837: R1 to Brood
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Game » consists of 5 releases. Released Jun 01, 2004
Abandonware refers to computer software that is no longer sold nor supported, sometimes because of unclear copyright ownership reasons.
Alert is a state a game may enter after the player has been overtly detected by enemies, and often brings increased enemy opposition (in numbers, aggression, etc.) while a cooldown timer or meter appears by which the player can gauge the expiration of Alert.
In games, the player is usually the ambushee, not the ambusher, but certain multiplayer and open-world games give players a chance to try this sneaky tactic themselves.
Games where the protagonist's weapon physically displays the amount of remaining ammunition. This is commonly used to increase a game's immersiveness.
A protagonist who lacks some or all of the qualities traditionally seen as heroic.
Artificial Intelligence, or AI, commonly refers to the programmed behaviors of NPCs in a game, whether it's the fact that a soldier takes cover behind a wall in Gears of War, or that townspeople cheer upon your arrival to their village in Fable.
When characters make conversation during normal gameplay, rather than a dialog-focused scene.
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.
When blood will splash textures on walls or floors and even roofs.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
A boss fight is a culminating challenge that pits the player against one or more enemies representing a greater threat and/or difficulty than those previously faced. These scenarios typically feature unique antagonists.
To strike someone with the butt, or stock, of a rifle. The act of using a non-handgun firearm as a blunt weapon.
In some situations, the default camera quickly switches to a different angle for a specific action. An example of this is when a first-person game shifts to third-person view for a rolling maneuver.
Sometimes, rather than building a character model from scratch, a developer will sometimes use a real person as a template and use his or her physical attributes to create a similar character model to be used in their video game. In some cases that real reason will appear as themselves in games.
A point within the game whereby the game saves its current state whether it be for the purpose of a more convenient respawn point or a gameplay design (such as in racing).
CQC and CQB are close range combat techniques.
Collectibles are items such as coins, rings, gems, packages etc. that can be gathered, usually for some kind of reward, or sometimes to simply beat a level. Often (almost too often) the source of earning achievements and trophies on the Xbox 360 and PlayStation 3.
A page devoted to cataloguing and explaining appearances and the use of concept art in games.
An action that is sensitive to context. Like going up to an object and pushing a button, which would normally perform a different action, to interact with it.
Video games that pick up the story where a movie, book or comic left off.
A person serving time in prison or an escaped criminal on the run from the law.
A gameplay plot twist in the form of revealing non-human monsters to battle after fighting more realistic human enemies for the majority of the game.
A sight placed on the HUD used to aim and provide a point of reference to the player when looking and interacting with the game world. Although they often aim weapons, they have a variety of uses and have appeared in many games in many different forms.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
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.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
A type of technique in killing opponents in games through a vertical takedown with high risks and high satisfaction. First practised in the Mechwarrior franchise. Can also mean the usage of weaponry to rain devastation and mass death.
A boss character in a game which shows up again later as a regular enemy.
A post-processing blurring effect used mostly by modern action games, particularly modern first-person shooters. Used to blur foreground or background elements to simulate a lens focus.
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