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Game » consists of 5 releases. Released Feb 19, 2001
Some ghosts exist solely as storytelling devices; such as providing the protagonist with in-game flashbacks or giving clues about what to do.
An early API by 3dfx for hardware accelerated 3D graphics on PC.
A digital distribution platform that focuses on providing DRM-free computer games, both old and new.
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
Enemies will spawn infinitely until the player has accomplished a certain goal, e.g reached a checkpoint or killed a certain number of enemies.
An invisible enemy is an antagonist that cannot be seen under normal circumstances. Sometimes these enemies are only temporarily invisible or can be made visible somehow.
A method of attempting to scare the player by the sudden unexpected occurrence of an event - often accompanied by some sort of audio sting.
Games in which a character is buried while still living.
The concept of affecting the universe through supernatural methods, breaking the fundamental laws of science.
This concept is for games in which at least one of the main characters is male.
A meter measured much like HP that depletes when you use magic, and depending on the game, regenerates over time or can only be regenerated through rest or potions. Mana is usually displayed as a blue bar beneath it's red counterpart, the HP bar.
Ever since Pac-Man, games have had us navigating mazes.
People that make games are crazy, that's been evident since the 70s. Like a lot of crazy people they look at too much H.R Giger and realize that the human body is a truly disturbing thing.
Games that have had an Original Soundtrack album released.
By definition, a pirate is a (mostly naval) robber without commission from a sovereign nation. While maritime robbery has been around since ancient times, Piracy had its highpoint during the 17th century. They are easily identified by the "Jolly Roger", which is the traditional name of the famous skull flag.
A poltergeist is a soulless spirit that is invisible to the human eye. It manifests itself by moving and manipulating objects.
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
Radial Menus are menus that appear in a circular pattern to display the options the player has.
Reloading is the action of replacing the ammunition magazine inside a gun. It adds a touch of realism to most modern shooters, and a certain amount of tension when a player is forced to reload while under fire.
Skeleton Warriors are comprised of the animated bones of the dead. Often brought to life to do the bidding of an evil master as mindless and indefatigable soldiers and guardsmen.
The skeleton is the framework of the human body.
Many horror-themed games feature characters uttering despondent noises; this includes screaming, sobbing, and moaning.
The ability to see the world in a different way. Reveals paths, secrets, enemies, among other things.
A visual representation showing the spells or skills collected by the player. This is in reference part of the user interface, not to book objects within a game.
Popularized by franchises such as Resident Evil and Silent Hill, these games typically involve a strong implication of danger, vulnerable protagonists, and disturbing monsters.
Games set in, or focused primarily around, the years between 1920 and 1929.
The act of changing an event in the past that significantly alters further events leading up to the present. This is a major element of many stories involving time travel.
A time paradox is when a person who travels in time does something that influences their past self in a way that traveling in time in the first place would not be possible or not have occurred without the first intrusion.
The concept of a character leaping forwards or backwards in time.
A mechanical system designed to capture or cause harm. Either the player can set traps for their enemies or others set them for the player.
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