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Game » consists of 9 releases. Released Jul 17, 2004
A form of maneuverability that allows the player character to swiftly turn 180 degrees, now facing the opposite direction.
The well known medical professionals of Silent Hill.
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.
The physical and mental turmoil that a person may encounter as a result of a traumatic or otherwise extremely stressful situation.
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.
When the player character (re)visits a certain area or location that was also present in a previous game, or visited later on in the same game, with some alterations.
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 distinct and predictable pattern of attacks or movement a boss takes. This can be based in reaction to a player's actions or simply a stringent script the boss adheres to.
An enemy in the Silent Hill franchise.
Games that let you choose the path you take through the story-line.
The deliberate animation of breasts, meant to titillate as a means to conform to more realistic physics.
Conjoined twins are identical twins whose bodies are attached to each other in utero. This rare phenomenon is also commonly referred to as Siamese twins.
Crying babies are often used as a scare tactic in horror games such as Silent Hill, Dead Space, or Haunted House. The pitch of their cries is naturally designed to be unsettling.
A non-interactive sequence within a game most often used for plot advancement.
Darkness is used in games to restrict access, increase tension, or just to set a mood. Often the player has access to a light source that can mitigate its effect.
Malevolent creatures that resemble babies for one reason or another. The ironic juxtaposition of innocence with evil, plus the player's natural reluctance to hurt a baby, makes them a popular trope in horror games.
Sometimes you want a challenge, sometimes you wanna coast.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
Games that fit this category involve characters that can traverse different dimensions.
A technology that allows a game to continuously load information off a disc while the player is in game to prevent loading screens.
Diseases are medical conditions that have a negative effect on one's body. Some games revolves around a disease.
Spectrasonics Distorted Reality is a sample library commonly used in compositions.
The 2004 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 11-13. This was the 10th annual E3.
An evil organization is a group of super-villans who are hell bent on world domination or something of a similar nature. Usually defeated by a single Spy/Superhero/Average Joe/small child.
Everything you need isn't always spelled out for you on the map. Sometimes even the map is not there till you go explore it.
Advertisements sometimes appear in game as a spoof on real-life advertisements, or to further envelope the player in the video game world.
You may think you know who you are playing as, but do you?
Fate is a force in the background of all things that determines what is going to happen to the world and its characters. Many games incorporate fate as a vital component of the story or as a convenient plot device.
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