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Game » consists of 4 releases. Released Apr 12, 2004
Present in most action games, where people can say cheesy stuff and get away with it. Usually spoken by the hero, before or after wasting a dude.
A staple in modern shooters. They hide, crawl, creep, climb and jump, and are usually pretty weak but hard to hit.
Instrumental music, often electronic, that does not follow conventional music structures, instead using various sounds to create a mood. Ambient music can evoke many different feelings in the listener, from tranquility to creeping dread.
Bats are small, very social flying mammals. They may frequent caves or haunted houses.
A proprietary video codec (.bik/bk2 extension) developed by RAD Game Tools and used in a very large number of video games.
Winged, usually flying creatures, many of which enjoy perching on branches and defecating on unfortunate victims below.
Games that are depicted with a predominantly black-and-white appearance, with sequences to this effect, or optional color filters.
Blindness is an affliction that robs a person of their sight. In games it usually causes physical attacks/projectiles to miss, but magical spells aren't as widely affected.
Necessary to sustain life in organic creatures, the crimson fluid known as blood tends to make appearances when the body's structure is compromised in some way, a very, very common occurrence in videogames.
When blood will splash textures on walls or floors and even roofs.
Games which feature creatures who make use of the natural excretions of their body to lay waste to their enemies.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
Not all bosses can handle the player by themselves. Many use waves of lesser enemies to fight for them while they rest, and some even let these minions do all the work.
A boss fight is a culminating challenge that pits the player against one or more enemies representing a greater threat and/or difficulty than those previously faced. These scenarios typically feature unique antagonists.
Glass that can be broken and destroyed in real-time.
Bullet time is a gameplay mechanic that allows players to slow down time. Depending on the game itself, the player often slows down along with the world around them, however occasionally the player can simply move at normal speed while the game world continues to slow.
A tactic commonly found in first-person shooters which involves a player jumping repeatedly.
An age-old, widely-hated strategy in multiplayer games: stay in one spot and kill passers-by. Also refers to a more benign activity in MMOs.
Games that feature car accidents as important story points or dramatic events. This concept does not refer to car accidents that can occur as an incidental result of gameplay, such as in racing games.
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.
Games that ask the player whether they are sure about the decision that they have just made.
These games let players see the credits without needing to play the game first.
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.
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.
Crows are familiar over much of the world: large, intelligent, all-black birds with hoarse, cawing voices.
Crowd control is the art of whittling down large groups of attacking enemies via the constant reassessment of the greatest threat to the player; achieved by constant player movement, and adjusting the aim to the closest threat, then quickly moving on to the next greatest threat, and so forth.
A trap designed to kill off victims by crushing them. Commonly found in sacred temples though industrial variations (like car crushers) exist.
Darkness is used in games to restrict access, increase tension, or just to set a mood. Often the player has access to a light source that can mitigate its effect.
A gameplay mode that pits two or more players in a fight to the death. John Romero is credited with coining the multiplayer term "deathmatch."
Sometimes designers add old-school things on purpose to enhance game design. These games tend to be heavily inspired by hardware limitations of older systems. NES, Atari 2600, and early computer platforms (DOS, Commodore 64, MSX, etc...) are common sources of inspiration.
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