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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.
Crying babies are often used as a scare tactic in horror games such as Silent Hill, Dead Space, or Haunted House. The pitch of their cries is naturally designed to be unsettling.
The head of a group of devout people who follow their crazy beliefs. Can often be dangerous.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
Some games let players customize their character (or characters). Degree of customization may vary, with some games simply allowing to choose between different types of clothes, while others provide more detailed tinkering of features such as the distance between a character's eyes or hair color.
Customization in games that allow users to change various parts of their equipment or moves to fit their gaming style.
A non-interactive sequence within a game most often used for plot advancement.
When a game's scripted narrative is logically inconsistent with the gameplay. A character could've survived an infinite number of headshots during gameplay but is incapacitated by a single shot to the leg during a cutscene.
Cutscenes that do not take into account the specific gear that the player has equipped.
Cyberpunk is an aesthetic choice that is employed in many different media, it focuses on technology and how that technology encroaches on our natural, daily lives.
An organism consisting of both natural and artificial systems.
Formerly known as the Interactive Achievement Awards, the 16th Annual D.I.C.E. Awards celebrated the best games of 2012.
Dancing is the movement of a body, usually rhythmic and to some kind of music. A lot of times, it happens between two people and may be romantic.
In a franchise, it entails the second game that takes on a gritty and dark tone to distinguish it from the first.
DLC released the same day as the game.
"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!"
Many RPGs and survival horror games have the player find diaries written by people that were slowly transforming into monsters or zombies. Somehow, they make sure to keep writing in their diary, right up until they're no longer human, so that the player can read their mindlessly violent final thoughts.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
The act of throwing someone or something out of a window. The etymology of this Latin word combines de-(down) and fenestra (window).
Typically naval (ocean or space) in nature, a vessel is considered derelict if it is abandoned, damaged, drifting, or otherwise inoperable. While often scavenged through, very rarely are they completely empty.
This would be a place to put games that feature a landmark either being destroyed, or a piece of a landmark that couldn't be where it is without the landmark having been destroyed.
Destructible cover is an increasingly popular feature in shooters, even those without cover systems. It is used to encourage creative tactics both in single-player and multiplayer.
A destructible environment means the player has the ability to destroy his/her surroundings. This allows players to use the environment to their advantage.
A Latin phrase meaning "god from the machine", a deus ex machina is a contrived plot twist in the climax of a storyline designed to resolve difficult issues. The technique is often criticized because the resolution usually does not follow the logic of the story thus far.
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.
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.
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