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Game » consists of 14 releases. Released Mar 16, 2010
Some rooms or items have twisted contortions, unnatural laws of gravity, or a generally confusing (yet working) architecture.
Missions during which players are tasked with protecting a non-playable character or object from harm until a certain goal is met.
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.
Some games feature a system where a character near death can be dazed into a 'down but not out' state; while their allies can often revive them if they reach the downed character quickly enough, their enemies can perform special, frequently gruesome, execution attacks against such characters.
An environmental hazard that can be exploited to inflict massive areal damage, exploding barrels are one of the most ubiquitous objects to be found in games. The most common methods of ignition include shooting and throwing. Exploding barrels are usually distinguished from the non-exploding kind by a conspicuous red tint.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
Extreme violence pertains to excessive amounts of blood, gore, or violent acts. These include decapitation, mutilation, dismemberment, amputation, defenestration, disembowelment, torture and much more.
Didn't your mother teach you not to do that?
Scarring over the eye. Used by game developers to make a character appear more rugged and 'badass'.
A tattoo that is on a person's face. They are said to make one look more bad-ass and cool.
A scripted sequence or even an entire level where the player character is falling from a great height. Gameplay typically includes avoiding debris or battling enemies (or sometimes both).
Some people will do anything for their families. They will fight, steal and kill to keep those close safe and alive.
Finishing moves are typically moves that end a fight in a traditional fighting game.
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.
The ability to create, shape, and control fire at will. This is a common and well known power in fiction, its appearance dating back to ancient literature.
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
The fixed camera was made famous by games such as the Resident Evil and Metal Gear Solid franchises. Depending on the camera set, up could be down and left could be right. Even in the later generation of consoles, games like the God of War franchise still use this technique.
Footprints are visible marks left behind by a character walking.
FMVs are pre-rendered videos used in place of real-time graphics. Using FMV was an attempt to make videogames look "more like movies", sometimes with CGI animation and others with live-action actors speaking directly to players. The downside is that FMV requires a lot of disk space, and live-action FMV in particular can look terrible by comparison.
A status effect that may increase strength and vitality at the expense of drawbacks such as poorer dexterity and reduced stamina.
Gamescom 2009 was a video game convention that took place in Cologne, Germany from August 19 - August 23, 2009.
The third annual Game of the Year awards from Giant Bomb.
When the player, compared to the adversary he/she is supposed to defeat, looks like a tiny inchworm.
Giants are tall humanoid beings, found in mythology and various fairy tales. They are usually portrayed as being slow-witted and quick to anger, though gentler kinds also exist.
Abilities or objects that can only be obtained by killing a god or if gods themselves offer them to a character.
Typically offered through optional items or specific characters, glass cannons are play-styles focused on greatly increased damage output at the cost of low defenses and/or health.
Gliding is an ability that allows a character to extend their jump further usually through the help of wings or other aerodynamic tools. Unlike flying, gliding usually doesn't allow the character to gain or maintain altitude, but only slows its descent.
This tag is for all games and characters that deal in the concept of gods, demigods, half-gods and the like.
A humanoid construct given life through magic. The materials used to create a golem vary greatly.
A system that gives a game the technical capability to implement the effects of gore which include but are not limited to, dismemberment, charring, beheading and gibbing. Gore systems have progressed significantly over the years from enemies scattering into pixels to highly detailed body tearing.
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