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AI Bots are computer-controlled game characters that substitute for characters that are otherwise typically played by a human, and are most commonly found in multiplayer games.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
A character in a game who uses unorthodox moves, and who likes to play 'practical jokes' on opponents. This makes losing to him/her all the more humiliating.
Typically found in fighting games, combos are a series of strung-together moves.
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.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
A post-processing blurring effect used mostly by modern action games, particularly modern first-person shooters. Used to blur foreground or background elements to simulate a lens focus.
Some characters get drunk off of alcohol - often this is portrayed with blurred vision, impaired movement, or slurred speech.
A flawless victory is a victory in which the winning player has incurred no loss of health, or in other uses, like Unreal Tournament III or Fury, no points scored against the winning team.
The "Physical" objects in a game world. All objects which a player can collide with, or interact with through game physics, consists of geometry.
Games that feature characters whose hair movement is governed by a physics engine.
"Hand to hand. It is the basis of all combat." -Gray Fox
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
A rendering technology using lighting with a larger dynamic range to create more realistic images.
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
"The gentle way", a martial art focused on grapples and throws.
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.
In some action oriented videogames, the player is able to launch enemies into the air, and can sometimes proceed with follow-up attacks.
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.
Martial arts are a popular set of skills that many video game characters possess. Martial arts are the cornerstone of any fighting game, and have influenced many platforming and adventure games.
From Beat-em-ups to fighting games to modern FPS, one dude hitting another has made an enjoyable pastime.
A fighting game concept in which a player using a particular character can fight against either the CPU or another player using the same character.
Some action-oriented games make use of motion capture technology to make character's movements realistic.
Muay Thai is a form of martial arts that is the national sport in Thailand. Modern kickboxing is a derivative of Muay Thai designed specifically as a counter to it.
Normal mapping is an integral part in making believable visuals. Using advanced surface information in conjunction with light information, an artist is able to define an incredible amount of detail on any low polygon model.
A Japanese term adopted by fight game enthusiasts, referring to the situation where one player is down (laying on the ground), or getting up from a laying position, and the standing player attempts to keep their advantage. Although the concept is generally associated with 3D fight games, it can also be seen in 2D ones (i.e. throwing a fireball which the opponent will get-up into).
Various effects using "particles" (billboard/sprite planes or full models).
An advanced shading model, including diffuse, ambient and specular shading, with per-pixel lighting. Developed by Bui Tuong Phong, it was introduced to gaming with the Sega Hikaru arcade system in 1999. Since the mid-2000s, it has been the most widely used shading model in modern 3D video games.
Some fighting games allow the player to move their character prior to the actual start of the round.
A boss that players fight multiple times throughout the game. They usually follow the player as they progress.
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