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Game » consists of 3 releases. Released Feb 25, 2003
Strategy games which encourage users to eXplore, eXpand, eXploit, and eXterminate.
Games with stories that involve aliens invading another planet.
This concept occurs in many RPGs and Sci-Fi games. The Ancient Advanced Civilization Technology is often a giant weapon (Halo Rings, Giant of Babil, etc.) that becomes a major plot focus in the stories of these games.
A proprietary video codec (.bik/bk2 extension) developed by RAD Game Tools and used in a very large number of video games.
Games that ask the player whether they are sure about the decision that they have just made.
These games let players see the credits without needing to play the game first.
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 game mechanic in which you can interact with another country/civilization. Usually games allow you to declare war, offer peace, trade, etc. using diplomacy.
The 2001 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 17-19.
Games that include a simulated economy which the player(s) can affect.
A fictional currency is one where the object being exchanged does not exist in the real world, such as Final Fantasy's Gil, or are not used for exchange in the real world, such as Fallout's bottlecaps.
A glitch is an action performed within the bounds of a game engine that was not intended by the game's developers. Glitches are often performed by the player, though they can also occur independently.
In real time strategy games, Macromanagement or "macro" is a loose term used to describe the ability to produce units.
The mental and emotional condition (confidence, doubt) of an individual or group with regard to the function or tasks at hand.
Games with randomly (or rather, procedurally) generated environments create new levels from predetermined pieces each time the game is played.
Reptilian humanoids are a common motif in mythology, folklore and fantasy. As a race, they are sometimes cited to be extremely old, even older than men and elves. Examples: Lizalfos (Zelda), Lizardmen (Warhammer) & Argonians (The Elder Scrolls) They generally walk upright like any other humanoid and sport some kind of tail.
Research involves spending resources to create new items or unlock upgrades.
An interface element used for navigating large amounts data; this is common in games with user-generated content or complex strategy games.
Like pirates, only spacier. Frequent antagonists in sci-fi games, especially the Metroid series.
Spies are the masters of espionage. They're also (usually) quite adept at the art of stealth, disguise, and assassination.
A "Tech Tree" is a concept used mainly in strategy and role playing games. Unlocking a node in the tree generally unlocks some effect (example: a new ability in a role playing game or new unit in a strategy game). Unlocking a parent node allows access to its child nodes.
Terraforming describes the process of altering an environment in order to sustain human life. This is commonly seen in science fiction, where terraforming adds oxygen to the environment, flora and fauna, and even water.
Turn-based games divide game actions into distinct parts, called turns. This gives the player time to strategically choose actions as the battle or events unfold.
A visual motif consisting of a series of 1s and 0s, often used when depicting in-game computer systems and electronics.
The word "voxel" is a portmanteau of "volumetric" and "pixel" (which in turn is a portmanteau of "picture" and "element"). Essentially a three-dimensional cube, they are used to build objects in a virtual space, especially terrain.
Pressing a button to zoom-in. For example: in a flight combat game or a shooter without iron sights.
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