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Game » consists of 6 releases. Released Mar 27, 2000
Death From Above.
Nothing helps set a game in a specific point in time more than having a few famous faces from history drop by to say hi.
A common type of stage featured in many games. Slippery ice, avalanches, and freezing water are some of the unpleasantries to be had when visiting these cold arctic regions.
Formerly known as the "Quake II Engine", id Tech 2 is the second generation of game engines from id Software.
Female ninja.
Leaning is a concept that allows a character to angle their body. Often used to look around corners. Primarily found in First Person Shooters.
One of the smaller innovations in the gaming industry was making the player's targeting reticle change colours depending on the situation.
Limb Targeting is the ability to target specific limbs on the body with the object being either to disable the limb or kill the target faster. It may also be referred to as the "Limb System" or "Localized Damage".
This stealth mechanic is based entirely on the enemies' range of vision. Light and shadows play no part in whether or not the enemy can see the player.
Mercenaries, Soldiers for Hire, have been found fighting in conflicts since the dawn of human warfare. These hired guns show a desire to turn their talent in the art of death to a more profitable profession.
machine gun that uses 10 bullets for a WP timer grenade, Autocannon with a concussion grenade with 2 slugs, flamethrower that can launch a napalm mortar
Members of the German National Socialist Party, which controlled Germany from January 1933 unto the end of World War II in May 1945. Nazis and characters inspired by them are often used as villains in video games.
Nuclear war is a conflict in which nuclear weapons are used.
A circumstance in video games where the player will defeat large numbers of enemies without any assistance from AI or other players. This may occur for part of a game or the entirety of it.
Games which allow players to interact with others over the internet.
Optional Censorship gives one the ability to remove or obscure content that is possibly offensive or objectionable.
Options menus give you the option to change anything the game lets you change. Whether you want subtitles or not, sound effects or not, the game to be harder or not, anything you want that the game lets you change, you can change in the options menu.
Console games that derive from a past PC exclusive release, either due to popular demand or poor sales.
Persistent bullet holes allows players to shoot holes into walls without them disappearing right away. This feature added realism to first person shooters, as well as the ability to draw smiley faces.
The permanent existence of one's body after death.
Any game where the climax is preventing a nuke going off, natural catastrophe, or virus that will kill millions if not billions of people
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.
Projectiles that once fired can be retrieved again, either from the corpse of victims or, more likely, from the environment around it.
German version replaces all humans in the game with androids and changes the story.
A term used to describe the flow of action in a typical action game, where the pace is pre-defined to feature fast action and require quick reflexes. As the name suggests, these are games where the player character can run and shoot at the same time.
The phenomenon of an enemy who is heavily resistant to damage (or even invulnerable) everywhere on its body - except for its back.
Eliminating a target with a long-range rifle.
Crunchy frozen water fallen from the sky. Many games feature a snow world, a snow level, or otherwise-connected regions of wintery landscapes.
The sound meter is a tool to measure the sound that the player produces.
Using stealth often requires the player to accomplish their objective without being detected by enemies. Methods of detection can vary from game to game, and can be based on an enemy's line of sight, how quiet the player is, or even how the player interacts with the environment.
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