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Some games have included developers commentary. These comments can be in text form, audio that plays in the game or the menus, or video. Sometimes they are just added in the collectors editions.
An in-game design interface that allows the player to configure aspects of a game, among other things.
Sometimes you want a challenge, sometimes you wanna coast.
The concept of using two weapons at once, often for more damage at the cost of accuracy, the use of a shield, grenades, or other similar accessories.
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.
Some game environments feature certain areas that allow for special kills outside a player's normal cadre of moves. These kills usually feature unique animations such as slamming an enemy's head through a television or sticking their head in a trash compactor.
A puzzle where you have to use your surroundings, i.e. "environment" in order to progress.
When the main character at some point has to escape from a confined area, be it a dungeon, a prison cell, or a penal colony.
A crosshair which becomes larger when the player shoots or moves which decreases accuracy, discourages shooting on the move and promotes firing in small bursts.
An environmental hazard that can be exploited to inflict massive areal damage, exploding barrels are one of the most ubiquitous objects to be found in games. The most common methods of ignition include shooting and throwing. Exploding barrels are usually distinguished from the non-exploding kind by a conspicuous red tint.
Everything you need isn't always spelled out for you on the map. Sometimes even the map is not there till you go explore it.
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.
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.
In some first person games, the map is an object the players interact with in-game. Players press a button and the map comes up in front of the character's point of view.
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.
Platforming from the character's point of view.
The First-Person Regain Consciousness is regularly seen in First-Person-Shooters.
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.
An Xbox 360 and Games for Windows Live feature that lets you purchase and download full Xbox, Xbox 360, and PC games through the Live Marketplace.
At E3 2013, Microsoft announced their Games with Gold campaign. The campaign offered two downloadable games a month for free for Xbox Live Gold subscribers for a limited number of months. On October 18, 2013, Microsoft stated they were extending the promotion indefinitely.
Characters that have a German accent.
A glitch is an action performed within the bounds of a game engine that was not intended by the game's developers. Glitches are often performed by the player, though they can also occur independently.
A characteristic many game characters share when their eyes emit a colored light instead of what a regular eye should look like. This is often evident in robots and characters possessed by some evil force.
The smoke that rises out the barrel of a gun.
Frozen water. Ice can be slippery and it can be fun for ice skating.
A common type of stage featured in many games. Slippery ice, avalanches, and freezing water are some of the unpleasantries to be had when visiting these cold arctic regions.
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 concept in a game where the playable character can't run out of ammo, and doesn't need to pick up/buy ammo. In some cases, you still have to reload your weapon, but you will still have an endless amount of magazines.
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.
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