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Game » consists of 5 releases. Released Mar 09, 2004
A page for the Camera Following Projectile concept of when the player fires a projectile (bullet, arrow, cannon ball), time slows down and the camera will follow the projectile to its target (can be controllable with sixaxis such as in Heavenly Sword).
In some situations, the default camera quickly switches to a different angle for a specific action. An example of this is when a first-person game shifts to third-person view for a rolling maneuver.
Camouflage is a means of staying hidden by altering the texture and/or pattern of a person, animal or object to conceal them against their environment. Camouflage can be found naturally in plants and animals, and it is commonly used by militaries to assist in covert operations.
The 3rd stage after being spotted in the Metal Gear Series.
Chest-High Walls appear regularly in video games, particularly in third-person-shooters with cover mechanics.
A concept used in many racing and action games in which your vehicle or character is airborne and shot at an awesome angle, often in slow-mo.
A cliffhanger is a type of ending where the fate of the characters, the world, or everything in the world is left unresolved. In most cases, they are revealed in sequels.
Cloaking is to become invisible or become close to invisible depending on strength of the ability or item.
A clone is a being created as a perfect genetic duplicate of another being, right down to the DNA.
Codec is the communication system used by Snake in the Metal Gear series of games.
Collectibles are items such as coins, rings, gems, packages etc. that can be gathered, usually for some kind of reward, or sometimes to simply beat a level. Often (almost too often) the source of earning achievements and trophies on the Xbox 360 and PlayStation 3.
Plotting and scheming, usually for wealth or power.
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.
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
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 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.
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.
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.
High-tech exoskeleton wearing, sword wielding warriors featuring prominently in the Metal Gear and Mortal Kombat franchises. Several characters assume the identity of a Cyborg Ninja throughout several console generations.
The concept of a helpless female character in desperate need of rescuing by the protagonist, in most cases from a villain, or from a form of impending doom.
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 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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