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Game » consists of 3 releases. Released Sep 17, 2002
Games that have had television shows based on them.
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.
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.
A style of animation that gives games a more hand drawn look.
Typically found in fighting games, combos are a series of strung-together moves.
A special device or game mechanic that summarizes and categorizes newly discovered creatures.
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.
A non-interactive sequence within a game most often used for plot advancement.
A Deadman is an undead revenant in the Gungrave series created by science. Unless controlled by external forces, they often are capable of retaining their old personalities and thought processes from when they were alive.
The concept of using two weapons at once, often for more damage at the cost of accuracy, the use of a shield, grenades, or other similar accessories.
The 2002 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 22-24.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
These games were popular enough to warrant an anime, whether it was a full television series, an OVA (original video animation), or a feature-length movie.
Commonly seen in brawlers, typically with the word "go" next to it, this is an indicator in side-scrolling games of which way to go, and usually an indicator that all of the enemies in an area have been defeated.
An Iconic concept of video games is the use of an idle animation for the players character, when during gameplay there's no control given. It's an example of emergent game design, and is used as a way to add depth to action characters.
A circumstance in video games where the player will defeat large numbers of enemies without any assistance from AI or other players. This may occur for part of a game or the entirety of it.
Third-party developers and publishers occasionally engage in the practice of releasing a title or piece of DLC on only one platform for any number of reasons. Sometimes these are permanent while others are only platform exclusive for a certain window of time.
A lead character who never says a word, despite being spoken to.
Games whose titles consist of a single word.
After overcoming the intense trials and troubles of the quest, the hero reaches the final encounter with the antagonist and defeats him easily. Whether this is for cinematic value, an example of the characters grown power or some metaphor for the weakness of evil, this boss acts as a "victory lap" at the end of a game.
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