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Whether a timed button press or a more complex action, these are inputs performed during attack animations to increase damage. Most often seen in the Mario RPG series.
Button Mashing is a term used to describe gameplay where certain skills can be only realized explicitly through mashing buttons, a reckless player trying to get results or when the game rewards the player(s) who bash buttons the fastest. The latter example is common in Party Games.
Games that are little more than extensive cinematic sequences in which the player has little interaction with what is happening onscreen. This notion of a cinematic game is epitomized by laserdisc arcade classics such as Astron Belt, Dragon's Lair and Bega's Battle.
A concept used in many racing and action games in which your vehicle or character is airborne and shot at an awesome angle, often in slow-mo.
2D or 3D platformers that have slow methodical movements and intricate animations and puzzle solving, Resulting in the player having to "take things slow" and encourages more thinking before taking actions. Usually having more complicated controls than standard platformers that simply have you run and jump. Different modes of jumping, ledge grabbing, rolling, clambering, climbing, taking cover and usually if there is combat the player has to switch between platforming and combat modes.
A non-interactive sequence within a game most often used for plot advancement.
A Directed Escape is an interactive gameplay sequence where the player is unable to successfully fight back or otherwise survive, and is forced to flee to the next checkpoint to resume normal play.
The ability to dodge an attack, making the player untouchable for a brief period.
To elude, escape, or get away from. Some games require players to escape from some people or things to perform some objective or avoid death.
Finishing moves are typically moves that end a fight in a traditional fighting game.
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.
A situation where the player-controlled character loses their life immediately. The quickness of that demise is often a stark departure from the balance of power, and sometimes the rules, established by the developers during the rest of the game.
Whether it be a close up shotgun blast, far away sniper rifle, explosive, or backstab, the "one hit kill" is a popular kill strategy. Usually hard to master and even harder to avoid, the instant kill is loved and hated by gamers everywhere.
Allows the player to enhance an attack in a standard RPG battle by pressing a button or buttons in a pattern or at a specific time. Initially found in games such as FF6 and Super Mario RPG
A cutscene (usually using the in-game engine) which allows the user to contribute to or modify the action- such as changing camera angle, zooming in and out, or being able to move the player character around actors playing a scripted sequence.
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.
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!
A Quick Time Event where failure doesn't necessarily result in death and level reload. Instead you are forced to repeat the QTE over and over until you manage to successfully complete it.
A turned based battle system that has a reactionary component.
Occasionally, when some nasty bugger decides to give you a big hug that just seems to last forever, you may want to politely decline by mashing or shaking whatever you are holding in your hands.
Players must repeat a series of inputs, dictated by the game, in order to progress. It is very similar in nature to Simon Says, or more accurately, the electronic game, Simon.
A gameplay mechanic where the player must make narrative decisions or dialogue choices in real-time, within a certain time limit, with their choice (or lack thereof) affecting the plot. Timed decisions are essentially a form of QTEs (quick-time events), but differ in the sense that they affect the narrative outcome.
Cutscenes that cannot be interrupted or bypassed through player interaction.
Video games based on Japanese IP's that were developed by Western studios.
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