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Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
These games let players see the credits without needing to play the game first.
Electricity is commonly used as a damage-introducing element causing inanimate objects to become harmful (electrified water, floors, cables, etc). It can also refer to a power wielded by characters that generates sparks, is conductive to metal surfaces, forks or branches, and is often blue in color.
The event of a character's flesh and organs disappearing so rapidly that they are fully skeletonized in a matter of seconds. Usually done for comedic effect.
Games that ask the player whether they are sure about the decision that they have just made.
Games which have nothing to do with each other, but have the same title.
When developers and publishers can't resist putting themselves in their games, either in the title or actually within the game itself.
A mechanical system designed to capture or cause harm. Either the player can set traps for their enemies or others set them for the player.
A non-interactive sequence within a game most often used for plot advancement.
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.
The concept of affecting the universe through supernatural methods, breaking the fundamental laws of science.
A heads-up display is a graphical overlay of vital information used in most modern games.
Sometimes you want a challenge, sometimes you wanna coast.
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
A point within the game whereby the game saves its current state whether it be for the purpose of a more convenient respawn point or a gameplay design (such as in racing).
The concept of lives in video games evolved to let the player get a second chance after failing once. The most recognizable symbol is the heart.
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.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
Dragons were originally messengers from heaven, according to early Buddhist texts. In games, they can be among the most fearsome of adversaries, but there are some exceptions.
Some creatures have three or more eyes and tend to be monstrous and frightening.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
Any character you can control in a game is a Player Character (PC), as opposed to a non-player character (NPC), which is a character that can only be controlled by the game.
You don't know how to play our game, so we'll teach you how.
Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
In games, fire can be an obstacle, a tool, a weapon, or a solution. Just don't play with it...unless you really want to.
Referencing a TV show, celebrity, song, trend, historical event, etc. is one of the easiest ways to get a laugh. This can be either a throw-away gag, like the name of an achievement, or the main subject of the game.
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.
Bats are small, very social flying mammals. They may frequent caves or haunted houses.
An eight legged arachnid. Some make webs to catch prey and some are poisonous. None have made a web grand enough to be called a parlor, though.
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