837: R1 to Brood
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Game » consists of 1 releases. Released 1992
Hand-drawn or computer-generated animation.
A non-interactive sequence within a game most often used for plot advancement.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Used as a last ditch effort the desperation move is often a single, powerful attack that hits multiple enemies on screen. The attack is executed at the cost of a percentage of the user's total hit-points.
When a song is played over the end-credits, often by a famous artist.
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
An in-engine cinematic is a type of cutscene that is rendered in real time using the game's graphics engine.
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 opposite of open-ended gameplay, linear gameplay uses scripted events, Quick time events, cut scenes, and a restricted path to tell a story exactly how the writer intends, and control elements of the action.
These are the characters who prefer to walk through life without anyone by their side, even though many times they will still wind up as part of a team. They tend to be rough around the edges in order to try and push others away.
Ninjutsu are the techniques a Ninja/Shinobi will use in battle with ones adversary. They are also considered survival techniques by the Japanese.
Power Ups can be used to give the controlling character, or any other character, temporary or permanent upgrades.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
The limitations of early gaming hardware, especially in the 8-bit and 16-bit days, made animated story sequences impractical for many games. One popular alternative was to convey the story through a series of still images, often with text and music alongside them.
A low friction surface, causing a person or vehicle to either glide or tumble.
A tragic hero is a protagonist who makes several mistakes to fall from glory, or is affected by tragedy and seeks revenge or redemption.
Verticality relates to the scale of spaces in a game and the player's ability and freedom to traverse them. It implies that a player has freedom of movement that extends to vertical planes through abilities, vehicles, or level design.
Also known as a triangle jump, this is the ability to hit a wall and propel yourself off of it like you were some kind of crazy ninja or parkour fiend.
For games that have either wholly or partly Japanese title names.
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