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Game » consists of 7 releases. Released Feb 10, 1988
The concept of reviving somebody who is dead or down.
Classic form of numbering that gives things a more regal feel.
A character class in the Dragon Quest series.
Games that have an open gameplay structure that allow players to interact with the world as they choose.
Sometimes, things are just meant to happen the way they do. Usually triggered by a timer, or by the player crossing a checkpoint.
A sequel (also called a follow-up) is a game that carries forward the gameplay concepts, and often the story, of a previous game to which it is officially linked.
No point in gathering coins, gold, gil, money, or whatever if you can't buy anything with it.
A route shorter than the usual one.
Quests that aren't necessary for game completion. They typically offer side-stories or specific rewards.
A lead character who never says a word, despite being spoken to.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
Slimes are a common "starter enemy" in RPGs, and serve as a mascot for the Dragon Quest series.
A blob consisting of some icky substance, the slime monster is one of the most used RPG monster clichés besides rats.
A condition which affects a character's effectiveness, either positively or negatively. Common examples include Poison or Haste.
An aesthetic sub-genre of fantasy, focusing on brutal barbarians and arcane wizardly magic.
People who are aged during the growth period of adolescence, traditionally between 13 and 17 years old.
Popularized by Square Enix's Dragon Quest series, a Textcalibur is when a sword (or other weapon) appears in the game's title in place of one of the letters, usually the T or the I.
Altogether, entries I-III in the Dragon Warrior/Quest series form the Erdrick trilogy. Erdrick is the character that this trilogy revolves around.
Turn-based games divide game actions into distinct parts, called turns. This gives the player time to strategically choose actions as the battle or events unfold.
Bosses that are designed to not be beaten; however, sometimes these bosses can finally be beaten at a later point in the game.
These are games that begin with the player waking up. More often than not this occurs in RPGS, but is certainly not exclusive to the genre.
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