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Game » consists of 5 releases. Released Nov 16, 2004
Running at 60 FPS is standard for arcade & PC games, but hardware restrictions of consoles often force developers to aim for lower framerates in order to preserve visual detail or allow greater scale. 3D console games hitting 60 FPS are thus uncommon, though the trend of re-releasing games on newer hardware has technically resulted in more 3D console games hitting 60 FPS.
Abilitease is an aspect of game design wherein a game will provide a glimpse of your full skill-set at or near the start, only to remove most of these skills, stats, and abilities soon after.
The ability to fling oneself around an environment gracefully. Wall-running, jumping, massive drops, climbing, and other physical activities are what acrobatics is all about.
Adaptation refers to the development of a trait that better enables an individual to thrive in a given environment. In video games, the word is often used to explain radical physiological transformations in characters or the environment.
Extraterrestrials appear in many video games in a variety of styles. Sometimes they're evil, sometimes they're benevolent, and sometimes they're very similar to humans.
Instrumental music, often electronic, that does not follow conventional music structures, instead using various sounds to create a mood. Ambient music can evoke many different feelings in the listener, from tranquility to creeping dread.
Animals and Creatures that serve to populate levels and give the world life. Usually passive and may try to avoid or runaway from the player, But some may become hostile to the player once attacked/provoked. Some may not be able to be interacted with at all either being in the background/foreground or too far away.
Enormous wormlike creatures on the planet Aether.
This concept occurs in many RPGs and Sci-Fi games. The Ancient Advanced Civilization Technology is often a giant weapon (Halo Rings, Giant of Babil, etc.) that becomes a major plot focus in the stories of these games.
Games where characters have a cannon for an arm.
Artificial Intelligence, or AI, commonly refers to the programmed behaviors of NPCs in a game, whether it's the fact that a soldier takes cover behind a wall in Gears of War, or that townspeople cheer upon your arrival to their village in Fable.
A mode in which a game will play a gameplay demonstration video as a means to entice players into playing the game.
Audio logs are short voice recordings that a player comes across within a game that helps inform the player of the game's story and characters.
Auto-aiming (or Auto-targeting) allows for a character to attack or interact with an object or enemy that's very near to the player or within their field of vision.
A map that is updated in real-time as you play a level. Usually seen in FPSs and RPGs.
Backtracking is the act of navigating through previously explored areas, usually for the purpose of progressing in an objective-based adventure game. Players who are lost may also backtrack to reorient themselves.
Bipedal Digitigrades stand, walk or run with its toes touching the ground and the rest of its foot lifted, creating a the legs to bow backwards and then forwards, while also standing upright like a human being would. This is popularly seen in anthropomorphic animal characters, aliens or monsters, Werewolves being a prime example. Unguligrades are similar but instead of toes, they have hooves.
Birdmen are large birds that can talk or half-bird half-man creatures. Are often depicted as wise, in spite of having bird brains.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
Not all bosses can handle the player by themselves. Many use waves of lesser enemies to fight for them while they rest, and some even let these minions do all the work.
A boss fight is a culminating challenge that pits the player against one or more enemies representing a greater threat and/or difficulty than those previously faced. These scenarios typically feature unique antagonists.
A distinct and predictable pattern of attacks or movement a boss takes. This can be based in reaction to a player's actions or simply a stringent script the boss adheres to.
Enemies that arrive at the surface from underground. Often this is used as a method of taking the player by surprise.
In some situations, the default camera quickly switches to a different angle for a specific action. An example of this is when a first-person game shifts to third-person view for a rolling maneuver.
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.
The Chozo are a race of bird people that exist in the Metroid universe. The series canon states that members of this race raised Samus Aran to become a strong warrior after she was orphaned.
Circle-strafing is strafing around a target while facing it. This is useful for disorienting the target's aim, making for an easier kill.
A page devoted to cataloguing and explaining appearances and the use of concept art in games.
A special device or game mechanic that summarizes and categorizes newly discovered creatures.
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.
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