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Game » consists of 1 releases. Released Jan 31, 2013
Some games' graphics are composed of abstract shapes that have no particular meaning outside of their role in the game.
Instrumental music, often electronic, that does not follow conventional music structures, instead using various sounds to create a mood. Ambient music can evoke many different feelings in the listener, from tranquility to creeping dread.
Backtracking is the act of navigating through previously explored areas, usually for the purpose of progressing in an objective-based adventure game. Players who are lost may also backtrack to reorient themselves.
Games that are depicted with a predominantly black-and-white appearance, with sequences to this effect, or optional color filters.
In video games, breaking the fourth wall occurs when a game becomes aware of its nature as a game, or when a character directly acknowledges the player.
Computer games that automatically close to the desktop after completing the game.
A page devoted to cataloguing and explaining appearances and the use of concept art in games.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
A sight placed on the HUD used to aim and provide a point of reference to the player when looking and interacting with the game world. Although they often aim weapons, they have a variety of uses and have appeared in many games in many different forms.
Darkness is used in games to restrict access, increase tension, or just to set a mood. Often the player has access to a light source that can mitigate its effect.
A dead end is when a path or road is blocked off, whether intentionally or accidently, and players are forced to turn around.
Games that were made entirely by one person.
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.
A location that prevents the player from progressing, unless they follow a specific path or perform certain actions.
Some rooms or items have twisted contortions, unnatural laws of gravity, or a generally confusing (yet working) architecture.
Everything you need isn't always spelled out for you on the map. Sometimes even the map is not there till you go explore it.
A device used in many games with vast open worlds, to travel instantaneously from one place to another. It sometime appears in the form of an item or skill.
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.
The concept of a game referencing another game through mockery, parody or even directly. A game reference to the same franchise does not count.
A glitch is an action performed within the bounds of a game engine that was not intended by the game's developers. Glitches are often performed by the player, though they can also occur independently.
A digital storefront which donates some of its profits to charity.
IGF is the Independent Games Festival, an annual gathering of Indie developers. The term also refers to the associated awards.
A fourth-wall breaking situation in which a character tells the player to press a specific button or a reference to a button is shown within the environment. This mostly happens during tutorials.
“Indie” or “independently developed” games are video games which are developed by a studio without the support of an external publisher.
A group of successful indie developers who fund independent game developers to help them stay financially independent of publishers.
Games in which basic tutorial processes are relayed through environmental elements opposed to, or in addition to, text/speech walkthroughs.
With the internet in full swing, some games reflect its leak into popular culture by making references to the World Wide Web.
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.
Jumping puzzles are generally implemented in fast-paced action games as a way to slow down the progress of the player. Failure often results in certain death.
One of the smaller innovations in the gaming industry was making the player's targeting reticle change colours depending on the situation.
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