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Game » consists of 1 releases. Released Nov 29, 2013
The game automatically saves for you when you reach certain points. Implemented in order to reduce frustration for forgetful savers.
This shows you how long you have until you start wishing you had gills. When your breath runs out, you may take damage, or you may expire right there, depending on how sadistic the game designers were!
The act of building something. Using resources to build units, buidlings, structures of any kind.
Crafting allows players to create their own items with the correct ingredients. It is used mainly in MMOs and RPGs.
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.
Environments cycle between day and night, often with effects on other aspects of the game.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Digging is a strategic mechanic of many games. Digging allows the ability to unearth valuables and strategize pathways.
Durability refers to the condition of the currently equipped weapons and armor, among other things. Overusing the said item without repair generally results in it breaking or otherwise becoming non-functional. Many games with role-playing elements incorporate this feature.
A type of gameplay where the main goal is to eat or collect a certain amount of stuff. At the same time, enemies will try to eat the player character.
Ahh, eating... We can't live without it, and, apparently, neither can some characters. From snakes to dots, games have odd ways of dishing out their dishes.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
Receiving damage or dying as a result of falling.
First Person Editing occurs when a player can edit the world geometry from a first-person point of view. A game which features First Person Editing as a core mechanic could be termed a First Person Editor, or FPE. Earliest examples of FPEs are Avoyd and Cube, followed by Infiniminer, Minecraft and many voxel games. The world editing properties should extend to the entire game environment, and optionally to avatars. A good test to identify an FPE is if players can write in-game by carving or building.
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.
Some first-person games that wish to immerse the player in the experience more will go as far as to include full body awareness, or the ability to see the player character's body when looking down.
This page is titles that allow you to manually reconfigure the control scheme. A title that only lets you swap/invert sticks, adjust stick sensitivity, or limits you to preset configurations, does not qualify for this list.
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
A gameplay mechanic allowing players to store their items and freely carry them around.
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.
Logging is the process of cutting down trees for timber. This is an important aspect in many strategy games.
The extraction of valuable minerals from the earth.
Games which allow players to interact with others over the internet.
Non-linear level design where the player is able to freely traverse the game world and choose where and when to visit certain areas in the game.
Piercing weapons are designed primarily for stabbing and puncturing to cause damage rather than slicing or cutting. Examples include knives, daggers, spears, lances, needles, shivs or improvised weapons such as ice picks.
Procedural Generation refers to the creation of content algorithmically as the game is running. This content generally coexists with standard, authored content; the two are not mutually exclusive.
Video game combat in which combat actions are performed in real-time, rather than through a turn-based structure.
Regenerating health is a gameplay mechanic which automatically refills the players health bar after successfully escaping damage for a set amount of time. It is typically seen in RPGs and modern first/third-person shooters.
Games that have an open gameplay structure that allow players to interact with the world as they choose.
Splash damage is a term used in several types of games, most notably in first-person shooter and real-time strategy games, to refer to damage taken by players or objects in the area surrounding a point of weapon impact.
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