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Game » consists of 1 releases. Released Dec 01, 2000
Animals and Creatures that serve to populate levels and give the world life. Usually passive and may try to avoid or runaway from the player, But some may become hostile to the player once attacked/provoked. Some may not be able to be interacted with at all either being in the background/foreground or too far away.
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.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
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 main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Missions during which players are tasked with protecting a non-playable character or object from harm until a certain goal is met.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
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.
Derived from the Spanish word for "little war", guerrilla warfare is waged by a small and mobile armed force against a larger, more regimented force. It typically involves the use of ambushes, sabotage, and other offensive tactics meant to overcome an enemy's greater numbers.
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
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
An numeral indication of how much damage a character can sustain. The loss of all hit points results in the death of the character or another penalty.
Frozen water. Ice can be slippery and it can be fun for ice skating.
One of the smaller innovations in the gaming industry was making the player's targeting reticle change colours depending on the situation.
Armed forces. The arm of government that deals with fighting wars and protecting a nation from external or internal threats
For games that feature a mission briefing before gameplay.
The ability to see in the dark without mechanical means.
Occurs when a player kills an enemy using a sniper rifle without the aid of the scope. Generally in FPS games, sniper rifles are not equipped with crosshairs, thus making this feat impressive.
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
Porting is a term used when a game designed to run on one platform is converted to run on a different platform. Quality varies, though some titles are packaged with extras.
The ability to lie down on the ground.
The limitations of early gaming hardware, especially in the 8-bit and 16-bit days, made animated story sequences impractical for many games. One popular alternative was to convey the story through a series of still images, often with text and music alongside them.
Eliminating a target with a long-range rifle.
Crunchy frozen water fallen from the sky. Many games feature a snow world, a snow level, or otherwise-connected regions of wintery landscapes.
The recording of data related to player performance or progress in a game. This feature is commonly found in RPGs or competitive multiplayer games. It does not include statistics in sports games, unless related to player performance.
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.
The act of killing a fellow teammate in a game, to boost score or just for fun. This often results in being booted from games, and several games allow the server to do this automatically.
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 mechanical system designed to capture or cause harm. Either the player can set traps for their enemies or others set them for the player.
War is a series of organized conflicts carried on by force of arms between two or more nations or groups. Whether it never changes or has already changed is up for debate.
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