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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.
When the protagonist is pursuing someone or something in an effort to kill or capture.
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).
Chest-High Walls appear regularly in video games, particularly in third-person-shooters with cover mechanics.
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.
Limited editions of games that include extra "perks" like Making of DVDs and a nice and shiny tin with extra box art
An action that is sensitive to context. Like going up to an object and pushing a button, which would normally perform a different action, to interact with it.
Video games that pick up the story where a movie, book or comic left off.
Law makers and fat cats who will sell the population down the river just to gain more power and money.
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
Games involving characters that round up local hoodlums for the good of the community.
Crooked Cops work both sides of the law for their own benefit.
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.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
Customization in games that allow users to change various parts of their equipment or moves to fit their gaming style.
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.
Damage modelling is used to show damage that has been inflicted. Damage can be modelled on game object so long as the game's engine will allow for it
Some games just won't settle for laughs. Some games make you want to cringe as you're busting a gut.
Environments cycle between day and night, often with effects on other aspects of the game.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
A destructible environment means the player has the ability to destroy his/her surroundings. This allows players to use the environment to their advantage.
Dialogue trees are a feature through which the player selects responses from a list of choices, eliciting reactions from NPCs and determining the path of the conversation and story.
An achievement that is unlocked for completing a game on a certain difficulty level, sometimes granting the achievements for all lower difficulties, and sometimes not.
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.
Digital distribution method for PC games. Direct2Drive is maintained and owned by Gamefly Digital Inc.
A technology that allows a game to continuously load information off a disc while the player is in game to prevent loading screens.
Downloadable Content adds new features and content to already-distributed video games via the Internet. Examples include new maps for FPS games, new songs for rhythm games, and new cars for racing games.
When a game opens with a ride in a vehicle or a camera fly-by, which serves to give the player a peek at some places of interest in the game world, establish elements of the story, or both.
When someone drops what they're doing, often literally, at the sight of someone else (typically the protagonist).
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