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consists of 5 releases.
Released Jan 26, 1987
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.
Some games have inspired the creation of literature.
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.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
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.
The accent of someone traditionally from England. Not to be confused with Welsh or Scottish, which are totally different despite being sometimes referred to as simply "British" accent.
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.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
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.
Giant Insects are insects and other 'bugs' that are far larger than in the real world. Some are about half the size of a human, others are bigger than buildings. Larger than life or gigantic insects are a common element in many video games, especially those of the RPG Genre.
A humanoid construct given life through magic. The materials used to create a golem vary greatly.
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).
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.
Nintendo Entertainment System (and Famicom) games that allow the player to save their progress.
Sequels that have the player controlling a different character than the original 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.
An overworld is a simplified view of the game world that allows players to freely move to different locations or levels.
Games where the player either can, or must, create all their protagonists as custom characters.
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