Power Bombcast: The Skin Doesn't Quite Fit
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Game Mess Mornings 05/03/24
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Game » consists of 3 releases. Released 1992
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
A double jump is the ability to jump while already in mid-air to get some extra lift. In reality, double jumps are not possible and violate fundamental laws of physics.
When a song is played over the end-credits, often by a famous artist.
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
These are the characters who prefer to walk through life without anyone by their side, even though many times they will still wind up as part of a team. They tend to be rough around the edges in order to try and push others away.
Legendary, stealthy assassins from Japan's feudal era, who are well-trained in the art of the sword, and who may or may not have access to magical powers.
Pixel art refers to digital images composed of visible pixels, drawn with individual pixel-level intent and precision.
Side-scrolling games present the world as viewed perpendicular to the direction the characters are facing on screen. With a heavy focus on lateral movement, objectives are often met by moving from one end of a stage to the other.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
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.
Three games that are individually complete but are closely related in theme or sequence
For games that have either wholly or partly Japanese title names.
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