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Game » consists of 4 releases. Released Dec 17, 2011
Present in most action games, where people can say cheesy stuff and get away with it. Usually spoken by the hero, before or after wasting a dude.
The study of and search for remains of human culture and history (or that of other civilizations).
When characters make conversation during normal gameplay, rather than a dialog-focused scene.
Hiding items, rooms, and all kinds of things behind waterfalls is one of the oldest concepts in the history of games.
During boss battles, sometimes the boss kills their own henchmen. This concept is often used as a way of demonstrating a boss' wrath.
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.
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
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 ability to pause a story scene. This avoids missing plot points if you are interrupted or take a break, or let's you call someone to show off a game's FMV or real time animation.
Destructible cover is an increasingly popular feature in shooters, even those without cover systems. It is used to encourage creative tactics both in single-player and multiplayer.
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.
This is a situation where the targeting reticule turns red, indicating the ability to hit the enemy, but when you fire, the projectile actually hits an obstacle (usually right in front of the character. Primarily occurs in third-person shooters.
The 2011 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on June 7-9.
A crosshair which becomes larger when the player shoots or moves which decreases accuracy, discourages shooting on the move and promotes firing in small bursts.
Receiving damage or dying as a result of falling.
The 2011 Gamescom takes place at the Cologne Trade Fair Center, Germany from 17-21 of August.
"Hand to hand. It is the basis of all combat." -Gray Fox
Any stealth operative or athletic character knows this ability. Necessary if you're hanging on a ledge and don't want to fall.
Havok Physics (Havok) is a physics API developed by Irish company Havok and released in 2000. It is used in video games as a physics engine, allowing for realistic interactions between in-game entities.
Humans are bipedal, sapient primates capable of abstract reasoning, language, and emotions.
A cutscene (usually using the in-game engine) which allows the user to contribute to or modify the action- such as changing camera angle, zooming in and out, or being able to move the player character around actors playing a scripted sequence.
Games released coinciding with new hardware.
When a character grabs a ledge, in order to pull themselves up, or shimmy to the side until there's room. Mostly seen in 3rd person adventure games, but also in many platformers.
A graphical effect used in video games where an object blocks light and around the edges of the object the light is significantly brighter than normal.
The opposite of open-ended gameplay, linear gameplay uses scripted events, Quick time events, cut scenes, and a restricted path to tell a story exactly how the writer intends, and control elements of the action.
This concept is for games in which at least one of the main characters is male.
Some action-oriented games make use of motion capture technology to make character's movements realistic.
Using gestures with the controller to control on-screen actions. Alternatively, these gestures can also be detected by motion-sensing cameras.
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