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Game » consists of 1 releases. Released Jun 28, 2005
Auto-aiming (or Auto-targeting) allows for a character to attack or interact with an object or enemy that's very near to the player or within their field of vision.
Necessary to sustain life in organic creatures, the crimson fluid known as blood tends to make appearances when the body's structure is compromised in some way, a very, very common occurrence in videogames.
Bullet time is a gameplay mechanic that allows players to slow down time. Depending on the game itself, the player often slows down along with the world around them, however occasionally the player can simply move at normal speed while the game world continues to slow.
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 2005 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 18-20.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
A heads-up display is a graphical overlay of vital information used in most modern games.
Most modern shooting games add the realistic touch of rendering shots to the cranium instantly fatal. Glorious for the shooter, kind of a bummer to the shootee.
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
In some action oriented videogames, the player is able to launch enemies into the air, and can sometimes proceed with follow-up attacks.
Limb Targeting is the ability to target specific limbs on the body with the object being either to disable the limb or kill the target faster. It may also be referred to as the "Limb System" or "Localized Damage".
This concept is for games in which at least one of the main characters is male.
A circumstance in video games where the player will defeat large numbers of enemies without any assistance from AI or other players. This may occur for part of a game or the entirety of it.
Persistent bullet holes allows players to shoot holes into walls without them disappearing right away. This feature added realism to first person shooters, as well as the ability to draw smiley faces.
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
Reloading is the action of replacing the ammunition magazine inside a gun. It adds a touch of realism to most modern shooters, and a certain amount of tension when a player is forced to reload while under fire.
The phenomenon of time, or at least a character's perception of it, moving more slowly. Bullet time is an enhanced version of slow-mo.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
Some bosses transition through two or more forms during the course of a fight. Each form has its own abilities and health separate from those of other forms.
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