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Limited editions of games that include extra "perks" like Making of DVDs and a nice and shiny tin with extra box art
The concept of establishing colonies and/or maintaining them either as resource nodes (as in civilization) or as part of the general game concept (Anno series, Colonization)
The ability to change the color of a character's clothing/armor or even a vehicle's paint with or without the use of an in-game item to do so.
Typically found in fighting games, combos are a series of strung-together moves.
Games which have served as the basis of a comic book or vice versa.
Games that numerically track the player's progress towards completion of a specific goal, single level, or the entire game.
Connectivity is a feature in some game systems that enables them to connect to other systems to unlock extra content or other unique functionality.
Plotting and scheming, usually for wealth or power.
An action that is sensitive to context. Like going up to an object and pushing a button, which would normally perform a different action, to interact with it.
Although force feedback is often used in games to indicate such commonalities as when a player character is taking damage or feeling weapon recoil, it is sometimes used in more creative ways, such as providing hints to finding an item or providing emphasis during an otherwise non-interactive cinematic sequence. These games feature more creative uses of rumble than the norm.
A person serving time in prison or an escaped criminal on the run from the law.
A notable time delay which ignores the character/player state (like having enough mana) and prevents an ability or action from being done. This concept is common in MMORPGs, but does occur in other genres.
When a character is killed, the fallen body's ragdoll physics will fail and the corpse will start to flip about spasmodically. This oOften occurs in open world/sand-box games.
Law makers and fat cats who will sell the population down the river just to gain more power and money.
A native cat to the Americas, the cougar can be found roaming in the mountains.
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.
The ability to counter a move.
Enemies who don't fight fair or flee when they're running low on health. Examples include Boos from Super Mario and those pesky goblins from Dark Messiah.
Cows are four-legged ruminant mammals, bred for milk, meat, or leather.
These games let players see the credits without needing to play the game first.
Sony's feature allowing for DLC, UCG, and unlockables such as additional characters or costumes to be used on both the PS3 and Vita version of a game.
The act of bending at the knees from a standing position. Crouching is an essential part of many shooters and platformers, and can be used by players to stay behind cover or avoid incoming projectiles.
Crows are familiar over much of the world: large, intelligent, all-black birds with hoarse, cawing voices.
Crowd control is the art of whittling down large groups of attacking enemies via the constant reassessment of the greatest threat to the player; achieved by constant player movement, and adjusting the aim to the closest threat, then quickly moving on to the next greatest threat, and so forth.
Cults don't necessarily have to be evil or out to destroy the world, but in video games it's usually safe to assume so.
Effective and brutal way to put an opponent down. Involves stomping on the back of someone's head while they're in a prone position.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
A non-interactive sequence within a game most often used for plot advancement.
Cutscenes that do not take into account the specific gear that the player has equipped.
Formerly known as the Interactive Achievement Awards, the 16th Annual D.I.C.E. Awards celebrated the best games of 2012.
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