Games with atrocious HUDs
Pic very related
Games with atrocious HUDs
Pic very related
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actually though
Whats wrong with this one?
titanfall 2 and battleborn.
it's so fucking disgusting, I wouldn't consider playing one of the greatest games of the decade if the hud looked similar to those. I'll really never understand the idea to just bombard the player with meaningless symbols and text that serve no purpose other than a pat on the back.
1. the weapon icon is absolutely unnecessary
2. the grip gauge and the life bar get even bigger as you eat fruit/lizards, like in kingdom hearts (vomits)
3. it came after Ico which had no hud and was p e r f e c t
4. not even Zelda has boss health bars
5. wander's health bar is super prominent even though you hardly ever need to manage it
They could have designed it to be HUDless through sound and visual design but nooooo.
It's not even the HUD, really. I mean it is bad, but the game's textures are worse.
XC and it's successor only look good from afar. Whenever anything gets up close and personal, be it landscape or enemies, shit gets blended and ugly. XC legitimately hurt my fucking eyes if I looked at Shulk for more than 5 seconds.
Fuck Nintendo and their shit hardware.
Only problem with this one is tht the stamina circle would break the whole thing once it got too big
What are you talking about? Tf2 hud is very minimalistic. In fact so minimalistic it doesnt even tell you how many nades you got left
how the fuck do mythic raiders play WoW like this
>not even Zelda has boss health bars
That's because you just smack the weak point 3 times and it dies. The boss doesn't have health, just a list of things to do until it gives up and goes to sleep. The list is predominantly composed of smack the glowing weak point 3 times.
Never played SotC, although I imagine it's similar in principle, so yeah the bar would be unnecessary.
That is a screenshot from TBC.
You don't even need a quarter of that many addons and UI clutter to be able to mythic raid.
Nothing wrong with the weapon icon, especially considering there's more than 2 weapons in the game.
Also bars that stay the same size but increase in stats are fucking terrible "lol hope you enjoy this tiny bar that will just drain slower and slower".
Zelda isn't the fucking king of HUDs or anything, why use zelda as an example? Zelda has some of the shititest boss fights in gaming.
and your last point seems to be just bitching, the bar isn't that prominent.
Obligatory
That shit is on purpose, you're not supposed to have the entire raid on your screen as a healer, only the group you're assigned to.
Probably just me, but I don't like the meters and whatnot that are next to the radar, or the radar in itself. Also the D-Pad icon under the hearts.
Shit, I hope you can turn all of the HUD off, period.
>Game trying to sell itself as an Exploration game
>Gives you a map outlining the landscape and a radar
Can't wait to play The Witcher 0.5
>Screenshot taking at a moment where there's subs, a radio communication and a level up display
>all elements which are gone in less than 5 seconds.
Sorry but stillborn hud is pretty average desu, only problem is the awful color scheme but the hud itself is fine.
I know that screenshot I posted is cherry picked but I've played Battleborn, combat turns into neon visual vomit quite often.
You should absolutely play Shadow of the Colossus if you ever remotely enjoyed Zelda. It's a real love letter. Anyway SotC is more like "smack the glowing weak point(s) until they die". The obstacle is mounting them, and if you're clever with your stamina management you can beat most bosses in only one mount.
>Nothing wrong with the weapon icon, especially considering there's more than 2 weapons in the game.
Oh, yeah, the secret unlockable weapons. Maybe have the HUD icon fade away after you equip something? Maybe have it only appear once you get those time trial items?
>Also bars that stay the same size but increase in stats are fucking terrible "lol hope you enjoy this tiny bar that will just drain slower and slower".
Even Mobas have solved this issue but you can't-- Segmented health bar of the same length. Each segment represents some amount so as you collect fruit, you get more segments. It completely works. Alternatively: color changing bars.
>Zelda isn't the fucking king of HUDs or anything, why use zelda as an example? Zelda has some of the shititest boss fights in gaming.
The wording "not even Zelda" is to assert how ridiculous SotC's boss health bars are. "Not even Zelda (a series with real bad HUD) has boss health bars"
FFS
>Play deus ex for the first time in 2009
>fucking love it
>beat it
>definitely gotta play the sequel
>"huh...weird...they say its not that good...guess it's just because the first one was amazing!"
>download
>spend literally about 2 weeks trying to get it to work on widescreen via hex code hack
>get greeted by that awful shit
>and the game is super dumbed down.
Seriously who the fuck thought this would be agood idea? there is no way somebody looked at that hud and said "yeah it looks fine", its literally blocking about 60% of the screen.
>Tf2 hud is very minimalistic.
no. this was in 30 secs of skipping around the first video of a google search, and I've seen a lot worse in webms people post in threads here and there.
>The health layer is on top of the command layer
holy shit
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There's a Pro HUD that turns off everything but the hearts.
This is the hud
that's still fucking garbage, and why is it okay if it pops up a bunch but goes away after a few seconds? there should never be that much shit up on a players screen at any one time.
not in multiplayer it's not.
