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Game » consists of 11 releases. Released Nov 23, 2001
A form of maneuverability that allows the player character to swiftly turn 180 degrees, now facing the opposite direction.
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.
The Abstract Daddy is a horrifically disfigured enemy in the Silent Hill franchise.
The well known medical professionals of Silent Hill.
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.
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.
Bats are small, very social flying mammals. They may frequent caves or haunted houses.
When the player character (re)visits a certain area or location that was also present in a previous game, or visited later on in the same game, with some alterations.
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.
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
Some games have inspired the creation of literature.
Games that let you choose the path you take through the story-line.
An enemy in the Silent Hill franchise.
Crying babies are often used as a scare tactic in horror games such as Silent Hill, Dead Space, or Haunted House. The pitch of their cries is naturally designed to be unsettling.
A non-interactive sequence within a game most often used for plot advancement.
In a franchise, it entails the second game that takes on a gritty and dark tone to distinguish it from the first.
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.
Environments cycle between day and night, often with effects on other aspects of the game.
"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.
A pervasive feeling of sadness, perpetual boredom, or both, which can dramatically affect a person's life.
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.
Sometimes you want a challenge, sometimes you wanna coast.
Games that fit this category involve characters that can traverse different dimensions.
A technology that allows a game to continuously load information off a disc while the player is in game to prevent loading screens.
Diseases are medical conditions that have a negative effect on one's body. Some games revolves around a disease.
Whether it's a section of a game, a mission prelude or just a scary premonition; dreams are a common occurrence within video games.
It may seem like bottom rung, but its your best friend when you just HAVE to find out if the Princess is in the castle and your date is waiting for you. Go ahead and hit those crosshairs until your shame is backlit by neon text outline, just don't expect any achievements!
Everything you need isn't always spelled out for you on the map. Sometimes even the map is not there till you go explore it.
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