will it ever be topped?
DS UI
Having it pop up in front of your character's face looks cool, and I know it serves the function of not hiding you from danger while you're using the menu, but I'd rate higher something that's more usable and efficient. There's a whole lot of wasted space and extraneous info going on in that screenshot.
you sound special
>There's a whole lot of wasted space and extraneous info going on in that screenshot.
like what? the whole space is being occupied by important information, there's nothing unnecessary and there's nothing missing
It's not good at all, it's your typical interface, but with "it's all real" gimmik that doesn't make sence lore-wise. It's literally FEAR 2 "you get tactical info on super-glasses" type of deal.
>will it ever be topped?
probably not
Where he stores this shit. There is no backpack
how would it not make sense lore-wise and how would you improve it?
It helps that it's a sci-fi game where a HUD on a suit makes sense. How would you even make something similar in a medieval setting, for example?
I really the UI design in MGSV. Together with the sounds, it makes everything feel really slick. Scrolling through the the idroid just feels good.
lmao what? It actually is perfectly tied into lore - they use suits equipped with holographic technology. And it's the only game where waypoints actually make sense.
I guess the only thing that would not make sense is visualizing something as abstract as inventory space like that, but it's a game after all.
I hated using the idroid because it took some seconds to load each page, but I guess that's not the ui's fault
See, but it doesn't make sense that stuff is smaller inside the backpack, is it? While in Dead Space it's a HUD in-universe so icons being small and in squares makes sense. There are games out there where the player character takes off their backpack to look at things like The Last of Us or Metro Exodus but it's done via a meta HUD in both. I think there's honestly no way to make it as realistic as possible in games with no digital technology in their universe.
I'm fine with classic unintrusive interfaces. Lore-wise you get very gamey representation of your inventory as a real object in game world.
Well, there is caveat. I get it, spine-bar and oxygen meter on the back aren't for you, they are for your crew to check your condition on glance, but it's pretty useful info, and therefore Isaac somehow sees healthbar in his helmet, and therefore you don't need to project shit, you can see everything on helmet display.
ultima's backpack is cool because you get a visual representation of a backpack instead of an abstract UI, even if it's not realistic, realism by itself will just limit the game. It's like resident evil 4's bag, you don't need to see him carrying a bag big enough to fit a missle launcher everywhere
Fair enough.
the one from this game was cool
maybe he doesn't need to see it, you don't need a health bar projected on your helmet to tell you that you are hurt and bleeding
I mean, it's stylish, for sure, but it's all style — zero substance. Other devs shouldn't aspire to replicate it.
Sometimes you do, and you definitely need oxygen meter in sight.
>all style no substance
Bait.
It's sincere opinion. That gui wasn't made like "what if people get AR tech, how would they use it" comm windows are cool, I'll give you that, devs just took your generic game UI and superimposed it into the game world.
How could it be any more substantial beyond being entirely purposeful in design with no unnecessary information displayed, which is the case here?
step aside kids
>but it's all style — zero substance
Its to hard to find a non-intrusive and yet usefull hud/ui these days, they all look the fucking same like destiny far cry shit
0 IQ post.
The point was to immerse you in the game by not having a seperate inventory that pauses the game like Resident Evil. And it is also perfectly consistent with the available tech. So they accomplished their goal.
IMO it's one of the most original HUDs ever. I think they were even the first ones that invented the objective tracker that's used by many games now.
It displays all the info like your usual game GUI, and it works like your generic game GUI, but it is somehow special because it was handwaved as part of the world. In fact, it only damages integrity of the world, if you think about it, and than is the definition of "all style" — it looks cool on the first glance, but doesn't make sence.
they all go for this utilitarian minimalist style to avoid being intrusive, but games are made for fun not for work, they should make their UI soulful
there is absolutely nothing in this post, there's not an ounce of substance you're just farting onto your keyboard
I sence butthurt.
that's twice you've spelled sense wrong, but at least it sheds more light on your posts, ESL-kun.
Well, fuck me. But answer me that — did you like FEAR 2 gui?
I wouldn't call you out for writing "sence" for the first time because it might have been a typo but now you did it again
Absolutely nothing to do with Dead Space, stick to the topic at hand.
Odin Sphere's UI
Maybe it's double typo, munching face.
Why? FEAR 2 also has your generic game interface that is "explained" to be a part of real world.
The concept of an in-universe UI is fucking dumb when the game is already third-person. The fourth wall is already broken by placing the player outside the shoes of the MC.
Metroid Prime UI still the best.
Because they're completely different games with completely different UIs? I don't know why I'm bothering because you seem to be missing the point entirely, in addition to being 13 years old.
Diegetic UI is genius and I don't know why more games don't try this
Dead Space UI will never be topped. It's one of the reasons why the atmosphere in the game was so great.
>he doesn't think we'll have hyperspace pockets in the future
low IQ posts
You can't overcome "DS UI is good" meme.