Child of Karras on 19/2/2004 at 00:09
Quote from an interview:
(
http://www.gamer.tv/page/feature/23147057-2.htm?p_page=2)
Gamer.tv: Looking at some of the feedback on Invisible War from North American PC players, they seem to think that you've compromised the interface for Xbox, rather than sticking with a PC-centric one. How do you respond to that - and will you be making similar choices for Thief: Deadly Shadows?WS: It's just not true! I can't tell you how close the Invisible War HUD is to the original concept I had back in 1997-1998, the concept I wanted to get into the first Deus Ex game. I wanted the HUD to look like it was mapped onto the player's eyeball using Nanites, but I never got that across to the art director. We finally managed to sell it to the Invisible War team though, so it [the interface] was exactly what we wanted it to be. I love the interface in Invisible War!
aesir05 on 19/2/2004 at 00:46
All i can say is that it wasn't implemented properly.
The hud may be the reason why the inventory was so small.
sergeantgiggles on 19/2/2004 at 02:37
And why can't I have ten weapons mapped to number keys? :rolleyes:
Primal on 19/2/2004 at 03:36
In short...
Question: Warren, have you compromised the PC-centric interface?
Answer: I got the interface I wanted.
Nice dodge!
ZylonBane on 19/2/2004 at 04:12
Quote:
Originally posted by Child of Karras I wanted the HUD to look like it was mapped onto the player's eyeball using Nanites, but I never got that across to the art director. Earth to Warren-- The art director knew exactly what you wanted. He just had way more common sense than you.
Udasai on 19/2/2004 at 04:13
Once again Warren misses the point...the chief complaints about the interface have little to nothing to do with the circularity. Let this be a lesson to you kids as to why corporations make bad decisions. They really just don't get it.
ZylonBane on 19/2/2004 at 07:20
Actually there were rather a lot of complaints about the circularity. It makes absolutely horrible use of available screen space and forces what should be peripheral elements of the HUD into the central field of vision.
Somehow, Warren utterly fails to grasp how this is a problem.
twisty on 19/2/2004 at 10:52
Quote:
Gamer.tv: How has Invisible War been received in America?
WS: It's doing very well, we're getting great review scores and Eidos seems happy, but I don't even think about that stuff.
Ooh yeah.
Matthew on 19/2/2004 at 15:05
Y'know, looking at a screenshot in an old preview in Edge, there definitely was more going on there, like a dual-ammo display (presumably therefore pre-Universal Ammo) and a gauge above the compass. Anyone know what the gauge was for?
adonly on 19/2/2004 at 15:40
stealth meter
and second ammo type was matter clip, used for big guns (rocket launchers, flame throwers ...)