![]() ![]() But it’s just another unnecessary detail you need to deal with. And it does an ok job once you learn that. There is some color coding to show what is what. So at first the bar shows shields and once those are down it switches to health. And is it just me or does this fake UI look so much richer than everything else Mass Effect has to offer?īack to the health bar, there are also some minor problems with shields being displayed by the same arc bar. UI breaks immersion unless in the loading screen – then UI helps preserving it. In fact, Bioware actually shows flashy, über-complicated interfaces during the loading screens? Why are they seen as an aesthetic asset during loading times but as an aesthetic burden during gameplay? However, I don’t see how the techno-futuristic world of Mass Effect is hurt by interfaces. Some even claim that it improves immersion. There are some people who really want to make on-screen interfaces as minimalistic as possible to go for that cinematic feel. I think I know that kind of thinking lead to this. Not exactly the kind of things you want to confuse. So it’s sometimes easy to confuse “almost no health” and “full health”. But there is still some confusion because it disappears when you are at full health. It usually does a fair job at communicating Shepard’s health. For example, there is a larger, arc-shaped health bar in the center now. Parts of the interface tend to even disappear when “not needed”. Surprisingly, a lot actually! There is much less interface in general, as if Bioware was self-conscious about it. The previous critique was misleading styling of health bars, unreadable and incomprehensible icons and poor success feedback when getting loot and experience points. It was there all along.Īh, that felt like in the good old times, let us look at the HUD. I think I found Shepard’s missing character arc. Take a look at what kind of wonderful decision you are confronted with by the end of the process: At least not on the consoles.īut at least they haven’t broken anything, right? Well, it turns out that some more interface catastrophes managed to creep in. A cool idea undermined by the fact that there is no interface to input the code in a convenient manner. Apparently it’s some sort of a password system that records the facial features to pass it on to others. I noticed that there is a weird code on the bottom left of the screen. There are no thumbnails or previews to give you an idea of what options will do. None of the sliders has distinct markings so it’s equally difficult to return to a previous setting after changes have been made. We still have the same useless sliders for every facial feature. ![]() In the previous game, I criticized that it relied too much on generic interface elements which don’t really allow any other approach than blind trial and error. How about we begin at the beginning of the game – the character customization screen. ![]() My secret Asari seduction technique: the duckface. ![]()
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