FINALE
Blight Club
Fallout: New Vegas | 002
Giant Bomb Plays
113 | Little Apple Juice Boy.mp3
Voicemail Dump Truck
Game Mess Mornings 04/25/24
GrubbSnax
The Community Spotlight 2024.04.20
The Community Spotlight 2024.04.13
Community Endurance Run XIV - April 12-14
Character »
The inferred primary antagonists of Half-Life 2 and its Episodic expansions.
Games with stories that involve aliens invading another planet.
Games that allow fauna to be used as weapons.
An aggressive species of extra-dimensional insects, antlions are a common foe that Gordon Freeman encounters during his adventures across Half-Life 2 and its episodic installments.
A creature from the Half-life series, it hangs from a ceiling. From there, it lowers its tongue, hoping to catch anything and pull it up to be eaten.
Billboards are used in many games as either a form of advertisement or as something to smash through.
This page is for Black Mesa the COMPANY, not the location. Describe accordingly.
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
Body armor in games acts as additional protection. In most cases, when a player takes damage that would completely affect their health, their body armor reduces the damage taken or takes the damage instead.
A squid-faced enemy that charges you like a bull. Seen in Half-Life and planned but cut from Half-Life 2.
When a character from an existing media franchise makes a brief appearance in a video game, sometimes without even openly acknowledging their origins.
Often used as a catch-all term for any game's main story-driven mode of play, campaign mode usually refers to a linear sequence of levels with a continuous story and a definite conclusion, playable single-player and sometimes co-operatively.
Circle-strafing is strafing around a target while facing it. This is useful for disorienting the target's aim, making for an easier kill.
Those who work for the government in the public sector.
Limited editions of games that include extra "perks" like Making of DVDs and a nice and shiny tin with extra box art
Either a force of over arching evil or a parody of the real world. The corporation is a common concept found in Video Games.
Crouch Jumping is an action performed in FPS games in which the player crouches mid-jump in order to hurdle an obstacle or reach higher ground.
Decontamination is the process of removing hazardous materials from a person or object. In games, this is usually achieved by lasers, rather than water as in the real world.
Industry jargon used to describe a troubled development cycle that results in long delays, extended periods without new info, and often radical changes to the game.
Any game that represents a society noticeably worse or less desirable compared to those in the present. This can relate to kinds of political and economic organisation, excessive human suffering, social problems caused by technology, or as a result of an apocalyptic event.
A peaceful elevator ride to the next part of the level or to a boss fight that becomes a non-stop barrage of enemies to fight.
The ability for players to manipulate objects in the environment and use them as weapons. An example of this gameplay mechanic is Half-Life 2, in which players make use of a Gravity Gun to launch objects with deadly force.
A puzzle where you have to use your surroundings, i.e. "environment" in order to progress.
Content released frequently, every release contains a small portion of a whole story.
When the main character at some point has to escape from a confined area, be it a dungeon, a prison cell, or a penal colony.
Missions during which players are tasked with protecting a non-playable character or object from harm until a certain goal is met.
When will those crazy scientists learn? Be it killer robots, invasions from outer space, sentient computers or mutations; they always seem to have the habit of leaving a big mess behind for you to clean up.
Everything you need isn't always spelled out for you on the map. Sometimes even the map is not there till you go explore it.
First person hugs are a design challenge. How do you communicate a hug in a first-person game without it being super awkward?
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
This edit will also create new pages on Giant Bomb for:
Until you earn 1000 points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved.
Use your keyboard!
Log in to comment
Log in to comment