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Game » consists of 6 releases. Released Mar 26, 2004
A staple in modern shooters. They hide, crawl, creep, climb and jump, and are usually pretty weak but hard to hit.
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...
A system put in place to stop players from performing game breaking-actions, such as hacking or using specialized software to cheat, such as an aimbot.
Artificial Intelligence, or AI, commonly refers to the programmed behaviors of NPCs in a game, whether it's the fact that a soldier takes cover behind a wall in Gears of War, or that townspeople cheer upon your arrival to their village in Fable.
Auto-aiming (or Auto-targeting) allows for a character to attack or interact with an object or enemy that's very near to the player or within their field of vision.
Automated Grenade Throw refers to games that have specific controls for tossing a grenade, as opposed to being forced to switch out your current weapon with a grenade before throwing.
Whether you're trying to stay alive for a certain time period or just trying to gain the upper hand in a fight, being able to make a barricade is crucial to your survival.
A proprietary video codec (.bik/bk2 extension) developed by RAD Game Tools and used in a very large number of video games.
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.
This shows you how long you have until you start wishing you had gills. When your breath runs out, you may take damage, or you may expire right there, depending on how sadistic the game designers were!
In some situations, the default camera quickly switches to a different angle for a specific action. An example of this is when a first-person game shifts to third-person view for a rolling maneuver.
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).
Circle-strafing is strafing around a target while facing it. This is useful for disorienting the target's aim, making for an easier kill.
Games with characters who close the eyelids of dead characters, often used to indicate respect for the deceased.
Commandos are elite special forces units, often tasked with stealth operations or eliminating high-priority enemy targets
An in-game application that allows the user to edit or create new content. Including character customization, items customization, artwork etc...
A gameplay plot twist in the form of revealing non-human monsters to battle after fighting more realistic human enemies for the majority of the game.
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.
The game engine that was used in the first Far Cry games, developed by Crytek. It was later succeeded by Cryengine 2
A non-interactive sequence within a game most often used for plot advancement.
Dashboard view puts the player in the helmet of the driver. Usually in cars or other vehicles. Most commonly in next-gen racing games and shooting games which have vehicles
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
A gameplay mode that pits two or more players in a fight to the death. John Romero is credited with coining the multiplayer term "deathmatch."
An objective where players have to ward off enemies for a set duration.
A post-processing blurring effect used mostly by modern action games, particularly modern first-person shooters. Used to blur foreground or background elements to simulate a lens focus.
A destructible environment means the player has the ability to destroy his/her surroundings. This allows players to use the environment to their advantage.
An in-game design interface that allows the player to configure aspects of a game, among other things.
Sometimes you want a challenge, sometimes you wanna coast.
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.
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