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Game » consists of 45 releases. Released Oct 28, 2008
Weapons designed to be wielded with both hands, typically due to their size in relation to the one wielding them. Examples include longswords, claymores, lances, scythes, and giant hammers among others.
When an animated character graphically looks realistic, but shows poor, unrealistic animations, the result can be very awkward. These instances of almost-human-but-not-quite can appear stilted, off-kilter, or even eery. This is the Uncanny Valley effect.
The currency of the United States of America, represented by the symbol $.
Incredibly grotesque, but incredibly useful.
A mod is a user-created patch that alters any part of a game, or adds new content to it. At the extreme, "total conversion" mods can change the game so much that an entirely new experience is created.
Games where players can choose to talk their way out fighting, which is often an option in RPGs.
A video game concept in which plainly valuable items, weapons, and even hard currency are routinely found in trash cans and roadside dumpsters.
Vampires are undead, nocturnal creatures that subsist on blood. They have superhuman powers and are sometimes able to shape-shift. They are weak against sunlight, foreign objects stuck in and left in their hearts, decapitation and sometimes holy water and crosses.
In the Fallout universe, Vaults are large scale subterranean fallout shelters designed and constructed by Vault-Tec Corporation.
The Vault-Tec Assisted Targeting System (V.A.T.S.) is a modernization of the turn-based combat mechanic seen in previous Fallout games. V.A.T.S. gives the player a strategic advantage, pausing real-time combat in order to target specific body parts.
Vault-Tec Corporation was the company contracted by the United States to built the nuclear bunkers known as Vaults in the Fallout games.
Items found in video games that serve little or no use to the player, other than to be sold to NPC vendors for money.
Vestigial items may have had a use at one point in time, but now occupy a permanent inventory space and cannot be removed due to their special status.
Some video games feature characters that play video games themselves, with the player sometimes taking control of the character playing the game-within-a-game. This also includes game characters who explicitly mention that they play video games.
A person who goes outside of the law to punish those who have committed an act of injustice. Their methods usually cause them to be perceived as criminals.
All the fun of a real pet without the real part. And stained carpets.
Games that have you going into a computer generated virtual universe.
A visual obstruction is an extra layer added to the player's viewpoint. Most common in first person games to add to the notion that you are looking through a character's eyes. Obstructions include blood, water and ice crystals.
Voice Acting is the art of providing voices for characters in games, television shows, films, radio programs, and other forms of media.
These are games that begin with the player waking up. More often than not this occurs in RPGS, but is certainly not exclusive to the genre.
You're halfway through the game or more, everything's going great. You've got tons of weapons and crap and BAM! Flash grenade! You wake up later captured, off to either be executed, interrogated, etc. Often, you've lost all of your weapons as well. You sir, have just woken up captured.
When a protagonist chooses to walk as a default instead of jogging or running. The character will opt to walk even with a full tilt of the control stick.
Warping allows the player to take a shortcut, bypassing part of a game.
WASD, or WADS, is the most common and often the default setting to move the player character in computer games with a first or third person perspective.
A waypoint is a reference point used for navigation purposes by in-game characters. Most commonly used in strategy games and squad based games.
This is a place of special vulnerability. Particularly used in boss fights or when simply fighting Giant Enemy Crabs that cannot be defeated by usual means.
Games where weapons break down overtime after extended periods of usage.
Variable and dynamic simulation of weather conditions can be used to add variety, atmosphere (a rainy day in an RPG) and/or challenge (rain on the racetrack in a driving game) to a game.
Major defense contractor for the United States in the Fallout universe.
The big bad is defeated, the world is saved, and any last minute moral decisions are made, but what happens to all your favourite characters after the credits roll? Some games leave that thread hanging, while others use slideshows, cutscenes, or text to explain what life had in store for them.
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