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Game » consists of 4 releases. Released Oct 31, 1999
The last boss you face in a game, usually representing the final climax of the game.
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.
Fireworks are a form of incendiary rocket designed to explode "gently" in bright colours and cause no damage, traditionally set off to mark festive or historic events.
Floating Islands are land masses (anywhere from island size to continental size) that float either by the use of magic or some other force.
When a game has you picking flowers or plants as part of the game mechanic, such as for alchemy components or quest items.
Enemies that prefer to keep a distance to the ground, and swoop down occasionally to do some damage.
Foreshadowing is a plot device that allows the creators to leave subtle (or not-so-subtle) hints about future events in the game.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
The concept of a game referencing another game through mockery, parody or even directly. A game reference to the same franchise does not count.
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.
A gigantic variant of the famous crustacean and the subject of a popular 00s internet meme.
A glitch is an action performed within the bounds of a game engine that was not intended by the game's developers. Glitches are often performed by the player, though they can also occur independently.
A characteristic many game characters share when their eyes emit a colored light instead of what a regular eye should look like. This is often evident in robots and characters possessed by some evil force.
This tag is for all games and characters that deal in the concept of gods, demigods, half-gods and the like.
A state of mind in which a person (usually a leader or dictator) genuinely believes that they are a powerful god.
A digital distribution platform that focuses on providing DRM-free computer games, both old and new.
Graffiti is the practice of painting, etching, stickering, pasting, or in any way marking public or private property with lettering or images for a variety of different ends. Depending on one's perspective, graffiti can be considered either art or vandalism.
More effective than any hospital. These games let you heal damage; ranging from a black eye to a gunshot wound, just by having a snack.
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
When a character or group of characters does something extremely brave on behalf of another character or group of characters, knowing that they will get killed or seriously injured in the process.
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 three dimensional image or transmission commonly used in science fiction. May or may not be interacted with.
Games with characters known for wearing hoods over their heads, whether they be cloaked cultists, assassins, or just guys that keep their hoodies in the upright-and-locked position.
A hostile artificial intelligence, or "rogue AI", is a synthetic being that has turned on its creators. Among the most famous rogue AIs from video games are SHODAN (System Shock) and GLaDOS (Portal).
Humans are bipedal, sapient primates capable of abstract reasoning, language, and emotions.
A bridge made using whatever is available at the moment; used as a method to cross obstacles, such as gaps or bodies of water.
The use of everyday objects as weapons of destruction, often combination.
When an enemy drops an item that it had no business carrying, whether it's a robot with a sandwich or a dog with ammunition.
A gameplay mechanic allowing players to store their items and freely carry them around.
The ability for the player to become unseen, from basic camouflage to fully vanishing from sight.
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