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Game » consists of 9 releases. Released Nov 27, 2003
An AI companion is a computer-controlled ally who follows and aids you through your adventures or who requires your protection. The AI companion's survival is often essential to game and story progression.
Characters either begin with multiple outfits, unlock them through play, or purchase them as in-game items. These costumes are sometimes integral to play.
Audio logs are short voice recordings that a player comes across within a game that helps inform the player of the game's story and characters.
A boss fight is a culminating challenge that pits the player against one or more enemies representing a greater threat and/or difficulty than those previously faced. These scenarios typically feature unique antagonists.
The deliberate animation of breasts, meant to titillate as a means to conform to more realistic physics.
In a franchise, it entails the second game that takes on a gritty and dark tone to distinguish it from the first.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
The 2003 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 14-16.
The 2004 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 11-13. This was the 10th annual E3.
Games that feature an antagonist--someone who opposes the game's protagonist--that is a woman.
This concept is for games where at least one of the main characters is female.
The film grain effect gives games a cinematic feel by simulating the grainy visuals that are present in some movies.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
Spectral scourges and festering phantasms beware, these heroes aim to clear out the harmful haunts of our humble homes.
Some ghosts exist solely as storytelling devices; such as providing the protagonist with in-game flashbacks or giving clues about what to do.
Gravity is a physical phenomenon, specifically the mutual attraction between all objects in the universe. In a gaming setting, gravity determines the relationship between the player and the "ground," preventing the player or game objects from flying off into space, and hopefully acting in a predictable/realistic manner.
When a developer begs and pleads and offers to do laundry for even a tiny guest appearance, sometimes those famous characters will still flake on them. At least they still have their laundry.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
Humans are bipedal, sapient primates capable of abstract reasoning, language, and emotions.
A plot device where innocent characters are killed. Sometimes players forced to watch it happen and can do nothing to prevent it.
A gameplay mechanic allowing players to store their items and freely carry them around.
Horror games influenced predominantly by the look, feel, and themes of Japanese horror cinema, or non-horror games that allude to the cultural horror aesthetic. J-Horror, or psychological horror, is sometimes classified as a sub-genre of survival horror.
A method of attempting to scare the player by the sudden unexpected occurrence of an event - often accompanied by some sort of audio sting.
When the title of the game does not appear immediately at the beginning of the game, but rather after the first mission or prologue.
Mercenaries, Soldiers for Hire, have been found fighting in conflicts since the dawn of human warfare. These hired guns show a desire to turn their talent in the art of death to a more profitable profession.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
Some games feature the ability to switch the gameplay camera perspective between first and third person, either as an option or as a gameplay element.
Sequels that have the player controlling a different character than the preceding game(s).
Whether it's taking pictures of things for points or as part of a journal, photography is playing an ever increasing role in many of today's video games.
Digital re-releases of PlayStation 2 games for later Sony-branded game systems.
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