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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.
Sometimes, for whatever reason, plans for a game in development change and a publisher may drop a project or stop development so that a different development house can complete it. These are some of those games.
Sometimes the writers will deliberately slip the title of the game into dialogue to show off how witty they are.
When the protagonist is pursuing someone or something in an effort to kill or capture.
A different take on the commonplace video game death. Different ways to avoid death can include time travel, as in Prince of Persia; or a minigame, as in Prey.
Chemical weapons are weapons who use chemical products to obtain various detrimental effects.
Chest-High Walls appear regularly in video games, particularly in third-person-shooters with cover mechanics.
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 cliffhanger is a type of ending where the fate of the characters, the world, or everything in the world is left unresolved. In most cases, they are revealed in sequels.
When you have a code number or a password to type to use a device, you have to type the code
Limited editions of games that include extra "perks" like Making of DVDs and a nice and shiny tin with extra box art
Mainly featured in MMOs, a corpse run is when a the player character dies and the player has to return to the location of the death in order to come back to life and/or reclaim items.
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
These games let players see the credits without needing to play the game first.
The act of bending at the knees from a standing position. Crouching is an essential part of many shooters and platformers, and can be used by players to stay behind cover or avoid incoming projectiles.
Crouch Jumping is an action performed in FPS games in which the player crouches mid-jump in order to hurdle an obstacle or reach higher ground.
A bright flash, usually red and seen on the borders of the screen, that indicates damage or injury.
The concept of a helpless female character in desperate need of rescuing by the protagonist, in most cases from a villain, or from a form of impending doom.
Darkness is used in games to restrict access, increase tension, or just to set a mood. Often the player has access to a light source that can mitigate its effect.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Destructible cover is an increasingly popular feature in shooters, even those without cover systems. It is used to encourage creative tactics both in single-player and multiplayer.
A feature in games that allows you to see objects and objectives either completely or just more clearly than the game's regular vision allows.
Industry jargon used to describe a troubled development cycle that results in long delays, extended periods without new info, and often radical changes to the game.
Dialogue trees are a feature through which the player selects responses from a list of choices, eliciting reactions from NPCs and determining the path of the conversation and story.
An achievement that is unlocked for completing a game on a certain difficulty level, sometimes granting the achievements for all lower difficulties, and sometimes not.
Sometimes you want a challenge, sometimes you wanna coast.
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.
Voice actors don't always get an NPC to represent them. Sometimes voices have no visible speaker.
Blurred vision, switching of assets, suddenly slowed or accelerated time or other ways a game can purposefully disorient the player or character.
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