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Game » consists of 3 releases. Released Mar 18, 2003
Characters either begin with multiple outfits, unlock them through play, or purchase them as in-game items. These costumes are sometimes integral to play.
Archery is the practice of propelling arrows with use of a bow. Throughout history, archery skills have been used in both hunting and warfare. Today, it is also a sport and recreational activity.
An immature childish person. It wears diapers and whines a lot, much like old folks. Babies are considered cute by most people.
Backtracking is the act of navigating through previously explored areas, usually for the purpose of progressing in an objective-based adventure game. Players who are lost may also backtrack to reorient themselves.
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.
Games that let you choose the path you take through the story-line.
Charging is the action of pressing & holding down a button or particular direction on the controller. Its purpose is to build up a powerful blast or burst of energy to take out an opponent or cause critical damage.
A page devoted to cataloguing and explaining appearances and the use of concept art in games.
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.
When characters shed tears - often due to extreme sadness.
A non-interactive sequence within a game most often used for plot advancement.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
It's all in the family.
Electricity is commonly used as a damage-introducing element causing inanimate objects to become harmful (electrified water, floors, cables, etc). It can also refer to a power wielded by characters that generates sparks, is conductive to metal surfaces, forks or branches, and is often blue in color.
The accent of someone traditionally from England. Not to be confused with Welsh or Scottish, which are totally different despite being sometimes referred to as simply "British" accent.
To elude, escape, or get away from. Some games require players to escape from some people or things to perform some objective or avoid death.
Many video game villains oftentimes laugh in evil ways, be it a vicious cackle, a sneering chuckle, or a booming laugh. Common evil laughs often include "Bwa-ha-ha", "Mwa-ha-ha", or "Ho ho ho".
A concept that has been popularized since the days of the European colonial empires. The main bad guy is seemingly old, white, although not always human.
This concept is for games where at least one of the main characters is female.
In games, fire can be an obstacle, a tool, a weapon, or a solution. Just don't play with it...unless you really want to.
The fixed camera was made famous by games such as the Resident Evil and Metal Gear Solid franchises. Depending on the camera set, up could be down and left could be right. Even in the later generation of consoles, games like the God of War franchise still use this technique.
Flashbacks take a player into a flashback sequence. Often playable, but not always.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
Some ghosts exist solely as storytelling devices; such as providing the protagonist with in-game flashbacks or giving clues about what to do.
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
Rooms that are either invisible or extremely hidden. Players are rewarded with health, easter eggs, weapons or traps.
A game in which the "seeker" covers his/her eyes while the other players try to find a good hiding spot. It is then up to the seeker to find the hiding players.
A concept where players have the ability to conceal themselves from enemies. Common hiding places in games include closets, lockers, or even just crouching in the shadows.
Historically inaccurate games are those that do not abide by actual historical timelines for design or plot points.
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