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A red herring is a plot device used to mislead or distract someone from what's really going on in the story. It could be a false clue or over-emphasis of another character. Red herrings can add a surprise or make a challenge tougher.
Games that allow the player to give custom names to characters in the game, most often the protagonist.
Reptilian humanoids are a common motif in mythology, folklore and fantasy. As a race, they are sometimes cited to be extremely old, even older than men and elves. Examples: Lizalfos (Zelda), Lizardmen (Warhammer) & Argonians (The Elder Scrolls) They generally walk upright like any other humanoid and sport some kind of tail.
The concept of reviving somebody who is dead or down.
A sound effect that plays once the player has gained a level, solved a puzzle or reached a milestone within the game.
If a person is made of metal and has circuitry instead of a circulatory system, then their game belongs on this list.
Romance in video games can either be interactive, in which the player attempts to woo another character, or an unchangeable part of the story of a given game.
Getting extra stuff on a new game from a previous game save on the player's system.
Special locations in game that allow the player to manually save their progress.
Many games feature a story which involves saving the world and its inhabitants, often single handedly.
Instead of having the loot spew out of the corpse it-self, this concept is based on having to interact with the corpse to obtain the loot.
When a character in a video game is invincible to everything except a certain weapon, item, or spell.
Enemies that hide behind shields.
Quests that aren't necessary for game completion. They typically offer side-stories or specific rewards.
Sidekicks, different from partners, are less powerful, less important characters who support the main protagonist and generally stick by their side.
A lead character who never says a word, despite being spoken to.
Sometimes silent protagonists come to their senses in sequels or prequels and decide to freely speak their mind.
Players must repeat a series of inputs, dictated by the game, in order to progress. It is very similar in nature to Simon Says, or more accurately, the electronic game, Simon.
Games with characters that sing.
These games are designed to be played by one person, and one person only.
The skeleton is the framework of the human body.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
Whether it's to restore your health, save your game, just for the hell of it, or all of the above, sleeping in games has numerous uses.
Crunchy frozen water fallen from the sky. Many games feature a snow world, a snow level, or otherwise-connected regions of wintery landscapes.
Protagonists that have gravity defying hair styles and often appropriately spikey personalities.
A gameplay mechanic which allows the player to move faster than the normal speed. Usually for a set amount of time.
A two-dimensional image or animation overlaid into a scene. The foundation of early 2D games, making up everything from props to the player-controlled character.
The recording of data related to player performance or progress in a game. This feature is commonly found in RPGs or competitive multiplayer games. It does not include statistics in sports games, unless related to player performance.
A condition which affects a character's effectiveness, either positively or negatively. Common examples include Poison or Haste.
Using stealth often requires the player to accomplish their objective without being detected by enemies. Methods of detection can vary from game to game, and can be based on an enemy's line of sight, how quiet the player is, or even how the player interacts with the environment.
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