Official U.S. PlayStation Magazine Issue 67
Demo Derby
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Concept »
There's nothing cooler than planting a bomb, turning the camera around, and walking away nonchalantly as it blows up behind you. As everyone knows, true heroes don't look at explosions.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
A non-interactive sequence within a game most often used for plot advancement.
A destructible environment means the player has the ability to destroy his/her surroundings. This allows players to use the environment to their advantage.
A Directed Escape is an interactive gameplay sequence where the player is unable to successfully fight back or otherwise survive, and is forced to flee to the next checkpoint to resume normal play.
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.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
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.
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.
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.
Often a timed sequence where players must escape a building, spaceship, planet, etc... before it explodes.
When the character blows itself up, inflicting damage, or when the character falls, flies, or is otherwise ejected from the arena by their own actions.
A staircase sequence consists of the player ascending or descending a stairwell for an extended period of time, perhaps a minute or more. These are often presented to create a vertical box of movement, with limited mobility to avoid hazards.
When a certain amount of time is given to the player to reach a goal or finish an objective.
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