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Game » consists of 8 releases. Released Nov 13, 2018
The ground pound is a move where a person in midair somehow makes themselves strike the ground with more force than if they had merely landed. Popularly known as the "butt stomp" due to Super Mario 64's variant, which appeared as though Mario was attacking foes with his rear end.
"Hand to hand. It is the basis of all combat." -Gray Fox
Some games allow people to swim. Many, however, have water that hurts or kills the player when entered.
A sharp blow delivered by driving the head into the opponent.
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
A concept where players have the ability to conceal themselves from enemies. Common hiding places in games include closets, lockers, or even just crouching in the shadows.
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 hub is the central location from which a player can venture out into different areas of a game. It is often used as a clever way of masking loading between levels or worlds.
Skating on ice.
An Iconic concept of video games is the use of an idle animation for the players character, when during gameplay there's no control given. It's an example of emergent game design, and is used as a way to add depth to action characters.
A concept in a game where the playable character can't run out of ammo, and doesn't need to pick up/buy ammo. In some cases, you still have to reload your weapon, but you will still have an endless amount of magazines.
The interactive loading screen has thankfully relieved some of the boredom that comes with long load times through entertaining us with small minigames. These generally involve simply moving objects around on screen usually with some relevance to the game itself.
An imaginary boundary in the game world that limits player movement to a specific area. They are often criticized as a poor component of level design, when an actual wall or other visible boundary could have been used to delineate a game's playing field.
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 Knock out or KO is when, example being a fighting game, one of the players is sent into a state of unconsciousness.
Games that allow the player to choose which level to play next, rather than a fixed linear order.
The act of granting freedom to prisoners or subjugated NPCs.
The concept of lives in video games evolved to let the player get a second chance after failing once. The most recognizable symbol is the heart.
Collectibles that are also living beings.
Loading Screens are specific screens that are displayed while a game is loading resources so that the player has something to distract them while the game loads. Loading Screens can be images, text or even mini-games - and sometimes a combination of all three.
The concept of affecting the universe through supernatural methods, breaking the fundamental laws of science.
Games that feature an antagonist--someone who opposes the game's protagonist--that is a man.
This concept is for games in which at least one of the main characters is male.
A mascot is an iconic character heavily used in the advertising and marketing of a product, franchise, business, or company. Notable mascots include Mario, Sonic the Hedgehog, Ulala, Mickey Mouse, and the Big Daddies.
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.
These are often a departure from the conventional gameplay of a game. There have also been compilations; games including only minigames. The Mario Party series has a lot of minigames, too!
When monsters in a game can turn on each other after an accidental injury and fight to the death instead of focusing on the player, or when some of the player's enemies also hate each other, and will attack each other on sight.
Some creatures have three or more eyes and tend to be monstrous and frightening.
A post processing effect that blurs and streaks the entire frame. Loosely based on the behavior of real-world optics.
Platforms conveniently moving you towards your destination to allow the crossing of large expanses which would otherwise be impossible to cross.
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