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The ability to change the color of a character's clothing/armor or even a vehicle's paint with or without the use of an in-game item to do so.
Hey, why are we fighting? Let's sit down and talk this thing out.
Typically found in fighting games, combos are a series of strung-together moves.
From a new generation of fighting games, most notably Street Fighter IV, the comeback mechanic allows characters with low health to activate a powerful move or mode.
Written words that are used to describe sounds, sometimes used in comic book—inspired games, like XIII.
The comic relief is a character, other than the main character, who is meant to add humor and lighten the mood of the game. These characters are usually very dumb or very witty, and are usually very talkative.
Games that ask the player whether they are sure about the decision that they have just made.
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.
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.
Games that give the player only a limited amount of time to choose whether to continue or not. This concept is most often seen in arcade titles and their home ports.
Video game controversy revolves mostly around the psychological effects that games with graphic violence or sexual content in them can have on players. Other sources of controversy can range from racism, sexism, politics, or religion.
The act of preparing food by applying heat, often cooking in games produces items which yield some kind of benefit towards your character.
The ability to counter a move.
These games let players see the credits without needing to play the game first.
An attack that does more damage than usual, usually affected by random chance and some sort of modifier.
Popular audio/video middleware tools developed by CRI Middleware, INC. Used in over 1,700 games spanning the PS2, PS3, Gamecube, Wii, Xbox, Xbox 360, PC, Arcade, DS, PSP and more.
Characters that do not speak the localized language within the context of the game. An example being everyone in Persona speaking English while the story states that they are speaking Japanese.
The act of dressing in clothing generally associated with the opposite sex, often employed in video games for comic effect or for sexual excitement.
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.
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.
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. Cyberpunk is also often associated with monopoly capitalism in its extremes
A specific number that briefly floats above an enemy after an attack which displays the exact amount of damage the attack has done.
DoT effects are most commonly found in Role Playing Games, and it describes the effects of a gameplay mechanic (often a magic spell) that causes incremental damage over a period of time such as a fire spell leaving someone to continually burn.
The Dark Hour is a period of time that occurs between midnight and 12:01AM each night in Persona 3. Only a select few are aware of the Dark Hour and able to enter it.
In a franchise, it entails the second game that takes on a gritty and dark tone to distinguish it from the first.
A quick burst of speed that propels the player slightly forward or backwards.
Environments cycle between day and night, often with effects on other aspects of the game.
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