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An AI companion is a computer-controlled ally who follows and aids you through your adventures or who requires your protection. The AI companion's survival is often essential to game and story progression.
Present in most action games, where people can say cheesy stuff and get away with it. Usually spoken by the hero, before or after wasting a dude.
Characters either begin with multiple outfits, unlock them through play, or purchase them as in-game items. These costumes are sometimes integral to play.
Instrumental music, often electronic, that does not follow conventional music structures, instead using various sounds to create a mood. Ambient music can evoke many different feelings in the listener, from tranquility to creeping dread.
In many games the player is given the power to harm and or kill creatures. Many games have been brought to spotlight by groups like the rather militant PETA.
Auto-aiming (or Auto-targeting) allows for a character to attack or interact with an object or enemy that's very near to the player or within their field of vision.
Backtracking is the act of navigating through previously explored areas, usually for the purpose of progressing in an objective-based adventure game. Players who are lost may also backtrack to reorient themselves.
The Black Market is a concept wherein players may buy or sell items through alternative means. This is often a way to make more money but can often land the player into trouble.
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.
Body armor in games acts as additional protection. In most cases, when a player takes damage that would completely affect their health, their body armor reduces the damage taken or takes the damage instead.
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.
Boulders that one has to escape are often implemented in games as a homage to Indiana Jones.
Whether jumping, crashing, or being thrown, objects & characters traveling loudly through windows never ceases to be entertaining.
The deliberate animation of breasts, meant to titillate as a means to conform to more realistic physics.
The act of using your buddy as a platform to reach higher ground or cover more distance.
Button Mashing is a term used to describe gameplay where certain skills can be only realized explicitly through mashing buttons, a reckless player trying to get results or when the game rewards the player(s) who bash buttons the fastest. The latter example is common in Party Games.
Games are sometimes divided by chapters, sections, acts, etc.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
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).
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.
CQC and CQB are close range combat techniques.
Typically found in fighting games, combos are a series of strung-together moves.
An action that is sensitive to context. Like going up to an object and pushing a button, which would normally perform a different action, to interact with it.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
An attack that does more damage than usual, usually affected by random chance and some sort of modifier.
Crowd control is the art of whittling down large groups of attacking enemies via the constant reassessment of the greatest threat to the player; achieved by constant player movement, and adjusting the aim to the closest threat, then quickly moving on to the next greatest threat, and so forth.
The head of a group of devout people who follow their crazy beliefs. Can often be dangerous.
A non-interactive sequence within a game most often used for plot advancement.
The concept of a helpless female character in desperate need of rescuing by the protagonist, in most cases from a villain, or from a form of impending doom.
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