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When a game takes it's collectible objects (coins, rings, etc.) and arranges them to form an arrow. Usually used to tell players where to go next.
Palette-swapping are sometimes used to denote the different strengths and abilities of your adversaries.
Games where you cooperate with other players to accomplish certain goals, yet at the same time compete for power (items) and glory (wealth).
The continue is a classic gaming concept, and usually arises when the player "dies" or fails in the game. Usually some loss is tied to a continue, in a form of a "life" or something of other value.
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)
A small, immobile marine animal found on the sea floor.
Enemies who don't fight fair or flee when they're running low on health. Examples include Boos from Super Mario and those pesky goblins from Dark Messiah.
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.
A trap designed to kill off victims by crushing them. Commonly found in sacred temples though industrial variations (like car crushers) exist.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
The concept of a helpless female character in desperate need of rescuing by the protagonist, in most cases from a villain, or from a form of impending doom.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
A double jump is the ability to jump while already in mid-air to get some extra lift. In reality, double jumps are not possible and violate fundamental laws of physics.
Bad things come in twos. In video games you will often run into two villains who are inseparable and you will inevitably have to fight both of them at once.
A feature in Game Boy Advance, Nintendo DS, and Nintendo 3DS games allowing linked multiplayer with only one cartridge.
Downloadable Content adds new features and content to already-distributed video games via the Internet. Examples include new maps for FPS games, new songs for rhythm games, and new cars for racing games.
Dry Bones are skeletal Koopa Troopas that have been reanimated through magical means. Their ability to reform after being knocked apart can make them quite troublesome.
The 2004 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 11-13. This was the 10th annual E3.
The 2005 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 18-20.
The 2006 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 10-12.
The 2009 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on June 2-4.
The 2011 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on June 7-9.
The 2012 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on June 5-7.
Why are bad guys on so many game covers? Perhaps the developers secretly think they're cooler than the good guys.
The act of using one's enemies as platforms, be they stationary or moving, permanent or temporary.
Enemy Spawners are living or non-living entities that "spawn" enemies under special conditions. Usually, these Spawners must be destroyed in order to stop a never ending flow of hostile threats.
When a game lets players grab enemies and throw them as projectiles. Commonly found in platformers, but also sometimes found in over-the-top 3rd person action games.
Some rooms or items have twisted contortions, unnatural laws of gravity, or a generally confusing (yet working) architecture.
To elude, escape, or get away from. Some games require players to escape from some people or things to perform some objective or avoid death.
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