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Game » consists of 10 releases. Released Sep 27, 2010
The ability to control the direction and/or behavior of lightning; this may also be connected with the ability to generate lightning. Many games involve characters with lightning element attacks. These are unique because of their potency with water.
Often the death of a boss results in the collapse or destruction of the building or lair that the fight occured in. In many cases there is no other action other than the boss's demise that is shown to trigger this destruction.
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.
Sometimes, a key just won't cut it. When you really need to get through a locked door or open a sealed chest, you need a certified master of unlocking, complete with a lock-pick.
The concept of affecting the universe through supernatural methods, breaking the fundamental laws of science.
The meter which is used to gauge how much power there is left to use magic abilities.
Marriage is when characters, typically a pair of them, are joined in loving (or not so loving) matrimony!
The minimap is a small, simplified version of a larger map. This plays a vital role in many games, especially Real Time Strategy, where it is important to have an overview of the entire map.
The extraction of valuable minerals from the earth.
Characters controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing the game.
Games that have had an Original Soundtrack album released.
PhysX is a realtime physics engine middleware originally developed by Ageia and now maintained by nVidia. It is the only currently available physics engine that supports hardware acceleration.
Trophies are an incentive-based system for the completion of various objective in PS3, Vita, and PS4 titles.
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
A physics system used to procedurally generate body movement similar to rag dolls.
Rain can heavily increase the atmosphere of a video game. Some games use it to add detail to an environment, while other games use it to make it difficult to see.
Video game combat in which combat actions are performed in real-time, rather than through a turn-based structure.
A maneuver involving both horizontal movement and rotation about a horizontal axis. Many characters roll in a unique fashion, and certain vehicles are even capable of rolling
Game mechanics traditionally found in role-playing games that are incorporated into a non-RPG title.
This is when a game removes the ability for a player to save during certain sections of the game. This is usually done towards the end of the game to increase difficulty. This isn't the same as save points; players must actually have their save ability taken away from them.
Instead of having the loot spew out of the corpse it-self, this concept is based on having to interact with the corpse to obtain the loot.
No point in gathering coins, gold, gil, money, or whatever if you can't buy anything with it.
Quests that aren't necessary for game completion. They typically offer side-stories or specific rewards.
These games are designed to be played by one person, and one person only.
When a game lets you sit down somewhere for no other reason than to simply sit down. Often seen in MMORPGs as a way of hanging out and talking to friends.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
Whether it's to restore your health, save your game, just for the hell of it, or all of the above, sleeping in games has numerous uses.
SpeedTree is a software toolkit that generates realistic forests on the fly.
This bar keeps track of your Stamina. If it's depleted, you need to take a rest.
Using stealth often requires the player to accomplish their objective without being detected by enemies. Methods of detection can vary from game to game, and can be based on an enemy's line of sight, how quiet the player is, or even how the player interacts with the environment.
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