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A game that uses a mixture of 2D & 3D techniques. Commonly used to describe the use of either 3D graphics restricted to a 2D perceptive, or 2D graphics used to fake the appearance of a 3D perceptive.
Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
A secondary function for a single weapon, such as launching a grenade from a rifle.
Games that allow fauna to be used as weapons.
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.
Assassins are people who are tasked with the action of violence against peoples, though their general aims are to be discreet and as minimally violent as possible in order to remain discreet if necessary.
Usually yellow and black striped, these flying, flower loving loving insects can come singly or in a swarm. A major producer of honey and stings.
A proprietary video codec (.bik/bk2 extension) developed by RAD Game Tools and used in a very large number of video games.
Because you'd never expect a banana to be an undercover cluster grenade.
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.
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 person who captures or kills fugitives for money.
The Art of tracking down criminals and the wanted like for a cash reward.
Glass that can be broken and destroyed in real-time.
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.
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.
Some game characters just cannot swim. This usually means automatic death as soon as they hit the water.
Some games just weren't meant to be.
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.
A style of game that has platforming elements, but with more emphasis placed on fighting enemies than precise maneuvering through the level and its obstacles. Notable examples include Ratchet & Clank and early Ninja Gaiden games.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
These games let players see the credits without needing to play the game first.
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.
When characters shed tears - often due to extreme sadness.
A non-interactive sequence within a game most often used for plot advancement.
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.
Some games just won't settle for laughs. Some games make you want to cringe as you're busting a gut.
Deadly Gas is used in many games as an obstacle and usually causes the player's health to degenerate over time.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
When a prominent character is voiced by a member of the development team. The authors Clive Barker and Harlan Ellison are good examples of this.
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