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The most prestigious awards in the British videogame calender, the BAFTA Video Game Award honour the achievements of the best game developers and their games.
Bulborbs, or grub-dogs, are a family of creatures in the Pikmin series. The Red Bulborb is the most iconic and recognized, being the poster enemy for the Pikmin series.
Enemies that arrive at the surface from underground. Often this is used as a method of taking the player by surprise.
An enemy in Pikmin and a boss monster in Pikmin 2. It is a member of the Snavian family.
Button Mashing is a term used to describe gameplay where certain skills can be only realized explicitly through mashing buttons, a reckless player trying to get results or when the game rewards the player(s) who bash buttons the fastest. The latter example is common in Party Games.
In some situations, the default camera quickly switches to a different angle for a specific action. An example of this is when a first-person game shifts to third-person view for a rolling maneuver.
A Chain Chomp (or Chomp) is a common enemy in the Mushroom Kingdom, first appearing in Super Mario Bros. 3. They resemble ball and chains, and behave in a very dog like manner, to the point where they even bark.
Charging is the action of pressing & holding down a button or particular direction on the controller. Its purpose is to build up a powerful blast or burst of energy to take out an opponent or cause critical damage.
The Chozo are a race of bird people that exist in the Metroid universe. The series canon states that members of this race raised Samus Aran to become a strong warrior after she was orphaned.
The Chozo Ghost is a guardian entitiy that protects areas on Tallon IV. While Samus does have affiliations with the Chozo, these ghosts cannot differentiate between friend and foe.
Circle-strafing is strafing around a target while facing it. This is useful for disorienting the target's aim, making for an easier kill.
While modern chemistry defines 118 atomic elements, video games more often deal with classical elements as described in ancient philosophy, mainly fire, water, earth, and air. In many games, each element is stronger against certain elements, but weaker against others.
A cliffhanger is a type of ending where the fate of the characters, the world, or everything in the world is left unresolved. In most cases, they are revealed in sequels.
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.
Palette-swapping are sometimes used to denote the different strengths and abilities of your adversaries.
The graphical process of applying color to a blank surface.
Typically found in fighting games, combos are a series of strung-together moves.
Games that numerically track the player's progress towards completion of a specific goal, single level, or the entire game.
A page devoted to cataloguing and explaining appearances and the use of concept art in games.
Connectivity is a feature in some game systems that enables them to connect to other systems to unlock extra content or other unique functionality.
Cooperative play in games allows humans to play together as a team to accomplish a task. Instead of playing against a human opponent, the team must defeat an AI. Cooperative Play in some games also means 2 human versus 2 human, this occurs in some Billiards games. (Scotch Doubles / Doubles)
Term used in first person shooters where most of the game takes place in tight closed quarters.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
A special device or game mechanic that summarizes and categorizes newly discovered creatures.
An optical effect formed by beams of light contrasting against areas of shadow in the atmosphere. They are often simulated in video games through volumetric lighting.
An attack that does more damage than usual, usually affected by random chance and some sort of modifier.
A sight placed on the HUD used to aim and provide a point of reference to the player when looking and interacting with the game world. Although they often aim weapons, they have a variety of uses and have appeared in many games in many different forms.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
A non-interactive sequence within a game most often used for plot advancement.
In a franchise, it entails the second game that takes on a gritty and dark tone to distinguish it from the first.
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