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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.
When the player character (re)visits a certain area or location that was also present in a previous game, or visited later on in the same game, with some alterations.
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
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.
Text profiles that summarize a character's history and their role in a story. Often paired with concept or CG art.
Typically found in fighting games, combos are a series of strung-together moves.
A non-interactive sequence within a game most often used for plot advancement.
Don't you just love it when a game lets you view all the cutscenes without having to play it all over again? Every game should have this feature.
Environments cycle between day and night, often with effects on other aspects of the game.
Some game environments feature certain areas that allow for special kills outside a player's normal cadre of moves. These kills usually feature unique animations such as slamming an enemy's head through a television or sticking their head in a trash compactor.
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.
Extreme violence pertains to excessive amounts of blood, gore, or violent acts. These include decapitation, mutilation, dismemberment, amputation, defenestration, disembowelment, torture and much more.
Finishing moves are typically moves that end a fight in a traditional fighting game.
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
A gaming genre of its own, but also frequently featured as a mini-game in other titles, especially RPGs.
A style of fast-paced melee combat in third person action-adventure games that is based off combos, chains and counters. Often involves using the environment to help subdue enemies.
Full Reactive Eyes Entertainment (named to fit the acronym 'FREE') is a quasi-genre invented by designer Yu Suzuki, describing a blend of adventure and open-world sandbox gameplay found in the Shenmue franchise.
In some video games, when some characters talk, what they say has absolutely no meaning, at least to the player. Whether it has any meaning to the character speaking is another matter entirely.
Golf is a sport in which golf balls are hit with golf clubs in holes on a course. The fewest swings wins.
Greatest hits is a general term for re-releases of games which have sold a certain number of copies, as part of a program managed by the console manufacturer.
"Hand to hand. It is the basis of all combat." -Gray Fox
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 game in which the "seeker" covers his/her eyes while the other players try to find a good hiding spot. It is then up to the seeker to find the hiding players.
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
Holding hands implies a second character or object, often controlled by AI, who must be physically escorted through the game.
The ability of a player to interact with items or geometry in the game world, whether for story or gameplay reasons or simply for immersion.
The real-life currency of Japan. It is represented by the symbol ¥.
Games in which the player is judged how well he or she sings along to the words onscreen.
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.
A transgender NPC can be found in Kamurocho. Directly based off of real-life transgender model Ayana Tsubaki, Ayaka discusses her transition while asking Kiryu for advice. This scene was originally removed from the American PS3 release, due to the omission of massage parlors, where Ayaka is first introduced, but is present in all versions of Yakuza 3 remastered.
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