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* James Bond in ''VideoGame/GoldenEye1997'' could switch weapons using the readout on his laser watch. The bad guys would [[MenuTimeLockout kindly stop shooting]] and wait for him to finish what he was up to before resuming the firefight.
** You could do the same in ''VideoGame/TheWorldIsNotEnough'' with a Motorola cell phone.

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* ''VideoGame/GoldenEye1997'': James Bond in ''VideoGame/GoldenEye1997'' could can switch weapons using the readout on his laser watch. The bad guys would will [[MenuTimeLockout kindly stop shooting]] and wait for him to finish what he was is up to before resuming the firefight.
**
firefight. You could can do the same in ''VideoGame/TheWorldIsNotEnough'' with a Motorola cell phone.
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VideoGame.Mad TV has been moved to VideoGame.Mad TV 1991 for disambiguation reasons.


* ''VideoGame/MadTV'', set in an office building. You quit the game by going to your boss's office and literally quitting, save the game by opening the safe in your office, and change the game settings by tampering with the control panel on your office computer.

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* ''VideoGame/MadTV'', ''VideoGame/MadTV1991'' is set in an office building. You quit the game by going to your boss's office and literally quitting, save the game by opening the safe in your office, and change the game settings by tampering with the control panel on your office computer.
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** While the nature of the gameplay makes it less apparent, the equivalent menus in ''1'' and ''2'' were [[AllThereInTheManual apparently]] also diegetic, using the Pip-Boy 2000. The main difference with the 3000 is that the 2000 series was handheld instead of wrist-mounted. Intrepid modders managed to implement this in ''3'' and ''New Vegas'', which served the dual purpose of nostalgia and avoiding the above mentioned issue of covering up the visible Pip-boy wrist model.

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** While the nature of the gameplay makes it less apparent, apparent in-game, the equivalent menus in ''1'' and ''2'' were [[AllThereInTheManual apparently]] also diegetic, using the Pip-Boy 2000. The main difference with the 3000 is that the 2000 series was handheld instead of wrist-mounted. Intrepid modders managed to implement this in ''3'' and ''New Vegas'', which served the dual purpose of nostalgia and avoiding the above mentioned issue of covering up the visible Pip-boy wrist model.2000.
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* The menus is ''VideoGame/MegamanZero'' are Zero's own internal interface. Memorably, after [[WalkingTheEarth striking out on his own]] at the end of the first game, at the start of the second the menu interface is too badly damaged to access parts of it. After his body gets rebuilt, he gets an entirely new menu screen out of it too.

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* The menus is in ''VideoGame/MegamanZero'' are Zero's own internal interface. Memorably, after [[WalkingTheEarth striking out on his own]] at the end of the first game, at the start of the second the menu interface is too badly damaged to access parts of it. After his body gets rebuilt, he gets an entirely new menu screen out of it too.
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* In ''VideoGame/HorizonZeroDawn'', Aloy finds a device that allows her to interface with advanced machines, as well as keeping track of inventory and gatherables in the vicinity.
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* Amiga and DOS action-adventure ''Blade Warrior'' 's artistic direction was so ahead of its time (1991), made of {{Limbo}}-like shadow theatre, that the devs decided to not pollute it with a classic HUD and to represent the player's energy in the crescent moon in the sky.
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** The lower screen of ''VideoGame/KirbyPlanetRobobot'' is the cockpit of the [[MiniMecha Robobot Armor]], though this is only made apparent when looking at official merchandise.

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** [[https://images.nintendolife.com/screenshots/77097/large.jpg The lower screen screen]] of ''VideoGame/KirbyPlanetRobobot'' is the cockpit of the [[MiniMecha Robobot Armor]], though this is only made apparent when looking at [[https://mikatan.goodsmile.info/en/wp-content/uploads/-000//1/59f94f03361fd_2017-11-1-47040.jpg official merchandise.merchandise]].
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* ''VideoGame/HypnospaceOutlaw'' centers around an operating system accessed while asleep via a BrainComputerInterface, and takes place entirely within said operating system. Since the game is set in TheNineties, it has an appropriately low-resolution and {{Retraux}} look, reminiscent of Windows 95. The system boots up with an audible whir, can get infected with viruses that cause {{interface screw}}s, and will eventually crash if used for long periods of time (due to running out of memory). At a climactic point in the game, [[spoiler:the system lethally crashes and you ''wake up'', completely removing the game's interface]].


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** The lower screen of ''VideoGame/KirbyPlanetRobobot'' is the cockpit of the [[MiniMecha Robobot Armor]], though this is only made apparent when looking at official merchandise.
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* In ''VideoGame/{{Uplink}}'', you're a hacker running a computer program and connected to a BBS, and the game interface is said program.

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* In ''VideoGame/{{Uplink}}'', you're a hacker running a computer program and connected to a BBS, and the game interface is said the program.



