We fired up the seamless Elden RIng Co-Op mod! Let's see how these tarnished can work together!
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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.
A real-life athlete who appears on the cover art of a sports game. Usually an up-and-coming star in the sport or a perennial fan favorite.
Cutscenes involving real actors on a set or in front of a chroma key screen.
Whether it's Super Scaler or Mode 7, growing and shrinking sprites/textures is a concept often used in sprite-based games. It was a popular technique used to create three-dimensional games with sprites, mostly during the 16-bit to early 32-bit eras. Sprite-scaling was an early form of 3D texture-mapping.
Games that can only be played with both the Sega CD AND the Sega 32X.
It's not just for airplanes anymore: Game mascots and MMO players alike have taken to the skies. Players can use flight to quickly navigate large levels, find hidden items, or take opponents down.
Although force feedback is often used in games to indicate such commonalities as when a player character is taking damage or feeling weapon recoil, it is sometimes used in more creative ways, such as providing hints to finding an item or providing emphasis during an otherwise non-interactive cinematic sequence. These games feature more creative uses of rumble than the norm.
From Beat-em-ups to fighting games to modern FPS, one dude hitting another has made an enjoyable pastime.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
Passwords are codes used to save a player's progress, primarily during the 8-bit era and, to a lesser extent, the 16-bit era.
Fatalities are a means of ending a fighting game match by gruesomely murdering the loser. It was popularized as a finishing move performed at the end of a match in Mortal Kombat.
Using gestures with the controller to control on-screen actions. Alternatively, these gestures can also be detected by motion-sensing cameras.
In video games, breaking the fourth wall occurs when a game becomes aware of its nature as a game, or when a character directly acknowledges the player.
Lock On is a game mechanic that allows the player to automatically center the character's aim on a target, usually done with a toggle or a press of a button.
Options menus give you the option to change anything the game lets you change. Whether you want subtitles or not, sound effects or not, the game to be harder or not, anything you want that the game lets you change, you can change in the options menu.
A stylistic choice of employing small polygon counts for meshes.
Videogames with extreme or controversial content will often be altered for release in certain countries, usually to comply with local laws or prevent cultural misunderstandings.
Characters controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing the game.
This concept is for games in which at least one of the main characters is male.
Running at 60 FPS is standard for arcade & PC games, but hardware restrictions of consoles often force developers to aim for lower framerates in order to preserve visual detail or allow greater scale. 3D console games hitting 60 FPS are thus uncommon, though the trend of re-releasing games on newer hardware has technically resulted in more 3D console games hitting 60 FPS.
General MIDI (also known as GM or GM 1) is a standardized specification for electronic musical instruments that respond to MIDI messages. It is used in the large majority of older DOS and Windows games.
Sometimes you want a challenge, sometimes you wanna coast.
Classic form of numbering that gives things a more regal feel.
A shooter in which the player movement is restricted so they can only follow a linear, predetermined path. This style of game is considered very "arcadey" and is usually accompanied by a lightgun.
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.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
When a game has several playable characters of different species, real or fictional.
Chiptunes are musical compositions that are synthesized by a computer or console sound chip.
A series of arcade system boards and graphics engines developed by Sega to produce advanced, three-dimensional, sprite-scaling graphics. Capable of scaling/rotating thousands of sprites, Super Scaler produced the most advanced sprite-based graphics, from the Sega Hang-On in 1985 to the Sega System 32 in the '90s. It was an early form of 3D texture-mapping.
Reptilian humanoids are a common motif in mythology, folklore and fantasy. As a race, they are sometimes cited to be extremely old, even older than men and elves. Examples: Lizalfos (Zelda), Lizardmen (Warhammer) & Argonians (The Elder Scrolls) They generally walk upright like any other humanoid and sport some kind of tail.
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