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Turn-based games divide game actions into distinct parts, called turns. This gives the player time to strategically choose actions as the battle or events unfold.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
Games that used 3D polygonal renders of CGI characters/objects for it's sprites and graphics.
Power Ups can be used to give the controlling character, or any other character, temporary or permanent upgrades.
Start doesn't mean "A". Start means "start", son. Kids these days...
Special codes or button combinations used to gain powers or advantages in a game. Generally hidden.
A digital distribution service owned by Valve Corporation. Originally created to distribute Valve's own games, Steam has since become the de facto standard for digital distribution of PC games.
Games that have had an Original Soundtrack album released.
Special locations in game that allow the player to manually save their progress.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
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.
These are games based on toys or toy franchises.
A distinct and predictable pattern of attacks or movement a boss takes. This can be based in reaction to a player's actions or simply a stringent script the boss adheres to.
Three games that are individually complete but are closely related in theme or sequence
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.
A simple texture mapping graphics mode on the SNES that allows a background layer to be rotated and scaled. Many game developers used this to create faux-3D worlds and environments.
Player characters that are infants, children, or adolescents.
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.
A real-life athlete who appears on the cover art of a sports game. Usually an up-and-coming star in the sport or a perennial fan favorite.
It's not just for airplanes anymore: Game mascots and MMO players alike have taken to the skies. Players can use flight to quickly navigate large levels, find hidden items, or take opponents down.
A peripheral for the Game Boy Advance that allowed players to scan in cards for extras in various games, or even to play classic NES games.
Passwords are codes used to save a player's progress, primarily during the 8-bit era and, to a lesser extent, the 16-bit era.
A lead character who never says a word, despite being spoken to.
Enemies that prefer to keep a distance to the ground, and swoop down occasionally to do some damage.
A Palette Swap is when two or more characters share the same style sprite or character model with only minor color or cosmetic changes. Although visually similar, palette swap characters may have very different moves and personalities.
A mascot is an iconic character heavily used in the advertising and marketing of a product, franchise, business, or company. Notable mascots include Mario, Sonic the Hedgehog, Ulala, Mickey Mouse, and the Big Daddies.
A mechanic used mainly in Japanese RPGs of both the action and turn-based variety.
Connectivity is a feature in some game systems that enables them to connect to other systems to unlock extra content or other unique functionality.
An interesting revelation. While some games will only accept a START button press, many other games aren't as strict.
Early and smaller PS2 games were produced on CD-ROM rather than DVD-ROM. They are easily recognized by the iconic, deep blue color of the underside of the disc.
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