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An unofficial translation of a video game, created by people not associated with the original development team.
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.
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.
Historically inaccurate games are those that do not abide by actual historical timelines for design or plot points.
Humans are bipedal, sapient primates capable of abstract reasoning, language, and emotions.
The best way to make sure even the stupidest players know that certain people, places, terms, or concepts in a game are important is to highlight those words in the text with different coloured letters, or through the use of bold, italicized, or all-caps text.
When stuff that always used to work suddenly break down when you need it the most and you either have to fix it or find another way around.
A plot device where innocent characters are killed. Sometimes players forced to watch it happen and can do nothing to prevent it.
A situation where the player-controlled character loses their life immediately. The quickness of that demise is often a stark departure from the balance of power, and sometimes the rules, established by the developers during the rest of the game.
Horror games influenced predominantly by the look, feel, and themes of Japanese horror cinema, or non-horror games that allude to the cultural horror aesthetic. J-Horror, or psychological horror, is sometimes classified as a sub-genre of survival horror.
A method of attempting to scare the player by the sudden unexpected occurrence of an event - often accompanied by some sort of audio sting.
The act of killing a child is considered taboo in most games. There are, however, some games that allow this breed of tomfoolery.
The action of crossing a ledge, often this requires careful sidestepping.
The concept of affecting the universe through supernatural methods, breaking the fundamental laws of science.
A small, closed-off area in a game containing enemies that opens at some trigger point. Often used to surprise the player, or as an alternative to spawning enemies out of thin air.
A nocturnal insect closely related to the butterfly.
Make sure you respect nature, or else! Note: This only concerns *protagonists*.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
This page is about the concept of Multiple Personalities, also known as Split Personalities. This is the concept of a single physical body being host to many separate identities. Isn't that right, Zach?
Sometimes one playable character just isn't enough.
Murder is the act of ending the life of another living thing against its will without the sanction of a higher governmental authority, such as the casualties that result from acts of war. It is generally intentional, at least in a legal meaning, but not necessarily.
A trait in which a character's heinous actions stem not from a tragic past event or personal wrongdoing, but rather an indulgent "because I can" attitude that remains unreformed.
Enemies that are adamant in their will to hunt you down. Example: Pac-Man ghosts.
A situation where it is hard to tell which parts of the game world can be interacted with, and which are just for show. Mostly associated with point-and-click adventure games, where players often respond by clicking wildly around the screen until they find something.
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