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When the title of the game does not appear immediately at the beginning of the game, but rather after the first mission or prologue.
Point and click is an interface featured in a specific kind of adventure game, where players click on objects and characters to interact with them.
These are endings that aren't just good, but they give you everything you could want. The world is saved, the hero gets the girl, friendships are made that will last forever, everyone is safe, the villain is gone for good, and all loose ends are wrapped up forever.... unless a sequel is made.
Depending on the country, a song enters public domain after a certain number of years after release or after the death of the writer. In the United States, it is 95 years after release.
The ability to change shape. Humans shifting into animals is the most common type of shape shifting.
Many video game villains oftentimes laugh in evil ways, be it a vicious cackle, a sneering chuckle, or a booming laugh. Common evil laughs often include "Bwa-ha-ha", "Mwa-ha-ha", or "Ho ho ho".
The concept of reviving somebody who is dead or down.
Enemies that hide behind shields.
Games whose main character is ball-shaped, sometimes with a face and/or hands/feet, but mostly just spherical.
Simulating the effects of a great variety of poisons, toxins, venoms and nerve agents can lead to many unique and interesting mechanics. A classic trope in games, Poison usually deals small amounts of damage to health over time.
Magical creatures made of stone, resembling the grotesque statues commonly part of Gothic architecture such as the Notre Dame cathedral in Paris.
This is a concept in fighting or other action games of attacking an enemy in order to keep the enemy in the air, unable to fight back. This is also a tactic in tower defense games of keeping the enemy on the battlefield longer by manipulating towers.
A level that is focused entirely on a boss encounter.
Games in which the player is incapable - not just discouraged from - harming innocents. Sorry, no matter how bad you want to, you just can't pull that trigger.
Downloadable Content adds new features and content to already-distributed video games via the Internet. Examples include new maps for FPS games, new songs for rhythm games, and new cars for racing games.
Characters who possess the ability to "fly", but only for a limited time or by gradually descending.
Console games that derive from a past PC exclusive release, either due to popular demand or poor sales.
For games that have either wholly or partly Japanese title names.
The title of a game is a year, or has a year in it. Normally used for sports games and other annual titles, but also used to designate when a game takes place rather than the year released.
All the enemies in the game show up in the credits, sometimes before the people who made the game.
When the artwork on the game's box in no way correlates to the game's actual look and feel.
"The gentle way", a martial art focused on grapples and throws.
Levels whose visual design represents objects or symbols (including text).
These games have an agenda - social, political, or otherwise. The message is hard to miss.
A sub-genre of adventure games, visual novels are a form of interactive fiction that usually have very little in terms of gameplay but often focus more on extensive storytelling, character interactions, decision-making and branching narratives.
Enemies in RPGs that are visible on the overworld map and that are engaged in combat when touched. Examples include Earthbound and Paper Mario.
Whether it has voice over or not, text bubbles are a way of reading the dialog that a character on screen is saying and or thinking.
Sometimes things are lost during a game's localization. These can include major gameplay elements, significant parts of the plot and the depictions of certain characters.
An attack that does more damage than usual, usually affected by random chance and some sort of modifier.
A scripted sequence or even an entire level where the player character is falling from a great height. Gameplay typically includes avoiding debris or battling enemies (or sometimes both).
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