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Game » consists of 1 releases. Released Oct 11, 2018
A game that uses a mixture of 2D & 3D techniques. Commonly used to describe the use of either 3D graphics restricted to a 2D perceptive, or 2D graphics used to fake the appearance of a 3D perceptive.
Achievements are extra challenges added into video games that sometimes carry a point value or unlock bonus material, and are sometimes solely for bragging rights.
Characters either begin with multiple outfits, unlock them through play, or purchase them as in-game items. These costumes are sometimes integral to play.
Neglectful and/or abusive parents and parental figures.
Your body is torn apart and your organs are falling out. But don't worry, you have the ability to pull yourself back together.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
A menu or other interface that is presented as a cell phone operating system.
A point within the game whereby the game saves its current state whether it be for the purpose of a more convenient respawn point or a gameplay design (such as in racing).
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.
A page devoted to cataloguing and explaining appearances and the use of concept art in games.
These games let players see the credits without needing to play the game first.
A non-interactive sequence within a game most often used for plot advancement.
A ruminant mammal with antlers and hooves of the family Cervidae.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
Your friend in medicine. Mostly.
Whether it's a section of a game, a mission prelude or just a scary premonition; dreams are a common occurrence within video games.
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.
Water that has been exposed to electricity. Often functions as a puzzle the player must solve to proceed.
To elude, escape, or get away from. Some games require players to escape from some people or things to perform some objective or avoid death.
When a character in a video game must explore their own psyche to progress through the game. Although this can be metaphorical, more often than not, the character does so literally.
Extreme violence pertains to excessive amounts of blood, gore, or violent acts. These include decapitation, mutilation, dismemberment, amputation, defenestration, disembowelment, torture and much more.
Receiving damage or dying as a result of falling.
This concept is for games where at least one of the main characters is female.
That bad guy looks awfully familiar... probably because it's you. This is for games where you fight yourself or an evil version of yourself
In games, fire can be an obstacle, a tool, a weapon, or a solution. Just don't play with it...unless you really want to.
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.
Some ghosts exist solely as storytelling devices; such as providing the protagonist with in-game flashbacks or giving clues about what to do.
Gravity is a physical phenomenon, specifically the mutual attraction between all objects in the universe. In a gaming setting, gravity determines the relationship between the player and the "ground," preventing the player or game objects from flying off into space, and hopefully acting in a predictable/realistic manner.
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.
The possibility for a character to sustain a permanent or temporary injury, thus lowering his abilities.
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