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Game » consists of 8 releases. Released Jul 12, 2013
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.
Games where the characters are 2D bitmap images (sprites), but the environment and scenarios are made in a 3-Dimensional space. This technique was commonly used on consoles like the PlayStation, Sega Saturn and Nintendo DS. Many 90's First-Person Shooters also used this technique.
Anthropomorphism is the concept of an object, concept or character that has human qualities or traits, such as speech, a level of intelligence similar or higher than a human's and self consciousness. "Anthro" means "of human" and related to the concept of humanity.
When text, usually dialogue, makes a sound as it comes onto the screen. This sometimes represents the sound of a character's voice, in the absence of voice acting.
An atmospheric phenomenon that causes a fantastic natural light display.
Backtracking is the act of navigating through previously explored areas, usually for the purpose of progressing in an objective-based adventure game. Players who are lost may also backtrack to reorient themselves.
Banzai Bills are the Bullet Bills larger cousins. They advance slowly and can be defeated by a single jump attack.
A race in the Mario series.
Betrayal is when a person breaks the trust and faith that others have placed in them.
Games that, in some way, react to the player's birthday; this can range from simply displaying a 'happy birthday' message to conferring certain gameplay benefits.
Bloopers are squid-like creatures that are usually white. They are usually seen underwater and attack enemies by chasing them and trying to catch them.
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
Not all bosses can handle the player by themselves. Many use waves of lesser enemies to fight for them while they rest, and some even let these minions do all the work.
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.
A distinct and predictable pattern of attacks or movement a boss takes. This can be based in reaction to a player's actions or simply a stringent script the boss adheres to.
When players must fight all of the bosses of the game at once. This can either be an optional mode, or a required sequence. Boss Rush can also mean a game where the player only fights bosses.
In video games, breaking the fourth wall occurs when a game becomes aware of its nature as a game, or when a character directly acknowledges the player.
Enemies that arrive at the surface from underground. Often this is used as a method of taking the player by surprise.
An insect with broad colorful wings.
Cartoon physics refers to games which do not conform to regular physics, but the "laws" are for a humorous bent rather than conforming to reality. Sometimes it ignores physical laws, like gravity, or tweaks them, like not being totally blown away by dynamite.
Potentially deadly in the real world, annoying and funny in the animated world.
A Chain Chomp (or Chomp) is a common enemy in the Mushroom Kingdom, first appearing in Super Mario Bros. 3. They resemble ball and chains, and behave in a very dog like manner, to the point where they even bark.
A clone is a being created as a perfect genetic duplicate of another being, right down to the DNA.
Collectibles are items such as coins, rings, gems, packages etc. that can be gathered, usually for some kind of reward, or sometimes to simply beat a level. Often (almost too often) the source of earning achievements and trophies on the Xbox 360 and PlayStation 3.
Games that ask the player whether they are sure about the decision that they have just made.
An action that is sensitive to context. Like going up to an object and pushing a button, which would normally perform a different action, to interact with it.
An optical effect formed by beams of light contrasting against areas of shadow in the atmosphere. They are often simulated in video games through volumetric lighting.
An attack that does more damage than usual, usually affected by random chance and some sort of modifier.
When characters shed tears - often due to extreme sadness.
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