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Game » consists of 7 releases. Released Oct 02, 2011
Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
Anthropomorphism is the concept of an object, concept or character that has human qualities or traits, such as speech, a level of intelligence similar or higher than a human's and self consciousness. "Anthro" means "of human" and related to the concept of humanity.
Ants are small insects that live in nests and work together for a queen. Can be gene-modified to grow huge.
Archers are marksman that practice the arts of archery. Archers specialize in picking enemies off from a distance one by one. using bows and arrows to deliver precise shots to unsuspecting opponents. it's a class base or a unit for a strategy game, archers are lightly armored and have less hitponits. but has moderate speed, longer range and highest damage of them all.
Backtracking is the act of navigating through previously explored areas, usually for the purpose of progressing in an objective-based adventure game. Players who are lost may also backtrack to reorient themselves.
Many males, and some females, experience pattern baldness, a gradual loss of hair.
Bats are small, very social flying mammals. They may frequent caves or haunted houses.
Necessary to sustain life in organic creatures, the crimson fluid known as blood tends to make appearances when the body's structure is compromised in some way, a very, very common occurrence in videogames.
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
Not all bosses can handle the player by themselves. Many use waves of lesser enemies to fight for them while they rest, and some even let these minions do all the work.
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.
In video games, breaking the fourth wall occurs when a game becomes aware of its nature as a game, or when a character directly acknowledges the player.
A concept in which a person or object is on fire and taking continuous damage. It often takes fast movement, water, or an item to heal.
Enemies that arrive at the surface from underground. Often this is used as a method of taking the player by surprise.
When the protagonist is pursuing someone or something in an effort to kill or capture.
The roach is a notoriously indestructible insect found in many societies. It is also found in video games.
A common concept in RPGs and MMOs, color-coded loot is a concept where the quality/rarity of loot items are defined by a series of colors.
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.
Crabs in all forms and sizes, not just the giant enemy variety.
An attack that does more damage than usual, usually affected by random chance and some sort of modifier.
A sight placed on the HUD used to aim and provide a point of reference to the player when looking and interacting with the game world. Although they often aim weapons, they have a variety of uses and have appeared in many games in many different forms.
Crows are familiar over much of the world: large, intelligent, all-black birds with hoarse, cawing voices.
A specific number that briefly floats above an enemy after an attack which displays the exact amount of damage the attack has done.
Darkness is used in games to restrict access, increase tension, or just to set a mood. Often the player has access to a light source that can mitigate its effect.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Sometimes designers add old-school things on purpose to enhance game design. These games tend to be heavily inspired by hardware limitations of older systems. NES, Atari 2600, and early computer platforms (DOS, Commodore 64, MSX, etc...) are common sources of inspiration.
It's all in the family.
A former digital distribution service for PC, Mac, and Linux games.
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