Not to mention, most of the time the only way to know how much ammo you have loaded (besides that quick inventory screen when you press Tab) is by counting the exposed bullets in your magazine. The Redux engine that's coming out is going to have animations dedicated to tilting the gun forward for you to count remaining shots, much like Red Orchestra or the Source mod No More Room in Hell. It's pretty much the only thing Metro was missing, beside maybe a way to count remaining reloads.SmashLovesTitanQuest said:Metro Last Light on Ranger.
Even without Ranger mode its got some really neat stuff I wish more games would do. For example being able to read up on what you're supposed to do next by bringing up a dairy in game and holding a Zippo next to it to provide the necessary light. Or wiping clean your helmet when it gets splattered with rain, blood or mud.
The "quest log" thing especially. It would work in almost every first person game. And shit, it would bring so much more immersion to say, Skyrim for example.
I can't name any specifically, but there have been action/platformers games where the health bar is set too small and in the corner of the screen or is a number on a semi transparent background(gets lost in the BG) so you often die without knowing you were close to death.njrk97 said:Out of curiosity has anyone ever encountered a terrible hud, i have never really consciously said "This hud sucks" before.
Oh man! I remember the first time I opened my inventory and such and realized it was projecting into the game world and I could rotate my view around the projections... Amazing. They really pulled it off well for a 3rd person game.shrekfan246 said:As for Dead Space, it does with its HUD what many other games only wish they could do. Everything feels very natural and purposeful, and feels thematically consistent with the world we're presented. It's the half-way point between having no HUD at all (which very few games admittedly do) and having a really obvious, "game-y" HUD (which most games tend to do).