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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.
An immature childish person. It wears diapers and whines a lot, much like old folks. Babies are considered cute by most people.
Bats are small, very social flying mammals. They may frequent caves or haunted houses.
Boulders that one has to escape are often implemented in games as a homage to Indiana Jones.
A stereotypical prehistoric human, usually clad in animal skins and rather violent. Does not always live in a cave.
Climbing is a common tradition in games, particularly platformers. There is often a particular type of surface that can be climbed, and it has a recognizably different look than other surfaces in the game. Climbing ladders or stairs doesn't count.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
A non-interactive sequence within a game most often used for plot advancement.
The concept of a helpless female character in desperate need of rescuing by the protagonist, in most cases from a villain, or from a form of impending doom.
Demons are generally creatures of evil, usually from Hell, who are often totally untrustworthy even when they're not murdering everyone and destroying everything in their path.
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.
A puzzle where you have to use your surroundings, i.e. "environment" in order to progress.
When the main character at some point has to escape from a confined area, be it a dungeon, a prison cell, or a penal colony.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
The counterpart to 'faceless hero'. Sometimes the 'faceless evil' doesn't appear at all, but when it does, the player doesn't get a look at its face.
Falling Debris, rocks, or other items that may possibly cause damage to the player character.
The last boss you face in a game, usually representing the final climax of the game.
In games, fire can be an obstacle, a tool, a weapon, or a solution. Just don't play with it...unless you really want to.
Enemies that prefer to keep a distance to the ground, and swoop down occasionally to do some damage.
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 plot device where innocent characters are killed. Sometimes players forced to watch it happen and can do nothing to prevent it.
A rather unpleasant experience, where your journey takes you to the insides of a bigger creature, followed by a desperate attempt to make it 'through', alive and undigested.
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 act of granting freedom to prisoners or subjugated NPCs.
An opponent that typically appears around the halfway point in a level. Mini-Bosses are more formidable than the average opponent, though normally not as tough as the end-level Boss.
Necromancers are spell casters who specializes in conjuring and controlling the undead.
This character has been sacrificed by the game designers to serve as a warning or amusement (probably both). These are the non-player characters who die at the beginning of the game or level.
Classic form of numbering that gives things a more regal feel.
Sea monsters are sea-dwelling, mythical or legendary creatures, often believed to be of immense size.
Enemies that hide behind shields.
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