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Game » consists of 6 releases. Released Jun 21, 2005
After a in-game explosion or heavy fire close to the player, sound is muted only to oscillate a temporary sinus tone, like a tinnitus beep.
A game feature that allows the player to "tag" enemies with an indicator so that their teammates can see them on their screen or map.
An engineer is a class or character specializing in construction and repairs, often in dangerous war environments.
A crosshair which becomes larger when the player shoots or moves which decreases accuracy, discourages shooting on the move and promotes firing in small bursts.
Experience Points are part of a character advancement system commonly found in RPGs. These points are generally gained by defeating an enemy or completing a task.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
A scripted sequence or even an entire level where the player character is falling from a great height. Gameplay typically includes avoiding debris or battling enemies (or sometimes both).
A combat maneuver in which one attacks or threatens the side of an enemy unit or formation. Used primarily to negate cover or gain a tactical advantage by attacking from an unexpected direction.
A popular name for the killcount (scoring system) in first person shooters, origin is Doom. The name comes from fragmentation grenades in that these are mainly antipersonnel weapons, the meaning is obscured greatly when referring to frags in games.
In many games that feature team-based competition, "Friendly Fire" is the ability shoot or somehow directly impair ones own teammates.
Since 1998, an independent group of about forty worldwide media outlets who determine the best games of the Electronic Entertainment Expo.
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 style of play in multiplayer gaming with the purpose of annoying, irritating and angering other players.
Derived from the Spanish word for "little war", guerrilla warfare is waged by a small and mobile armed force against a larger, more regimented force. It typically involves the use of ambushes, sabotage, and other offensive tactics meant to overcome an enemy's greater numbers.
A heads-up display is a graphical overlay of vital information used in most modern games.
Most modern shooting games add the realistic touch of rendering shots to the cranium instantly fatal. Glorious for the shooter, kind of a bummer to the shootee.
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
Any form of indication that lets player know they've hit an enemy, such as an audio cue or a visual mark that appears around the crosshairs of the player's weapon.
A feature in many curtain fire games, the point where a character can be hit is a different size than the character itself. Whether this zone is visible or not (it varies from game to game), it allows players to dodge bullet patterns that would otherwise be impossible.
Humans are bipedal, sapient primates capable of abstract reasoning, language, and emotions.
An Iconic concept of video games is the use of an idle animation for the players character, when during gameplay there's no control given. It's an example of emergent game design, and is used as a way to add depth to action characters.
Map Makers or Editors are built-in tools that allow the average gamer to tweak or fully customize a map of their own, with no mod or programming skills required.
Whether it be a close up shotgun blast, far away sniper rifle, explosive, or backstab, the "one hit kill" is a popular kill strategy. Usually hard to master and even harder to avoid, the instant kill is loved and hated by gamers everywhere.
The 2006 Interactive Achievement Awards celebrated the best games of 2005.
The action of inverting the controls for looking and aiming (i.e., instead of pushing up on the analog stick to look up, you push down.)
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.
A standard in nearly all competitive online shooters, the Kill Feed is the live on-screen update of the kills in an multiplayer game, providing updates as to whom is killing whom, as well as other important events.
Kill Stealing involves a player killing another player's target in order to gain his or her "prize". These include loot, experience points, a point score, etc.
A comparison between how many kills a player has made and how many deaths they have suffered. A staple of multiplayer FPS matches as an at-a-glance measure of performance.
A camera that reveals the way that the player was killed, displaying an instant replay of the player's own death through the other player's eyes.
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