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Game » consists of 2 releases. Released May 14, 2009
Achievements are extra challenges added into video games that sometimes carry a point value or unlock bonus material, and are sometimes solely for bragging rights.
A staple in modern shooters. They hide, crawl, creep, climb and jump, and are usually pretty weak but hard to hit.
Games often use iron sights to define precision shooting with non-scoped weapons.
Usually refers to the end of the world.
In these games, there is an actual number or meter on-screen that shows how much armor the player has. Rather than being treated like equipment or a power-up, this armor serves more as a secondary health pool.
Whether you're trying to stay alive for a certain time period or just trying to gain the upper hand in a fight, being able to make a barricade is crucial to your survival.
A proprietary video codec (.bik/bk2 extension) developed by RAD Game Tools and used in a very large number of video games.
A derivative form of Cyberpunk which heavily revolves around biological technology.
A large specimen with a knife and spits acid
Necessary to sustain life in organic creatures, the crimson fluid known as blood tends to make appearances when the body's structure is compromised in some way, a very, very common occurrence in videogames.
When blood will splash textures on walls or floors and even roofs.
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.
AI Bots are computer-controlled game characters that substitute for characters that are otherwise typically played by a human, and are most commonly found in multiplayer games.
The deliberate animation of breasts, meant to titillate as a means to conform to more realistic physics.
Bullet time is a gameplay mechanic that allows players to slow down time. Depending on the game itself, the player often slows down along with the world around them, however occasionally the player can simply move at normal speed while the game world continues to slow.
When a character from an existing media franchise makes a brief appearance in a video game, sometimes without even openly acknowledging their origins.
Classes are different archetypes and playstyles that players can choose to play their game with.
The most common enemy in Killing Floor, clots are failed clones of the dead son of the mad scientist whose grief started the nightmare in the first place.
Cooperative play in games allows humans to play together as a team to accomplish a task. Instead of playing against a human opponent, the team must defeat an AI. Cooperative Play in some games also means 2 human versus 2 human, this occurs in some Billiards games. (Scotch Doubles / Doubles)
The weakest and most agile of the specimens in Killing Floor.
A system allowing players on different gaming platforms to play together.
Darkness is used in games to restrict access, increase tension, or just to set a mood. Often the player has access to a light source that can mitigate its effect.
An in-game design interface that allows the player to configure aspects of a game, among other things.
Sometimes you want a challenge, sometimes you wanna coast.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
The severing of limbs is a good way for designers to make every battle a bloodier, gorier mess. Or sillier in the right situations.
Downloadable Content adds new features and content to already-distributed video games via the Internet. Examples include new maps for FPS games, new songs for rhythm games, and new cars for racing games.
The concept of using two weapons at once, often for more damage at the cost of accuracy, the use of a shield, grenades, or other similar accessories.
Electronic music is one of the broadest classifications of music, and has been a staple of video game soundtracks since the 90s. The genre's main trait is the use of electronic instruments.
Experience Points are part of a character advancement system commonly found in RPGs. These points are generally gained by defeating an enemy or completing a task.
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