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Game » consists of 17 releases. Released Sep 03, 1998
Alert is a state a game may enter after the player has been overtly detected by enemies, and often brings increased enemy opposition (in numbers, aggression, etc.) while a cooldown timer or meter appears by which the player can gauge the expiration of Alert.
Anarchism is the rejection of all government authority.
A protagonist who lacks some or all of the qualities traditionally seen as heroic.
Neglectful and/or abusive parents and parental figures.
Betrayal is when a person breaks the trust and faith that others have placed in them.
Body armor in games acts as additional protection. In most cases, when a player takes damage that would completely affect their health, their body armor reduces the damage taken or takes the damage instead.
A boss fight is a culminating challenge that pits the player against one or more enemies representing a greater threat and/or difficulty than those previously faced. These scenarios typically feature unique antagonists.
A long, usually ominous hallway leading into a boss fight.
A condition in which two male characters are socially close, but not sexually or romantically, and are often partners.
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.
The 3rd stage after being spotted in the Metal Gear Series.
A clone is a being created as a perfect genetic duplicate of another being, right down to the DNA.
CQC and CQB are close range combat techniques.
Codec is the communication system used by Snake in the Metal Gear series of games.
Games which have served as the basis of a comic book or vice versa.
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.
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.
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.
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.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Some games portray cutscenes as portraits of characters talking to each other.
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.
In video games, dithering is a graphical technique using pixel patterns to simulate additional colors or transparency. While far more common on CRTs, many games still use the technique, especially games which use pixel art.
Drowning in games occurs when a being (not suited to be in water) runs out of oxygen, time, power, or barely even touches the water surface. Further complicated by the local sea-life that can knock the air out of you, should you get close.
Any game that represents a society noticeably worse or less desirable compared to those in the present. This can relate to kinds of political and economic organisation, excessive human suffering, social problems caused by technology, or as a result of an apocalyptic event.
A peaceful elevator ride to the next part of the level or to a boss fight that becomes a non-stop barrage of enemies to fight.
Long elevator rides meant to hide the game loading.
When a song is played over the end-credits, often by a famous artist.
Hostile marksmen who shoot people from a concealed place. Tactics and quick reflexes are often necessary in order to defeat them.
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