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Predecessor UI vs OG Paragon vs Overprime Differences Inspected

Yesterday I made a video highlighting the UI differences of the main game screen between Predecessor, OG Paragon (Original Paragon by Epic Games), and Paragon: The Overprime.

My favorite, or what I considered to be the best implementation is Overprime’s. I dislike Predecessor’s UI and I think it needs work. Right now it’s not Omeda Studio’s highest priority, as they focus on gameplay first approach and will probably take care of it later on. Still, they are adding a new in-depth stats screen in patch 0.3, but overhaul changes won’t come anytime soon, I believe.

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As you can see from the above UI comparison above, there are significant differences.

First of all, regarding the mini-map design, in Predecessor, it looks like confetti or a birthday cake with lots of sprinkles. It’s hard to get quick information at a glance compared to the more monochromatic mini-map of Overprime which focuses on 2 main colors green and red, and why other colors are more prominent and can easily be recognized at a glance.

Some of the elements need to be organized and centered, and some need to be redesigned completely. It’s not that Paragon: The Overprime’s UI is perfect, but better overall than Predecessor.

What are your thoughts about Predecessor’s user interface compared to Overprime and OG Paragon, and which one do you prefer and what changes do you think should be made to make it better?

I am not a UI expert, and therefore I don’t have the knowledge to really certify each decision but when I play I do notice that it shouldn’t be that way.

Waiting for your comments, I want to hear what you think..