What I don't understand is why they made it look like jelly. Like not only is it distracting, but it doesn't look like blood, at all.
Bro, it's the Koolaid man's man juice. He just ejaculated into your face.
What I don't understand is why they made it look like jelly. Like not only is it distracting, but it doesn't look like blood, at all.
I really like how it's done in Gears of War. Such a simple design, the cog wheel's appears on screen and how much of it is visible tells you how much damage you've taken. Thing of it as a circle the game drawing a circle, when it finishes drawing it completely you've taken 100% damage, but if you don't then the circle starts to gradually gets "undrawn". On top of this you get animations that tell you direction you are getting hit from (player character will duck and also register the hit to give a feedback), intense heartbeat when close to death and also you'll have blood and sparks to show you the direction.
So true !! Maybe the sword could talk to remind us that our health is too low ? Seems like a great idea :)my least favorite thing is the incessant BEEP BEEP
BEEP BEEP
BEEP BEEP
BEEP BEEP
of your low health in Zelda games. Like yes, yes, I get it. Shut up.
It's like they knew it was shit so they blurred it and lowered the opacity to help it but didn't decide to come up with something else.
I experienced this most recently with Uncharted Lost Legacy. Here you have one of the most visually impressive games to play through and the way ND decides to indicate your near death is darkening the screen and taking all the vibrant colors around you and making it a grayscale image where you can barely see anything. I am so confounded by it
my least favorite thing is the incessant BEEP BEEP
BEEP BEEP
BEEP BEEP
BEEP BEEP
of your low health in Zelda games. Like yes, yes, I get it. Shut up.
And then put "You are hurt! Get to cover!" Message in the middle of the screen to add insult to injury.It's like they knew it was shit so they blurred it and lowered the opacity to help it but didn't decide to come up with something else.
Trails in the Sky changes its music depending on how bad/good you are doing and I'm pretty sure there was another JRPG that did this.Anyone have any examples of games that alter the music when you're close to death? Continuing to play the same melody, but switching instruments, changing the tempo, etc. Like how many 3D Zelda games have a battle theme that fades in as you near enemies, add instruments as you draw your sword, add more as one of you lands the first strike, etc., but based on whether you or your enemy is getting put on the ropes? I love this kind of stuff.
This stuff is done because 9 times out of 10, during play testing, people keep saying things:
-they die too fast
-they thought they had way more health (and there's no way they could have been taken out with one shot from a pistol)
-they don't have a good idea what their health or status is because the gameplay and HUD are focused on the edges where people aren't necessarily paying attention
The solution is to affect the entire screen and audio to make it obvious once you've hit a lower health threshold. It's a delicate balancing act which it needs to be relayed at the right time and not be obstructive while still being obvious to people.
Ehilst I take your point, I hafta say I applaud them for what I feel is a very clear indicator of how badly I'm doing in a fight without blasting me with annoying beeps, klaxons or heartbeats (looking at you, shadow of war!).
All in all I find the uncharted method pretty informative. I don't like my lush colour palette being taken away from me just as much as I don't like being shot or beaten to death. There's an effective symbiosis there that I'm cool with.
my least favorite thing is the incessant BEEP BEEP
BEEP BEEP
BEEP BEEP
BEEP BEEP
of your low health in Zelda games. Like yes, yes, I get it. Shut up.
my least favorite thing is the incessant BEEP BEEP
BEEP BEEP
BEEP BEEP
BEEP BEEP
of your low health in Zelda games. Like yes, yes, I get it. Shut up.