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The genetic dynamo that allows people to totally recreate themselves, ADAM is at the centre of more or less everything that goes on during the original two BioShock games.
A person leading a double life. This character has more than one way in which they present themselves to the world.
Audio logs are short voice recordings that a player comes across within a game that helps inform the player of the game's story and characters.
Characters that are described and interact with the character primarily or only via audio (most often through dialogue, but usually also using some audio effects). As opposed to cutscenes which often emulate film, the way aural characters are presented in games often more closely parallels radio dramas and other audio-exclusive media.
Betrayal is when a person breaks the trust and faith that others have placed in them.
Big Daddies are the lumbering genetically modified behemoths in the underwater city of Rapture. Clad in garish diving suits, these monstrosities were created to protect Rapture's population of walking ADAM factories, the Little Sisters.
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.
Plotting and scheming, usually for wealth or power.
Any game that represents a society noticeably worse or less desirable compared to those in the present. This can relate to kinds of political and economic organisation, excessive human suffering, social problems caused by technology, or as a result of an apocalyptic event.
When will those crazy scientists learn? Be it killer robots, invasions from outer space, sentient computers or mutations; they always seem to have the habit of leaving a big mess behind for you to clean up.
The last boss you face in a game, usually representing the final climax of the game.
Foreshadowing is a plot device that allows the creators to leave subtle (or not-so-subtle) hints about future events in the game.
Games in which players are guided through the game by characters via radio communication. Extremely popular narrative device and game mechanic in the current generation of video games.
Characters who speak Hiberno-English.
Little Sisters are genetic tools utilized to carry and gather ADAM in Rapture.
When the President wants to go for a burger, you know that all your cake is a lie.
The ability to influence and control the thoughts of others.
A character whose intentions seem to be to help the player character, but their motives are unclear.
Criminals banded together with a common goal in mind. Can range from a band of thugs to the Mafia.
A narrative that takes an unexpected turn. Commonly, plot twists come in the form of revealing that the player character is not actually who they thought.
People who have Psychic Abilities. They appear in games, often using their abilities as weapons (Example: Telekinesis in Psychonauts)
Psychopaths are noted for generally lacking a conscience, getting enjoyment from various forms of destruction, and an inability to learn from their mistakes.
Once the intelligent and prosperous citizens of Rapture, these twisted beings have since paid the price of abusing the gene-altering substance ADAM.
The unreliable mentor is there to teach and guide you sometimes. Though other times, you just don't know what their intentions are, and whether you should trust them or not.
Don't believe anyone. There's more going on here than is immediately apparent.
This is a place of special vulnerability. Particularly used in boss fights or when simply fighting Giant Enemy Crabs that cannot be defeated by usual means.
When a protagonist/hero works for the bad guy. It may be unintentional or completely voluntary.
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