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Game » consists of 4 releases. Released Sep 22, 2015
Platforming from the character's point of view.
The First-Person Regain Consciousness is regularly seen in First-Person-Shooters.
Cold-blooded aquatic animals that have scales and breathe through gills.
Foreshadowing is a plot device that allows the creators to leave subtle (or not-so-subtle) hints about future events in the game.
Some first-person games that wish to immerse the player in the experience more will go as far as to include full body awareness, or the ability to see the player character's body when looking down.
Toilets that can be used in-game. Neat, but easily abused, which seriously impacts virtual water conservation.
A screen where players can adjust the luminance value of a game's visuals. This is common in horror games.
Some ghosts exist solely as storytelling devices; such as providing the protagonist with in-game flashbacks or giving clues about what to do.
The eighth annual Game of the Year awards from Giant Bomb.
A glitch is an action performed within the bounds of a game engine that was not intended by the game's developers. Glitches are often performed by the player, though they can also occur independently.
A digital distribution platform that focuses on providing DRM-free computer games, both old and new.
Graffiti is the practice of painting, etching, stickering, pasting, or in any way marking public or private property with lettering or images for a variety of different ends. Depending on one's perspective, graffiti can be considered either art or vandalism.
Games in which players are guided through the game by characters via radio communication. Extremely popular narrative device and game mechanic in the current generation of video games.
The third iteration of Frictional Games' in-house 3D game engine. SOMA will run on this.
A digital storefront which donates some of its profits to charity.
Sending or receiving fake email inside a game.
When stuff that always used to work suddenly break down when you need it the most and you either have to fix it or find another way around.
A situation where the player-controlled character loses their life immediately. The quickness of that demise is often a stark departure from the balance of power, and sometimes the rules, established by the developers during the rest of the game.
A gameplay mechanic allowing players to store their items and freely carry them around.
Take an item and throw it at the enemy.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
A method of attempting to scare the player by the sudden unexpected occurrence of an event - often accompanied by some sort of audio sting.
Leaning is a concept that allows a character to angle their body. Often used to look around corners. Primarily found in First Person Shooters.
Lens Flare is a dynamic graphical effect that emulates visual artifacts that can appear on an image captured by a camera with a lens. This effect is not limited only to sunlight.
Rather than utilitarian names like "Level 3" or "Warehouse", many games give each level a unique title that has some relevance to its content.
A graphical effect used in video games where an object blocks light and around the edges of the object the light is significantly brighter than normal.
Games often feature working light switches that allow the player to manually switch on and off the lighting in a room.
Basically you're given a flashlight and then sent to a dark place.
Loading Screens are specific screens that are displayed while a game is loading resources so that the player has something to distract them while the game loads. Loading Screens can be images, text or even mini-games - and sometimes a combination of all three.
Loud ambient noises are often included in many thriller/horror games. These sounds are associated with panic and terror, and can heighten these feelings. Examples of these sounds would be metal chains clanging, footsteps, knocking, creaking doors, etc.
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