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Game » consists of 20 releases. Released Nov 22, 1996
Potentially deadly in the real world, annoying and funny in the animated world.
A point within the game whereby the game saves its current state whether it be for the purpose of a more convenient respawn point or a gameplay design (such as in racing).
A Boss fight that can only be won by climbing onto the enemy.
Collectibles are items such as coins, rings, gems, packages etc. that can be gathered, usually for some kind of reward, or sometimes to simply beat a level. Often (almost too often) the source of earning achievements and trophies on the Xbox 360 and PlayStation 3.
When collectibles in a game are arranged to spell out a word, usually related to the game or the company that made it.
Palette-swapping are sometimes used to denote the different strengths and abilities of your adversaries.
Cooperative play in games allows humans to play together as a team to accomplish a task. Instead of playing against a human opponent, the team must defeat an AI. Cooperative Play in some games also means 2 human versus 2 human, this occurs in some Billiards games. (Scotch Doubles / Doubles)
Extra time given to the player after running off a ledge and before actually falling.
An optical effect formed by beams of light contrasting against areas of shadow in the atmosphere. They are often simulated in video games through volumetric lighting.
An order of large reptiles that encompases the Alligator, Gharial, Caiman and Crocodile families. While dangerous on land, they're pure killing machines in the wet element.
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.
A non-interactive sequence within a game most often used for plot advancement.
Dancing is the movement of a body, usually rhythmic and to some kind of music. A lot of times, it happens between two people and may be romantic.
Darkness is used in games to restrict access, increase tension, or just to set a mood. Often the player has access to a light source that can mitigate its effect.
It's all in the family.
Digitized sprites, popularized in the early 90s, were a form of graphics that used footage of real actors, Stop-motion frames of a figure/clay model or 3D renders of characters that were then made digital and put into the game.
The spear counterpart of Damsel in Distress, this is when a male or male-presenting character is captured/kidnapped and must be saved by another character.
The 1996 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles California on May 16-18.
The 2005 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 18-20.
When a character goes to the edge of a platform and starts to wobble. Most commonly seen in side-scrolling platformers.
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.
Water that has been exposed to electricity. Often functions as a puzzle the player must solve to proceed.
An elephant is the largest land mammal who has big ears, a trunk for a nose, a tail, and tusks. Supposedly they have good memories, hidden graveyards, a love of peanuts, and a great fear of mice.
Why are bad guys on so many game covers? Perhaps the developers secretly think they're cooler than the good guys.
An illusive effect in games with 2D graphics where a character attacks the player so that it seems like the attack came from either behind or in front of the screen.
All the enemies in the game show up in the credits, sometimes before the people who made the game.
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 powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
This concept is for games where at least one of the main characters is female.
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