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Game » consists of 7 releases. Released Oct 30, 2012
Game mechanics traditionally found in role-playing games that are incorporated into a non-RPG title.
Games that have an open gameplay structure that allow players to interact with the world as they choose.
Sometimes, things are just meant to happen the way they do. Usually triggered by a timer, or by the player crossing a checkpoint.
Designed as non-fictional, relating to real or known history, and to claim or reveal that these events actually happened, but were deliberately forgotten long ago.
An intimate physical activity between two or more individuals.
A shadow is an area where direct light from a light source cannot reach due to obstruction by an object.
Forced labor, indentured servitude, humans relegated to property. One of the greatest affronts to individual freedom. Some games employ this as a gameplay mechanic or a major story point.
A cloud of fine particles.
A person involved in the illegal transportation of goods.
Crunchy frozen water fallen from the sky. Many games feature a snow world, a snow level, or otherwise-connected regions of wintery landscapes.
A game that takes gameplay mechanics, characters, or story elements from an existing series in a separate and different direction, sometimes changing genres along the way.
A gameplay mechanic which allows the player to move faster than the normal speed. Usually for a set amount of time.
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.
Stealth kills are special kills in video games that usually occur when the AI is not aware of the threat of the player.
The option to display dialog and other information with text on screen.
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 Tokyo Game Show 2012 took place in the Makuhari Messes from the 20th-23rd of September. The show's theme was 'Spreading Smiles Through Games'.
A way to reveal the map that requires the player to use a tall object, usually climbing a tower. First made prevalent in Assassin's Creed (2007), often a feature of Ubisoft open world games.
Ubisoft's proprietary game engine that has been used to develop many games since 2007.
A reward system for Ubisoft games.
Games that have you going into a computer generated virtual universe.
Voice Acting is the art of providing voices for characters in games, television shows, films, radio programs, and other forms of media.
When a protagonist chooses to walk as a default instead of jogging or running. The character will opt to walk even with a full tilt of the control stick.
WASD, or WADS, is the most common and often the default setting to move the player character in computer games with a first or third person perspective.
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