Game Mess Mornings 06/05/24
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843: Worked Wish
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Game » consists of 2 releases. Released Nov 06, 2008
Cold-blooded aquatic animals that have scales and breathe through gills.
Enemies that prefer to keep a distance to the ground, and swoop down occasionally to do some damage.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
A game based on an anime.
Magical creatures made of stone, resembling the grotesque statues commonly part of Gothic architecture such as the Notre Dame cathedral in Paris.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
Ghouls are carrion eating undead creatures that dwell in graveyards and other lonely places. The stench of death surrounds these vile abominations wherever they go. Some Ghouls have been known to paralyse their victims with their manky claws.
Giants are tall humanoid beings, found in mythology and various fairy tales. They are usually portrayed as being slow-witted and quick to anger, though gentler kinds also exist.
A humanoid construct given life through magic. The materials used to create a golem vary greatly.
A large species of primates.
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
All dogs go to heaven? Nobody told these.
An numeral indication of how much damage a character can sustain. The loss of all hit points results in the death of the character or another penalty.
A gameplay mechanic allowing players to store their items and freely carry them around.
A heavily armored soldier in the service of a lord or cause. Typically a champion of good and a defender of the innocent.
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.
The concept of affecting the universe through supernatural methods, breaking the fundamental laws of science.
This concept is for games in which at least one of the main characters is male.
From Beat-em-ups to fighting games to modern FPS, one dude hitting another has made an enjoyable pastime.
Creatures that are usually part fish and part human.
A box, chest, or similar reward beckons you to come near, but it is actually an enemy in disguise. Sometimes can be difficult to differentiate from a real treasure chest.
Nameless and disposable characters, who follow commands from whoever they see as their leader or boss.
Mythological creatures with the body of the human and the head of a bull. They are often found in video game dungeons, waiting for foolhardy players to stumble upon their lairs. Sometimes they're mindlessly violent, other times they're oddly peaceful and in tune with the world around them.
Platforms conveniently moving you towards your destination to allow the crossing of large expanses which would otherwise be impossible to cross.
A boss fight in which the player must not only battle the actual boss, but must also defeat or defend against auxiliary enemies.
Mummies are lumbering undead corpses wrapped in bandages. They are often associated with ancient Egypt and may have magical powers or be immortal.
A mode that allows a game to be replayed after a first completion, carrying over items, experience, weapons, and other elements from the first playthrough.
Characters controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing the game.
A trait in which a character's heinous actions stem not from a tragic past event or personal wrongdoing, but rather an indulgent "because I can" attitude that remains unreformed.
Non-linear level design where the player is able to freely traverse the game world and choose where and when to visit certain areas in the game.
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