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Law makers and fat cats who will sell the population down the river just to gain more power and money.
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.
An on-screen countdown timer (typically measured in seconds) that begins once the game has been fully configured and triggered to start. This is distinct from a loading screen, which may occur before and/or after the countdown.
Counter-terrorists fight terrorists wherever they are found. These professional soldiers are highly disciplined and skilled in their profession.
Cows are four-legged ruminant mammals, bred for milk, meat, or leather.
Crawling is a form of locomotion in which a person lies down and uses the hands and knees to move around, or by dragging the body along the ground.
A member of the protagonist's group who is spontaneous and unpredictable. This is usually for comedic reasons or shock value.
These games let players see the credits without needing to play the game first.
An optical effect formed by beams of light contrasting against areas of shadow in the atmosphere. They are often simulated in video games through volumetric lighting.
A system allowing players on different gaming platforms to play together.
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.
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.
Crouch Jumping is an action performed in FPS games in which the player crouches mid-jump in order to hurdle an obstacle or reach higher ground.
Aspect of team multiplayer in which each team is given a limited number of respawns. A team is defeated when all respawns have been consumed and all members of the team are defeated.
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.
Customization in games that allow users to change various parts of their equipment or moves to fit their gaming style.
A non-interactive sequence within a game most often used for plot advancement.
When a game's scripted narrative is logically inconsistent with the gameplay. A character could've survived an infinite number of headshots during gameplay but is incapacitated by a single shot to the leg during a cutscene.
Cutscenes that do not take into account the specific gear that the player has equipped.
The ability to pause a story scene. This avoids missing plot points if you are interrupted or take a break, or let's you call someone to show off a game's FMV or real time animation.
A bright flash, usually red and seen on the borders of the screen, that indicates damage or injury.
Dashboard view puts the player in the helmet of the driver. Usually in cars or other vehicles. Most commonly in next-gen racing games and shooting games which have vehicles
Over time, it's common for publishers to stop supporting the online components of old or unpopular games. In addition to saving money, this also serves to boost sales of newer games in the same series or genre.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
A gameplay mode that pits two or more players in a fight to the death. John Romero is credited with coining the multiplayer term "deathmatch."
Commercial servers that are run separately from the game client, their bandwidth and processing power is dedicated solely to hosting. In particular hosting multiplayer games with large numbers of players. Dedicated servers superseded listen servers, that could be set up using the player-client hardware.
A post-processing blurring effect used mostly by modern action games, particularly modern first-person shooters. Used to blur foreground or background elements to simulate a lens focus.
Typically naval (ocean or space) in nature, a vessel is considered derelict if it is abandoned, damaged, drifting, or otherwise inoperable. While often scavenged through, very rarely are they completely empty.
Destructible cover is an increasingly popular feature in shooters, even those without cover systems. It is used to encourage creative tactics both in single-player and multiplayer.
A destructible environment means the player has the ability to destroy his/her surroundings. This allows players to use the environment to their advantage.
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