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A distinct and predictable pattern of attacks or movement a boss takes. This can be based in reaction to a player's actions or simply a stringent script the boss adheres to.
A boss battle seen from the bosses point of view.
On some box art, the main character is facing away.
Games in which the boxart depicts another release's boxart in its entirety. These usually appear on re-releases and combination packs of franchises or expansions.
The deliberate animation of breasts, meant to titillate as a means to conform to more realistic physics.
Some creatures don't need guns or swords to hurt you. Instead they pack a punch with some kind of deadly breath attack, be it flaming, poisonous, radioactive, or just plain bad!
Button Mashing is a term used to describe gameplay where certain skills can be only realized explicitly through mashing buttons, a reckless player trying to get results or when the game rewards the player(s) who bash buttons the fastest. The latter example is common in Party Games.
Videogames with extreme or controversial content will often be altered for release in certain countries, usually to comply with local laws or prevent cultural misunderstandings.
Centaurs have the upper half of a man, and the lower half of a horse. Typically they are hunters.
A character in the game actually increase in size. This may be a temporary or permanent transformation.
Some characters have purely white eyes, some have eyes that radiate light, some have no eye-sockets at all. This is a page for all the occularly impaired.
A different take on the commonplace video game death. Different ways to avoid death can include time travel, as in Prince of Persia; or a minigame, as in Prey.
The dreaded Chimera was a terrifying beast that consisted of several animals combined into one. The distinct animal features were that of a lion, a goat and a serpent, though other variations exist.
A cliffhanger is a type of ending where the fate of the characters, the world, or everything in the world is left unresolved. In most cases, they are revealed in sequels.
Climbing is a common tradition in games, particularly platformers. There is often a particular type of surface that can be climbed, and it has a recognizably different look than other surfaces in the game. Climbing ladders or stairs doesn't count.
Cloaking is to become invisible or become close to invisible depending on strength of the ability or item.
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.
Limited editions of games that include extra "perks" like Making of DVDs and a nice and shiny tin with extra box art
A huge boss that often must be climbed upon to kill.
The game pauses for a very brief amount of time upon the player striking and making contact with the enemy.
Typically found in fighting games, combos are a series of strung-together moves.
Games which have served as the basis of a comic book or vice versa.
An action that is sensitive to context. Like going up to an object and pushing a button, which would normally perform a different action, to interact with it.
Puzzles based around the format/shape of the controller and/or the buttons on it.
Video game controversy revolves mostly around the psychological effects that games with graphic violence or sexual content in them can have on players. Other sources of controversy can range from racism, sexism, politics, or religion.
The ability to counter a move.
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.
Characters that do not speak the localized language within the context of the game. An example being everyone in Persona speaking English while the story states that they are speaking Japanese.
Crowd control is the art of whittling down large groups of attacking enemies via the constant reassessment of the greatest threat to the player; achieved by constant player movement, and adjusting the aim to the closest threat, then quickly moving on to the next greatest threat, and so forth.
Some games let players customize their character (or characters). Degree of customization may vary, with some games simply allowing to choose between different types of clothes, while others provide more detailed tinkering of features such as the distance between a character's eyes or hair color.
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