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Concept »
Battle system associated with Final Fantasy series. First introduced in Final Fantasy IV.
Attributes are a numerical representation of a character's abilities who have their roots in RPGs. Today, attributes have spilled over to a wide range of game genres.
Video games stories with a bad ending or endings, in which the primary conflict is unable to be resolved and/or a bad fate befalls the protagonist.
Games that let you choose the path you take through the story-line.
Classes are different archetypes and playstyles that players can choose to play their game with.
The turn-based battle system used in Final Fantasy X.
Bethesda's new graphics engine for their upcoming game, The Elder Scrolls V: Skyrim.
Some games portray cutscenes as portraits of characters talking to each other.
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.
Using physical force to damage an opponent, with or without an equipped weapon from a first person perspective.
A term that can be used to refer to RPGs that focus more on the action, or brawler action games which focus on hack & slash gameplay.
"Hand to hand. It is the basis of all combat." -Gray Fox
From Beat-em-ups to fighting games to modern FPS, one dude hitting another has made an enjoyable pastime.
Moral dilemmas presented to the player that often have a significant effect on the story or other characters.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
Action RPGs where the battles takes place in the field rather be activated by touching the enemy.
Obsidian's own in-house Onyx engine that powered Dungeon Siege III, cancelled Third-person survival horror Alien adaptation RPG title Aliens: Crucible and cancelled Microsoft exclusive Stormlands
Non-linear level design where the player is able to freely traverse the game world and choose where and when to visit certain areas in the game.
An overworld is a simplified view of the game world that allows players to freely move to different locations or levels.
Combat that takes place in real time, but that can be paused to give commands to certain characters.
Video game combat in which combat actions are performed in real-time, rather than through a turn-based structure.
This game engine was created in-house by CD Projekt Red, and made it's debut with The Witcher 2: Assassins of Kings. The RED Engine incorporates features such as specular lighting and dynamic shadows.
A Role-Playing Shooter (RPS) is a game that rolls both Shooting and Role-Playing elements together.
Game mechanics traditionally found in role-playing games that are incorporated into a non-RPG title.
A style of action-adventure gameplay revolving around exploring a labyrinth with the necessity of locating new items and equipment to progress beyond otherwise impassable obstacles. The concept is named for its common usage in the Metroid and Castlevania franchises. While the term most commonly refers to 2D games, it can also refer to 3D games.
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.
In house game engine developed by Spiders.
Player assignable points that unlock or enhance skills allowing for character customization.
The recording of data related to player performance or progress in a game. This feature is commonly found in RPGs or competitive multiplayer games. It does not include statistics in sports games, unless related to player performance.
Survival is a concept that signifies that the player's life is constantly in jeopardy.
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