icemann on 9/7/2016 at 06:43
Quote Posted by JCDenton
In all fairness though, I doubt that a neural interface of any sort would give you PSI powers to physically interact with the game world. ^^
In SS1 fixing the lift in MedSci is clearly an electrical (i.e. manual) issue, not an electronical one (-onical? Is that right? Sounds wrong). I like the way Nightdive have done it.
If you've seen the first Terminator movie - I've always pictured the displays much like how the Terminator saw things.
So for me the UI displays for the mini-games made perfect sense. The current lack of any displays in the reboot just seems so archaic, bare basics type thing. What's the point of getting a neural interface placed in your head if it's not going to do anything of benefit?
If you compare the screens it added in SS1 to the reboot, I don't see the point in getting it in the reboots version of it all.
driver on 9/7/2016 at 10:23
It's a pre-alpha so I expect lots of things to change, including the HUD which has a very placer-holder feel to it. As for the advantages of getting a neural interface, isn't the main one that you're able to jack into cyberspace? We haven't seen that yet, so I'd be interested to see how they bring that up to date. Also, despite installing it at the start of the demo, I don't think there's any way to access the systems analysis module's capabilities. In its current state the demo is more of a proof of concept than a taste of the final product, I wouldn't be too concerned about missing elements just yet.
Twist on 9/7/2016 at 15:12
Quote Posted by icemann
The current lack of any displays in the reboot just seems so archaic, bare basics type thing. What's the point of getting a neural interface placed in your head if it's not going to do anything of benefit?
The neural interface doesn't give you the magical ability to turn a screw without a screwdriver.
Quote:
Do the grid and wire puzzles really belong in the neural interface? I always understood them to be more mechanical than digital, like something the hacker would manipulate with a screwdriver and needle-nose pliers. Didn't the survivors setup some of these puzzles as a means of limiting access to areas without Shodan's digital influence?
I assumed LG used the HUD to display the controls for these puzzles because of a lack of detail and granularity in the era's 3D rendering technology, not because you were actually using a neural implant to operate them. The neural implant gave you advanced access to cyberspace and provided functional ports to accept a variety of cyber-implants like the navigation unit. But it didn't give you the magical ability to turn a screw without a screwdriver.
Think about it: even the
keypads are operated within the HUD. Did the installation of the military-grade cybernetic rig give the hacker a stroke rendering him incapable of pressing his fingers to large buttons next to doors?
No. It's just a game design abstraction to help the player enjoy the game.
Nameless Voice on 9/7/2016 at 15:33
Frankly, the original game's HUD is ridiculous.
If you were installing a cybernetic implant in real life and wanted it to give you a HUD, it would be as minimalist as possible so as not to interfere with your actual vision.
Since the implant would be installed directly into your brain, you would be able to toggle on and off any piece of information that you wanted at any time with a mere thought - so in most cases they would probably only appear at the times when you wanted to know them.
icemann on 9/7/2016 at 18:46
In that I completely agree. The thing is that much of displays you see in the reboot is kept to a bare minimum (so far). If they gave us all of the displays and made it so we could toggle them on or off, that would be the best of both worlds imo.
Starker on 9/7/2016 at 21:30
Well, the display in the demo is kept to a bare minimum. We don't really know how much of it we will be able to toggle on/off in the reboot.
Nameless Voice on 9/7/2016 at 21:35
Yes, I really hope they lot you toggle everything on/off.
Was I the only one who didn't want to pick up the systems monitoring unit because those sine waves don't show any actually useful information and just take up a lot of screen space?
(Kind of nice that, like in the original, you can choose not to pick it up if you want.)
terrannova on 9/7/2016 at 23:58
The neural interface was the best part about the original game, what are you guys on about? Every single modification was useful, though I will admit Infrared is totally useless once you get the lamp. Sensaround was a bit of a gimmick.
One of my favorite parts of the original game is double clicking an enemy and getting not only targetting information, but current health, distance away, alert status, you name it.
Also you could play in full screen mode if you wanted, but try doing that on a 486DX2/66 at 640x480 with 8MB of RAM like the standard system back in 1994, not happening.
ZylonBane on 10/7/2016 at 01:48
Quote Posted by Nameless Voice
Was I the only one who didn't want to pick up the systems monitoring unit because those sine waves don't show any actually useful information and just take up a lot of screen space?
Eh, the top of the screen is already claimed by the health/energy meter anyway, the biorhythm meter just fills out the left side. The compass admittedly wastes some vertical space for no good reason in the current build. It could trivially be fit into the center space between the two meters.
Nameless Voice on 10/7/2016 at 22:51
Well, just because one UI element is obscuring the right side of the screen doesn't mean I wouldn't rather have the left side free.
I personally prefer minimal HUDs - or even no HUD at all when appropriate. That's not exactly the SS1 aesthetic, though.