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Game » consists of 2 releases. Released Mar 01, 2005
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.
Bullet time is a gameplay mechanic that allows players to slow down time. Depending on the game itself, the player often slows down along with the world around them, however occasionally the player can simply move at normal speed while the game world continues to slow.
An insect with broad colorful wings.
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)
A gameplay mode that pits two or more players in a fight to the death. John Romero is credited with coining the multiplayer term "deathmatch."
These prehistoric behemoths cause chaos amongst many. Unfortunately, they are extinct.
A feature in Game Boy Advance, Nintendo DS, and Nintendo 3DS games allowing linked multiplayer with only one cartridge.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
Whenever there's a new Pixar, superhero or Harry Potter movie they have to make one of these.
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
A parallel projection technique used in 2D sprite-based games to fake the appearance of 3D depth.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
Lock On is a game mechanic that allows the player to automatically center the character's aim on a target, usually done with a toggle or a press of a button.
Passwords are codes used to save a player's progress, primarily during the 8-bit era and, to a lesser extent, the 16-bit era.
Puzzles may need to be solved before the player can progress to the next section of the game. Often it may not be clear to players exactly what the puzzle is, or whether the an in-game items needs to be attained before it is even possible to solve it.
Many games feature a story which involves saving the world and its inhabitants, often single handedly.
A two-dimensional image or animation overlaid into a scene. The foundation of early 2D games, making up everything from props to the player-controlled character.
Moving to the left or right without rotating the body axis. The technique, also called side-stepping, is useful in FPS games to avoid incoming fire without turning away from a target.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
The act of changing an event in the past that significantly alters further events leading up to the present. This is a major element of many stories involving time travel.
A time paradox is when a person who travels in time does something that influences their past self in a way that traveling in time in the first place would not be possible or not have occurred without the first intrusion.
The concept of a character leaping forwards or backwards in time.
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