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Game Mess Mornings 05/03/24
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The well known medical professionals of Silent Hill.
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
In a franchise, it entails the second game that takes on a gritty and dark tone to distinguish it from the first.
A pervasive feeling of sadness, perpetual boredom, or both, which can dramatically affect a person's life.
When a character in a video game must explore their own psyche to progress through the game. Although this can be metaphorical, more often than not, the character does so literally.
Somewhat of a cross between Amnesia and Insanity, this is where a character replaces their own real original identity with a new false identity (i.e. a false reality/persona/memories), usually caused by either internal psychological trauma or external brainwashing.
Fate is a force in the background of all things that determines what is going to happen to the world and its characters. Many games incorporate fate as a vital component of the story or as a convenient plot device.
Heroes can only fight for so long. If they don't get rest or are able to recuperate, their performance will suffer (and so might they).
Flashbacks take a player into a flashback sequence. Often playable, but not always.
A boss creature in Silent Hill 2.
When a conscious character perceives something that either does not exist or is a contorted reality manifested by the character's unstable psyche.
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.
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.
This concept is for games in which at least one of the main characters is male.
An enemy in the Silent Hill franchise.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
Murder is the act of ending the life of another living thing against its will without the sanction of a higher governmental authority, such as the casualties that result from acts of war. It is generally intentional, at least in a legal meaning, but not necessarily.
Sequels that have the player controlling a different character than the preceding game(s).
Therapy is treatment for people with either psychological or psychiatric problems who seek help.
The player goes to an ordinary, seemingly benevolent small town, only to find that there are some very strange things afoot there...
A gameplay mechanic which allows the player to move faster than the normal speed. Usually for a set amount of time.
The act of taking one's own life.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
Anguish of body or mind. Can be used by authority figures to extract sensitive information that would not be given under normal circumstances.
Don't believe anyone. There's more going on here than is immediately apparent.
A man whose wife has died.
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