of a given game.
Getting extra stuff on a new game from a previous game save on the player's system.
Quests that aren't necessary for game completion. They typically offer side-stories or specific rewards.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
A time paradox is when a person who travels in time does something that influences their past self in a way that traveling in time in the first place would not be possible or not have occurred without the first intrusion.
An antagonist who isn't a villain by choice and is not in control of their emotions or a victim of tragic circumstance.
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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