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Some games let players customize their character (or characters). Degree of customization may vary, with some games simply allowing to choose between different types of clothes, while others provide more detailed tinkering of features such as the distance between a character's eyes or hair color.
A non-interactive sequence within a game most often used for plot advancement.
In a franchise, it entails the second game that takes on a gritty and dark tone to distinguish it from the first.
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.
Environments cycle between day and night, often with effects on other aspects of the game.
A dead end is when a path or road is blocked off, whether intentionally or accidently, and players are forced to turn around.
"Dear Diary. Went to See Movie. Ate Some Ice Cream. Murdered in a horrific, mysterious way. At least I don't have to jog tomorrow!"
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
When an on-screen character gets low on health, their movement is slowed or they walk with a visible limp or slouch.
Demons are generally creatures of evil, usually from Hell, who are often totally untrustworthy even when they're not murdering everyone and destroying everything in their path.
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.
A pervasive feeling of sadness, perpetual boredom, or both, which can dramatically affect a person's life.
A destructible environment means the player has the ability to destroy his/her surroundings. This allows players to use the environment to their advantage.
Someone who investigates unsolved crimes and other mysterious happenings, either for a living, as a hobby, or simply by chance.
Dialogue trees are a feature through which the player selects responses from a list of choices, eliciting reactions from NPCs and determining the path of the conversation and story.
An achievement that is unlocked for completing a game on a certain difficulty level, sometimes granting the achievements for all lower difficulties, and sometimes not.
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.
This is a situation where the targeting reticule turns red, indicating the ability to hit the enemy, but when you fire, the projectile actually hits an obstacle (usually right in front of the character. Primarily occurs in third-person shooters.
The concept of seemingly religious phenomena being explained as the work of alien civilizations.
Your friend in medicine. Mostly.
An enemy in the Silent Hill franchise.
Dream sequences are a narrative and gameplay mechanic that present the thoughts or events that occur in dreams.
Whether it's a section of a game, a mission prelude or just a scary premonition; dreams are a common occurrence within video games.
Drowning in games occurs when a being (not suited to be in water) runs out of oxygen, time, power, or barely even touches the water surface. Further complicated by the local sea-life that can knock the air out of you, should you get close.
Carefully exploring a large, labyrinthine area full of enemies (i.e., a dungeon) in the hopes of finding treasure, leveling up, or completing a specific task. Having their roots in tabletop games, video game dungeon crawls are found almost exclusively in RPGs.
Durability refers to the condition of the currently equipped weapons and armor, among other things. Overusing the said item without repair generally results in it breaking or otherwise becoming non-functional. Many games with role-playing elements incorporate this feature.
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