From 9b41192629de9587a57d2ee302016e3b513d95be Mon Sep 17 00:00:00 2001 From: Bradley Taunt Date: Wed, 28 Aug 2024 12:12:56 -0400 Subject: Grammar fixes --- posts/useless-key.md | 4 ++-- 1 file 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
The main inventory screen. Shows everything you need to know, only when you need it. (I can hear this screenshot...)
-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.
Screenshot of Dead Space, showing the lack of UI -- cgit v1.2.3-54-g00ecf