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Levels that progress forward by themselves at a fixed rate.
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
A term that can be used to refer to RPGs that focus more on the action, or brawler action games which focus on hack & slash gameplay.
Islam is a monotheistic religion articulated by the Qur'an. A text considered by its adherents to be the word of God given to Muhammad, considered by the Muslims to be the last prophet of God.
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 simple texture mapping graphics mode on the SNES that allows a background layer to be rotated and scaled. Many game developers used this to create faux-3D worlds and environments.
An on-rails game behaves much like a train: while sometimes the player can choose which path is taken, they cannot deviate from it. Sometimes on-rails games even go so far as to decide when the player moves.
Radial Menus are menus that appear in a circular pattern to display the options the player has.
A shooter in which the player movement is restricted so they can only follow a linear, predetermined path. This style of game is considered very "arcadey" and is usually accompanied by a lightgun.
Video game combat in which combat actions are performed in real-time, rather than through a turn-based structure.
A gathering of people who believe in the same higher power(s), and follow the rules laid out by the mortals chosen to be their prophets. Video games generally try to shy away from negatively portraying real religions to avoid controversy, however they make ample use of fictional in-game religions.
Game mechanics traditionally found in role-playing games that are incorporated into a non-RPG title.
Side-scrolling games present the world as viewed perpendicular to the direction the characters are facing on screen. With a heavy focus on lateral movement, objectives are often met by moving from one end of a stage to the other.
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.
Whether it's Super Scaler or Mode 7, growing and shrinking sprites/textures is a concept often used in sprite-based games. It was a popular technique used to create three-dimensional games with sprites, mostly during the 16-bit to early 32-bit eras. Sprite-scaling was an early form of 3D texture-mapping.
3D Stereoscopy is the use of two images generated from slightly different angles in order to create a 3D effect. This usually requires the use of 3D glasses to separate the left/right image for each eye.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
A game perspective that views the action from above, commonly at a fixed position and/or rotation.
Wireframe describes any 3D model or shape that has no covering texture or "skin" and can be seen through. It can also be a visual effect to make a 2D image appear 3D.
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