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Game » consists of 15 releases. Released Nov 17, 2004
Typically found in fighting games, combos are a series of strung-together moves.
Communism is an economic and political ideology which (at least in theory), seeks to eventually achieve a classless society that promotes equality in gender, racial, and/or social terms. Despite this, most Communist regimes are often dictatorial rather than utopian.
Plotting and scheming, usually for wealth or power.
An action that is sensitive to context. Like going up to an object and pushing a button, which would normally perform a different action, to interact with it.
Although force feedback is often used in games to indicate such commonalities as when a player character is taking damage or feeling weapon recoil, it is sometimes used in more creative ways, such as providing hints to finding an item or providing emphasis during an otherwise non-interactive cinematic sequence. These games feature more creative uses of rumble than the norm.
The continue is a classic gaming concept, and usually arises when the player "dies" or fails in the game. Usually some loss is tied to a continue, in a form of a "life" or something of other value.
A person serving time in prison or an escaped criminal on the run from the law.
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
Crabs in all forms and sizes, not just the giant enemy variety.
Crawling is a form of locomotion in which a person lies down and uses the hands and knees to move around, or by dragging the body along the ground.
Games which the creative minds, or rather their marketing departments, saw fit to put their name on the box.
Appearance of monkeys from the ape escape series.
Games where attacks directed to the crotchal region cause much more damage than other areas, sometimes as a male-only phenomenon.
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.
When characters shed tears - often due to extreme sadness.
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.
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.
Don't you just love it when a game lets you view all the cutscenes without having to play it all over again? Every game should have this feature.
The ability to pause a story scene. This avoids missing plot points if you are interrupted or take a break, or let's you call someone to show off a game's FMV or real time animation.
Damage modelling is used to show damage that has been inflicted. Damage can be modelled on game object so long as the game's engine will allow for it
One or more events from someone's past that negatively affected them. Plenty of video game characters have such pasts.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Echo found in games when a character dies or gets KO'd. Particularly popular in fighting games such as Street Fighter 2, Tekken, Soul Calibur, and etc.
A pervasive feeling of sadness, perpetual boredom, or both, which can dramatically affect a person's life.
A post-processing blurring effect used mostly by modern action games, particularly modern first-person shooters. Used to blur foreground or background elements to simulate a lens focus.
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 feature in games that allows you to see objects and objectives either completely or just more clearly than the game's regular vision allows.
Some games portray cutscenes as portraits of characters talking to each other.
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