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Game » consists of 1 releases. Released Mar 22, 2011
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.
Anytime an ally comes in to help you in any way. This mechanic is most common in fighting games.
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.
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.
A location or scenery that is reminiscent of fall. Autumnal settings involve trees shedding their leaves and usually feature yellows, browns and reds.
Videogame bosses, generally enormous ones, that take up the entire background of the screen you fight them on, usually only extending the body parts they attack with (and for some reason, their weak point) into the foreground where the player can interact with them.
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.
While modern chemistry defines 118 atomic elements, video games more often deal with classical elements as described in ancient philosophy, mainly fire, water, earth, and air. In many games, each element is stronger against certain elements, but weaker against others.
A style of game that has platforming elements, but with more emphasis placed on fighting enemies than precise maneuvering through the level and its obstacles. Notable examples include Ratchet & Clank and early Ninja Gaiden games.
One of the age-old narrative structures in literature, in which a young protagonist faces conflict that transforms him or her into a mature adult. This is an especially common device in RPGs.
The act of bending at the knees from a standing position. Crouching is an essential part of many shooters and platformers, and can be used by players to stay behind cover or avoid incoming projectiles.
Sometimes designers add old-school things on purpose to enhance game design. These games tend to be heavily inspired by hardware limitations of older systems. NES, Atari 2600, and early computer platforms (DOS, Commodore 64, MSX, etc...) are common sources of inspiration.
This concept deals with platforms that phase in and out of existence as time passes. It is used to create tricky platforming situations requiring excellent timing to overcome.
Dragons were originally messengers from heaven, according to early Buddhist texts. In games, they can be among the most fearsome of adversaries, but there are some exceptions.
The 2010 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on June 15-17.
Ahh, eating... We can't live without it, and, apparently, neither can some characters. From snakes to dots, games have odd ways of dishing out their dishes.
Many video game villains oftentimes laugh in evil ways, be it a vicious cackle, a sneering chuckle, or a booming laugh. Common evil laughs often include "Bwa-ha-ha", "Mwa-ha-ha", or "Ho ho ho".
A punctuation mark that is used to express intense emotion.
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.
This concept is for games where at least one of the main characters is female.
Enemies that prefer to keep a distance to the ground, and swoop down occasionally to do some damage.
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
The best way to make sure even the stupidest players know that certain people, places, terms, or concepts in a game are important is to highlight those words in the text with different coloured letters, or through the use of bold, italicized, or all-caps text.
This is a concept in fighting or other action games of attacking an enemy in order to keep the enemy in the air, unable to fight back. This is also a tactic in tower defense games of keeping the enemy on the battlefield longer by manipulating towers.
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.
The process by which characters reach a new level, gain greater attributes, and learn more abilities. It usually involves earning enough experience points by completing a variety of tasks such as quests or by "farming" such as killing other characters for their experience points.
A style of action-adventure gameplay revolving around exploring a labyrinth with the necessity of locating new items and equipment to progress beyond otherwise impassable obstacles. The concept is named for its common usage in the Metroid and Castlevania franchises. While the term most commonly refers to 2D games, it can also refer to 3D games.
Some games include pets you can either ride on, battle with, or simply enjoy spending time with.
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