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Magical creatures made of stone, resembling the grotesque statues commonly part of Gothic architecture such as the Notre Dame cathedral in Paris.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
When the player, compared to the adversary he/she is supposed to defeat, looks like a tiny inchworm.
Giant rats are like regular rats but significantly bigger. Giant rats are the first enemy in many role playing games.
Goblins are irritable, evil and mischievous creatures in folklore. They can range in size from halfling to average human size.
A humanoid construct given life through magic. The materials used to create a golem vary greatly.
Griffons are a mix between lions and eagles. They soar high in the mountaintops in many fantasy worlds. Griffons are found in both wild and tame varieties. Intrepid explorers have often met a sticky end whilst trying to steal Griffon eggs so that they can train the young Griffons as mounts.
Commonly reffered to as seagull, the gull is a (mostly) white aquatic bird known for its cheeky behaviour.
A winged creature from Greek mythology with the body of a bird and the head of a woman. Generally depicted as a winged woman with grotesque features with a mind full of bad habits.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
Humans are bipedal, sapient primates capable of abstract reasoning, language, and emotions.
According to greek mythology, Hydra was a many-headed serpent; the offspring of Typhon and Echidna. For each head that got cut off, two new heads would grow in its place. It was eventually slain by Hercules.
An Iconic concept of video games is the use of an idle animation for the players character, when during gameplay there's no control given. It's an example of emergent game design, and is used as a way to add depth to action characters.
Enemies will spawn infinitely until the player has accomplished a certain goal, e.g reached a checkpoint or killed a certain number of enemies.
A gameplay mechanic allowing players to store their items and freely carry them around.
An invisible enemy is an antagonist that cannot be seen under normal circumstances. Sometimes these enemies are only temporarily invisible or can be made visible somehow.
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.
Usually found in adventure games, when players combine two or more items to create one or more new items.
Any object that holds health, ammo, equipment, money, etc. The container must be opened or destroyed in order to procure the items within.
Take an item and throw it at the enemy.
Horror games influenced predominantly by the look, feel, and themes of Japanese horror cinema, or non-horror games that allude to the cultural horror aesthetic. J-Horror, or psychological horror, is sometimes classified as a sub-genre of survival horror.
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.
Quest givers that task the player with killing an enemy or specific number of enemies.
Information on the time honored tradition of killing rats. Killing rats is a much cliched first quest for many western RPGs.
The act of pressing your lips against someone or something else as a sign of affection.
The act of breaking the law.
When a character grabs a ledge, in order to pull themselves up, or shimmy to the side until there's room. Mostly seen in 3rd person adventure games, but also in many platformers.
The process by which characters reach a new level, gain greater attributes, and learn more abilities. It usually involves earning enough experience points by completing a variety of tasks such as quests or by "farming" such as killing other characters for their experience points.
The ability to float through the air without the aid of a mechanical device such as a jetpack, or the usual biological aids, such as wings.
A lich is a powerful sorcerer who became undead through a magical ritual they cast on themselves. Usually lichdom is achieved to extend their "lives" or give themselves more power. They can control vast hordes of undead.
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