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Game » consists of 6 releases. Released Jul 04, 1987
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.
A dark power that is usually the cause for the world's strife. The curse can only be broken after the protagonist (or band of protagonists) defeats several dangerous trials.
Attributes are a numerical representation of a character's abilities who have their roots in RPGs. Today, attributes have spilled over to a wide range of game genres.
Blindness is an affliction that robs a person of their sight. In games it usually causes physical attacks/projectiles to miss, but magical spells aren't as widely affected.
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.
Classes are different archetypes and playstyles that players can choose to play their game with.
Character Creation refers to characters created by players themselves, rather than developers.
Chiptunes are musical compositions that are synthesized by a computer or console sound chip.
Hey, why are we fighting? Let's sit down and talk this thing out.
The cutscenes are nothing but the pages of a comic book. Audio is usually dubbed over to give them a little more life.
Fast-talking and manipulative salespeople.
Shared mythology for several H.P. Lovecraft stories.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
A non-interactive sequence within a game most often used for plot advancement.
A bright flash, usually red and seen on the borders of the screen, that indicates damage or injury.
The concept of a helpless female character in desperate need of rescuing by the protagonist, in most cases from a villain, or from a form of impending doom.
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.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
A common element in the Shin Megami Tensei series and many of its spin-offs. In order to recruit new demons, the player must enter negotiations during battle and appease them so that they feel inclined to join.
Someone who investigates unsolved crimes and other mysterious happenings, either for a living, as a hobby, or simply by chance.
Some games portray cutscenes as portraits of characters talking to each other.
Dialogue trees are a feature through which the player selects responses from a list of choices, eliciting reactions from NPCs and determining the path of the conversation and story.
Carefully exploring a large, labyrinthine area full of enemies (i.e., a dungeon) in the hopes of finding treasure, leveling up, or completing a specific task. Having their roots in tabletop games, video game dungeon crawls are found almost exclusively in RPGs.
Enemy Capture is a game mechanic that enables the player to capture or charm enemies. The capture mechanics and the ways enemies are used are myriad, but the effects are always beneficial to the player.
Experience Points are part of a character advancement system commonly found in RPGs. These points are generally gained by defeating an enemy or completing a task.
Everything you need isn't always spelled out for you on the map. Sometimes even the map is not there till you go explore it.
An unofficial translation of a video game, created by people not associated with the original development team.
An industry game design convention that's appeared in many games over the years. The fetch quest involves sending the player out to collect a certain number of items, and return them to complete the quest. A staple of the RPG and Adventure game genre.
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