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Game » consists of 4 releases. Released Jun 14, 2004
Characters either begin with multiple outfits, unlock them through play, or purchase them as in-game items. These costumes are sometimes integral to play.
An often used plot device where the main character wakes up and has lost all their memories. The game usually centers around getting your memory back or uncovering the events that lead to your confusion.
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.
Astral projection (or astral travel) is an out-of-body experience, where the spirit of a being detaches itself from the physical plane and is able to circumvent some or all physical limitations.
Betrayal is when a person breaks the trust and faith that others have placed in them.
When blood will splash textures on walls or floors and even roofs.
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.
During boss battles, sometimes the boss kills their own henchmen. This concept is often used as a way of demonstrating a boss' wrath.
Special codes or button combinations used to gain powers or advantages in a game. Generally hidden.
Chest-High Walls appear regularly in video games, particularly in third-person-shooters with cover mechanics.
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.
Climbing is a common tradition in games, particularly platformers. There is often a particular type of surface that can be climbed, and it has a recognizably different look than other surfaces in the game. Climbing ladders or stairs doesn't count.
Plotting and scheming, usually for wealth or power.
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
A non-interactive sequence within a game most often used for plot advancement.
A bright flash, usually red and seen on the borders of the screen, that indicates damage or injury.
Digital distribution method for PC games. Direct2Drive is maintained and owned by Gamefly Digital Inc.
A type of affliction or injury that has caused severe damage to the character's appearance.
The 2003 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 14-16.
The 2004 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 11-13. This was the 10th annual E3.
Many video game villains oftentimes laugh in evil ways, be it a vicious cackle, a sneering chuckle, or a booming laugh. Common evil laughs often include "Bwa-ha-ha", "Mwa-ha-ha", or "Ho ho ho".
This page is about the concept of Exploding Heads. Exploding Heads come in two different forms - one, where they are used as a dramatic device (eg. Bionic Commando), and, secondly, where they are used as a weapon (eg. Alien Storm).
Extreme violence pertains to excessive amounts of blood, gore, or violent acts. These include decapitation, mutilation, dismemberment, amputation, defenestration, disembowelment, torture and much more.
The ability to create, shape, and control fire at will. This is a common and well known power in fiction, its appearance dating back to ancient literature.
When a developer begs and pleads and offers to do laundry for even a tiny guest appearance, sometimes those famous characters will still flake on them. At least they still have their laundry.
Havok Physics (Havok) is a physics API developed by Irish company Havok and released in 2000. It is used in video games as a physics engine, allowing for realistic interactions between in-game entities.
Most modern shooting games add the realistic touch of rendering shots to the cranium instantly fatal. Glorious for the shooter, kind of a bummer to the shootee.
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 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.
Whether it be a close up shotgun blast, far away sniper rifle, explosive, or backstab, the "one hit kill" is a popular kill strategy. Usually hard to master and even harder to avoid, the instant kill is loved and hated by gamers everywhere.
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