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Game » consists of 5 releases. Released Oct 01, 1997
Characters either begin with multiple outfits, unlock them through play, or purchase them as in-game items. These costumes are sometimes integral to play.
Games that let you choose the path you take through the story-line.
Sometimes the writers will deliberately slip the title of the game into dialogue to show off how witty they are.
A page devoted to cataloguing and explaining appearances and the use of concept art in games.
In a franchise, it entails the second game that takes on a gritty and dark tone to distinguish it from the first.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Decapitation is the removal of the head of a person or animal.
The act of throwing someone or something out of a window. The etymology of this Latin word combines de-(down) and fenestra (window).
Malevolent creatures that resemble babies for one reason or another. The ironic juxtaposition of innocence with evil, plus the player's natural reluctance to hurt a baby, makes them a popular trope in horror games.
Used as a last ditch effort the desperation move is often a single, powerful attack that hits multiple enemies on screen. The attack is executed at the cost of a percentage of the user's total hit-points.
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.
This concept is for games where at least one of the main characters is female.
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 game in which the "seeker" covers his/her eyes while the other players try to find a good hiding spot. It is then up to the seeker to find the hiding players.
A concept where players have the ability to conceal themselves from enemies. Common hiding places in games include closets, lockers, or even just crouching in the shadows.
Humans are bipedal, sapient primates capable of abstract reasoning, language, and emotions.
A plot device where innocent characters are killed. Sometimes players forced to watch it happen and can do nothing to prevent it.
A situation where the player-controlled character loses their life immediately. The quickness of that demise is often a stark departure from the balance of power, and sometimes the rules, established by the developers during the rest of the game.
Horror games influenced predominantly by the look, feel, and themes of Japanese horror cinema, or non-horror games that allude to the cultural horror aesthetic. J-Horror, or psychological horror, is sometimes classified as a sub-genre of survival horror.
A method of attempting to scare the player by the sudden unexpected occurrence of an event - often accompanied by some sort of audio sting.
Games that feature an antagonist--someone who opposes the game's protagonist--that is a man.
Mercenaries, Soldiers for Hire, have been found fighting in conflicts since the dawn of human warfare. These hired guns show a desire to turn their talent in the art of death to a more profitable profession.
A small, closed-off area in a game containing enemies that opens at some trigger point. Often used to surprise the player, or as an alternative to spawning enemies out of thin air.
Make sure you respect nature, or else! Note: This only concerns *protagonists*.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
Sometimes one playable character just isn't enough.
Murder is the act of ending the life of another living thing against its will without the sanction of a higher governmental authority, such as the casualties that result from acts of war. It is generally intentional, at least in a legal meaning, but not necessarily.
Enemies that are adamant in their will to hunt you down. Example: Pac-Man ghosts.
A situation where it is hard to tell which parts of the game world can be interacted with, and which are just for show. Mostly associated with point-and-click adventure games, where players often respond by clicking wildly around the screen until they find something.
Games that could be controlled via the PS1 mouse.
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