Is this it?
pretty sure that's 1. and it gets bad when you're in the thick of things, when a player should have his screen cleared of clutter.
>Fuck Nintendo and their shit hardware.
Go back to playing TLG at 20fps
>4.
Should we tell him?
>He dislikes X, must love Y
Just because you have a rampant taste for absolute shit doesn't mean everyone else does. Nintendo has shit on their Second-party developers for two decades by being incompetent at creating a unit worth paying for.
Enjoy your infinite faggotry, unable to see through it and recognize a problem. Go cry over that cancerous faggot Iwata some more.
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>cry over that cancerous faggot Iwata
Oh, you're just a shitposting cunt, got it
Multiplayer on this game is impossible since you can't disable the trash HUD EVERY FUCKING SERVER forces onto you.
The only way to get rid of it is to disable the whole HUD, but then you lose timer HUD which is crucial, so you can't get rid of the cancer.
NADEO are incompetent and it shows.
what's the point of multiplayer if there's no collision or anything?
Minimalist HUDs are hipster shit, there is nothing wrong with showing more information on screen if it will be useful to the player. Ico doesn't need it but all of the HUD in SoTC is actually necessary.
The weapon icon is needed since there are a few different weapons the player can use and they need to know what they have equipped.
The grip bar is obviously necessary and the size increase needs to be there because grip is used up over time, and it's easier to judge how much time you have left based on the size of the circle decreasing at a constant rate, as opposed to the player having to also look at the speed it deteriorates and try to guess based on that.
The boss health bar is important due to the fact that the player has to charge their attacks to do more damage, if the health bar was not displayed it would be impossible to judge how long you needed to charge for.
Finally Wander's health bar needs to be displayed since even if you're at full health you need to know what your maximum HP is so you can judge fall damage. Again, if the bar length was static this would be impossible.
I can't play this game without setting suit and hud opacity to 0. I can't see energy/missiles/etc, but it's worth it.
What's really annoying is that they could have easily added an option to hide everything except the energy/missile count.
Am I the only one who hates the hud in the Metroid Prime games?
Time trials, obviously. Actual skill.
immersive huds are the worst. I don't wanna see the fucking outlines of my helmet
see for the line about weapons. Players know what they have equipped because Wander holds the weapon in his hands.
Grip bar could be replaced with a vocal cue. Wander breathes heavier the closer to release he is, with a very audibly telegraphed countdown for the final ten seconds. This might sound shocking to you and you'll probably instantly reject it just for its unfamiliarity but I know it could work. This is pretty radical though and I do think the grip gauge is the least worst element of the HUD. Of course I also think the grip bar shouldn't grow at all for the sake of balance fidelity and also because killing the temple lizards is just not fun but whatever.
>The boss health bar
No, I reject this. This is one of the immersion killers of SotC, like the grip bar beep-beep-beeping with no reaction from Wander that he's out of stamina. He shouldn't know the exact amount of health a colossus has. He shouldn't be able to calculate how long a stab should be. It should be a mystery. I think that would build tension and help immersion. Would have to make it clear when vital points become stabbed-out, possibly by changing the hit sound effect to be less dinky and ineffective-sounding. Maybe even making the sword bounce off as if Wander was stabbing stone. Would serve as a decent enough explanation of Colossus anatomy as to why vital points suddenly become immune to damage-- weird colossus blood makes it rigid, something like that. Much better than seeing the big health bar stop at the DEAD CENTER to know, oh this guy has two spots, okay.
>Finally Wander's health bar needs to be displayed since even if you're at full health you need to know what your maximum HP is so you can judge fall damage. Again, if the bar length was static this would be impossible.
Fall damage is hardly ever of any consequence, at least in the fights. It's a slap on the wrist.
I kinda like the claustrophobic feeling it gives. Makes you feel like you're inside a walking tank.
I do usually make it a bit more translucent than default, though.
The weird thing about this is how the mask bits are in focus.
>Wander breathes heavier the closer to release he is, with a very audibly telegraphed countdown for the final ten seconds
You wouldn't be able to hear this over the music unless it was REALLY loud and intrusive. Also you need way more than a vague estimate and a 10 second warning for certain tricky parts. For example there's that colossus with the beard that has a seal on its back where you drain a ton of stamina climbing down to it, hanging on, and climbing back up. I wouldn't want to have to guess whether I'm at full stamina before trying that and ending up falling and having to start over.
The other stuff I agree with.
He'd heave a little to show the breathing so it could work without being too loud. I do agree that as the game is, the grip gauge is critical and the sound idea would not be a suitable replacement. The beeping should certainly be replaced with breathing though. (Where do the beeps come from?!)
I'm glad we could find common ground.
stay mad fag IW was a great motherfuckin game go play your halo 5 and shut the fuck up
I'll be honest I have a soft spot for it even though I'm not big on the prime series. It looks like something that would genuinely be on the suit.
IW is better than HR or MD but it's still irredeemable dog shit.
The only good Deus Ex is the original.