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Decapitation is the removal of the head of a person or animal.
A lead character who never says a word, despite being spoken to.
This is a list of PC games which support connecting a DualShock 4 controller to a computer and using it to play a game.
Parrying is a specialized block mechanic, often with a tight input window, which prevents the player from taking damage. While some games allow this through a timed directional input towards the opponent, other games tie this to deliberate block inputs as a "Perfect Guard".
An in-game currency bought with real world currency.
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.
An organism consisting of both natural and artificial systems.
Also referred to as block damage, chipping takes place when characters take damage even when blocking. Most commonly associated with fighting games.
The third annual PlayStation Experience took place on December 3-4, 2016 at the Anaheim Convention Center in Anaheim, California.
A special combo-move in fighting games that is executable after building a meter throughout the match (or round).
The best way to make sure even the stupidest players know that certain people, places, terms, or concepts in a game are important is to highlight those words in the text with different coloured letters, or through the use of bold, italicized, or all-caps text.
A large omnivorous mammal that can be white, brown, or black. Despite their ferociousness, they are also associated with being soft and cuddly, as in teddy bears. Bears are also known to eat stairs. Scientists say that because "bears eat stairs" rhymes the bears are naturally inclined to do so.
With the internet in full swing, some games reflect its leak into popular culture by making references to the World Wide Web.
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.
Games that are in genres where the ability to jump is expected, but do not allow the player character to jump on command.
Not all bosses can handle the player by themselves. Many use waves of lesser enemies to fight for them while they rest, and some even let these minions do all the work.
Since 1998, an independent group of about forty worldwide media outlets who determine the best games of the Electronic Entertainment Expo.
Gameplay type emphasizing deliberately paced tactical battle where each side politely takes turns moving and attacking one another through varied forms of combat.
A quick burst of speed that propels the player slightly forward or backwards.
These prehistoric behemoths cause chaos amongst many. Unfortunately, they are extinct.
Whether it's to restore your health, save your game, just for the hell of it, or all of the above, sleeping in games has numerous uses.
Many games that feature a theft mechanic also include a some form of risk or punishment. Other games just let players steal things as if it's a perfectly normal thing to do.
Some characters get drunk off of alcohol - often this is portrayed with blurred vision, impaired movement, or slurred speech.
Sometimes a game is so great that the developer has to go back after the game's release to add achievements.
Audio logs are short voice recordings that a player comes across within a game that helps inform the player of the game's story and characters.
A distinctive song associated with the game (often played during the introduction/end credits). Note: This concept deals just with songs with lyrics, as opposed to instrumental pieces.
A boss fight in which the player must not only battle the actual boss, but must also defeat or defend against auxiliary enemies.
Backtracking is the act of navigating through previously explored areas, usually for the purpose of progressing in an objective-based adventure game. Players who are lost may also backtrack to reorient themselves.
Usually refers to the end of the world.
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.
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