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Game » consists of 3 releases. Released Sep 30, 1999
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.
Alert is a state a game may enter after the player has been overtly detected by enemies, and often brings increased enemy opposition (in numbers, aggression, etc.) while a cooldown timer or meter appears by which the player can gauge the expiration of Alert.
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.
In video games, breaking the fourth wall occurs when a game becomes aware of its nature as a game, or when a character directly acknowledges the player.
When characters largely go by code names or call signs to protect their identities during their missions. They are also adopted for conveniences sake.
Although force feedback is often used in games to indicate such commonalities as when a player character is taking damage or feeling weapon recoil, it is sometimes used in more creative ways, such as providing hints to finding an item or providing emphasis during an otherwise non-interactive cinematic sequence. These games feature more creative uses of rumble than the norm.
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
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.
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.
An organism consisting of both natural and artificial systems.
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.
Your friend in medicine. Mostly.
When the player's actions trigger a change in the game's soundtrack. This adds a cinematic quality to the gameplay.
The 1999 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles California on May 13-15.
A dark version of a game's hero, featuring many of the same powers. Usually wears black. Male evil twins often have goatees.
A punctuation mark that is used to express intense emotion.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
Advertisements sometimes appear in game as a spoof on real-life advertisements, or to further envelope the player in the video game world.
Some people will do anything for their families. They will fight, steal and kill to keep those close safe and alive.
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
A characteristic present in game characters with a superior state of mind reflected in how they solve problems and their way of approaching situations.
Genome soldiers are genetically enhanced soldiers that exist in the Metal Gear Solid universe. They were created to be the backbone of the FOXHOUND army.
Gouraud shading is a method of making polygonal objects appear much smoother by applying a gradient to each individual polygon, effectively blending them. Named after Henri Gouraud.
Most modern shooting games add the realistic touch of rendering shots to the cranium instantly fatal. Glorious for the shooter, kind of a bummer to the shootee.
More effective than any hospital. These games let you heal damage; ranging from a black eye to a gunshot wound, just by having a snack.
Hostages exist to be saved, guarded, and occasionally executed.
A concept in a game where the playable character can't run out of ammo, and doesn't need to pick up/buy ammo. In some cases, you still have to reload your weapon, but you will still have an endless amount of magazines.
Infinite Pockets are a system of inventory often found in adventure games. The player character's pockets seem to be of an infinite size, capable of holding anything from peanuts, to garden rakes, to spare tires, yet none of this is reflected on the character.
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