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Game » consists of 1 releases. Released Jul 17, 2003
A game that uses a mixture of 2D & 3D techniques. Commonly used to describe the use of either 3D graphics restricted to a 2D perceptive, or 2D graphics used to fake the appearance of a 3D perceptive.
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.
Games with stories that involve aliens invading another planet.
Levels that progress forward by themselves at a fixed rate.
When the player character (re)visits a certain area or location that was also present in a previous game, or visited later on in the same game, with some alterations.
Extra content in games that feature behind the scenes content such as interviews, concept art, and other things related to the development of the game.
Technology based on biology.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
A boss fight is a culminating challenge that pits the player against one or more enemies representing a greater threat and/or difficulty than those previously faced. These scenarios typically feature unique antagonists.
The Bydo are the alien race that form your enemy in the R-Type series of games.
Charging is the action of pressing & holding down a button or particular direction on the controller. Its purpose is to build up a powerful blast or burst of energy to take out an opponent or cause critical damage.
A point within the game whereby the game saves its current state whether it be for the purpose of a more convenient respawn point or a gameplay design (such as in racing).
The ability to change the color of a character's clothing/armor or even a vehicle's paint with or without the use of an in-game item to do so.
A special device or game mechanic that summarizes and categorizes newly discovered creatures.
Sometimes you want a challenge, sometimes you wanna coast.
Electricity is commonly used as a damage-introducing element causing inanimate objects to become harmful (electrified water, floors, cables, etc). It can also refer to a power wielded by characters that generates sparks, is conductive to metal surfaces, forks or branches, and is often blue in color.
Electronic music is one of the broadest classifications of music, and has been a staple of video game soundtracks since the 90s. The genre's main trait is the use of electronic instruments.
When a song is played over the end-credits, often by a famous artist.
Eggs or cocoons that give way to enemies.
Any weapon that shoots laser and plasma beams or energy bolts rather than conventional bullets.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
A Final Boss encounter against an opponent designed to look like/represent a fetus.
The last boss you face in a game, usually representing the final climax of the game.
FMVs are pre-rendered videos used in place of real-time graphics. Using FMV was an attempt to make videogames look "more like movies", sometimes with CGI animation and others with live-action actors speaking directly to players. The downside is that FMV requires a lot of disk space, and live-action FMV in particular can look terrible by comparison.
The concept of a game referencing another game through mockery, parody or even directly. A game reference to the same franchise does not count.
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
A rather unpleasant experience, where your journey takes you to the insides of a bigger creature, followed by a desperate attempt to make it 'through', alive and undigested.
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.
The concept of lives in video games evolved to let the player get a second chance after failing once. The most recognizable symbol is the heart.
Whether it be to translate foreign lyrics, eschew copyright issues, technical limitations, or appeal to an American audience, these games had changes to their soundtracks when brought to the United States.
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