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Released Jul 18, 2019
Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
Games that feature stages in which the player is forced to continually progress, chased by a relentless and lethal threat that covers the entire height/width of the screen.
Alert is a state a game may enter after the player has been overtly detected by enemies, and often brings increased enemy opposition (in numbers, aggression, etc.) while a cooldown timer or meter appears by which the player can gauge the expiration of Alert.
The game automatically saves for you when you reach certain points. Implemented in order to reduce frustration for forgetful savers.
Backtracking is the act of navigating through previously explored areas, usually for the purpose of progressing in an objective-based adventure game. Players who are lost may also backtrack to reorient themselves.
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 distinct and predictable pattern of attacks or movement a boss takes. This can be based in reaction to a player's actions or simply a stringent script the boss adheres to.
Feline animals commonly kept as pets. There are many different breeds and varieties.
Games are sometimes divided by chapters, sections, acts, etc.
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.
These games let players see the credits without needing to play the game first.
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.
A non-interactive sequence within a game most often used for plot advancement.
Some games just won't settle for laughs. Some games make you want to cringe as you're busting a gut.
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.
A dog is an animal, of which there are estimated to be 400 million of in the world. Said to be man's best friend, they naturally appear in many video games.
Dream sequences are a narrative and gameplay mechanic that present the thoughts or events that occur in dreams.
The usage of drugs by the protagonist or NPCs.
Electricity is commonly used as a damage-introducing element causing inanimate objects to become harmful (electrified water, floors, cables, etc). It can also refer to a power wielded by characters that generates sparks, is conductive to metal surfaces, forks or branches, and is often blue in color.
A digital distribution platform operated by Epic Games.
A concept that has been popularized since the days of the European colonial empires. The main bad guy is seemingly old, white, although not always human.
A door that players must go through to exit the level
Concept where everything you need isn't always spelled out for you on the map. Sometimes even the map is not there till you go explore it.
Advertisements sometimes appear in game as a spoof on real-life advertisements, or to further envelope the player in the video game world.
Quotations displayed on the screen; often from world leaders, famous writers, or the Bible.
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 First-Person Regain Consciousness is regularly seen in First-Person-Shooters.
Enemies that prefer to keep a distance to the ground, and swoop down occasionally to do some damage.
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