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Game » consists of 3 releases. Released Dec 08, 2005
As a side effect of drinking regularly, one's sensitivity to alcohol diminishes, thus requiring more alcohol to achieve the same effect experienced previously.
When someone is androgynous, they have a mix of masculine and feminine aspects, or they have the appearance of being in between male and female. A common aesthetic in Japanese media and games.
Backtracking is the act of navigating through previously explored areas, usually for the purpose of progressing in an objective-based adventure game. Players who are lost may also backtrack to reorient themselves.
Neglectful and/or abusive parents and parental figures.
Betrayal is when a person breaks the trust and faith that others have placed in them.
The ability to stop or reduce the damage from an oncoming attack.
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
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.
On some box art, the main character is facing away.
Games that let you choose the path you take through the story-line.
A condition in which two male characters are socially close, but not sexually or romantically, and are often partners.
The act of high-speed vehicular pursuit. Often this occurs in racing games or games where players must evade police.
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.
Typically found in fighting games, combos are a series of strung-together moves.
Games that numerically track the player's progress towards completion of a specific goal, single level, or the entire game.
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.
Characters that do not speak the localized language within the context of the game. An example being everyone in Persona speaking English while the story states that they are speaking Japanese.
The phone rings. You answer it, only to be interrupted by a cryptic message or noise. Or someone just hung up.
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.
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.
Environments cycle between day and night, often with effects on other aspects of the game.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Sometimes you want a challenge, sometimes you wanna coast.
The ability to dodge an attack, making the player untouchable for a brief period.
Life altering and potentially dangerous, drugs come in a large variety of forms. In most games, drugs can have significantly different physical and social effects on video game characters.
The 2006 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 10-12.
Frequently seen in RPGs and Fighting games, The EHI helps players calculate the current health of opponents.
The ability for players to manipulate objects in the environment and use them as weapons. An example of this gameplay mechanic is Half-Life 2, in which players make use of a Gravity Gun to launch objects with deadly force.
Some game environments feature certain areas that allow for special kills outside a player's normal cadre of moves. These kills usually feature unique animations such as slamming an enemy's head through a television or sticking their head in a trash compactor.
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