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Game » consists of 17 releases. Released Jul 25, 2001
A compulsive need for and use of a habit-forming substance characterized by tolerance and by well-defined physiological symptoms upon withdrawal; persistent compulsive use of a substance known by the user to be harmful.
A protagonist who lacks some or all of the qualities traditionally seen as heroic.
An immature childish person. It wears diapers and whines a lot, much like old folks. Babies are considered cute by most people.
When characters make conversation during normal gameplay, rather than a dialog-focused scene.
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
Glass that can be broken and destroyed in real-time.
In video games, breaking the fourth wall occurs when a game becomes aware of its nature as a game, or when a character directly acknowledges the player.
The most prestigious awards in the British videogame calender, the BAFTA Video Game Award honour the achievements of the best game developers and their games.
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.
A page for the Camera Following Projectile concept of when the player fires a projectile (bullet, arrow, cannon ball), time slows down and the camera will follow the projectile to its target (can be controllable with sixaxis such as in Heavenly Sword).
Sometimes, rather than building a character model from scratch, a developer will sometimes use a real person as a template and use his or her physical attributes to create a similar character model to be used in their video game. In some cases that real reason will appear as themselves in games.
Special codes or button combinations used to gain powers or advantages in a game. Generally hidden.
The cutscenes are nothing but the pages of a comic book. Audio is usually dubbed over to give them a little more life.
Games involving characters that round up local hoodlums for the good of the community.
Crooked Cops work both sides of the law for their own benefit.
A sight placed on the HUD used to aim and provide a point of reference to the player when looking and interacting with the game world. Although they often aim weapons, they have a variety of uses and have appeared in many games in many different forms.
Crying babies are often used as a scare tactic in horror games such as Silent Hill, Dead Space, or Haunted House. The pitch of their cries is naturally designed to be unsettling.
Cults don't necessarily have to be evil or out to destroy the world, but in video games it's usually safe to assume so.
A non-interactive sequence within a game most often used for plot advancement.
Don't you just love it when a game lets you view all the cutscenes without having to play it all over again? Every game should have this feature.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Characters that intentionally resemble a member of the game's development team.
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.
Digital distribution method for PC games. Direct2Drive is maintained and owned by Gamefly Digital Inc.
Blurred vision, switching of assets, suddenly slowed or accelerated time or other ways a game can purposefully disorient the player or character.
Games whose titles are meant to be taken more than one way.
Dream sequences are a narrative and gameplay mechanic that present the thoughts or events that occur in dreams.
Whether it's a section of a game, a mission prelude or just a scary premonition; dreams are a common occurrence within video games.
US federal law enforcement agency dealing with enforcement of drug policy and law.
The usage of drugs by the protagonist or NPCs.
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