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Game » consists of 11 releases. Released Jul 10, 2002
The act of bending at the knees from a standing position. Crouching is an essential part of many shooters and platformers, and can be used by players to stay behind cover or avoid incoming projectiles.
The process of fighting, but with dance.
Used as a last ditch effort the desperation move is often a single, powerful attack that hits multiple enemies on screen. The attack is executed at the cost of a percentage of the user's total hit-points.
Various franchises release "versions" of the same game. These games are basically the same, but each one lacks something the other has.
Sometimes you want a challenge, sometimes you wanna coast.
The ability to dodge an attack, making the player untouchable for a brief period.
A double K.O. is a rare event when in an 1-on-1 fighting game both fighters reduce each others health to zero simultaneously. The methods used to score a Double K.O. as a round win or loss varies from game to game.
The 2003 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 14-16.
The accent of someone traditionally from England. Not to be confused with Welsh or Scottish, which are totally different despite being sometimes referred to as simply "British" accent.
Some game environments feature certain areas that allow for special kills outside a player's normal cadre of moves. These kills usually feature unique animations such as slamming an enemy's head through a television or sticking their head in a trash compactor.
The World Fighting Game Championships in all but name. Since 2000, the Evolution Championship Series has been the most prominent fighting game tournament event. It features the best players from all over the world.
A flawless victory is a victory in which the winning player has incurred no loss of health, or in other uses, like Unreal Tournament III or Fury, no points scored against the winning team.
Since 1998, an independent group of about forty worldwide media outlets who determine the best games of the Electronic Entertainment Expo.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
The "Physical" objects in a game world. All objects which a player can collide with, or interact with through game physics, consists of geometry.
Gothic Lolita is a fashion sense based on styles from England's Victorian era which has developed in Japan, particularly in Tokyo.
A grapple is a maneuver in which one character grabs an enemy and usually throws or damages the enemy. Most grapples occur in fighting games.
A grappler is a combatant in a fighting game whose best attack strategies usually revolve around throwing their opponents around the stage.
Greatest hits is a general term for re-releases of games which have sold a certain number of copies, as part of a program managed by the console manufacturer.
A counter system in the Soul Caliber series that give the performer an opening in the opponent.
Games featuring guests introduce playable, established characters from outside of a franchise. Primarily but not exclusively seen in fighting games.
Ritualistic suicide, specifically to use a blade across the belly.
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
Almost a common thing in Fighting Games where player 2 or 1 inserts the coins, pressing start or entering the online lobby when the player 1 or 2 is playing arcade mode or training mode in modern days.
Humans are bipedal, sapient primates capable of abstract reasoning, language, and emotions.
Complete move list for character actions that are already in the game itself. Usually accessed via pause menu.
Weapons with a mind of their own. Sometimes their personalities clash with the people wielding them.
The 2004 Interactive Achievement Awards celebrated the best games of 2003.
An intermission is a little scene shown between rounds to give the player a break. It may advance the storyline or just be humorous. The intermission can be seen as a grandfather to the cutscene, as they often featured humerous animations that weren't necessarily related to the gameplay at all.
This is a concept in fighting or other action games of attacking an enemy in order to keep the enemy in the air, unable to fight back. This is also a tactic in tower defense games of keeping the enemy on the battlefield longer by manipulating towers.
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