As I believe at least one other person have noted: Dead Space and Mass Effect are different games, thus different interfaces suit them.
The most important aspect of an interface is not, as some people seem to think, how it looks, but how effectively it conveys the data the user needs. Looks are secondary to usability.
Using a Dead Space interface in Mass Effect would simply not work. Too much movement of characters, limbs, and enviroments.
Sure, it may look prettier in DS, but if I can't quickly glean health, ammo, shieldstrength, ammotype, ready powers, how long it was since my character took a leak, all in one glance, then the interface isn't giving me the info I need. (ok, kidding about the leak, but it should give you an idea about what I mean

)
Shepard running from one cover to another, diving behind it, popping out to take a few shots, darting back in, waiting for an opening to fire again. Teammates running out of sight on either side to take cover and utilize cvoer as well. This is a very possibly scenario, and using a strict DS interface would allow me to glean the info I needed only... while popping out to take shots... And only for Shepard him/herself at that, while constantly being totally in the dark about the status of my teammates.
I prefer an interface that tells me what I need over one that is stylistic and helps me squat all at what it is supposed to. The ME2 interface, while being decent, still has some flaws in data it doesn't show. It is, for example, way too skimp on data regarding your teammates, and regarding your own health level, you are always only giving an 'educated guess' at what level you are roughly about.
Modifié par SalsaDMA, 21 mars 2011 - 06:21 .