Perhaps the most interesting aspect of the HUD, at least potentially, is the comm system to the uppe
Perhaps the most interesting aspect of the HUD, at least potentially, is the comm system to the upper left, here indicating a connection to TBug. The compass indicates Jackie as J, the upper right shows mission objectives. Like I said, nothing to surprising.(The blue arrow to the right indicates Kareznikov (?) duration. It seems that after taking the boost via inhaler, there’s a set amount of time during which bullet time can be triggered.) I do hope that CDPR makes their HUD as customizable as it was in the Witcher though. I want to find the Scavenger Hiteout without the help of the Omniscient Floaty Thing ™.The direction from which V is attacked is also indicated, as per industry standard.Non-lethal is a thing. Which is very, very good. I always wanted to do stealth/non-lethal in an rpg in an interesting way (even going so far as to do an Illusion playthrough in Skyrim).Picking up bodies is not particularly new, but if you can hide them to avoid detection, well, that has promise.I’m somewhat torn on this. On the one hand, a case could be made that showing all those tidbits of info increase immersion by simulating what the player would know if they were V. On the other hand, at some point all these infos add up to a lot of red numbers crowding the screen.tl;drNothing surprising concerning the HUD; HUD should be customizable; possible stealth support. -- source link
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