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Game » consists of 9 releases. Released Nov 15, 2007
The inability to sleep.
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.
Horror games influenced predominantly by the look, feel, and themes of Japanese horror cinema, or non-horror games that allude to the cultural horror aesthetic. J-Horror, or psychological horror, is sometimes classified as a sub-genre of survival horror.
Game endings that are meant to be absurd and that fly in the face of a dramatic storyline. Joke endings are often included as bonuses that require the player to beat the game a certain way in order to be seen.
The legendary Konami code, any who knew it were rewarded in many classic Konami games. UP UP DOWN DOWN LEFT RIGHT LEFT RIGHT B A (SELECT) (START)!
Some games replace letters or words in a title with numbers or symbols, usually to add more of a "badass edge" to them.
The opposite of open-ended gameplay, linear gameplay uses scripted events, Quick time events, cut scenes, and a restricted path to tell a story exactly how the writer intends, and control elements of the action.
Loud ambient noises are often included in many thriller/horror games. These sounds are associated with panic and terror, and can heighten these feelings. Examples of these sounds would be metal chains clanging, footsteps, knocking, creaking doors, etc.
This concept is for games in which at least one of the main characters is male.
From Beat-em-ups to fighting games to modern FPS, one dude hitting another has made an enjoyable pastime.
Somebody wrote or drew a message on the wall, maybe it was in blood, maybe they had a marker handy; but now here you are, reading it.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
Murder is the act of ending the life of another living thing against its will without the sanction of a higher governmental authority, such as the casualties that result from acts of war. It is generally intentional, at least in a legal meaning, but not necessarily.
Sequels that have the player controlling a different character than the preceding game(s).
No HUD games are ones that either lack a Heads Up Display, or find a way to integrate it into the game environment. Many games do this to add a sense of immersion or artistic quality to their games, or to reduce screen clutter.
The Noise Effect is an environmental effect commonly seen in the Silent Hill series.
A medical professional whose primary role is that of a caretaker and doctor's assistant. They are stereotypically female, however they can be of either sex.
Games that have had an Original Soundtrack album released.
The Otherworld is the darker-side dimensional world in the Silent Hill game series.
A narrative that takes an unexpected turn. Commonly, plot twists come in the form of revealing that the player character is not actually who they thought.
A follow-up to a game or movie that takes place before the events of the previous installment or installments.
When the character the player is controlling dies as part of the game's plotline.
Puzzles may need to be solved before the player can progress to the next section of the game. Often it may not be clear to players exactly what the puzzle is, or whether the an in-game items needs to be attained before it is even possible to solve it.
Ranking Systems tally the player's current progress and relative skill, by tracking raw numbers of multiple statistics (like score and time) during a session of gameplay. This results in a competitive meta-game where the goal is usually to reach the top position.
The concept of being reborn as someone or something else following one's own demise.
Reloading is the action of replacing the ammunition magazine inside a gun. It adds a touch of realism to most modern shooters, and a certain amount of tension when a player is forced to reload while under fire.
An enemy in the Silent Hill franchise.
Set of actions, that are part of a religion or traditions.
The idea of deriving a feeling of pleasure through inflicting pain or suffering on another living being.
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