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Great games with horrible UIs

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Game name? Is it a Diablo game (I never played the series), since it looks like that and FFX had a grotesque baby.
 
Halo Anniversary's HUD changes were disgusting.

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Things were the wrong shade of blue, which impacted visibility a lot, weird reticle size changes, everything was beveled, different shaped, and the god awful fonts they used.
 
The Grand Theft Auto series. Ridiculous that for a series whose budgets and technical merits have increased a thousandfold, the HUD and notifications haven't evolved an inch since GTAIII. And it sure ain't sticking around because GTAIII's were fantastic. We should have something a bit more readable and way, way more stylish at this point.
 
Xenoblade's UI is kinda rough.

Xenoblade's UI is god awful and I'm not afriad to say it

Ultra horrible damage font, gigantic everything detracting detracting from the scenery.

XCX at least looks a lot cleaner with much better fonts.

Yes. Xenoblade immediately came to mind. I won't say the UI is the thing that made me stop playing -- it was more the lack of engagement by the battle system (which either felt intractable if under-leveled or boring if over-leveled, with a happy medium -- where skill gets one through -- apparently available but hard to access). I will say that the UI doesn't help my enthusiasm for the game whenever I consider getting back into it.

I am one of those people that likes to mess with people's builds and gets surprising amounts of satisfaction optimizing equipment and such (e.g., messing with materia slots in FF7), but Xenoblade makes this annoyingly hard to pull off in the menus. It always feels like the needed info is just out of view. The crafting system and inventory system feel complicated just for complexity's sake (which isn't in itself a UI problem, but the UI is supposed to clarify and make complex things fun). I seem to recall some kind of emotion/skill system thing... I forget the details... but the UI made it utterly impenetrable for me.

I was playing Ni No Kuni on PS3 the other day; now there is a brilliant set of menus. Everything is clear as can be and beautiful and stylish too. Granted, it appears to be a much simpler game than Xenoblade, but we are talking about UI here.
 
What the hell happened in the transition from Borderlands 1 to Borderlands 2?
Looks nice, looks Dead Space. Maybe not so great if you're playing with a mouse.

Any game that jumps you straight to gameplay before letting you actually use the menu is a fail.
I'd disagree if the game in question loaded quickly.

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KZ SF wasn't really that great, but the UI was the worst I have ever seen.
The font (right bottom corner) was so tiny that I couldn't read anything on a 40 inch sitting pretty close to it.
Does anybody know why so many devs choose to use tiny fonts?
I love the minimal but textured styling of Shadow Fall's HUD and menus, apart from the screenshot-menu-backgrounds which look a little low-res and don't provide a nice contrast. The gameplay HUD's difficult to read against a bright environment, even playing close to a monitor though.
 
Oblivion UI was shit. Everything was huge and tan, and it was a pain in the ass to navigate. I'd also say that Skyrim had too simplistic of a UI, personally.
 
Bloodborne's menus are... well... functional.

Incredibly functional. They allow you to find exactly what you need and apply it to your person mid-action. Being able to swap out your weapons and armour literally on the go is great.

DS2 however is very bad. Trials Fusion is also clunky as hell.
 
First of all, you can rotate that map and it's very clear looking when you do so. It's actually the best map screen I've ever seen.

Second of all, they do show you. Every time you go in front of a door, you see a preview of where it goes. If it doesn't show you a preview, then it means it's a new door, a secret door, or you will go to the area that is currently in the background of the game screen.

I agree with you completely, I love 3D maps and this game has one of the best.
 
Gran Turismo 5.

I had to stop playing it was so bad.

The worst designed front end I've ever encountered, it wasn't even consistent in it's ineptitude.



I have no idea what you guys are smoking. Both these games have gorgeously slick and understated yet entirely informative UI's.

They're like, effective UI design 101.

Skyrim UI is form over function 101. Looks pretty, but it's a chore and everyone mods it.
 
I have no idea what you guys are smoking. Both these games have gorgeously slick and understated yet entirely informative UI's.

They're like, effective UI design 101.

I'm sorry, WHAT!?

Skyrim is functional, but far from good or even decent. As SkyUI has shown, there many ways it can be improved into genuine "good" territory. By default, everything is trapped in its own menu and even mundane tasks are bothersome. Because every single thing in the menu works via scrolling, large amounts of anything presents formidible problems for vanilla Skyrim's UI - which is odd, because this is one game where players are sure to get a bunch of weird odds, ends, & loot management.

Is all this "Skyrim has good UI" insanity coming from controller players or something? Because, far as I know, it controls the same and is thus an identical nightmare to KB&M controls.

Don't mistake looking good with being good. They are two separate things - form and function - and are needed in equal measure to make legitimately good UIs. In such a game, it will look nice and give you everything you can think to ask for while playing.
 
I've always thought the God of War III UI looked dated with the red text on pure black. I liked the rotating Pandora's Box idea but the text itself seemed like it was left over from the PS2 days.
 
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