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God Mode is an ability, often entered through a cheat code, that gives the player god-like abilities.
Whether it be Mario vs. Bowser, Jedi vs. Sith, Link vs. Ganon, or Elves vs. Orcs, the forces of good are in an eternal battle with the hordes of evil.
A system that gives a game the technical capability to implement the effects of gore which include but are not limited to, dismemberment, charring, beheading and gibbing. Gore systems have progressed significantly over the years from enemies scattering into pixels to highly detailed body tearing.
A government is a group of people who are responsible for the running of a country
A grapple is a maneuver in which one character grabs an enemy and usually throws or damages the enemy. Most grapples occur in fighting games.
A grappler is a combatant in a fighting game whose best attack strategies usually revolve around throwing their opponents around the stage.
Gravity is a physical phenomenon, specifically the mutual attraction between all objects in the universe. In a gaming setting, gravity determines the relationship between the player and the "ground," preventing the player or game objects from flying off into space, and hopefully acting in a predictable/realistic manner.
Greatest hits is a general term for re-releases of games which have sold a certain number of copies, as part of a program managed by the console manufacturer.
The ground pound is a move where a person in midair somehow makes themselves strike the ground with more force than if they had merely landed. Popularly known as the "butt stomp" due to Super Mario 64's variant, which appeared as though Mario was attacking foes with his rear end.
A term that can be used to refer to RPGs that focus more on the action, or brawler action games which focus on hack & slash gameplay.
A ball of energy fired from the palms.
"Hand to hand. It is the basis of all combat." -Gray Fox
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.
A sharp blow delivered by driving the head into the opponent.
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
Death From Above.
They crash when they're supposed to drop you off, they get assailed by RPGs when they come to pick you up. Sometimes, they're eaten by huge monsters. Why do video games hate helicopters so much?
Henchmen are the loyal grunts caught in between the player and the main antagonist. Without them every game would be nothing more than a boss battle.
This concept involves a character of the hero archetype that at some point in the storyline, turns against the forces of good and becomes evil or is revealed to have done this in secret at some point in the past.
Special or stronger units than standard ones, usually found in strategy games. This is not necessarily the same thing as a superhero or a game's protagonist.
Hidden characters appear only when certain conditions are met. Finding them usually requires great skill.
A console game is high definition if it operates at a resolution of at least 720p, or 1280x720. A console able to achieve this resolution is HD-capable. For a variety of reasons, the term does not apply to PC games.
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
Brightly coloured orbs, which often contain contain experience points, that home in towards the player.
Humans are bipedal, sapient primates capable of abstract reasoning, language, and emotions.
While the original Japanese Tatsumaki Senpuukyaku literally translates to "Tornado Whirlwind Foot"; Hurricane Kick is the commonly accepted name for this Street Fighter move.
A common type of stage featured in many games. Slippery ice, avalanches, and freezing water are some of the unpleasantries to be had when visiting these cold arctic regions.
An Iconic concept of video games is the use of an idle animation for the players character, when during gameplay there's no control given. It's an example of emergent game design, and is used as a way to add depth to action characters.
Whole levels dedicated to the industrial theme. These levels resemble factories or other industrial areas, and are often filled with conveyor belts, tesla coils and other contraptions.
Some games feature end credits that scroll over a playable segment of action.
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