Power Bombcast: The Skin Doesn't Quite Fit
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Game Mess Mornings 05/03/24
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Game » consists of 3 releases. Released Sep 14, 2004
Power Ups can be used to give the controlling character, or any other character, temporary or permanent upgrades.
The raccoon is a medium-sized mammal native to North America.
A sequel (also called a follow-up) is a game that carries forward the gameplay concepts, and often the story, of a previous game to which it is officially linked.
Sidekicks, different from partners, are less powerful, less important characters who support the main protagonist and generally stick by their side.
While most games' end credits differentiate whom did what and what position each person holds in the company, games with single-entity developer credits present the entire staff of the development house as an equal member of the team with an equal influence in the creation of the game. More often than not, the team is listed in alphabetical order.
Whether it be cigarettes, cigars or pipes, tobacco or otherwise, everyone knows that smoking is bad for you - and that it makes you look undeniably cool.
Using stealth often requires the player to accomplish their objective without being detected by enemies. Methods of detection can vary from game to game, and can be based on an enemy's line of sight, how quiet the player is, or even how the player interacts with the environment.
Stealth kills are special kills in video games that usually occur when the AI is not aware of the threat of the player.
Animals that have the ability of speech and in some cases are anthropomorphic.
Many games that feature a theft mechanic also include a some form of risk or punishment. Other games just let players steal things as if it's a perfectly normal thing to do.
Thiefnet is a website that offers gadgets for Sly Cooper and his allies. It is also used to exchange loot for coins.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
A species of striped feline.
Deathtraps that alternate between being active and inactive. Usually unavoidable in active state.
Games whose main character is so egotistical that the whole game just HAS to be named after them.
Levels that take place in or on a train or subway.
Three games that are individually complete but are closely related in theme or sequence
An unbeatable enemy is just that, an enemy you can't beat or destroy. It's best to just run away from them.
A credit screen that cannot be skipped or interrupted. No matter how hard you try, you'll have to sit through them.
Cutscenes that cannot be interrupted or bypassed through player interaction.
Verticality relates to the scale of spaces in a game and the player's ability and freedom to traverse them. It implies that a player has freedom of movement that extends to vertical planes through abilities, vehicles, or level design.
The big bad is defeated, the world is saved, and any last minute moral decisions are made, but what happens to all your favourite characters after the credits roll? Some games leave that thread hanging, while others use slideshows, cutscenes, or text to explain what life had in store for them.
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