Power Bombcast: Long Boiz
Giant Bomb Presents
MORE Content Warning
Unprofessional Fridays
8-4 Play 4/19/2024: LEAVE IT TO BEAVERS
8-4 Play
The Community Spotlight 2024.04.13
Community Endurance Run XIV - April 12-14
The Community Spotlight 2024.04.06
Game » consists of 17 releases. Released Mar 22, 2002
A form of maneuverability that allows the player character to swiftly turn 180 degrees, now facing the opposite direction.
Characters either begin with multiple outfits, unlock them through play, or purchase them as in-game items. These costumes are sometimes integral to play.
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.
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.
Video games stories with a bad ending or endings, in which the primary conflict is unable to be resolved and/or a bad fate befalls the protagonist.
A Bio-Organic Weapon (B.O.W.) is a genetically modified enemy created by the Umbrella Corporation.
An organization formed by the US Government with the purpose of investigating and ultimately putting an end to Bio-Organic Weapons.
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.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
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.
The deliberate animation of breasts, meant to titillate as a means to conform to more realistic physics.
A concept in which a player is assisted physically by another human or AI controlled player. Examples of this are getting help to climb over a ledge or disabling a laser grid.
Sometimes, rather than building a character model from scratch, a developer will sometimes use a real person as a template and use his or her physical attributes to create a similar character model to be used in their video game. In some cases that real reason will appear as themselves in games.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
CQC and CQB are close range combat techniques.
Plotting and scheming, usually for wealth or power.
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.
Either a force of over arching evil or a parody of the real world. The corporation is a common concept found in Video Games.
A trap designed to kill off victims by crushing them. Commonly found in sacred temples though industrial variations (like car crushers) exist.
A non-interactive sequence within a game most often used for plot advancement.
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.
"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!"
Many RPGs and survival horror games have the player find diaries written by people that were slowly transforming into monsters or zombies. Somehow, they make sure to keep writing in their diary, right up until they're no longer human, so that the player can read their mindlessly violent final thoughts.
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 post-processing blurring effect used mostly by modern action games, particularly modern first-person shooters. Used to blur foreground or background elements to simulate a lens focus.
This edit will also create new pages on Giant Bomb for:
Until you earn 1000 points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved.
Use your keyboard!
Log in to comment
Log in to comment