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Games in which fire can spread continuously across the environment or between objects.
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
The First-Person Regain Consciousness is regularly seen in First-Person-Shooters.
The fixed camera was made famous by games such as the Resident Evil and Metal Gear Solid franchises. Depending on the camera set, up could be down and left could be right. Even in the later generation of consoles, games like the God of War franchise still use this technique.
Flat shading is a lighting technique used in 3D computer graphics. Its characteristic look is easily recognized.
Some first-person games that wish to immerse the player in the experience more will go as far as to include full body awareness, or the ability to see the player character's body when looking down.
An Xbox 360 and Games for Windows Live feature that lets you purchase and download full Xbox, Xbox 360, and PC games through the Live Marketplace.
Games that have been used as the basis for motion pictures.
An interesting revelation. While some games will only accept a START button press, many other games aren't as strict.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
A digital distribution platform that focuses on providing DRM-free computer games, both old and new.
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.
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
Equines that go 'neigh' and tend to eat hay. Some are the stars of motion pictures. The truest of companions to many adventurers.
Whether a character never ages or is invincible, immortality represents the inability to die. Sometimes this is a blessing, sometimes it is a curse. Either way it usually makes for an interesting game mechanic.
The use of everyday objects as weapons of destruction, often combination.
Ammo which does fire damage to an enemy by burning and/or setting them ablaze.
A situation where the player-controlled character loses their life immediately. The quickness of that demise is often a stark departure from the balance of power, and sometimes the rules, established by the developers during the rest of the game.
A gameplay mechanic allowing players to store their items and freely carry them around.
Placing the player in an environment and making them feel alone. Games often use this for atmospheric effect.
Usually found in adventure games, when players combine two or more items to create one or more new items.
A reporter for a news-outlet, whether it be as a writer or photographer.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
Kidnapping is often used in videogames as a motivation for the protagonist to venture into unknown worlds and fight seemingly hopeless battles.
When the title of the game does not appear immediately at the beginning of the game, but rather after the first mission or prologue.
The action of crossing a ledge, often this requires careful sidestepping.
Toys that come to life, whether in the form of lovable action figures with personalities of their own, or psychotic dolls possessed by the souls of deceased serial murderers.
Some games will give the player hints and tips on how to play while the game loads.
Loud ambient noises are often included in many thriller/horror games. These sounds are associated with panic and terror, and can heighten these feelings. Examples of these sounds would be metal chains clanging, footsteps, knocking, creaking doors, etc.
This concept is for games in which at least one of the main characters is male.
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