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Game » consists of 5 releases. Released Sep 13, 2011
Rooms that are either invisible or extremely hidden. Players are rewarded with health, easter eggs, weapons or traps.
A three dimensional image or transmission commonly used in science fiction. May or may not be interacted with.
Sometimes a character will come up on your HUD to tell you an important piece of information. This usually consists of voice acting, occasionally Full Motion Video, and is pretty useful when you need to learn about things like doing barrel rolls.
Humans are bipedal, sapient primates capable of abstract reasoning, language, and emotions.
The best way to make sure even the stupidest players know that certain people, places, terms, or concepts in a game are important is to highlight those words in the text with different coloured letters, or through the use of bold, italicized, or all-caps text.
A bridge made using whatever is available at the moment; used as a method to cross obstacles, such as gaps or bodies of water.
A list of games that have their own in-game graphical achievement menu. Used for showing current progress towards achievements or trophies.
These achievements are not official Xbox or Steam Achievements, nor PlayStation Trophies; however, they are designed to encourage the player in the same manner.
When stuff that always used to work suddenly break down when you need it the most and you either have to fix it or find another way around.
Indie Royale sells bundles of independent games for cheaper than they would cost purchased separately. Purchasers can choose to pay more than the current minimum to lower the minimum price for others.
Enemies will spawn infinitely until the player has accomplished a certain goal, e.g reached a checkpoint or killed a certain number of enemies.
Insanity is a condition whereby the sufferer is of unsound mind. Depending on the condition of the individual, he or she may be prone to fits of uncontrollable violent behavior, hallucinations, or other symptoms.
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.
An imaginary boundary in the game world that limits player movement to a specific area. They are often criticized as a poor component of level design, when an actual wall or other visible boundary could have been used to delineate a game's playing field.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
A method of attempting to scare the player by the sudden unexpected occurrence of an event - often accompanied by some sort of audio sting.
Jumping puzzles are generally implemented in fast-paced action games as a way to slow down the progress of the player. Failure often results in certain death.
In some action oriented videogames, the player is able to launch enemies into the air, and can sometimes proceed with follow-up attacks.
Less-lethal weapons are weapons intended to be less likely to kill than a conventional weapon. Less-lethal weapons are used in riot control and self-defense.
Games that allow the player to choose which level to play next, rather than a fixed linear order.
The opposite of open-ended gameplay, linear gameplay uses scripted events, Quick time events, cut scenes, and a restricted path to tell a story exactly how the writer intends, and control elements of the action.
Loading Screens are specific screens that are displayed while a game is loading resources so that the player has something to distract them while the game loads. Loading Screens can be images, text or even mini-games - and sometimes a combination of all three.
Lock On is a game mechanic that allows the player to automatically center the character's aim on a target, usually done with a toggle or a press of a button.
Loud ambient noises are often included in many thriller/horror games. These sounds are associated with panic and terror, and can heighten these feelings. Examples of these sounds would be metal chains clanging, footsteps, knocking, creaking doors, etc.
They may be good or evil, but mad scientists are always performing experiments that are on the outer fringes of science. Ever since Mary Shelley's Frankenstein, they've been in the scene.
Games that feature an antagonist--someone who opposes the game's protagonist--that is a man.
This concept is for games in which at least one of the main characters is male.
Somebody wrote or drew a message on the wall, maybe it was in blood, maybe they had a marker handy; but now here you are, reading it.
An opponent that typically appears around the halfway point in a level. Mini-Bosses are more formidable than the average opponent, though normally not as tough as the end-level Boss.
For games that feature a mission briefing before gameplay.
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