The explanation they gave at the end of God of War was pretty awesome.
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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.
i think it might be a problem with the design of the rest of the game, maybe too many distracting elements necessitate the yellow paint. in real life i can function without yellow paint. i used to be fine without it in games, especially hitman contracts for example. it could be due to graphical fidelity, which seems one of the reasons battlebit made such a surprise success in the military shooters. in modern games with too many 3d rendered objects you can't see clearly what's going on - in real-life you at least have depth information to distinguish things, it's not all in the same plane in front of you.
however, i found the old hitmans so much more immersive. i really disliked feeling guided around as if it was a theme park in the latest ones
If they stopped making everything the same bland color palette, I wouldn't want the yellow paint. There are other options, but this is the compromise I guess we came to
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?
nothing like playing leisure suit Larry 2 and finding out you have to replay the last 4 hours even though you saved because you didn’t type look in trash can while standing next to the trash can on the first screen of the game
What's wrong with the sparkly effect from e.g. Resident Evil 4? The yellow paint is already immersion breaking.
Sorry, you didn't flip the hourglass in Morg's Inn before the end of Chapter 5 so you're stuck with the 3 terrible ending sequence options. We only put a vague hint about it on page 63 in the instruction booklet.
he is called the peer
he hunts my dreems with his P