838: Hibachi Enthusiasts
Giant Bombcast
Unprofessional Fridays 76
Unprofessional Fridays
Game Mess Mornings 04/29/24
GrubbSnax
The Community Spotlight 2024.04.27
The Community Spotlight 2024.04.20
The Community Spotlight 2024.04.13
Game » consists of 9 releases. Released Dec 22, 2005
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
Crabs in all forms and sizes, not just the giant enemy variety.
Crawling is a form of locomotion in which a person lies down and uses the hands and knees to move around, or by dragging the body along the ground.
Games which the creative minds, or rather their marketing departments, saw fit to put their name on the box.
Games where attacks directed to the crotchal region cause much more damage than other areas, sometimes as a male-only phenomenon.
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.
When characters shed tears - often due to extreme sadness.
Some games let players customize their character (or characters). Degree of customization may vary, with some games simply allowing to choose between different types of clothes, while others provide more detailed tinkering of features such as the distance between a character's eyes or hair color.
A non-interactive sequence within a game most often used for plot advancement.
When a game's scripted narrative is logically inconsistent with the gameplay. A character could've survived an infinite number of headshots during gameplay but is incapacitated by a single shot to the leg during a cutscene.
Don't you just love it when a game lets you view all the cutscenes without having to play it all over again? Every game should have this feature.
The ability to pause a story scene. This avoids missing plot points if you are interrupted or take a break, or let's you call someone to show off a game's FMV or real time animation.
Cyberpunk is an aesthetic choice that is employed in many different media, it focuses on technology and how that technology encroaches on our natural, daily lives.
High-tech exoskeleton wearing, sword wielding warriors featuring prominently in the Metal Gear and Mortal Kombat franchises. Several characters assume the identity of a Cyborg Ninja throughout several console generations.
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
One or more events from someone's past that negatively affected them. Plenty of video game characters have such pasts.
Deadly Gas is used in many games as an obstacle and usually causes the player's health to degenerate over time.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Echo found in games when a character dies or gets KO'd. Particularly popular in fighting games such as Street Fighter 2, Tekken, Soul Calibur, and etc.
A pervasive feeling of sadness, perpetual boredom, or both, which can dramatically affect a person's life.
A post-processing blurring effect used mostly by modern action games, particularly modern first-person shooters. Used to blur foreground or background elements to simulate a lens focus.
A destructible environment means the player has the ability to destroy his/her surroundings. This allows players to use the environment to their advantage.
A feature in games that allows you to see objects and objectives either completely or just more clearly than the game's regular vision allows.
Some games portray cutscenes as portraits of characters talking to each other.
Various franchises release "versions" of the same game. These games are basically the same, but each one lacks something the other has.
A short description about a given difficulty level. "Intended for players new to the genre," "Meant for long time fans," etc.
Sometimes you want a challenge, sometimes you wanna coast.
A Directed Escape is an interactive gameplay sequence where the player is unable to successfully fight back or otherwise survive, and is forced to flee to the next checkpoint to resume normal play.
Removing a weapon or item from another person/creature so you can make use of it. Useful for stealth based games.
A technology that allows a game to continuously load information off a disc while the player is in game to prevent loading screens.
This edit will also create new pages on Giant Bomb for:
Until you earn 1000 points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved.
Use your keyboard!
Log in to comment
Log in to comment