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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.
Achievements are extra challenges added into video games that sometimes carry a point value or unlock bonus material, and are sometimes solely for bragging rights.
Fighting games which include a roster that consists entirely of women.
Using any form of input or interruption to cause a character's sprite or 3D animation for landing/attacking/etc to drop frames and stop early. This allows you to instantly keep moving or attacking rather than waiting for said animation to finish going through all its frames.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
Charging is the action of pressing & holding down a button or particular direction on the controller. Its purpose is to build up a powerful blast or burst of energy to take out an opponent or cause critical damage.
Limited editions of games that include extra "perks" like Making of DVDs and a nice and shiny tin with extra box art
Typically found in fighting games, combos are a series of strung-together moves.
A page devoted to cataloguing and explaining appearances and the use of concept art in games.
Characters capable of creating something from other sources, such as energy or art, to wield a weapon or other objects. Most well known example is the Green Lantern Ring.
Popular audio/video middleware tools developed by CRI Middleware, INC. Used in over 1,700 games spanning the PS2, PS3, Gamecube, Wii, Xbox, Xbox 360, PC, Arcade, DS, PSP and more.
A quick burst of speed that propels the player slightly forward or backwards.
Sometimes you want a challenge, sometimes you wanna coast.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
A double jump is the ability to jump while already in mid-air to get some extra lift. In reality, double jumps are not possible and violate fundamental laws of physics.
This concept is for games where at least one of the main characters is female.
Gothic Lolita is a fashion sense based on styles from England's Victorian era which has developed in Japan, particularly in Tokyo.
"Hand to hand. It is the basis of all combat." -Gray Fox
“Indie” or “independently developed” games are video games which are developed by a studio without the support of an external publisher.
This is a concept in fighting or other action games of attacking an enemy in order to keep the enemy in the air, unable to fight back. This is also a tactic in tower defense games of keeping the enemy on the battlefield longer by manipulating towers.
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.
Martial arts are a popular set of skills that many video game characters possess. Martial arts are the cornerstone of any fighting game, and have influenced many platforming and adventure games.
A fighting game concept in which a player using a particular character can fight against either the CPU or another player using the same character.
Two or more characters are featured on the game's box art.
An online digital distribution system for arcade games in Japan.
Legendary, stealthy assassins from Japan's feudal era, who are well-trained in the art of the sword, and who may or may not have access to magical powers.
Sexual behaviour that deviates from the norms of society.
Used in fighting games, projectiles are objects that a fighter can launch at another fighter to attack from a distance. While they can be used to simply inflict damage, projectiles are often used to maneuver opponents into disadvantageous positions.
Colloquial term applied to hyper-aggressive play in all fighting games in North America, coined in southern California during the mid-90s. Popularized by tournament players like Alex Valle.
Most achievement systems allow developers to hide certain achievements, obscuring details about them until a player has earned the achievement.
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