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A console game is high definition if it operates at a resolution of at least 720p, or 1280x720. A console able to achieve this resolution is HD-capable. For a variety of reasons, the term does not apply to PC games.
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
Humans are bipedal, sapient primates capable of abstract reasoning, language, and emotions.
An Iconic concept of video games is the use of an idle animation for the players character, when during gameplay there's no control given. It's an example of emergent game design, and is used as a way to add depth to action characters.
Ghostly lights that can sometimes be seen near swamps. This phenomena has been attributed to ghosts, fairies, and biogas.
Seeing a character roll up their sleeves in-engine is a rare wonder in video games.
Complete move list for character actions that are already in the game itself. Usually accessed via pause menu.
When a picture just can't get the point across, teach with videos.
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.
As games become bigger and more technically advanced, games increasingly require users to go through a small initial install before playing.
A rather unpleasant experience, where your journey takes you to the insides of a bigger creature, followed by a desperate attempt to make it 'through', alive and undigested.
Weapons with a mind of their own. Sometimes their personalities clash with the people wielding them.
Some games feature end credits that scroll over a playable segment of action.
While a data install can be a long and unpleasant process, certain games entertain the player in various ways to make the long-lasting event an entertaining process.
The interactive loading screen has thankfully relieved some of the boredom that comes with long load times through entertaining us with small minigames. These generally involve simply moving objects around on screen usually with some relevance to the game itself.
The ability for the player to become unseen, from basic camouflage to fully vanishing from sight.
Invisible bridges and walkways force the player to either take a leap of faith or find a way to reveal the path in order to reach their destination.
An imaginary boundary in the game world that limits player movement to a specific area. They are often criticized as a poor component of level design, when an actual wall or other visible boundary could have been used to delineate a game's playing field.
A person employed to tell jokes and provide general entertainment. Jesters share some resemblance with clowns in that both have a reputation for being creepy rather than funny. Most of the jesters that are placed in games focus solely on the aspect of being creepy and scary.
This is a concept in fighting or other action games of attacking an enemy in order to keep the enemy in the air, unable to fight back. This is also a tactic in tower defense games of keeping the enemy on the battlefield longer by manipulating towers.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
A number of kills without a suffering a death.
Any song in a video game that includes a Latin choir singing (faux Latin included).
In some action oriented videogames, the player is able to launch enemies into the air, and can sometimes proceed with follow-up attacks.
A leaderboard is a way for players of any multi-player game to know where they rank within the game's community.
Games that incorporate licensed music from popular bands and musicians for their soundtracks.
Toys that come to life, whether in the form of lovable action figures with personalities of their own, or psychotic dolls possessed by the souls of deceased serial murderers.
Often the death of a boss results in the collapse or destruction of the building or lair that the fight occured in. In many cases there is no other action other than the boss's demise that is shown to trigger this destruction.
Loading Screens are specific screens that are displayed while a game is loading resources so that the player has something to distract them while the game loads. Loading Screens can be images, text or even mini-games - and sometimes a combination of all three.
Lock On is a game mechanic that allows the player to automatically center the character's aim on a target, usually done with a toggle or a press of a button.
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