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Game » consists of 5 releases. Released Feb 28, 1997
In these games, there is an actual number or meter on-screen that shows how much armor the player has. Rather than being treated like equipment or a power-up, this armor serves more as a secondary health pool.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
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.
Term used in first person shooters where most of the game takes place in tight closed quarters.
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.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Powerful mid-tier enemy type in Quake. Uses a strong sword swipe attack when in close and fires a sweeping ranged attack at a distance. Very troublesome in groups.
An in-game design interface that allows the player to configure aspects of a game, among other things.
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.
Mid-tier sci-fi enemy type in Quake. Upgraded form of the Grunt, taking and dealing more damage. Rather than packing a shotgun, Enforcers dish out the pain with blasters.
An Expansion brings new missions, modes & new story elements to a full product title. Expansions typically require a full version game to function, but there are also stand-alone packs as well.
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 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.
The first enemy encountered in Quake and the most basic enemy type. With their eternally constipated expression, Grunts have a simple shotgun attack and are low on the hitpoints; even in numbers these guys don't really pose much of a threat.
An numeral indication of how much damage a character can sustain. The loss of all hit points results in the death of the character or another penalty.
A common method of hit detection in shooters that disregards bullet physics. Basically, if the crosshair is on the target, the shot connects right away and without fail.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
A stylistic choice of employing small polygon counts for meshes.
This is a concept that allows a single weapon to have two or more functions with the same ammo
Occurs when a player kills an enemy using a sniper rifle without the aid of the scope. Generally in FPS games, sniper rifles are not equipped with crosshairs, thus making this feat impressive.
Ogres are large, grotesque, barbaric humanoid creatures. They are generally not very intelligent, but make up for that with their unmatched strength used to crush and maim their foes.
The permanent existence of one's body after death.
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
Power Ups can be used to give the controlling character, or any other character, temporary or permanent upgrades.
The engine for the original Quake, written by John Carmack and Michael Abrash.
Red Book is a set of specifications for audio CDs. For games it refers to early CD-ROM titles with background music recorded and played back as audio tracks, instead of being generated by the hardware. Its called Redbook Audio because the book that lays out all the specifications has a red cover.
The only aquatic enemy type in Quake. Hangs out in small schools and aggressively assaults the player when they enter the water. Easy to kill, but troublesome in numbers. Not at all unlike to the Rottweiler enemy type, really.
Basic, obnoxious dog enemy. Likes to chase, bark, jump, and bite. Quick moving but low on defense, they go down quickly with a well placed double barrel shotgun blast.
Scorpions are an eight-legged arachnids with two large pincers and a venomous stinger on the tail, used to kill or subdue prey and defend against aggressors. Though their sting can be very painful to humans, few scorpion species can kill a healthy adult.
Quake's only airborne enemy, the ghastly Scrag assails players from above with corrosive globules of green sputum.
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