LoboFH wrote...
LGTX wrote...
The Dead Space comment was an early considered concept, but it didn't work well with cover mechanics. It was scrapped shortly after.
Why cover mechanics would matter?, there are free-HUD approaches in all kind of games: FPS (Metro 2033), TPS with no cover mechanics (Dead Space), TPS with cover mechanics (Uncharted or Gears of War), etc. Only matters the willing to do it, who needs to see a image of the weapon in a HUD?, the weapon is in my hands.
But my concern is not only the "failed promise"....it's the outrageous design: disturbing colours, childish design, odd placement in the screen...it's the iconic representation of jump for analphabets, one would think Mass Effect players (and all players for that matter) are intelligent enough to know they should jump over a fissure, they don't need a ugly childiss icon to babysit them all through a wise game.
You have a different problem here. You are complaining that the interface isn't catered to your level of intelligence alone. But that's not how good game design works. Good game design must be versatile, and accomodate players from any entry level, be they long-time fans or noobs to gaming altogether. Your attitude on this matter is completely alien and illogical to me.
As to the HUD, they didn't "promise" anything. ONE developer made a comment on the forums saying how they tested in-game holo-stats for weapons and health a-la Dead Space (projected straight onto weapons and/or Shep's armor), but the cover mechanics screwed with the perspective. It's not that hard to understand - in Dead Space, you just stare at Isaac's back all time, and he's barely as mobile as Shep. Whereas the latter rolls and jumps and often faces the player while keeping his weapon sideways. In-game HUD impractical.
Also, I don't recall in-game HUD for GOW or Uncharted.... granted, I haven't played all games in either one of those series (Only tried GOW1,3 and Uncharted 2), but I can't remember anything more than bleeding screen edges. Apart from that, they had largely the same approach.
Modifié par LGTX, 07 novembre 2011 - 03:55 .