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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.
Dialogue from NPCs that constantly repeats.
The act of acquiring resources for the purpose of building structures and/or unit construction. Resource gathering is a staple of the RTS (Real Time Strategy) genre.
The player never really dies, but is revived or respawned with little to no penalty.
Some games bought at physical stores and online retailers can be activated on Steam using its CD key. Some come with compulsory Steam activation, while for others it is optional.
Two or more factions, either with the same or completely different goals, that constantly try to one-up each other. The player is sometimes forced to pick a side to root or work for during the struggle. Other times the rivalry is only mentioned in the plot.
If a person is made of metal and has circuitry instead of a circulatory system, then their game belongs on this list.
Rocket artillery is any platform, and it's own rocket ordinance, designed to fire with some accuracy towards a distant enemy. The distance involved usually means they must be fired indirectly.
A maneuver involving both horizontal movement and rotation about a horizontal axis. Many characters roll in a unique fashion, and certain vehicles are even capable of rolling
Classic form of numbering that gives things a more regal feel.
Game mechanics traditionally found in role-playing games that are incorporated into a non-RPG title.
A term used to describe the flow of action in a typical action game, where the pace is pre-defined to feature fast action and require quick reflexes. As the name suggests, these are games where the player character can run and shoot at the same time.
A rush can be one of two things; in real-time or turn-based strategy it's pumping many units out quickly. In team-based shooters it is running across the map as soon as possible.
Scaleform is a software development kit used to integrate Flash based user interfaces with game engines.
Scouts explore new terrain, providing their leaders with strategic advantages. Low armor. High mobility.
Most achievement systems allow developers to hide certain achievements, obscuring details about them until a player has earned the achievement.
So you made a fighting game, and the direct sequel is a hack 'n' slash action game? Wait, what?
Having a regenerating shield allows for the character to hide when his shield is low. This makes gameplay easier as the character is not always looking around for health.
Shift Queuing is the act of Queuing up a sequence of actions in an RTS by holding the Shift key and selecting multiple actions/movements in sequence, which are then carried out in order. This is done to maximize efficiency while minimizing Micromanagement and allowing the player to focus his attention on combat or other important things.
A region of high pressure travelling through a gas at a high velocity. In video games this is usually an attack that either stun or pushes enemies away.
The Sisters of Battle, or the Orders Militant, are a part of the religious group of females known as the Adepta Sororitas. They are often called in to aid the Inquisition's Ordo Hereticus in their duties.
Player assignable points that unlock or enhance skills allowing for character customization.
Skirmish modes are found mainly in strategy games. They involve playing multiplayer game modes against AI opponents.
A cloud of fine particles.
Eliminating a target with a long-range rifle.
Crunchy frozen water fallen from the sky. Many games feature a snow world, a snow level, or otherwise-connected regions of wintery landscapes.
A reversed thumbstick layout for left-handed players. The option isn't default, but is available in most games.
Typically representing the elite of humanity's Space Forces, Space Marines have appeared in numerous games such as the Doom series and Warhammer series.
A gameplay mechanic which allows the player to move faster than the normal speed. Usually for a set amount of time.
A two-dimensional image or animation overlaid into a scene. The foundation of early 2D games, making up everything from props to the player-controlled character.
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