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A protagonist who lacks some or all of the qualities traditionally seen as heroic.
Assassins are people who are tasked with the action of violence against peoples, though their general aims are to be discreet and as minimally violent as possible in order to remain discreet if necessary.
Players save their game when they need to go to the bathroom. So, why not place the game save point in a digital bathroom?
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.
A distinct and predictable pattern of attacks or movement a boss takes. This can be based in reaction to a player's actions or simply a stringent script the boss adheres to.
The deliberate animation of breasts, meant to titillate as a means to conform to more realistic physics.
Due to crafty camera angles and conveniently placed objects in the environment, the nudity in the scene is obscured from view.
A flashy technique that involves slashing a helpless enemy from different angles at a rapid pace. It usually involves reappearing in another position immediately after performing a strike to follow up with another attack (usually making the enemy go upwards while the performer strikes in a rising diagonal slash that zigzags upwards), or have dopplegangers attack with you.
When a character appears to have died a horrible death, but is then eventually revealed to have somehow survived or was never really dead to begin with, often serving as a plot-twist.
Typically offered through optional items or specific characters, glass cannons are play-styles focused on greatly increased damage output at the cost of low defenses and/or health.
Taunts that may cause damage to people or property.
A style of Japanese swordfighting where the user holds his or her sword (usually a katana) in the sheath until it is ready for an attack; they pull the sword, attack, and return it to the sheath in continuous, swift motions.
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.
A device by which a character's motivations or expectations are influenced by a suspiciously absent family member.
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.
Characters that are initially portrayed as evil, but eventually turn out to be good or not as serious of a threat. This also includes villains who remain evil the entire game, but contain some sense of moral goodness or ambiguity.
Some games actively taunt the player, through screen text, voice, or changes to the game itself. It's a form of authorial voice that can lead the player to really question their relationship to the developer.
Swearing, cursing, call it what you want. It is an expression of anger or frustration, in most cases.
Samurai, or Bushi (literally, "warriors") were a social class in feudal Japan, equivalent to Western aristocracy, knights.
Female characters who are designed with highly idealized figures and proportions, outfits that are revealing and/or form-fitting, and prone to ending up in completely over-the-top poses designed to show off their bodies.
Whether with a button press or menu, taunts destroy friendships and can even make the computer go crazy.
Unrequited love is when one person loves another, but that love is unreturned. It could be unreturned because that person hates the other person, just doesn't love the other person, or doesn't even know he or she is loved by that person.
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