The Giant Bombcast is paired very well with a hot cup of coffee and an old fashioned donut.
Official U.S. PlayStation Magazine Issue 67
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Game » consists of 2 releases. Released Jun 15, 2004
An AI companion is a computer-controlled ally who follows and aids you through your adventures or who requires your protection. The AI companion's survival is often essential to game and story progression.
Games often use iron sights to define precision shooting with non-scoped weapons.
Artificial Intelligence, or AI, commonly refers to the programmed behaviors of NPCs in a game, whether it's the fact that a soldier takes cover behind a wall in Gears of War, or that townspeople cheer upon your arrival to their village in Fable.
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.
Extra content in games that feature behind the scenes content such as interviews, concept art, and other things related to the development of the game.
A proprietary video codec (.bik/bk2 extension) developed by RAD Game Tools and used in a very large number of video games.
Body armor in games acts as additional protection. In most cases, when a player takes damage that would completely affect their health, their body armor reduces the damage taken or takes the damage instead.
Having made an appearance in almost all of the Final Fantasy games, the Bomb is a fearsome-looking creature, resembling a levitating ball of fire with a twisted grin.
To render explosive devices safe.
Glass that can be broken and destroyed in real-time.
The Central Intelligence Agency, or CIA, is an arm of the US government devoted to espionage activities. The Agency plays a significant role in plenty of games.
Counter-terrorists fight terrorists wherever they are found. These professional soldiers are highly disciplined and skilled in their profession.
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.
A non-interactive sequence within a game most often used for plot advancement.
A bright flash, usually red and seen on the borders of the screen, that indicates damage or injury.
Sometimes you want a challenge, sometimes you wanna coast.
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.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
Games that feature an antagonist--someone who opposes the game's protagonist--that is a woman.
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
Characters that have a French accent.
A digital distribution platform that focuses on providing DRM-free computer games, both old and new.
Most modern shooting games add the realistic touch of rendering shots to the cranium instantly fatal. Glorious for the shooter, kind of a bummer to the shootee.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
Death From Above.
A concept in a game where the playable character can't run out of ammo, and doesn't need to pick up/buy ammo. In some cases, you still have to reload your weapon, but you will still have an endless amount of magazines.
The act of pressing your lips against someone or something else as a sign of affection.
Games that allow the player to choose which level to play next, rather than a fixed linear order.
One of the smaller innovations in the gaming industry was making the player's targeting reticle change colours depending on the situation.
The opposite of open-ended gameplay, linear gameplay uses scripted events, Quick time events, cut scenes, and a restricted path to tell a story exactly how the writer intends, and control elements of the action.
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