this post was submitted on 24 Sep 2024
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[–] Kolanaki@yiffit.net 81 points 1 month ago* (last edited 1 month ago) (23 children)

I'm a fan of the yellow paint or otherwise highlighting of things I can do things to/with over having everything look the same and being required to click everywhere, all the time in order to know what I can, and cannot, interact with.

Playing the original Hitman vs the newest Hitman is such a drastic change not just because of the graphics, but because of little design elements like that. Makes it way easier to plan what you're gonna do when you know for sure what you can work with.

It also means you're less likely to miss something in a place you've been in and having to come back.

[–] Gullible@sh.itjust.works 51 points 1 month ago (11 children)

Anyone against highlighting interactables and enemies wasn’t around for games in the 80s-90s. Fucking, why were interactable items and fixtures so common and so goddamn bland?

[–] Prunebutt@slrpnk.net 5 points 1 month ago (1 children)

What's wrong with the sparkly effect from e.g. Resident Evil 4? The yellow paint is already immersion breaking.

[–] Gullible@sh.itjust.works 4 points 1 month ago (1 children)

I’m a fan of outlines, myself. There’s no such thing as a correct answer here. Yellow paint, sparklies, circling white lines, glowing, pulsing, rainbow stickers, whatever. As long as it isn’t as odd as god of war where runes emphasize all wilderness climbing walls, my suspension of disbelief is unfazed. Took me a while to figure out that you can climb them. I just thought they were decorative for like 5 confusing minutes.

[–] Prunebutt@slrpnk.net 3 points 1 month ago

I just think the yellow paint is so overdone, it kinda pulls me more out of the experience than other "unrealistic" shimmers. It's a bit like the uncanny valley effect.

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