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Game » consists of 8 releases. Released Aug 08, 2017
The 21st annual D.I.C.E. Awards celebrate the best games of 2017, as voted by industry professionals.
Achievements are extra challenges added into video games that sometimes carry a point value or unlock bonus material, and are sometimes solely for bragging rights.
The physical and mental turmoil that a person may encounter as a result of a traumatic or otherwise extremely stressful situation.
The game automatically saves for you when you reach certain points. Implemented in order to reduce frustration for forgetful savers.
Platforms that are manipulated by weight. Too much weight on one side can drastically alter the equilibrium. *Not to be confused with Unstable Platforms*
A proprietary video codec (.bik/bk2 extension) developed by RAD Game Tools and used in a very large number of video games.
The ability to stop or reduce the damage from an oncoming attack.
Necessary to sustain life in organic creatures, the crimson fluid known as blood tends to make appearances when the body's structure is compromised in some way, a very, very common occurrence in videogames.
When blood will splash textures on walls or floors and even roofs.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
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.
In video games, breaking the fourth wall occurs when a game becomes aware of its nature as a game, or when a character directly acknowledges the player.
Some creatures don't need guns or swords to hurt you. Instead they pack a punch with some kind of deadly breath attack, be it flaming, poisonous, radioactive, or just plain bad!
The most prestigious awards in the British videogame calender, the BAFTA Video Game Award honour the achievements of the best game developers and their games.
The ability for a player to control the motion and direction of the in-game camera.
Sometimes, rather than building a character model from scratch, a developer will sometimes use a real person as a template and use his or her physical attributes to create a similar character model to be used in their video game. In some cases that real reason will appear as themselves in games.
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).
Collectibles are items such as coins, rings, gems, packages etc. that can be gathered, usually for some kind of reward, or sometimes to simply beat a level. Often (almost too often) the source of earning achievements and trophies on the Xbox 360 and PlayStation 3.
Contextualized Player Death is when a game includes the player's death in its fiction instead of just treating it as a thing that didn't happen. Mario, for example, doesn't canonically die when the player jumps in a pit, but Destiny's Guardians die and are resurrected constantly, as a core aspect of their identity.
The ability to counter a move.
Crawling is a form of locomotion in which a person lies down and uses the hands and knees to move around, or by dragging the body along the ground.
When characters shed tears - often due to extreme sadness.
A non-interactive sequence within a game most often used for plot advancement.
A bright flash, usually red and seen on the borders of the screen, that indicates damage or injury.
Darkness is used in games to restrict access, increase tension, or just to set a mood. Often the player has access to a light source that can mitigate its effect.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
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.
Voice actors don't always get an NPC to represent them. Sometimes voices have no visible speaker.
The ability to dodge an attack, making the player untouchable for a brief period.
Dragons were originally messengers from heaven, according to early Buddhist texts. In games, they can be among the most fearsome of adversaries, but there are some exceptions.
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