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Game » consists of 2 releases. Released Mar 26, 2020
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.
Sometimes the writers will deliberately slip the title of the game into dialogue to show off how witty they are.
Some games just won't settle for laughs. Some games make you want to cringe as you're busting a gut.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Games that were made entirely by one person.
The film grain effect gives games a cinematic feel by simulating the grainy visuals that are present in some movies.
Flip screen (or flick-screen) describes a way of dividing the game world into fixed screens, displayed one at a time. It's commonly found in 2D platformers, especially prior to the 16-bit era.
Freeware games are those which have their full versions legally free to download or otherwise obtain.
Graphic Filters are removable filters that change the look of the graphics in a game. They can range from making a game look like an old film, to smoothing the pixellated graphics of an old game.
A heads-up display is a graphical overlay of vital information used in most modern games.
More effective than any hospital. These games let you heal damage; ranging from a black eye to a gunshot wound, just by having a snack.
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
An attack that is fueled by the attacker's own health, causing it to decrease each time the attack is used.
A gameplay mechanic allowing players to store their items and freely carry them around.
A digital distribution service built around indie works and their creators.
Commonly found in Survival Horror games, this concept only lets you save your game using an item which the game then gave you in limited supply.
Penalties to movement speed. How far/fast the player can walk. This may depend upon difficult terrain and what type of gear is being carried.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
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.
Used in fighting games, projectiles are objects that a fighter can launch at another fighter to attack from a distance. While they can be used to simply inflict damage, projectiles are often used to maneuver opponents into disadvantageous positions.
The proprietary game engine(s) used by the indie games designed using the RPG Maker series of game development software.
Special locations in game that allow the player to manually save their progress.
Whether it be cigarettes, cigars or pipes, tobacco or otherwise, everyone knows that smoking is bad for you - and that it makes you look undeniably cool.
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.
Games where abusing alcohol and/or drugs gives the players an in game benefit - such as additional health, bullet-time, or other abilities.
Popularized by franchises such as Resident Evil and Silent Hill, these games typically involve a strong implication of danger, vulnerable protagonists, and disturbing monsters.
Games set in, or focused primarily around, the years between 1970 and 1979.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
The act of exchanging items between multiple characters in order to eventually receive a specific final item.
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.
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