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Game Mess Mornings 05/09/24
GrubbSnax
02
Blight Club
Game Mess Mornings 05/08/24
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Game » consists of 3 releases. Released May 31, 2000
A form of maneuverability that allows the player character to swiftly turn 180 degrees, now facing the opposite direction.
Alert is a state a game may enter after the player has been overtly detected by enemies, and often brings increased enemy opposition (in numbers, aggression, etc.) while a cooldown timer or meter appears by which the player can gauge the expiration of Alert.
Something terrible has happened. Your squad is either dead or missing. But there's still hope: a spare pistol that conveniently wasn't lost earlier. Now, about the army of enemies between you and salvation...
Instrumental music, often electronic, that does not follow conventional music structures, instead using various sounds to create a mood. Ambient music can evoke many different feelings in the listener, from tranquility to creeping dread.
In games, the player is usually the ambushee, not the ambusher, but certain multiplayer, stealth and open-world games give players a chance to try this sneaky tactic themselves.
In many games the player is given the power to harm and or kill creatures. Many games have been brought to spotlight by groups like the rather militant PETA.
The protagonist arrives by a helicopter, a plane, or similar; the vehicle is subsequently shot down, stranding the protagonist on unknown soil. This can occur either at the beginning of a game or to start off a level.
Sick 'em, boy!
A mode in which a game will play a gameplay demonstration video as a means to entice players into playing the game.
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.
Video games stories with a bad ending or endings, in which the primary conflict is unable to be resolved and/or a bad fate befalls the protagonist.
Players save their game when they need to go to the bathroom. So, why not place the game save point in a digital bathroom?
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.
Many Horror and adventure games use blood trails to either signify that something especially violent happened that spot and/or that following it will progress the narrative.
This concept is for when the blood type of characters is included in the game, often to allude to personality traits in Japanese games.
To render explosive devices safe.
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.
Games that let you choose the path you take through the story-line.
Glass that can be broken and destroyed in real-time.
Button Mashing is a term used to describe gameplay where certain skills can be only realized explicitly through mashing buttons, a reckless player trying to get results or when the game rewards the player(s) who bash buttons the fastest. The latter example is common in Party Games.
Games in which the player is incapable - not just discouraged from - harming innocents. Sorry, no matter how bad you want to, you just can't pull that trigger.
When you have a code number or a password to type to use a device, you have to type the code
Plotting and scheming, usually for wealth or power.
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.
A sight placed on the HUD used to aim and provide a point of reference to the player when looking and interacting with the game world. Although they often aim weapons, they have a variety of uses and have appeared in many games in many different forms.
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 non-interactive sequence within a game most often used for plot advancement.
Darkness is used in games to restrict access, increase tension, or just to set a mood. Often the player has access to a light source that can mitigate its effect.
Deadly Gas is used in many games as an obstacle and usually causes the player's health to degenerate over time.
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