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Abilitease is an aspect of game design wherein a game will provide a glimpse of your full skill-set at or near the start, only to remove most of these skills, stats, and abilities soon after.
The ability to fling oneself around an environment gracefully. Wall-running, jumping, massive drops, climbing, and other physical activities are what acrobatics is all about.
Enforcer programs implemented in The Matrix to neutralize rebel threats.
There are good agents, like Elite Beat Agents and bad agents, like Agent Smith.
Characters either begin with multiple outfits, unlock them through play, or purchase them as in-game items. These costumes are sometimes integral to play.
Usually refers to the end of the world.
Artificial Intelligence, or AI, commonly refers to the programmed behaviors of NPCs in a game, whether it's the fact that a soldier takes cover behind a wall in Gears of War, or that townspeople cheer upon your arrival to their village in Fable.
Auto-aiming (or Auto-targeting) allows for a character to attack or interact with an object or enemy that's very near to the player or within their field of vision.
A proprietary video codec (.bik/bk2 extension) developed by RAD Game Tools and used in a very large number of video games.
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
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.
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.
Bullet time is a gameplay mechanic that allows players to slow down time. Depending on the game itself, the player often slows down along with the world around them, however occasionally the player can simply move at normal speed while the game world continues to slow.
Button Mashing is a term used to describe gameplay where certain skills can be only realized explicitly through mashing buttons, a reckless player trying to get results or when the game rewards the player(s) who bash buttons the fastest. The latter example is common in Party Games.
The act of high-speed vehicular pursuit. Often this occurs in racing games or games where players must evade police.
Character Creation refers to characters created by players themselves, rather than developers.
Special codes or button combinations used to gain powers or advantages in a game. Generally hidden.
Chest-High Walls appear regularly in video games, particularly in third-person-shooters with cover mechanics.
A character who is destined to save or destroy the world. Often seen in RPGs.
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.
Typically found in fighting games, combos are a series of strung-together moves.
The cutscenes are nothing but the pages of a comic book. Audio is usually dubbed over to give them a little more life.
Video games that pick up the story where a movie, book or comic left off.
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
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.
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.
Dancing is the movement of a body, usually rhythmic and to some kind of music. A lot of times, it happens between two people and may be romantic.
Environments cycle between day and night, often with effects on other aspects of the game.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
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