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Nothing says edgy new approach like some five o'clock shadow or a nice bushy beard.
A point within the game whereby the game saves its current state whether it be for the purpose of a more convenient respawn point or a gameplay design (such as in racing).
Chest-High Walls appear regularly in video games, particularly in third-person-shooters with cover mechanics.
Climbing is a common tradition in games, particularly platformers. There is often a particular type of surface that can be climbed, and it has a recognizably different look than other surfaces in the game. Climbing ladders or stairs doesn't count.
CQC and CQB are close range combat techniques.
When you have a code number or a password to type to use a device, you have to type the code
Limited editions of games that include extra "perks" like Making of DVDs and a nice and shiny tin with extra box art
Games where you cooperate with other players to accomplish certain goals, yet at the same time compete for power (items) and glory (wealth).
Connectivity is a feature in some game systems that enables them to connect to other systems to unlock extra content or other unique functionality.
An action that is sensitive to context. Like going up to an object and pushing a button, which would normally perform a different action, to interact with it.
The continue is a classic gaming concept, and usually arises when the player "dies" or fails in the game. Usually some loss is tied to a continue, in a form of a "life" or something of other value.
A person serving time in prison or an escaped criminal on the run from the law.
Cooperative play in games allows humans to play together as a team to accomplish a task. Instead of playing against a human opponent, the team must defeat an AI. Cooperative Play in some games also means 2 human versus 2 human, this occurs in some Billiards games. (Scotch Doubles / Doubles)
Some games let you coordinate with party members to unleash special attacks through precisely timing your attack efforts.
Law makers and fat cats who will sell the population down the river just to gain more power and money.
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
An optical effect formed by beams of light contrasting against areas of shadow in the atmosphere. They are often simulated in video games through volumetric lighting.
Games involving characters that round up local hoodlums for the good of the community.
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.
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.
A non-interactive sequence within a game most often used for plot advancement.
Owned and operated by the Academy of Interactive Arts & Sciences (AIAS) and presented at the D.I.C.E. Summit, the D.I.C.E. Awards, formerly known as the Interactive Achievement Awards, are regarded as the most prestigious awards in the gaming industry.
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.
Deadly Gas is used in many games as an obstacle and usually causes the player's health to degenerate over time.
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 type of technique in killing opponents in games through a vertical takedown with high risks and high satisfaction. First practised in the Mechwarrior franchise. Can also mean the usage of weaponry to rain devastation and mass death.
A gameplay mode that pits two or more players in a fight to the death. John Romero is credited with coining the multiplayer term "deathmatch."
Industry jargon used to describe a troubled development cycle that results in long delays, extended periods without new info, and often radical changes to the game.
Sometimes you want a challenge, sometimes you wanna coast.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
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