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Game » consists of 3 releases. Released Jul 28, 2011
Video games stories with a bad ending or endings, in which the primary conflict is unable to be resolved and/or a bad fate befalls the protagonist.
Games that let you choose the path you take through the story-line.
Games which have served as the basis of a comic book or vice versa.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
Environments cycle between day and night, often with effects on other aspects of the game.
A catch-all term for the collection of gods, monsters, and spirits that manifest in the Megami Tensei series. The English usage is derived from the Greek word "daimon," which was used to describe ethereal beings both benevolent and malevolent.
The last two words of many DS games abbreviate to "DS".
Enemy Capture is a game mechanic that enables the player to capture or charm enemies. The capture mechanics and the ways enemies are used are myriad, but the effects are always beneficial to the player.
This concept is for games where at least one of the main characters is female.
A common folkloric archetype, generally represented as an elderly woman of supernatural or malevolent disposition. The term "Hag" is derived from the Germanic "hægtesse", meaning "witch".
When a conscious character perceives something that either does not exist or is a contorted reality manifested by the character's unstable psyche.
Sending or receiving fake email inside a game.
Japanese pop music, also known as J-Pop, refers to the most popular and mainstream music produced in Japan. It is commonly featured in many rhythm games as well as other genres.
Kobolds are anthropomorphic dogs/reptilians of short stature that dwell in forests and caves. In fantasy RPGs, they typically wield primitive weapons and command limited shamanistic magic. The term "kobold" has also been used in reference to other types of creatures including lizardmen, spirits, or simply humanoids with various skin tones.
A currency used by demons in the Megami Tensei franchise.
This concept is for games in which at least one of the main characters is male.
Moral dilemmas presented to the player that often have a significant effect on the story or other characters.
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."
A mode that allows a game to be replayed after a first completion, carrying over items, experience, weapons, and other elements from the first playthrough.
A system in which the player is allowed to control multiple characters. Most commonly seen in role playing games. Can also be used to describe party systems in the MMORPG genre, which brings a group of players together to accomplish various tasks.
A poltergeist is a soulless spirit that is invisible to the human eye. It manifests itself by moving and manipulating objects.
How non-playable characters or factions perceive the player character based on their actions or choices in the game world.
Romance in video games can either be interactive, in which the player attempts to woo another character, or an unchangeable part of the story of a given game.
Also known as the Holy Animals, Sì Xiàng, or Sì Líng, they are the four directional guardians, each given a color and element.
This is an event that occurs when a player is presented with a set of dialogue options with one of the results being an automatic death or game over.
A sequel (also called a follow-up) is a game that carries forward the gameplay concepts, and often the story, of a previous game to which it is officially linked.
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.
Summoning involves bringing a distant ally into battle to either perform a single, devastating attack or to fight on the behalf of the summoner.
When a certain amount of time is given to the player to reach a goal or finish an objective.
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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