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Game » consists of 5 releases. Released Nov 06, 2000
Anthropomorphism is the concept of an object, concept or character that has human qualities or traits, such as speech, a level of intelligence similar or higher than a human's and self consciousness. "Anthro" means "of human" and related to the concept of humanity.
Two people test their strength by trying to push the other person's arm to the table. In video games, developers often use control methods to try and make your arm tired.
Artificial Intelligence, or AI, commonly refers to the programmed behaviors of NPCs in a game, whether it's the fact that a soldier takes cover behind a wall in Gears of War, or that townspeople cheer upon your arrival to their village in Fable.
Characters that have an Australian accent.
Many males, and some females, experience pattern baldness, a gradual loss of hair.
In computer games - especially rpg - they're a great source of booze and often information.
When the player character (re)visits a certain area or location that was also present in a previous game, or visited later on in the same game, with some alterations.
Billfish are large, predatory fish characterised by their large, pointy bills.
A proprietary video codec (.bik/bk2 extension) developed by RAD Game Tools and used in a very large number of video games.
Winged, usually flying creatures, many of which enjoy perching on branches and defecating on unfortunate victims below.
Blindness is an affliction that robs a person of their sight. In games it usually causes physical attacks/projectiles to miss, but magical spells aren't as widely affected.
In video games, breaking the fourth wall occurs when a game becomes aware of its nature as a game, or when a character directly acknowledges the player.
A professional cook. Chefs are often overworked and very sensitive about their cuisine.
Comic Sans (also known as Comic Sans MS) is a sans-serif script typeface. Despite being one of the most maligned typefaces of modern times, Comic Sans has still managed to appear in video games on occasion.
Games that ask the player whether they are sure about the decision that they have just made.
A small, immobile marine animal found on the sea floor.
A non-interactive sequence within a game most often used for plot advancement.
It's all in the family.
Dialogue trees are a feature through which the player selects responses from a list of choices, eliciting reactions from NPCs and determining the path of the conversation and story.
Generally used to fool other characters or parties into thinking you're one of them or belong there for purposes of deception, spying, or accessing data.
A location that prevents the player from progressing, unless they follow a specific path or perform certain actions.
Some characters get drunk off of alcohol - often this is portrayed with blurred vision, impaired movement, or slurred speech.
An aquatic flying bird that is sometimes hunted. Ducks appear in numerous games, some named after them (Duck Hunt), and as part of the scenery of other games (Ratchet & Clank: Up Your Arsenal).
The 2000 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 11-13.
A level/mission/chapter that shares a name with the game itself.
When the main character at some point has to escape from a confined area, be it a dungeon, a prison cell, or a penal colony.
Many video game villains oftentimes laugh in evil ways, be it a vicious cackle, a sneering chuckle, or a booming laugh. Common evil laughs often include "Bwa-ha-ha", "Mwa-ha-ha", or "Ho ho ho".
In games, fire can be an obstacle, a tool, a weapon, or a solution. Just don't play with it...unless you really want to.
Cold-blooded aquatic animals that have scales and breathe through gills.
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.
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