837: R1 to Brood
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Game » consists of 10 releases. Released Sep 22, 1999
A form of maneuverability that allows the player character to swiftly turn 180 degrees, now facing the opposite direction.
A staple in modern shooters. They hide, crawl, creep, climb and jump, and are usually pretty weak but hard to hit.
Characters either begin with multiple outfits, unlock them through play, or purchase them as in-game items. These costumes are sometimes integral to play.
The physical and mental turmoil that a person may encounter as a result of a traumatic or otherwise extremely stressful situation.
Characters that are described and interact with the character primarily or only via audio (most often through dialogue, but usually also using some audio effects). As opposed to cutscenes which often emulate film, the way aural characters are presented in games often more closely parallels radio dramas and other audio-exclusive media.
Auto-aiming (or Auto-targeting) allows for a character to attack or interact with an object or enemy that's very near to the player or within their field of vision.
Backtracking is the act of navigating through previously explored areas, usually for the purpose of progressing in an objective-based adventure game. Players who are lost may also backtrack to reorient themselves.
Whether you're trying to stay alive for a certain time period or just trying to gain the upper hand in a fight, being able to make a barricade is crucial to your survival.
Jill visits the RPD offices introduced in Resident Evil 2.
A Bio-Organic Weapon (B.O.W.) is a genetically modified enemy created by the Umbrella Corporation.
A derivative form of Cyberpunk which heavily revolves around biological technology.
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.
This concept is for when the blood type of characters is included in the game, often to allude to personality traits in Japanese games.
Some games have inspired the creation of literature.
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.
Games that let you choose the path you take through the story-line.
Whether jumping, crashing, or being thrown, objects & characters traveling loudly through windows never ceases to be entertaining.
When a character from an existing media franchise makes a brief appearance in a video game, sometimes without even openly acknowledging their origins.
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.
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.
A non-interactive sequence within a game most often used for plot advancement.
"Dear Diary. Went to See Movie. Ate Some Ice Cream. Murdered in a horrific, mysterious way. At least I don't have to jog tomorrow!"
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Decapitation is the removal of the head of a person or animal.
A destructible environment means the player has the ability to destroy his/her surroundings. This allows players to use the environment to their advantage.
Sometimes you want a challenge, sometimes you wanna coast.
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 Directed Escape is an interactive gameplay sequence where the player is unable to successfully fight back or otherwise survive, and is forced to flee to the next checkpoint to resume normal play.
Voice actors don't always get an NPC to represent them. Sometimes voices have no visible speaker.
The ability to dodge an attack, making the player untouchable for a brief period.
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