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Game » consists of 1 releases. Released Jan 29, 2009
A mechanic used mainly in Japanese RPGs of both the action and turn-based variety.
The ability to stop or reduce the damage from an oncoming attack.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
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.
Character Creation refers to characters created by players themselves, rather than developers.
Typically found in fighting games, combos are a series of strung-together moves.
The act of preparing food by applying heat, often cooking in games produces items which yield some kind of benefit towards your character.
A crossover occurs when a character from one franchise makes a special appearance in a game from an unrelated franchise. Some games are specifically designed to be crossovers that bring together characters from two or more franchises.
Some games let players customize their character (or characters). Degree of customization may vary, with some games simply allowing to choose between different types of clothes, while others provide more detailed tinkering of features such as the distance between a character's eyes or hair color.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
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 powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
An industry game design convention that's appeared in many games over the years. The fetch quest involves sending the player out to collect a certain number of items, and return them to complete the quest. A staple of the RPG and Adventure game genre.
The last boss you face in a game, usually representing the final climax of the game.
Gravity is a physical phenomenon, specifically the mutual attraction between all objects in the universe. In a gaming setting, gravity determines the relationship between the player and the "ground," preventing the player or game objects from flying off into space, and hopefully acting in a predictable/realistic manner.
Constantly performing an in-game action to progress a certain attribute.
A character type found in RPGs, MMOs, and class based Multiplayer games that focuses on keeping friendly characters alive. Their general role is to heal/buff and resurrect fallen allies.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
Humans are bipedal, sapient primates capable of abstract reasoning, language, and emotions.
A gameplay mechanic allowing players to store their items and freely carry them around.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
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.
A real-time battle system used in Namco Bandai's Tales franchise.
The concept of affecting the universe through supernatural methods, breaking the fundamental laws of science.
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.
Sometimes one playable character just isn't enough.
Characters controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing 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.
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.
The act of taking on an in-game task; most often, these are provided to the player by an NPC. MMOs and RPGs are the primary users of this concept.
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