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Any weapon that shoots laser and plasma beams or energy bolts rather than conventional bullets.
The accent of someone traditionally from England. Not to be confused with Welsh or Scottish, which are totally different despite being sometimes referred to as simply "British" accent.
A situation where the player must quickly escape from a building currently in the process of blowing up. Could either be a cinematic or actually gameplay.
To elude, escape, or get away from. Some games require players to escape from some people or things to perform some objective or avoid death.
Some games feature a system where a character near death can be dazed into a 'down but not out' state; while their allies can often revive them if they reach the downed character quickly enough, their enemies can perform special, frequently gruesome, execution attacks against such characters.
Extreme violence pertains to excessive amounts of blood, gore, or violent acts. These include decapitation, mutilation, dismemberment, amputation, defenestration, disembowelment, torture and much more.
Falling Debris, rocks, or other items that may possibly cause damage to the player character.
When a character appears to have died a horrible death, but is then eventually revealed to have somehow survived or was never really dead to begin with, often serving as a plot-twist.
Games that feature an antagonist--someone who opposes the game's protagonist--that is a woman.
This concept is for games where at least one of the main characters is female.
An alluring female who uses her charms to seduce men with intention of using them to further her own intentions.
The film grain effect gives games a cinematic feel by simulating the grainy visuals that are present in some movies.
Finishing moves are typically moves that end a fight in a traditional fighting 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.
A concept found in numerous video games, the idea that a weapon on fire is more powerful or does special "burn" damage when set on fire. Most commonly found with swords, several other weapons have been known to be set on fire for a similar effect.
Characters that have a French accent.
Toilets that can be used in-game. Neat, but easily abused, which seriously impacts virtual water conservation.
A status effect that may increase strength and vitality at the expense of drawbacks such as poorer dexterity and reduced stamina.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
Characters that have a German accent.
Gimps, or Gimp Suits often appear in games as an unlockable costume, and occasionally as a character.
A system that gives a game the technical capability to implement the effects of gore which include but are not limited to, dismemberment, charring, beheading and gibbing. Gore systems have progressed significantly over the years from enemies scattering into pixels to highly detailed body tearing.
Gothic Lolita is a fashion sense based on styles from England's Victorian era which has developed in Japan, particularly in Tokyo.
A heads-up display is a graphical overlay of vital information used in most modern games.
More effective than any hospital. These games let you heal damage; ranging from a black eye to a gunshot wound, just by having a snack.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
A hub is the central location from which a player can venture out into different areas of a game. It is often used as a clever way of masking loading between levels or worlds.
The taboo act of engaging in sexual activity with one's own blood relatives. Generally frowned upon because it results in genetic deformities in any offspring created.
Whenever a game prompts the player to enter a character's mind, or a world where a character's thoughts are shown through the level design.
A situation where the player-controlled character loses their life immediately. The quickness of that demise is often a stark departure from the balance of power, and sometimes the rules, established by the developers during the rest of the game.
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