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Game » consists of 4 releases. Released Mar 01, 2007
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.
Some games' graphics are composed of abstract shapes that have no particular meaning outside of their role in the game.
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.
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.
Sometimes designers add old-school things on purpose to enhance game design. These games tend to be heavily inspired by hardware limitations of older systems. NES, Atari 2600, and early computer platforms (DOS, Commodore 64, MSX, etc...) are common sources of inspiration.
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 powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
Fireworks are a form of incendiary rocket designed to explode "gently" in bright colours and cause no damage, traditionally set off to mark festive or historic events.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
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
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
A situation where the player-controlled character loses their life immediately. The quickness of that demise is often a stark departure from the balance of power, and sometimes the rules, established by the developers during the rest of the game.
For games that have neon particles aplenty, particularly when things explode.
Never Ending Games is a self-explanatory concept in which a game is unbeatable and never ends, due either to the game having no true ending or because the game is not saved (or truly continued) after the last section of the game.
Any game that does not have any written or spoken dialogue in it, regardless if it has characters or not. This includes any text or recorded dialogue that is spoken by a character or narrator, but not text such as "Press Start".
Video game combat in which combat actions are performed in real-time, rather than through a turn-based structure.
Multipliers award players for playing well continuously. Racking up multipliers is crucial in any point based game in which they are featured.
When a game throws so many objects at the player that it's difficult or impossible to keep track
A level in which everything is displayed on-screen at once, with no scrolling, flip screen, or 3D movement. Many '80s games consist entirely of single-screen levels.
Extra objects, characters, or content in a game that can only be accessed after completing a certain task such as completing the game, or by using cheat codes.
Weapons can often be upgraded with new attachments, augmentations, or magical enchantments. These upgrades result in the original item being more powerful than originally intended.
Game visuals based on mathematical calculations. As opposed to texture or sprite based raster graphics.
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