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Game » consists of 7 releases. Released November 1998
Abandonware refers to computer software that is no longer sold nor supported, sometimes because of unclear copyright ownership reasons.
Levels that progress forward by themselves at a fixed rate.
Baditude is being "edgy" in an obviously forced or fake manner. Games with baditude often feature excessive swearing, gratuitous violence, and content meant to shock or offend.
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 players must fight all of the bosses of the game at once. This can either be an optional mode, or a required sequence. Boss Rush can also mean a game where the player only fights bosses.
A condition in which two male characters are socially close, but not sexually or romantically, and are often partners.
The continue is a classic gaming concept, and usually arises when the player "dies" or fails in the game. Usually some loss is tied to a continue, in a form of a "life" or something of other value.
Cooperative play in games allows humans to play together as a team to accomplish a task. Instead of playing against a human opponent, the team must defeat an AI. Cooperative Play in some games also means 2 human versus 2 human, this occurs in some Billiards games. (Scotch Doubles / Doubles)
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Decapitation is the removal of the head of a person or animal.
Rapidly firing your weapon of choice at the general direction of the target. Usually used when talking about light gun games
The 1999 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles California on May 13-15.
Extreme violence pertains to excessive amounts of blood, gore, or violent acts. These include decapitation, mutilation, dismemberment, amputation, defenestration, disembowelment, torture and much more.
The last boss you face in a game, usually representing the final climax of the game.
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
A character or a disembodied voice will say the name of the video game. Depending on the mood of the game, this could range from shouting the game's name to ominously whispering it.
Games that have been used as the basis for motion pictures.
Greatest hits is a general term for re-releases of games which have sold a certain number of copies, as part of a program managed by the console manufacturer.
Most modern shooting games add the realistic touch of rendering shots to the cranium instantly fatal. Glorious for the shooter, kind of a bummer to the shootee.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
The act of killing a child is considered taboo in most games. There are, however, some games that allow this breed of tomfoolery.
Games released coinciding with new hardware.
A Light Gun controller is used on some arcade games and very few console games. You point it at the screen, pull the trigger, and people die.
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 concept is for games in which at least one of the main characters is male.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
Characters controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing the game.
An on-rails game behaves much like a train: while sometimes the player can choose which path is taken, they cannot deviate from it. Sometimes on-rails games even go so far as to decide when the player moves.
Whether they're getting in the way while you're walking or driving, you always feel the need to trample them.
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