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Game » consists of 3 releases. Released Jun 01, 1998
Artificial Intelligence, or AI, commonly refers to the programmed behaviors of NPCs in a game, whether it's the fact that a soldier takes cover behind a wall in Gears of War, or that townspeople cheer upon your arrival to their village in Fable.
Using a 2D sprite that always faces the camera within a polygonal 3D environment to fake a 3D effect.
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.
Environments cycle between day and night, often with effects on other aspects of the game.
The 1998 Electronic Entertainment Expo (E3) took place at the Georgia World Congress Center in Atlanta, Georgia on May 28-30.
The ability to generate, move, and shape soil, dirt, and rock with little to no physical contact.
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.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
Games for the Nintendo 64 with the numbers 64 after the title to denote that it is, in fact, a 64-bit game for the Nintendo 64.
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
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.
Kobolds are anthropomorphic dogs/reptilians of short stature that dwell in forests and caves. In fantasy RPGs, they typically wield primitive weapons and command limited shamanistic magic. The term "kobold" has also been used in reference to other types of creatures including lizardmen, spirits, or simply humanoids with various skin tones.
A stylistic choice of employing small polygon counts for meshes.
The concept of affecting the universe through supernatural methods, breaking the fundamental laws of science.
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
Enemies that appear out of nowhere and force the player into a battle.
These games are designed to be played by one person, and one person only.
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.
Turn-based games divide game actions into distinct parts, called turns. This gives the player time to strategically choose actions as the battle or events unfold.
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