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Game » consists of 7 releases. Released Oct 28, 2003
Games often use iron sights to define precision shooting with non-scoped weapons.
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.
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.
A game mechanic popularized by Epic's Gears of War. The player while in cover shoots "blindly" at the enemy. Used in conjunction with suppressive fire to stop the opposing team in their tracks.
Chest-High Walls appear regularly in video games, particularly in third-person-shooters with cover mechanics.
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
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 bright flash, usually red and seen on the borders of the screen, that indicates damage or injury.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Sometimes you want a challenge, sometimes you wanna coast.
The 2003 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 14-16.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
A heads-up display is a graphical overlay of vital information used in most modern games.
Most modern shooting games add the realistic touch of rendering shots to the cranium instantly fatal. Glorious for the shooter, kind of a bummer to the shootee.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
This concept is for games in which at least one of the main characters is male.
Armed forces. The arm of government that deals with fighting wars and protecting a nation from external or internal threats
Various games purposefully don't include blood when realistically there should be fountains of gore to avoid getting an adult rating and sell to a wider audience.
Occurs when a player kills an enemy using a sniper rifle without the aid of the scope. Generally in FPS games, sniper rifles are not equipped with crosshairs, thus making this feat impressive.
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.
Over-the-shoulder is a camera view point popularized by Resident Evil 4 that is featured in most modern third-person shooters and third-person action games.
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
Reloading is the action of replacing the ammunition magazine inside a gun. It adds a touch of realism to most modern shooters, and a certain amount of tension when a player is forced to reload while under fire.
RenderWare is an API and graphics rendering engine made by Criterion Games.
A term used to describe the flow of action in a typical action game, where the pace is pre-defined to feature fast action and require quick reflexes. As the name suggests, these are games where the player character can run and shoot at the same time.
Eliminating a target with a long-range rifle.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
You don't know how to play our game, so we'll teach you how.
A method of controlling a vehicle or character via a pair of identical sticks. The control resembles that of a tank.
Found in many First Person Shooters or Role Playing Games, the player has the ability to swap their current weapon for another found on the ground or in their inventory.
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