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The act of a married person engaging in a sexual relationship with someone other than his or her own spouse. The adulterous relationship may or may not include feelings of true love.
A non-interactive sequence within a game most often used for plot advancement.
Environments cycle between day and night, often with effects on other aspects of the game.
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.
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.
Games that feature an antagonist--someone who opposes the game's protagonist--that is a woman.
This concept is for games where at least one of the main characters is female.
Flashbacks take a player into a flashback sequence. Often playable, but not always.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
Sometimes one playable character just isn't enough.
Murder is the act of ending the life of another living thing against its will without the sanction of a higher governmental authority, such as the casualties that result from acts of war. It is generally intentional, at least in a legal meaning, but not necessarily.
Sometimes we will go a whole game without knowing the true name of a protagonist. Oftentimes, this is remedied by unique references being made towards the protagonist, such as "The Wanderer," "The Kid," or "The Man With no Name."
Characters controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing the game.
Manifestations of a person's 'mask' that he or she shows the world. They can also be described as a representation of the control over a character's shadow personality. These entities appear as famous and legendary characters in the world of mythology. Tremendous power hidden within each one.
Any character you can control in a game is a Player Character (PC), as opposed to a non-player character (NPC), which is a character that can only be controlled by the game.
A narrative that takes an unexpected turn. Commonly, plot twists come in the form of revealing that the player character is not actually who they thought.
The Press Turn System is the combat system used in several Shin Megami Tensei games. It allows players and enemies alike to take advantage of opponents weaknesses and provides a unique and challenging take on the turn based battle.
Rain can heavily increase the atmosphere of a video game. Some games use it to add detail to an environment, while other games use it to make it difficult to see.
Special locations in game that allow the player to manually save their progress.
No point in gathering coins, gold, gil, money, or whatever if you can't buy anything with it.
A lead character who never says a word, despite being spoken to.
An important game mechanic in the Persona series. Social links represent the people you meet, and each are associated with a single Arcana. It is called Community in the Japanese versions.
Device used by games with text boxes to show that a mysterious and/or unknown character is talking. Mostly used in games coming from Japan (at least nowadays).
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.
Vestigial items may have had a use at one point in time, but now occupy a permanent inventory space and cannot be removed due to their special status.
Variable and dynamic simulation of weather conditions can be used to add variety, atmosphere (a rainy day in an RPG) and/or challenge (rain on the racetrack in a driving game) to a game.
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