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Game » consists of 5 releases. Released Aug 24, 2009
The act of a noble, just, or otherwise good or heroic figure becoming evil through either external manipulation or an internal shift in beliefs or desires.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
An optical effect formed by beams of light contrasting against areas of shadow in the atmosphere. They are often simulated in video games through volumetric lighting.
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.
Some games, despite being on platforms whose default controller is a gamepad, allow the player to move a mouse-style cursor around freely in order to select menu options or perform gameplay actions.
A non-interactive sequence within a game most often used for plot advancement.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Echo found in games when a character dies or gets KO'd. Particularly popular in fighting games such as Street Fighter 2, Tekken, Soul Calibur, and etc.
Some creatures can easily take off some of their "major" body parts without any real harm to them. Sometimes they can grow new ones quickly or re-attach the parts they took off.
Sometimes you want a challenge, sometimes you wanna coast.
Games that fit this category involve characters that can traverse different dimensions.
A technology that allows a game to continuously load information off a disc while the player is in game to prevent loading screens.
A dodge move that also propels the character in some direction, like a standard jump would. This can be effective not only for evading attacks and repositioning during combat, but also to get past traps or simply to move through an area faster.
A double jump is the ability to jump while already in mid-air to get some extra lift. In reality, double jumps are not possible and violate fundamental laws of physics.
Duality discusses the conflict between two opposite forces and their struggle. Those two forces may also complement each other or are the two sides of a scale and must be balanced.
Any type of lifeform whose species is on the brink of extinction. Important characters being "the last of their kind" was once so common in fiction that it has become a mocked cliche.
Emulation is the means by which games intended for one platform are rendered playable on another. Emulation is used for various purposes, ranging from allowing older games to be playable on newer hardware to software development for various platforms.
Games that feature enemies that were at one point unconscious in a sealed glass or metallic chamber (generally full of goo). Most of the time, the enemies break through the chamber to attack the player or are activated by an outside force.
Some enemies require the player to destroy them from the inside. Examples include the lake boss from The Nexus boat sequence in Gears Of War 2
Any weapon that shoots laser and plasma beams or energy bolts rather than conventional bullets.
A puzzle where you have to use your surroundings, i.e. "environment" in order to progress.
A dark version of a game's hero, featuring many of the same powers. Usually wears black. Male evil twins often have goatees.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
Eyons are immobile organisms native to Tallon IV.
Receiving damage or dying as a result of falling.
This concept is for games where at least one of the main characters is female.
An industry game design convention that's appeared in many games over the years. The fetch quest involves sending the player out to collect a certain number of items, and return them to complete the quest. A staple of the RPG and Adventure game genre.
The last boss you face in a game, usually representing the final climax of the game.
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
Platforming from the character's point of view.
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