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Game » consists of 1 releases. Released Sep 30, 2014
Extraterrestrials appear in many video games in a variety of styles. Sometimes they're evil, sometimes they're benevolent, and sometimes they're very similar to humans.
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 that contain levels/missions/chapters where the player starts off in immediate danger.
Games that are depicted with a predominantly black-and-white appearance, with sequences to this effect, or optional color filters.
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.
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.
A style of animation that gives games a more hand drawn look.
An art style used by many game designers to help separate the characters from the background. Often times used to communicate to the player which characters you can interact with.
A cliffhanger is a type of ending where the fate of the characters, the world, or everything in the world is left unresolved. In most cases, they are revealed in sequels.
Typically found in fighting games, combos are a series of strung-together moves.
A page devoted to cataloguing and explaining appearances and the use of concept art in games.
Games that ask the player whether they are sure about the decision that they have just made.
Games that give the player only a limited amount of time to choose whether to continue or not. This concept is most often seen in arcade titles and their home ports.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
These games let players see the credits without needing to play the game first.
The act of bending at the knees from a standing position. Crouching is an essential part of many shooters and platformers, and can be used by players to stay behind cover or avoid incoming projectiles.
A trap designed to kill off victims by crushing them. Commonly found in sacred temples though industrial variations (like car crushers) exist.
A non-interactive sequence within a game most often used for plot advancement.
The concept of a helpless female character in desperate need of rescuing by the protagonist, in most cases from a villain, or from a form of impending doom.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
An in-game design interface that allows the player to configure aspects of a game, among other things.
Some games portray cutscenes as portraits of characters talking to each other.
Electricity is commonly used as a damage-introducing element causing inanimate objects to become harmful (electrified water, floors, cables, etc). It can also refer to a power wielded by characters that generates sparks, is conductive to metal surfaces, forks or branches, and is often blue in color.
Frequently seen in RPGs and Fighting games, The EHI helps players calculate the current health of opponents.
Any weapon that shoots laser and plasma beams or energy bolts rather than conventional bullets.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
Earning an extra life, either by collecting a 1up or by hitting a certain score.
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