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The lowest of all the angelic orders, angels are tasked with delivering God's messages to humans in addition to being personal guardians. Angel has also become a generic term for any such kind of heavenly being.
A type of feline monster from Japanese folklore.
Bats are small, very social flying mammals. They may frequent caves or haunted houses.
Because you'd never expect a banana to be an undercover cluster grenade.
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.
Some cooperative games let the players pick up and toss each other around. Sometimes this serves a purpose, like killing an enemy or leap over a gap but most of the time it just serves as an aspiration to great assholery.
Hand-drawn or computer-generated animation.
An attack that does more damage than usual, usually affected by random chance and some sort of modifier.
A specific number that briefly floats above an enemy after an attack which displays the exact amount of damage the attack has done.
Some games portray cutscenes as portraits of characters talking to each other.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
Dragons were originally messengers from heaven, according to early Buddhist texts. In games, they can be among the most fearsome of adversaries, but there are some exceptions.
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.
Carefully exploring a large, labyrinthine area full of enemies (i.e., a dungeon) in the hopes of finding treasure, leveling up, or completing a specific task. Having their roots in tabletop games, video game dungeon crawls are found almost exclusively in RPGs.
Durability refers to the condition of the currently equipped weapons and armor, among other things. Overusing the said item without repair generally results in it breaking or otherwise becoming non-functional. Many games with role-playing elements incorporate this feature.
Supernatural beings that are created from and serve their respective elements.
A concept that has been popularized since the days of the European colonial empires. The main bad guy is seemingly old, white, although not always human.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
The last boss you face in a game, usually representing the final climax of the game.
This tag is for all games and characters that deal in the concept of gods, demigods, half-gods and the like.
A state of mind in which a person (usually a leader or dictator) genuinely believes that they are a powerful god.
God Mode is an ability, often entered through a cheat code, that gives the player god-like abilities.
Grid-based movement limits players, and other entities in a game, to moving through the game world in increments of whole squares on a grid. It has been a common staple of turn-based strategy games since the earliest board games of antiquity. It was also used by early RPGs.
"Hand to hand. It is the basis of all combat." -Gray Fox
A winged creature from Greek mythology with the body of a bird and the head of a woman. Generally depicted as a winged woman with grotesque features with a mind full of bad habits.
More effective than any hospital. These games let you heal damage; ranging from a black eye to a gunshot wound, just by having a snack.
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.
A hub is the central location from which a player can venture out into different areas of a game. It is often used as a clever way of masking loading between levels or worlds.
A gameplay mechanic allowing players to store their items and freely carry them around.
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