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Game » consists of 1 releases. Released Feb 01, 1989
8-bit can be a reference to actual computing power, or it can be a retro look for videogames that want to recall a bygone era.
Winged, usually flying creatures, many of which enjoy perching on branches and defecating on unfortunate victims below.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
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.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
Crows are familiar over much of the world: large, intelligent, all-black birds with hoarse, cawing voices.
Environments cycle between day and night, often with effects on other aspects of the game.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Frequently seen in RPGs and Fighting games, The EHI helps players calculate the current health of opponents.
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.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
These are games that dump you directly to the title screen after you get Game Over screen.
Whenever there's a new Pixar, superhero or Harry Potter movie they have to make one of these.
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
A gameplay mechanic allowing players to store their items and freely carry them around.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
A game where you eventually receive a map of an area. Like in Metroid Prime you have map download stations to get a map outline of the area. This is the same concept in the exploring Castlevania games.
Some games feature the ability to switch the gameplay camera perspective between first and third person, either as an option or as a gameplay element.
Sometimes one playable character just isn't enough.
Non-linear level design where the player is able to freely traverse the game world and choose where and when to visit certain areas in the game.
A concept where the game must be restarted if you are killed. It is a mechanic found in most arcade games, but the term is usually used in reference to the RPG genre where the mechanic is less common, particularly "roguelike" games as well as strategy games such as Fire Emblem or Final Fantasy Tactics where characters die if they are defeated in battle. Often used as a significant plot device.
Games that include real photography on the game's cover.
A boss that players fight multiple times throughout the game. They usually follow the player as they progress.
One who murders three or more people within a relatively short time span.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
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.
Survival is a concept that signifies that the player's life is constantly in jeopardy.
Popularized by franchises such as Resident Evil and Silent Hill, these games typically involve a strong implication of danger, vulnerable protagonists, and disturbing monsters.
Throwing weapons include knives, shurikens, axes, darts or even explosives such as grenades and molotov cocktails.
When a certain amount of time is given to the player to reach a goal or finish an objective.
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