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Game » consists of 5 releases. Released Jul 31, 2014
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.
Games that ask the player whether they are sure about the decision that they have just made.
Games with achievements for failing. For the purpose of this concept, any kind of 'achievement' is acceptable - this includes trophies or in-game accomplishments.
A non-interactive sequence within a game most often used for plot advancement.
A dead end is when a path or road is blocked off, whether intentionally or accidently, and players are forced to turn around.
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.
The twenty-first annual Electronic Entertainment Expo took place June 16-18, 2015 at the Los Angeles Convention Center in Los Angeles, California.
A level/mission/chapter that shares a name with the game itself.
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.
Platforming from the character's point of view.
Cold-blooded aquatic animals that have scales and breathe through gills.
Floating Islands are land masses (anywhere from island size to continental size) that float either by the use of magic or some other force.
Enemies that prefer to keep a distance to the ground, and swoop down occasionally to do some damage.
Fog plays an important role in many games. In games like Silent Hill, it's an atmospheric element. In other games, it's artificially added to reduce draw distances to save memory and increase framerate.
A digital distribution platform that focuses on providing DRM-free computer games, both old and new.
In some games, either after completing the main game or as part of the game itself, players must replay a harder version of the same level. This is not classified as a different difficulty level, as the levels usually add new mechanics or enemies.
A fourth-wall breaking situation in which a character tells the player to press a specific button or a reference to a button is shown within the environment. This mostly happens during tutorials.
A concept in a game where the playable character can't run out of ammo, and doesn't need to pick up/buy ammo. In some cases, you still have to reload your weapon, but you will still have an endless amount of magazines.
A situation where the player-controlled character loses their life immediately. The quickness of that demise is often a stark departure from the balance of power, and sometimes the rules, established by the developers during the rest of the game.
Whether it be a close up shotgun blast, far away sniper rifle, explosive, or backstab, the "one hit kill" is a popular kill strategy. Usually hard to master and even harder to avoid, the instant kill is loved and hated by gamers everywhere.
Games in which basic tutorial processes are relayed through environmental elements opposed to, or in addition to, text/speech walkthroughs.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
A leaderboard is a way for players of any multi-player game to know where they rank within the game's community.
Games that allow the player to choose which level to play next, rather than a fixed linear order.
A stylistic choice of employing small polygon counts for meshes.
Somebody wrote or drew a message on the wall, maybe it was in blood, maybe they had a marker handy; but now here you are, reading it.
No HUD games are ones that either lack a Heads Up Display, or find a way to integrate it into the game environment. Many games do this to add a sense of immersion or artistic quality to their games, or to reduce screen clutter.
A Palette Swap is when two or more characters share the same style sprite or character model with only minor color or cosmetic changes. Although visually similar, palette swap characters may have very different moves and personalities.
Par times are provided as incentive to complete levels faster. Par times are typically achievable without any advanced techniques such as rocket jumping or animation canceling.
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