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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 deliberate animation of breasts, meant to titillate as a means to conform to more realistic physics.
A condition in which two male characters are socially close, but not sexually or romantically, and are often partners.
The act of using your buddy as a platform to reach higher ground or cover more distance.
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 concept in which a person or object is on fire and taking continuous damage. It often takes fast movement, water, or an item to heal.
A physics simulation or manual animation of a character's posterior.
Button Mashing is a term used to describe gameplay where certain skills can be only realized explicitly through mashing buttons, a reckless player trying to get results or when the game rewards the player(s) who bash buttons the fastest. The latter example is common in Party Games.
When characters largely go by code names or call signs to protect their identities during their missions. They are also adopted for conveniences sake.
When a character from an existing media franchise makes a brief appearance in a video game, sometimes without even openly acknowledging their origins.
The ability for a player to control the motion and direction of the in-game camera.
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).
Camouflage is a means of staying hidden by altering the texture and/or pattern of a person, animal or object to conceal them against their environment. Camouflage can be found naturally in plants and animals, and it is commonly used by militaries to assist in covert operations.
An age-old, widely-hated strategy in multiplayer games: stay in one spot and kill passers-by. Also refers to a more benign activity in MMOs.
Some game characters just cannot swim. This usually means automatic death as soon as they hit the water.
It's just like Capture the Flag, except... not.
There's nothing cooler than planting a bomb, turning the camera around, and walking away nonchalantly as it blows up behind you. As everyone knows, true heroes don't look at explosions.
Feline animals commonly kept as pets. There are many different breeds and varieties.
The 3rd stage after being spotted in the Metal Gear Series.
Videogames with extreme or controversial content will often be altered for release in certain countries, usually to comply with local laws or prevent cultural misunderstandings.
The Central Intelligence Agency, or CIA, is an arm of the US government devoted to espionage activities. The Agency plays a significant role in plenty of games.
Whether it's a hero's turn to the dark side or a villain becoming a hero, it's usually unexpected and will bring a whole new moral dimension to the story. Sometimes, they change they sides more than once.
Nothing says edgy new approach like some five o'clock shadow or a nice bushy beard.
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.
Charging is the action of pressing & holding down a button or particular direction on the controller. Its purpose is to build up a powerful blast or burst of energy to take out an opponent or cause critical damage.
When the protagonist is pursuing someone or something in an effort to kill or capture.
Special codes or button combinations used to gain powers or advantages in a game. Generally hidden.
A point within the game whereby the game saves its current state whether it be for the purpose of a more convenient respawn point or a gameplay design (such as in racing).
Chest-High Walls appear regularly in video games, particularly in third-person-shooters with cover mechanics.
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