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Game » consists of 2 releases. Released May 11, 2002
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.
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.
A page describing the concept of class change, otherwise referred to as changing classes or class promotion. Characters are able to change classes, either growing in strength from one class to the next or as a means of changing a characters range of abilities entirely.
A specific number that briefly floats above an enemy after an attack which displays the exact amount of damage the attack has done.
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.
A theme used very often in fantasy and sci-fi settings is that of a brutal, totalitarian empire or kingdom whose armies oppress the common people. Evil Empires appear under many names in various game worlds, including simply "The Empire".
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.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
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 gameplay mechanic allowing players to store their items and freely carry them around.
A parallel projection technique used in 2D sprite-based games to fake the appearance of 3D depth.
NPCs, enemies, loot, and/or quests change according to the level or stats of the player's character.
A lich is a powerful sorcerer who became undead through a magical ritual they cast on themselves. Usually lichdom is achieved to extend their "lives" or give themselves more power. They can control vast hordes of undead.
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.
These games have an agenda - social, political, or otherwise. The message is hard to miss.
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.
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 system in which the player is allowed to control multiple characters. Most commonly seen in role playing games. Can also be used to describe party systems in the MMORPG genre, which brings a group of players together to accomplish various tasks.
Player versus Player, commonly abbreviated as PvP, is a gaming term that originated in MMOs to refer to gameplay in which players fight against other player controlled characters.
The political thriller is a story, often action-oriented, that tends to revolve around two or more nations struggling to gain power. Outcomes are usually found through military confrontations, covert wars, and back alley negotiating.
A gathering of people who believe in the same higher power(s), and follow the rules laid out by the mortals chosen to be their prophets. Video games generally try to shy away from negatively portraying real religions to avoid controversy, however they make ample use of fictional in-game religions.
How non-playable characters or factions perceive the player character based on their actions or choices in the game world.
Two or more factions, either with the same or completely different goals, that constantly try to one-up each other. The player is sometimes forced to pick a side to root or work for during the struggle. Other times the rivalry is only mentioned in the plot.
Romance in video games can either be interactive, in which the player attempts to woo another character, or an unchangeable part of the story of a given game.
These games are designed to be played by one person, and one person only.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
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