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Term used in first person shooters where most of the game takes place in tight closed quarters.
These games let players see the credits without needing to play the game first.
A sight placed on the HUD used to aim and provide a point of reference to the player when looking and interacting with the game world. Although they often aim weapons, they have a variety of uses and have appeared in many games in many different forms.
The act of bending at the knees from a standing position. Crouching is an essential part of many shooters and platformers, and can be used by players to stay behind cover or avoid incoming projectiles.
Crowd control is the art of whittling down large groups of attacking enemies via the constant reassessment of the greatest threat to the player; achieved by constant player movement, and adjusting the aim to the closest threat, then quickly moving on to the next greatest threat, and so forth.
A trap designed to kill off victims by crushing them. Commonly found in sacred temples though industrial variations (like car crushers) exist.
A non-interactive sequence within a game most often used for plot advancement.
This guy was originally the boss of Doom's Episode 2, but they would become a normal enemy in Doom II. They are the most powerful enemy in the series.
A bright flash, usually red and seen on the borders of the screen, that indicates damage or injury.
Darkness is used in games to restrict access, increase tension, or just to set a mood. Often the player has access to a light source that can mitigate its effect.
"Dear Diary. Went to See Movie. Ate Some Ice Cream. Murdered in a horrific, mysterious way. At least I don't have to jog tomorrow!"
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
MAYOR PEDROS attacks and hits 1 Pistolero for 20 points of damage reducing him to a thin red paste.
Powerful mid-tier enemy type in Quake. Uses a strong sword swipe attack when in close and fires a sweeping ranged attack at a distance. Very troublesome in groups.
A gameplay mode that pits two or more players in a fight to the death. John Romero is credited with coining the multiplayer term "deathmatch."
Commercial servers that are run separately from the game client, their bandwidth and processing power is dedicated solely to hosting. In particular hosting multiplayer games with large numbers of players. Dedicated servers superseded listen servers, that could be set up using the player-client hardware.
A boss character in a game which shows up again later as a regular enemy.
Demons are generally creatures of evil, usually from Hell, who are often totally untrustworthy even when they're not murdering everyone and destroying everything in their path.
Given that Hell totally sucks, it's not surprising that Demons are semi-constantly trying to get from there to Earth.
Malevolent creatures that resemble babies for one reason or another. The ironic juxtaposition of innocence with evil, plus the player's natural reluctance to hurt a baby, makes them a popular trope in horror games.
When developers and publishers can't resist putting themselves in their games, either in the title or actually within the game itself.
An in-game design interface that allows the player to configure aspects of a game, among other things.
When a prominent character is voiced by a member of the development team. The authors Clive Barker and Harlan Ellison are good examples of this.
DWANGO was a subscription-based online service that ran from 1994-1998 which allowed multiplayer games to be played online before Internet play was common.
An achievement that is unlocked for completing a game on a certain difficulty level, sometimes granting the achievements for all lower difficulties, and sometimes not.
Sometimes you want a challenge, sometimes you wanna coast.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
The controversial practice of incorporating "access control technology" into digital media so as to limit what owners of that media can do with it, most commonly for the stated purpose of preventing piracy.
Digitized sprites, popularized in the early 90s, were a form of graphics that used footage of real actors, Stop-motion frames of a figure/clay model or 3D renders of characters that were then made digital and put into the game.
Games that fit this category involve characters that can traverse different dimensions.
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