Unprofessional Fridays of Tsushima
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8-4 Play
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Game » consists of 0 releases. Released Sep 27, 2023
The door code of Looking Glass Studios, often used in their and other studios' games as an easter egg.
Games where the characters are 2D bitmap images (sprites), but the environment and scenarios are made in a 3-Dimensional space. This technique was commonly used on consoles like the PlayStation, Sega Saturn and Nintendo DS. Many 90's First-Person Shooters also used this technique. Some used it as a stylistic choice like Paper Mario and Rakugaki Showtime.
Extraterrestrials appear in many video games in a variety of styles. Sometimes they're evil, sometimes they're benevolent, and sometimes they're very similar to humans.
Ability to play as a non-human or extraterrestrial character.
Necessary to sustain life in organic creatures, the crimson fluid known as blood tends to make appearances when the body's structure is compromised in some way, a very, very common occurrence in videogames.
Dialogue trees are a feature through which the player selects responses from a list of choices, eliciting reactions from NPCs and determining the path of the conversation and story.
Any game that represents a society noticeably worse or less desirable compared to those in the present. This can relate to kinds of political and economic organisation, excessive human suffering, social problems caused by technology, or as a result of an apocalyptic event.
This concept is for games where at least one of the main characters is female.
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.
Platforming from the character's point of view.
Humans are bipedal, sapient primates capable of abstract reasoning, language, and emotions.
A school of game design often associated with Looking Glass Studios, in which the player is free to act as they choose in a richly simulated world. The term was coined by Warren Spector in his Deus Ex post-mortem.
From Beat-em-ups to fighting games to modern FPS, one dude hitting another has made an enjoyable pastime.
A two-dimensional image or animation overlaid into a scene. The foundation of early 2D games, making up everything from props to the player-controlled character.
Using stealth often requires the player to accomplish their objective without being detected by enemies. Methods of detection can vary from game to game, and can be based on an enemy's line of sight, how quiet the player is, or even how the player interacts with the environment.
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