839: Weird Bird Prison
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Official U.S. PlayStation Magazine Issue 67
Demo Derby
8-4 Play 5/3/2024: GOING GOLD(EN)
8-4 Play
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Game » consists of 11 releases. Released Jun 14, 2011
Enemies that prefer to keep a distance to the ground, and swoop down occasionally to do some damage.
Fairly weak enemies (not specific characters) that go down in a couple shots or swings, but will keep coming in droves.
Footprints are visible marks left behind by a character walking.
Slow walking is when the player character can not move at full speed and is restricted to a slow walk, usually while talking to someone.
Foreshadowing is a plot device that allows the creators to leave subtle (or not-so-subtle) hints about future events in the game.
A frog is a small and usually green amphibian that can swim, hop, and ribbit. Sadly, most of them aren't princes.
The concept of a game referencing another game through mockery, parody or even directly. A game reference to the same franchise does not count.
Games based on literature. This does not include licenses of another adaptation.
An Xbox 360 and Games for Windows Live feature that lets you purchase and download full Xbox, Xbox 360, and PC games through the Live Marketplace.
An interesting revelation. While some games will only accept a START button press, many other games aren't as strict.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
A gigantic variant of the famous crustacean and the subject of a popular 00s internet meme.
When the player, compared to the adversary he/she is supposed to defeat, looks like a tiny inchworm.
Gliding is an ability that allows a character to extend their jump further usually through the help of wings or other aerodynamic tools. Unlike flying, gliding usually doesn't allow the character to gain or maintain altitude, but only slows its descent.
A glitch is an action performed within the bounds of a game engine that was not intended by the game's developers. Glitches are often performed by the player, though they can also occur independently.
A characteristic many game characters share when their eyes emit a colored light instead of what a regular eye should look like. This is often evident in robots and characters possessed by some evil force.
Games show you a new enemy throughout the game and they usually require a new tactic to defeat it. The first one you fight comes solo and you are required to kill it, then they are given to you in groups or possibly mixed with older enemies.
Games that feature characters whose hair movement is governed by a physics engine.
When a conscious character perceives something that either does not exist or is a contorted reality manifested by the character's unstable psyche.
A heads-up display is a graphical overlay of vital information used in most modern games.
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
Non-player characters in video games will often submit to hero worship of the player's character in order for the game to make the player feel truly important. It is commonly-used in the Fable and Mass Effect franchises.
Equines that go 'neigh' and tend to eat hay. Some are the stars of motion pictures. The truest of companions to many adventurers.
A hub is the central location from which a player can venture out into different areas of a game. It is often used as a clever way of masking loading between levels or worlds.
Humans are bipedal, sapient primates capable of abstract reasoning, language, and emotions.
Frozen water. Ice can be slippery and it can be fun for ice skating.
A common type of stage featured in many games. Slippery ice, avalanches, and freezing water are some of the unpleasantries to be had when visiting these cold arctic regions.
An Iconic concept of video games is the use of an idle animation for the players character, when during gameplay there's no control given. It's an example of emergent game design, and is used as a way to add depth to action characters.
A bridge made using whatever is available at the moment; used as a method to cross obstacles, such as gaps or bodies of water.
The use of everyday objects as weapons of destruction, often combination.
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