837: R1 to Brood
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Game » consists of 2 releases. Released Jan 10, 2001
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.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
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.
A style of game that has platforming elements, but with more emphasis placed on fighting enemies than precise maneuvering through the level and its obstacles. Notable examples include Ratchet & Clank and early Ninja Gaiden games.
Carefully exploring a large, labyrinthine area full of enemies (i.e., a dungeon) in the hopes of finding treasure, leveling up, or completing a specific task. Having their roots in tabletop games, video game dungeon crawls are found almost exclusively in RPGs.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
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.
Games for the Nintendo 64 with the numbers 64 after the title to denote that it is, in fact, a 64-bit game for the Nintendo 64.
A game based on an anime.
You've made it to the end, but you can't get back to the title screen. You cannot skip the ending image. The only options are turning the console off or hitting reset.
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
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
An Iconic concept of video games is the use of an idle animation for the players character, when during gameplay there's no control given. It's an example of emergent game design, and is used as a way to add depth to action characters.
A gameplay mechanic allowing players to store their items and freely carry them around.
Usually found in adventure games, when players combine two or more items to create one or more new items.
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.
Characters controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing the game.
Third-party developers and publishers occasionally engage in the practice of releasing a title or piece of DLC on only one platform for any number of reasons. Sometimes these are permanent while others are only platform exclusive for a certain window of time.
Puzzles may need to be solved before the player can progress to the next section of the game. Often it may not be clear to players exactly what the puzzle is, or whether the an in-game items needs to be attained before it is even possible to solve it.
A Secret area is a place hidden that few will find unless they know where to look.
Moving to the left or right without rotating the body axis. The technique, also called side-stepping, is useful in FPS games to avoid incoming fire without turning away from a target.
Metroid, Mega Man, Earthworm Jim, Metal Gear, Halo, Crysis, Iron Man, and many more. Ordinary men and women who become extra-ordinary with the right suit on.
Propelling oneself with kinetic usage of limbs while submerged in liquid (or otherwise fluid material).
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.
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