HUD in ME1 compared to ME2 (clarified, pictures added)
#51
Posté 27 mars 2010 - 09:20
#52
Posté 27 mars 2010 - 09:30
Completely forgot about Dead Space! I can't overstate how awesome I think it would be to have a HUD in a similar vein.javierabegazo wrote...
Anyone else wish they had come up
with a HUD more similar to this?
![]()
I love the dead space feel
I echo the sentiments for using the Omni-tool as your menu as well. Such a prevalent object in ME yet it barely gets any screentime, so why not?
Back on subject, I personally preferred ME1's HUD, though both were perfectly functional / unobtrusive for me.
Modifié par Lougi, 27 mars 2010 - 09:32 .
#53
Posté 28 mars 2010 - 03:23
#54
Posté 28 mars 2010 - 10:17
Captain_Obvious_au wrote...
Okay I don't get it - there's no HUD in that picture referring to Dead Space
That's because Dead Space uses a hud integrated into the game itself - Issac's life bar is on his back, his ammo counter in on his guns, his inventory is holographic and appears in front of him, ect. Its an effective way to help keep immersion within the game - only problem I see is with you still have to show squadmate information somehow. Certainly possible and intresting if done right.
#55
Posté 28 mars 2010 - 10:27
#56
Posté 28 mars 2010 - 10:33
Metro 2033 has a similar system. You can see how much ammo you have by looking at the gun. If your health drops then you'll notice that by what you see (or rather can't see). There's a watch with additional info.EternalWolfe wrote...
That's because Dead Space uses a hud integrated into the game itself - Issac's life bar is on his back, his ammo counter in on his guns, his inventory is holographic and appears in front of him, ect. Its an effective way to help keep immersion within the game - only problem I see is with you still have to show squadmate information somehow. Certainly possible and intresting if done right.Captain_Obvious_au wrote...
Okay I don't get it - there's no HUD in that picture referring to Dead Space
Still... That doesn't work well for ME2, because you have squad members, powers and timers, barriers, shields, armor, various weapons, etc.
Modifié par AngryFrozenWater, 28 mars 2010 - 10:37 .
#57
Posté 28 mars 2010 - 11:16
#58
Posté 28 mars 2010 - 12:11
Modifié par subsider34, 28 mars 2010 - 12:12 .
#59
Posté 28 mars 2010 - 12:15
subsider34 wrote...
I strongly favor the ME1 Hud for combat information. A Fallout 3 style omni-tool menu would be awesome for squad management though. Oh, one thing, is the escape menu actually an omni-tool menu?
I guess it could be thought of as one. It's the same color
#60
Posté 28 mars 2010 - 12:21
ThisOnyx Jaguar wrote...
One thing I don't like is the Squadmate pictures on the ME 2 hud.
#61
Posté 28 mars 2010 - 10:44
I jut wish they had left the mini map in. I’m am getting sick of doing a mission to find out that my so call squad mates have decided to sit a fight out. This problem has happened way to often. With the mini map I knew exactly where both of them were. With this crappy AI it would at least help me keep tabs on them and maybe prevent me from shooting them when I find them.
#62
Posté 28 mars 2010 - 10:55
Second While I do prefer the HUD in ME1 it wouldn't be as useful in ME2 because squadmates only have 3 powers at max at any given time in the game and only use two weapons. All the screen space would just be blank.
Last I have played Deadspace and I did like that HUD using the omnitool like Isaac's suit was his inventory would be great. I agree the omnitool isnt used enough in ME yet it has had a great impact in the game universe.
#63
Posté 29 mars 2010 - 03:50
#64
Posté 02 avril 2010 - 07:58
#65
Posté 02 avril 2010 - 08:22
And besides, who needs to know when their allies health is low? pffft, not me. I like not being able to figure out when my allies are dying.
ME1 HUD >>>>>>>>>ME2 HUD
Modifié par StowyMcStowstow, 02 avril 2010 - 08:24 .
#66
Posté 02 avril 2010 - 08:37
The original ME1 was brilliant: it clearly illustrated everything the player needed to know in a concise and yet substantial manner, was well placed and didn't get in the way. ME2's HUD is absolutely awful, not telling you enough and about as clear as a brick wall covered in mud on a foggy night. It's really one of the most "WTF?!" moments the game has, and probably the biggest victim of ME2's case of things that were never broke in the first place being "fixed" and being so utterly hammed up in the process.
As an old gamer, I'm also simply not a fan of this recent trend of the "minimalist HUD" in games either. It saddens me that BioWare would think it to be a good idea... I thought they were smarter than that.
Modifié par Terror_K, 02 avril 2010 - 08:40 .
#67
Posté 02 avril 2010 - 08:43
Mass Effect's was detailed enough, without being obtrusive. Even from a role-playing point of view you can justify it as if that's the information that is displayed on Shepard's visor/helmet.
ME2 works for me, but I can barely command my squad - I don't know when they've lost shields, when they're dead etc. Plus, I actually liked the sprint gauge. It gave you a general idea of how "tired" you are and when to (or not to) try sprinting across the battlefield. I've had a few nasty moments in ME2 when I suddenly loose stamina in the open, because I'm not sure how much can I sprint...<_<
#68
Posté 02 avril 2010 - 08:51
Terror_K wrote...
ME2's HUD is absolutely shocking, IMO. I have no idea why they decided to go with such an awful design, especially when people were commenting how awful it was before the game even came out and devs were saying "don't worry, it's not the final design" or "it hasn't been finalized" and the like.
The original ME1 was brilliant: it clearly illustrated everything the player needed to know in a concise and yet substantial manner, was well placed and didn't get in the way. ME2's HUD is absolutely awful, not telling you enough and about as clear as a brick wall covered in mud on a foggy night. It's really one of the most "WTF?!" moments the game has, and probably the biggest victim of ME2's case of things that were never broke in the first place being "fixed" and being so utterly hammed up in the process.
As an old gamer, I'm also simply not a fan of this recent trend of the "minimalist HUD" in games either. It saddens me that BioWare would think it to be a good idea... I thought they were smarter than that.
I agree that the minimalist HUD idea is a very bad one. Especially in an RPG like Mass Effect. ME2's HUD is atrocious. If they want to improve for Mass Effect 3, all they need to do is bring back the old HUD from the first game. That one was perfect.
#69
Posté 02 avril 2010 - 08:55
#70
Guest_gmartin40_*
Posté 02 avril 2010 - 08:56
Guest_gmartin40_*
#71
Posté 02 avril 2010 - 08:58
#72
Posté 02 avril 2010 - 09:32
#73
Posté 02 avril 2010 - 09:43
But do I completely hate the ME2 interfrace? No, apart from the orange color.
#74
Posté 02 avril 2010 - 09:48
#75
Posté 02 avril 2010 - 10:09
FelixLionheart wrote...
HUD in ME1 was awesome and also what the hell is up with not having the radar in ME2 without pausing the game
Indeed. Not that it even works like the original radar did any longer. Seems like with the guns radar technology has taken a step backwards in the Mass Effect universe.




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