004
Blight Club
03/27/24
GrubbSnax
833: CUTTER SLADE
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Game » consists of 5 releases. Released Aug 19, 2004
Artificial Intelligence, or AI, commonly refers to the programmed behaviors of NPCs in a game, whether it's the fact that a soldier takes cover behind a wall in Gears of War, or that townspeople cheer upon your arrival to their village in Fable.
A mechanic used mainly in Japanese RPGs of both the action and turn-based variety.
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.
While modern chemistry defines 118 atomic elements, video games more often deal with classical elements as described in ancient philosophy, mainly fire, water, earth, and air. In many games, each element is stronger against certain elements, but weaker against others.
A non-interactive sequence within a game most often used for plot advancement.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Some games portray cutscenes as portraits of characters talking to each other.
The concept of using two weapons at once, often for more damage at the cost of accuracy, the use of a shield, grenades, or other similar accessories.
The 2004 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 11-13. This was the 10th annual E3.
Games where the main character acquires a base that grows as certain requirements are met. For example, when characters join the group, bosses are killed or when items are found.
Experience Points are part of a character advancement system commonly found in RPGs. These points are generally gained by defeating an enemy or completing a task.
A situation in a game where a character will be defeated no matter what action the player takes. The character may be defeated in a cutscene or the player may be forced to fight until they are defeated.
Games based on literature. This does not include licenses of another adaptation.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
An numeral indication of how much damage a character can sustain. The loss of all hit points results in the death of the character or another penalty.
The ability for players to customize the look of indoor locations with various furnishings.
A gameplay mechanic allowing players to store their items and freely carry them around.
When the title of the game does not appear immediately at the beginning of the game, but rather after the first mission or prologue.
The process by which characters reach a new level, gain greater attributes, and learn more abilities. It usually involves earning enough experience points by completing a variety of tasks such as quests or by "farming" such as killing other characters for their experience points.
The concept of affecting the universe through supernatural methods, breaking the fundamental laws of science.
From Beat-em-ups to fighting games to modern FPS, one dude hitting another has made an enjoyable pastime.
The minimap is a small, simplified version of a larger map. This plays a vital role in many games, especially Real Time Strategy, where it is important to have an overview of the entire map.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
Sometimes one playable character just isn't enough.
A narcissist is a person that is obsessed with one's own looks or who has an egomaniacal sense of self-importance.
These games feature a world map largely comprised of islands and other landmasses separated by vast bodies of water that must be crossed on ship.
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.
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 controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing the game.
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