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Game » consists of 3 releases. Released Dec 18, 1993
Games that feature more than one style of Game Over screen. Alternate Game Over screens are often used when the player loses in specific ways.
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.
The ability to save a cartridge-based game to the cartridge. The battery is usually good for tens of thousands of saves, and made ridiculously long character passwords obsolete.
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.
Classes are different archetypes and playstyles that players can choose to play their game with.
One of the age-old narrative structures in literature, in which a young protagonist faces conflict that transforms him or her into a mature adult. This is an especially common device in RPGs.
Most commonly found in older RPGs, fellow party members will follow exactly one square behind you/another party member.
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.
Either specialized dragon killers or a honorary title bestowed upon those who have managed to slay a dragon.
Carefully exploring a large, labyrinthine area full of enemies (i.e., a dungeon) in the hopes of finding treasure, leveling up, or completing a specific task. Having their roots in tabletop games, video game dungeon crawls are found almost exclusively in RPGs.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
A game with fake interactivity will present the player with a choice, but will prevent further progress, such as by repeating the choice, until the player selects a specific answer.
An unofficial translation of a video game, created by people not associated with the original development team.
An industry game design convention that's appeared in many games over the years. The fetch quest involves sending the player out to collect a certain number of items, and return them to complete the quest. A staple of the RPG and Adventure game genre.
Using physical force to damage an opponent, with or without an equipped weapon from a first person perspective.
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.
These games were popular enough to warrant an anime, whether it was a full television series, an OVA (original video animation), or a feature-length movie.
Earrings, greatswords, and rubber suits. Some party members simply don't have the assets needed to wear these items.
Whether it be Mario vs. Bowser, Jedi vs. Sith, Link vs. Ganon, or Elves vs. Orcs, the forces of good are in an eternal battle with the hordes of evil.
These are endings that aren't just good, but they give you everything you could want. The world is saved, the hero gets the girl, friendships are made that will last forever, everyone is safe, the villain is gone for good, and all loose ends are wrapped up forever.... unless a sequel is made.
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.
Humans are bipedal, sapient primates capable of abstract reasoning, language, and emotions.
The maximum capacity for leveling up something in-game (usually a character).
Moral dilemmas presented to the player that often have a significant effect on the story or other characters.
Sometimes one playable character just isn't enough.
Many games such as Shin Megami Tensei, God of War, or Too Human base their story off of or utilize elements from the order of the cosmos as perceived by humans both ancient and modern.
Characters controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing the game.
Non-linear level design where the player is able to freely traverse the game world and choose where and when to visit certain areas in the game.
A broad spectrum of games can be described as remakes, from straightforward graphical overhauls to extensive revision of gameplay and story elements. In the most basic sense, a remake keeps the original's core gameplay and plot but makes significant changes to peripheral aspects.
A game that is both a remake of a previous game and a sequel to it.
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