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Game » consists of 12 releases. Released May 15, 2012
An AI companion is a computer-controlled ally who follows and aids you through your adventures or who requires your protection. The AI companion's survival is often essential to game and story progression.
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.
A compulsive need for and use of a habit-forming substance characterized by tolerance and by well-defined physiological symptoms upon withdrawal; persistent compulsive use of a substance known by the user to be harmful.
Instrumental music, often electronic, that does not follow conventional music structures, instead using various sounds to create a mood. Ambient music can evoke many different feelings in the listener, from tranquility to creeping dread.
Ambient Occlusion attempts to realistically depict the way light reflects off surfaces and radiates throughout an area.
In games, the player is usually the ambushee, not the ambusher, but certain multiplayer, stealth and open-world games give players a chance to try this sneaky tactic themselves.
Anarchism is the rejection of all government authority.
A protagonist who lacks some or all of the qualities traditionally seen as heroic.
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.
Auto-aiming (or Auto-targeting) allows for a character to attack or interact with an object or enemy that's very near to the player or within their field of vision.
The game automatically saves for you when you reach certain points. Implemented in order to reduce frustration for forgetful savers.
Many males, and some females, experience pattern baldness, a gradual loss of hair.
When characters make conversation during normal gameplay, rather than a dialog-focused scene.
In computer games - especially rpg - they're a great source of booze and often information.
When the player character (re)visits a certain area or location that was also present in a previous game, or visited later on in the same game, with some alterations.
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.
Necessary to sustain life in organic creatures, the crimson fluid known as blood tends to make appearances when the body's structure is compromised in some way, a very, very common occurrence in videogames.
When blood will splash textures on walls or floors and even roofs.
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.
Glass that can be broken and destroyed in real-time.
Whether jumping, crashing, or being thrown, objects & characters traveling loudly through windows never ceases to be entertaining.
Bullet time is a gameplay mechanic that allows players to slow down time. Depending on the game itself, the player often slows down along with the world around them, however occasionally the player can simply move at normal speed while the game world continues to slow.
A concept in which a person or object is on fire and taking continuous damage. It often takes fast movement, water, or an item to heal.
A page for the Camera Following Projectile concept of when the player fires a projectile (bullet, arrow, cannon ball), time slows down and the camera will follow the projectile to its target (can be controllable with sixaxis such as in Heavenly Sword).
Any game where players progress through difficult challenges that usually provide points or medals based on performance.
Games are sometimes divided by chapters, sections, acts, etc.
Nothing says edgy new approach like some five o'clock shadow or a nice bushy beard.
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.
Chest-High Walls appear regularly in video games, particularly in third-person-shooters with cover mechanics.
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