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Blight Club
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Game » consists of 3 releases. Released Nov 11, 2008
The process by which characters reach a new level, gain greater attributes, and learn more abilities. It usually involves earning enough experience points by completing a variety of tasks such as quests or by "farming" such as killing other characters for their experience points.
The ability to control the direction and/or behavior of lightning; this may also be connected with the ability to generate lightning. Many games involve characters with lightning element attacks. These are unique because of their potency with water.
A real-time battle system used in Namco Bandai's Tales franchise.
Games featuring characters that are physically much younger than their actual age would dictate. This does not count gods or similar deities that are considered ageless.
A weapon that has been forged and/or imbued with mystical energy, magic, or some other supernatural force. It is often required to solve a specific puzzle, or vanquish an impossible foe.
A meter measured much like HP that depletes when you use magic, and depending on the game, regenerates over time or can only be regenerated through rest or potions. Mana is usually displayed as a blue bar beneath it's red counterpart, the HP bar.
From Beat-em-ups to fighting games to modern FPS, one dude hitting another has made an enjoyable pastime.
This feature typically found in RPGs lets you capture enemies and then use them in your own party. This mechanic is used heavily in games like Pokemon.
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.
Characters that are initially portrayed as evil, but eventually turn out to be good or not as serious of a threat. This also includes villains who remain evil the entire game, but contain some sense of moral goodness or ambiguity.
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.
Optional conversation-based cutscenes that are unrelated to the main narrative. These conversations are often humorous or provide insight into the game's setting.
Combat that takes place in real time, but that can be paused to give commands to certain characters.
Any character you can control in a game is a Player Character (PC), as opposed to a non-player character (NPC), which is a character that can only be controlled by the game.
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
When one character pretends (or poses, hence the name) to be another character. This is usually done to make the character who is being posed be the scapegoat for crimes.
In a number of games, characters often talk about friendship and the importance of friends, some sacrificing themselves for one another.
Swearing, cursing, call it what you want. It is an expression of anger or frustration, in most cases.
When the character the player is controlling dies as part of the game's plotline.
Quick Time Events show up in all sorts of games as an attempt to make cutscenes interactive. Press the buttons displayed on-screen before time runs out, or else.
Video game combat in which combat actions are performed in real-time, rather than through a turn-based structure.
Often appearing in role-playing games, the reluctant hero starts out not wanting to fight, but ends up getting drawn into the conflict nonetheless. If not forced into it against their will, they are often motivated by love, honor, or a sense of righteousness.
A widely popular music style, originating from a fusion of blues, R&B, country, and jazz. Includes sub-genres such as punk, heavy metal, synth rock, and pop rock, among others.
The original protagonist of a game becomes an antagonist in the sequel.
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.
Special locations in game that allow the player to manually save their progress.
Many games feature a story which involves saving the world and its inhabitants, often single handedly.
A sequel (also called a follow-up) is a game that carries forward the gameplay concepts, and often the story, of a previous game to which it is officially linked.
No point in gathering coins, gold, gil, money, or whatever if you can't buy anything with it.
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