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Game » consists of 6 releases. Released Aug 11, 1999
The ability of a player to interact with items or geometry in the game world, whether for story or gameplay reasons or simply for immersion.
A gameplay mechanic allowing players to store their items and freely carry them around.
A game mechanic where the player's possessions occupy a certain amount of space on a matrix; inventory items can be manually manipulated to fit within the grid.
The ability for the player to become unseen, from basic camouflage to fully vanishing from sight.
An invisible enemy is an antagonist that cannot be seen under normal circumstances. Sometimes these enemies are only temporarily invisible or can be made visible somehow.
Usually found in adventure games, when players combine two or more items to create one or more new items.
Any object that holds health, ammo, equipment, money, etc. The container must be opened or destroyed in order to procure the items within.
Jamming is when a gun malfunctions and will not fire.
At some point of the game's story, the protagonist will be offered to join the antagonist side (or vice versa). Usually said proposal is somehow more beneficial to the one proposing the pact.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
Jumping puzzles are generally implemented in fast-paced action games as a way to slow down the progress of the player. Failure often results in certain death.
Leaning is a concept that allows a character to angle their body. Often used to look around corners. Primarily found in First Person Shooters.
Games that may no longer be sold because the rights to them are split in such a way that no one has the rights to sell them.
A talking head is a floating disembodied head that appears to address either you, the player, or the main character.
Collecting objects in a game such as weapons, armor, items, and currency. Loot is often associated with RPG games and MMOs with RPG elements.
Loud ambient noises are often included in many thriller/horror games. These sounds are associated with panic and terror, and can heighten these feelings. Examples of these sounds would be metal chains clanging, footsteps, knocking, creaking doors, etc.
The single most important thing in the world, love is a powerful story telling element that can connect characters or drive a story. There are many video game characters who have fallen in love with someone or something.
A stylistic choice of employing small polygon counts for meshes.
A MacGuffin is a plot device, having little importance itself, which exists purely in order to motivate characters and/or advance the story.
Games that feature an antagonist--someone who opposes the game's protagonist--that is a man.
This concept is for games in which at least one of the main characters is male.
A game mechanic that lets players add footnotes to maps.
A game where you eventually receive a map of an area. Like in Metroid Prime you have map download stations to get a map outline of the area. This is the same concept in the exploring Castlevania games.
A fixer of mechanical things that are broken. It's always good to have one near your tank or spaceship.
From Beat-em-ups to fighting games to modern FPS, one dude hitting another has made an enjoyable pastime.
When the President wants to go for a burger, you know that all your cake is a lie.
Entering in-game menus like quest logs or inventories does not pause the gameplay.
Somebody wrote or drew a message on the wall, maybe it was in blood, maybe they had a marker handy; but now here you are, reading it.
An item called a 'Gamepig' can be obtained which allows you to play several minigames in-engine, including a clone of the original Ultima called Overworld Zero.
Armed forces. The arm of government that deals with fighting wars and protecting a nation from external or internal threats
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