837: R1 to Brood
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Game » consists of 15 releases. Released Oct 02, 2012
Charging is the action of pressing & holding down a button or particular direction on the controller. Its purpose is to build up a powerful blast or burst of energy to take out an opponent or cause critical damage.
These big'uns would love to smash you into a pulp by charging full-speed in a perfectly straight line, but if you take two steps to the right you'll be safe and sound ... for a few seconds at least.
When the protagonist is pursuing someone or something in an effort to kill or capture.
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).
Chest-High Walls appear regularly in video games, particularly in third-person-shooters with cover mechanics.
A chicken is a small, domesticated flightless bird that can be white, yellow, brown or black. A female is a hen, a male a rooster, and a baby a chick.
A concept used in many racing and action games in which your vehicle or character is airborne and shot at an awesome angle, often in slow-mo.
Ladders.
A clone is a being created as a perfect genetic duplicate of another being, right down to the DNA.
CQC and CQB are close range combat techniques.
Limited editions of games that include extra "perks" like Making of DVDs and a nice and shiny tin with extra box art
A visual effect where color channels are deliberately misaligned.
These games have an official mobile app that integrates or communicates with a main game.
Games that ask the player whether they are sure about the decision that they have just made.
Although force feedback is often used in games to indicate such commonalities as when a player character is taking damage or feeling weapon recoil, it is sometimes used in more creative ways, such as providing hints to finding an item or providing emphasis during an otherwise non-interactive cinematic sequence. These games feature more creative uses of rumble than the norm.
The continue is a classic gaming concept, and usually arises when the player "dies" or fails in the game. Usually some loss is tied to a continue, in a form of a "life" or something of other value.
Cooperative play in games allows humans to play together as a team to accomplish a task. Instead of playing against a human opponent, the team must defeat an AI. Cooperative Play in some games also means 2 human versus 2 human, this occurs in some Billiards games. (Scotch Doubles / Doubles)
Either a force of over arching evil or a parody of the real world. The corporation is a common concept found in Video Games.
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
Crawling is a form of locomotion in which a person lies down and uses the hands and knees to move around, or by dragging the body along the ground.
An attack that does more damage than usual, usually affected by random chance and some sort of modifier.
First coined by Arkane Studios on their game "The Crossing", Cross-player is a blend of single-player and multi-player, allowing human players to take control of the enemies (who are normally controlled by AI).
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.
A crossover occurs when a character from one franchise makes a special appearance in a game from an unrelated franchise. Some games are specifically designed to be crossovers that bring together characters from two or more franchises.
Crows are familiar over much of the world: large, intelligent, all-black birds with hoarse, cawing voices.
When characters shed tears - often due to extreme sadness.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
A non-interactive sequence within a game most often used for plot advancement.
Cutscenes that do not take into account the specific gear that the player has equipped.
Don't you just love it when a game lets you view all the cutscenes without having to play it all over again? Every game should have this feature.
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