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In many games the player is given the power to harm and or kill creatures. Many games have been brought to spotlight by groups like the rather militant PETA.
A rogue character who doesn't obey the law, bandits are known to steal from people for their own selfish gain.
Betrayal is when a person breaks the trust and faith that others have placed in them.
Sometimes, rather than building a character model from scratch, a developer will sometimes use a real person as a template and use his or her physical attributes to create a similar character model to be used in their video game. In some cases that real reason will appear as themselves in games.
A person who herds cattle on ranches. Cowboys are emblematic of the early 19th century in the American southwest, and became conflated with gunslinger types in the public imagination.
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.
A physical confrontation between two opponents without any outside interference.
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 that feature an antagonist--someone who opposes the game's protagonist--that is a man.
Murder is the act of ending the life of another living thing against its will without the sanction of a higher governmental authority, such as the casualties that result from acts of war. It is generally intentional, at least in a legal meaning, but not necessarily.
Characters controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing the game.
A trait in which a character's heinous actions stem not from a tragic past event or personal wrongdoing, but rather an indulgent "because I can" attitude that remains unreformed.
Psychopaths are noted for generally lacking a conscience, getting enjoyment from various forms of destruction, and an inability to learn from their mistakes.
A weighty real-world issue that some games comment on, often through allegory. Unfortunately, other games can offend players in their depiction of different ethnicities, whether intentionally or not, thus becoming part of the issue themselves.
Larceny by threat of violence. In video games you either plan and executes such robberies, or your job is to prevent them.
A person incapable of feeling emotion and empathy, though they may fake displaying such in order to fit into society. Their inability to empathize make them potentially dangerous as they lack the ability to feel guilt or remorse for cruel acts committed against others.
Many games that feature a theft mechanic also include a some form of risk or punishment. Other games just let players steal things as if it's a perfectly normal thing to do.
Bosses that are designed to not be beaten; however, sometimes these bosses can finally be beaten at a later point in the game.
A malevolent character whose goals are evil in nature. While villains are commonly featured as antagonists, not all antagonists are necessarily villains.
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