UI Initially UI was displaced on the right-hand corner of the screen -– which in effect shifted the player’s focus from the task at hand to check the next action necessary. This was switched to the much more intuitive 3D icons we see in Quantic Dream games today. These icons are transparent, so they keep that unobtrusive element, while changing in movement and position within the context of the situation. For example, the icons pop up when the character moves and turns near an interactive object, such as to pick up a letter on the floor. This gives the player freedom to choose which actions to perform, while challenging them to have a keen eye for locating objects (e.g. evidence) in a scene. The button prompts also change order in a queue formation when buttons are held down in sequence and begin to jitter as the situations becomes more intense (like the characters’ thoughts when the left trigger is held down.) There is also not HUD, allowing for total player immersion. Co...