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authorBradley Taunt <bt@btxx.org>2024-08-28 12:12:56 -0400
committerBradley Taunt <bt@btxx.org>2024-08-28 12:12:56 -0400
commit9b41192629de9587a57d2ee302016e3b513d95be (patch)
treecf2435a5d093409d36b8b1a37c269333118920d9
parentad91daad33d7c6e4aaed555ef7af44cd8bf1bf90 (diff)
Grammar fixes
-rw-r--r--posts/useless-key.md4
1 files changed, 2 insertions, 2 deletions
diff --git a/posts/useless-key.md b/posts/useless-key.md
index 174b9e0..596131c 100644
--- a/posts/useless-key.md
+++ b/posts/useless-key.md
@@ -27,7 +27,7 @@ The game *does* provide you with an inventory system, which holds your core item
<figcaption>The main inventory screen. Shows everything you need to know, only when you need it. (I can <i>hear</i> this screenshot...)</figcaption>
</figure>
-I don't need to a visual element in the bottom corner showing me a list of "items" I can cycle through. I don't want an ammo counter cluttering up my screen with information I only need to see in combat or while manually reloading. If those are pieces of information I need, I'll explicitly open and look for it. Don't make assumptions about what is important to me on screen.
+I don't need a visual element in the bottom corner showing me a list of "items" I can cycle through. I don't want an ammo counter cluttering up my screen with information I only need to see in combat or while manually reloading. If those are pieces of information I need, I'll explicitly open and look for it. Don't make assumptions about what is important to me on screen.
Capcom took this concept of less visual clutter even further in regards to **maps** and the character **health status**.
@@ -77,7 +77,7 @@ Don't overlook how powerful of a interaction this little text prompt is. Ask any
## Inspiring Greatness
-RE2 is certainly not the first or last game to implement these "minimal" game systems. A more "modern" example is Dead Space (DS), along with its very faithful remake. In DS the character's health is displayed directly on the character model itself, and a similar inventory screen is used to manage items. An ammo-counter is visual but only when the player aims their weapon. Pretty great stuff and another masterpiece of survival horror.
+RE2 is certainly not the first or last game to implement these "minimal" game systems. A more "modern" example is Dead Space (DS), along with its very faithful remake. In DS the character's health is displayed directly on the character model itself, and a similar inventory screen is used to manage items. An ammo-counter is visible but only when the player aims their weapon. Pretty great stuff and another masterpiece of survival horror.
<figure>
<img src="/public/images/dead-space.jpg" alt="Screenshot of Dead Space, showing the lack of UI">