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Game » consists of 2 releases. Released Jun 17, 2003
Necessary to sustain life in organic creatures, the crimson fluid known as blood tends to make appearances when the body's structure is compromised in some way, a very, very common occurrence in videogames.
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.
A rare case were a spin-off takes place during the series' timeline.
Many RPGs and survival horror games have the player find diaries written by people that were slowly transforming into monsters or zombies. Somehow, they make sure to keep writing in their diary, right up until they're no longer human, so that the player can read their mindlessly violent final thoughts.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
The 2003 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 14-16.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
Extreme violence pertains to excessive amounts of blood, gore, or violent acts. These include decapitation, mutilation, dismemberment, amputation, defenestration, disembowelment, torture and much more.
This concept is for games where at least one of the main characters is female.
The last boss you face in a game, usually representing the final climax of the game.
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 heads-up display is a graphical overlay of vital information used in most modern games.
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 half human, half reptile mutant introduced in Resident Evil, Hunters recur throughout the series in numerous forms.
id Software's engine that powered Quake III and derivative projects. Previously known as the, "Quake III Engine".
A gameplay mechanic allowing players to store their items and freely carry them around.
Placing the player in an environment and making them feel alone. Games often use this for atmospheric effect.
Games that incorporate licensed music from popular bands and musicians for their soundtracks.
A Light Gun controller is used on some arcade games and very few console games. You point it at the screen, pull the trigger, and people die.
Limb Targeting is the ability to target specific limbs on the body with the object being either to disable the limb or kill the target faster. It may also be referred to as the "Limb System" or "Localized Damage".
Loading Screens are specific screens that are displayed while a game is loading resources so that the player has something to distract them while the game loads. Loading Screens can be images, text or even mini-games - and sometimes a combination of all three.
Games that feature an antagonist--someone who opposes the game's protagonist--that is a man.
This concept is for games in which at least one of the main characters is male.
Sometimes one playable character just isn't enough.
Genetically evolved humans, animals or aliens.
Sequels that have the player controlling a different character than the preceding game(s).
Games that are in genres where the ability to jump is expected, but do not allow the player character to jump on command.
An on-rails game behaves much like a train: while sometimes the player can choose which path is taken, they cannot deviate from it. Sometimes on-rails games even go so far as to decide when the player moves.
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