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Gaming HUDs - the good, the bad and the ugly

Star Wars Battlefront II

2CsB7.jpg


I was a beta tester and thought the HUD was just a place holder. Bought the game on launch and realized I was mistaken :(
 
I always thought Street Fighter X Tekken's HUD was just abysmal.

I don't think a single screenshot explains how bad it looks but Capcom tried to go for a very busy-looking HUD where the bars were sizzling, crackling and being electrified. The end result is a distracting and very ugly looking HUD. When I first saw the HUD in earlier builds, I was sure that it was just a placeholder but eventually, the game came out and it was still there. Awful.

Yea sfxt is just awful in general tbh.
 
Metroid Prime's great HUD can't really be shown in just images. The way it shakes when you jump and turn, and the way steam and alien guts roll down it put you directly behind the visor. It put a whole new meaning to a "first person" game.
 
My favorite HUD options in games are when I can customize everything.

This is something WoW has always been great about, you can replace the Blizzard UI for every feature if you want to.

Example pictures!
UI I am using right now, kind of a work in progress

Random stock UI screenshot from google
 
Split/Second already mention, playing the game maxed out is still a treat today years after its release.

Im bringing some old school love.

Star Wars Republic Commando:
I just loved it, i felt so in it.
Plus i loved the whole vital details towards the bottom instead of towards the top like some shooters do today, i dont know why i feel more comfortable glacing down to see Ammo than looking up.

FEAR
Suits the game perfectly and isnt intrusive

Rage - only when in cities
And yes i was trying to recreate what people thought was the Bullshot from before launch...i think i got pretty close.
 
And yes i was trying to recreate what people thought was the Bullshot from before launch...i think i got pretty close.
Link the original "bullshot"?
 
Driver on the PlayStation.

QstOc.jpg


Terrible font, big blocky bars for health etc, they look like placeholder graphics (and probably are). The frontend is the same. Amazingly poor presentation.
 
Escape from Butcher Bay. It's pretty much perfect. Laser dot for your crosshair and the screen fades to blue to let you know your hidden. Not to mention starbreeze actually makes you feel like your controlling a character as opposed to looking through just a camera as so many other first person games do.
 
max-payne-3-screenshot.png


I loves games that don't clutter up the HUD, Max Payne 3 you see everything you're doing, nothing is blocking your view.
 
It's the small stuff that kills everything... it might look identical to the blind eye, but the difference is huge when you actually play the game.

Good:

NR0Ub.jpg


Bad:

jhx4A.jpg

This makes no sense. It's literally the same HUD. If anything, Demons' Souls HUD is more busy with location name on the top right and extra MP bar
 
It's the small stuff that kills everything... it might look identical to the blind eye, but the difference is huge when you actually play the game.

Good:

NR0Ub.jpg


Bad:

jhx4A.jpg

I havent played either game so im really really really curious what the deal is.
To me they both suck, the HUD is like 90% of the screen i cant even see shit on screen.

But seriously do you mind explaining why one is better than the other.
 
GTA4 putting armor and health around the map was really slick.

Similarly, Brink put the clip ammo count, and reload time data on the reticule, which is fantastic.
 
I always thought Street Fighter X Tekken's HUD was just abysmal.

I don't think a single screenshot explains how bad it looks but Capcom tried to go for a very busy-looking HUD where the bars were sizzling, crackling and being electrified. The end result is a distracting and very ugly looking HUD. When I first saw the HUD in earlier builds, I was sure that it was just a placeholder but eventually, the game came out and it was still there. Awful.

I think it was actually a placeholder, they even recycled the SF4 fonts, but then Capcom rushed the release and they were forced to keep it.

Speaking of fighting games, I don't understand why so many devs put characters portraits near the lifebars. I guess it's a kind of tradition, but they're totally useless and take precious space. When you have 2 or 3 meters, icons and other stuff on screen already, it's masochistic to add portraits to the hud.
 
My favorite HUD options in games are when I can customize everything.

This is something WoW has always been great about, you can replace the Blizzard UI for every feature if you want to.

Example pictures!
UI I am using right now, kind of a work in progress


Random stock UI screenshot from google

I hate spatial text. I know it probably can't be done any other way, but it's immersion killing and seems like the last resort / cop out when a game designer has no clue how communicate his ideas to the player.

If movies taught us the importance of show don't tell, games should be do don't show. In the great scheme of things it's do >>> show >>> tell (>>>spatial text).

Immediately puts me off playing the game, kind of a pet peeve.
 
It's the small stuff that kills everything... it might look identical to the blind eye, but the difference is huge when you actually play the game.

Good:

NR0Ub.jpg


Bad:

jhx4A.jpg

These are both vomit-inducing, though I assume the first is more functional, which I can't argue with you about because I haven't played both.
 
ACV HUD is fine. As someone mentioned already that's a picture of the Scan mode in use (in the OP), which disables weapons so you won't be fighting with that HUD.

Scan mode's also pretty easy to read after a few minutes with the game. All the information in red is information about your opponent's weapons and defenses.
 
I'm a fan of minimalist HUDs. Integrated into the world, no fake screen overlays. Metroid Prime, Dead Space, great stuff.

I even take some form over function, because it shows commitment and balls from the developers, e.g. Far Cry 2's map system.

I havent played either game so im really really really curious what the deal is.
To me they both suck, the HUD is like 90% of the screen i cant even see shit on screen.

But seriously do you mind explaining why one is better than the other.
They're both bad, not really an important distinction why one is really bad and the other is really really bad (it's even bigger and even more intrusive).
 
GTA4 putting armor and health around the map was really slick.

Similarly, Brink put the clip ammo count, and reload time data on the reticule, which is fantastic.

Yes, important stuff like that should not be too far from the main locus of attention of the player, or you get a split attention effect, therefore Brink (but also Half-Life 2 way before it) is right to have it near the reticule.

Arguably the fact that it was around the map in GTA, and this was considered useful, stresses what was wrong with that game.
 
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