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The physical and mental turmoil that a person may encounter as a result of a traumatic or otherwise extremely stressful situation.
Necessary to sustain life in organic creatures, the crimson fluid known as blood tends to make appearances when the body's structure is compromised in some way, a very, very common occurrence in videogames.
When blood will splash textures on walls or floors and even roofs.
When your character is saved in one game and is usable in other games.
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.
A non-interactive sequence within a game most often used for plot advancement.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Sometimes you want a challenge, sometimes you wanna coast.
Digital distribution method for PC games. Direct2Drive is maintained and owned by Gamefly Digital Inc.
Your friend in medicine. Mostly.
The concept of using two weapons at once, often for more damage at the cost of accuracy, the use of a shield, grenades, or other similar accessories.
The 2005 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 18-20.
When the main character at some point has to escape from a confined area, be it a dungeon, a prison cell, or a penal colony.
The film grain effect gives games a cinematic feel by simulating the grainy visuals that are present in some movies.
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.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
A characteristic many game characters share when their eyes emit a colored light instead of what a regular eye should look like. This is often evident in robots and characters possessed by some evil force.
"Hand to hand. It is the basis of all combat." -Gray Fox
Most modern shooting games add the realistic touch of rendering shots to the cranium instantly fatal. Glorious for the shooter, kind of a bummer to the shootee.
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
Insanity is a condition whereby the sufferer is of unsound mind. Depending on the condition of the individual, he or she may be prone to fits of uncontrollable violent behavior, hallucinations, or other symptoms.
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.
A method of attempting to scare the player by the sudden unexpected occurrence of an event - often accompanied by some sort of audio sting.
Moral dilemmas presented to the player that often have a significant effect on the story or other characters.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
This page is about the concept of Multiple Personalities, also known as Split Personalities. This is the concept of a single physical body being host to many separate identities. Isn't that right, Zach?
Reloading is the action of replacing the ammunition magazine inside a gun. It adds a touch of realism to most modern shooters, and a certain amount of tension when a player is forced to reload while under fire.
Scary Children in scary games. Some speak, some don't but they all stare.
Sometimes silent protagonists come to their senses in sequels or prequels and decide to freely speak their mind.
The phenomenon of time, or at least a character's perception of it, moving more slowly. Bullet time is an enhanced version of slow-mo.
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