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FMVs are pre-rendered videos used in place of real-time graphics. Using FMV was an attempt to make videogames look "more like movies", sometimes with CGI animation and others with live-action actors speaking directly to players. The downside is that FMV requires a lot of disk space, and live-action FMV in particular can look terrible by comparison.
Games that are little more than extensive cinematic sequences in which the player has little interaction with what is happening onscreen. This notion of a cinematic game is epitomized by laserdisc arcade classics such as Astron Belt, Dragon's Lair and Bega's Battle.
Cutscenes involving real actors on a set or in front of a chroma key screen.
Back in the 1980s, some arcade games utilized LaserDisc players to add pre-rendered video to the action. Pioneer would attempt to use the same technology in a home console with the LaserActive.
Female characters who are designed with highly idealized figures and proportions, outfits that are revealing and/or form-fitting, and prone to ending up in completely over-the-top poses designed to show off their bodies.
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.
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
Games that include real photography on the game's cover.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
The opposite of open-ended gameplay, linear gameplay uses scripted events, Quick time events, cut scenes, and a restricted path to tell a story exactly how the writer intends, and control elements of the action.
The 1995 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles California on May 11-13.
A non-interactive sequence within a game most often used for plot advancement.
For some reason, some games are named after the opposing person. Sometimes it's because the bad guy is cooler than the good guy.
A game with fake interactivity will present the player with a choice, but will prevent further progress, such as by repeating the choice, until the player selects a specific answer.
The concept of a helpless female character in desperate need of rescuing by the protagonist, in most cases from a villain, or from a form of impending doom.
Cutscenes that cannot be interrupted or bypassed through player interaction.
The daughter of a monarch or monarchs.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
The concept of a character leaping forwards or backwards in time.
An intimate physical activity between two or more individuals.
These games are based off of established licenses, such as movies, comics, or TV shows. Examples are the James Bond 007 and Spider-Man franchises.
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.
Voice Acting is the art of providing voices for characters in games, television shows, films, radio programs, and other forms of media.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
Kidnapping is often used in videogames as a motivation for the protagonist to venture into unknown worlds and fight seemingly hopeless battles.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Sony's game streaming service for PS4 and PC.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
The act of a married person engaging in a sexual relationship with someone other than his or her own spouse. The adulterous relationship may or may not include feelings of true love.
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