* VideoGame/SeriousSam gets his HUD, including a crosshair which tells him how much health a currently-targeted enemy still has and detailed info on his weapons and [[MonsterCompendium enemies]], through having an AI implanted in his brain. ''Serious Sam II'' implies that the "Secret <whatever> found!" messages are also the result of said AI, due to her being SuddenlyVoiced and announcing these found secrets to the player if they have her set to do so.

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* VideoGame/SeriousSam gets his HUD, including a crosshair which tells him how much health a currently-targeted enemy still has and detailed info on his weapons and [[MonsterCompendium enemies]], through having an AI implanted in his brain. ''Serious Sam II'' implies that the "Secret <whatever> found!" messages are also the result of said the AI, due to her being SuddenlyVoiced and announcing these found secrets to the player if they have her set to do so.
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* Downplayed in ''VideoGame/AlanWake'', where most of the HUD is traditional. However, as Alan is an ActionSurvivor rather than a straight-up badass, the game represents this by doing away with crosshairs and having him (and by extension the player) use his flashlight as a makeshift LaserSight.
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* In ''VideoGame/{{Astroneer}}'', your inventory is visibly present on your character model as the backpack, and if you want to get a closer look it detaches and hovers closer to the camera. In multiplayer you can even put items into slots on other players' backpacks just like how you would onto normal storage slots. All buildings' control panels also operate on the same principle - the panel is present on the structure and it flies to the camera when you interact with it.
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* ''VideoGame/Driveclub'' has detailed interiors for each and every car, and goes beyond the line by using the proper lights when the traction control is activated, and will also notify you of the [[NitroBoost KERS]] and DRS levels, if the car (such as the [=P1's=]) has them.

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* ''VideoGame/Driveclub'' ''VideoGame/{{Driveclub}}'' has detailed interiors for each and every car, and goes beyond the line by using the proper lights when the traction control is activated, and will also notify you of the [[NitroBoost KERS]] and DRS levels, if the car (such as the [=P1's=]) has them.
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* ''VideoGame/FinalFantasyX2'''s Garment Grids are real items in-universe, and your first mission is to recover one stolen from YRP by their rival. The existence of the Garment Grids implies that the Sphere Grid from the previous game is also a physical object the characters interact with, although the characters never mention it, and ''how'' either of the devices act on the characters' physiology is never explained in either game. But as is usually the case when something isn't explained in Spira, you can assume [[AWizardDidIt pyreflies]] are responsible.
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* ''VideoGame/DriverSanFrancisco'', when played in the first-person view, has accurately modelled interiors for all its cars, with functioning tachometer. It also accounts for vehicle damage, with the sound of rushing wind when you've destroyed the windshield, and your view being completely blocked if the bonnet/hood flips up (at least until it gets ripped off entirely).
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* ''VideoGame/Driveclub'' has detailed interiors for each and every car, and goes beyond the line by using the proper lights when the traction control is activated, and will also notify you of the [NitroBoost KERS] and [OverdriveDRS] levels, if the car (such as the [=P1's=]) has them.

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* ''VideoGame/Driveclub'' has detailed interiors for each and every car, and goes beyond the line by using the proper lights when the traction control is activated, and will also notify you of the [NitroBoost KERS] [[NitroBoost KERS]] and [OverdriveDRS] DRS levels, if the car (such as the [=P1's=]) has them.

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* ''VideoGame/GranTurismo V'' has realistic simulated interiors for all its cars, a first for the series. "Premium" cars have [[TechnologyPorn painstakingly detailed]] interiors, while "Standard" cars have generic black interiors, though the standard HUD gauges are laid out in such a way that it looks like the car has a working tachometer and speedometer.
* ''VideoGame/{{Forza}}'' has [[http://i.imgur.com/t0PoA.jpg fully modeled interiors]] for all its cars, with appropriate gauges depending on what the car is equipped with - tachometers, speedometers, boost gauges, fuel gauges, accelerometers, clocks, et cetera. In the high end purpose-built cars, you can actually disable the entire HUD and still remain fairly aware of your status - the car's electronic dashboard or wheel-mounted display will list lap times, your position, remaining fuel, [=RPMs=], gear, speed, and so on. In cars like the Lamborghini Reventon, with its fully digital fighter jet-esque dashboard, it goes all the way to TechnologyPorn.

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* ''VideoGame/GranTurismo V'' has ''VideoGame/GranTurismo'': starting from ''5'' the games have realistic simulated interiors for all its cars, a first for the series. "Premium" In ''5'' and ''6'' "Premium"/"Detailed" cars have [[TechnologyPorn painstakingly detailed]] interiors, while "Standard" cars have generic black interiors, though the standard HUD gauges are laid out in such a way that it looks like the car has a working tachometer and speedometer.
speedometer. From ''Sport'' onwards, the games would ditch standard cars entirely, and with some exceptions (those being very few concept cars that actually don't have an interior), each car is detailed down to the last screw.
* ''VideoGame/{{Forza}}'' has [[http://i.imgur.com/t0PoA.jpg fully modeled interiors]] for all its cars, cars since ''3'', with appropriate gauges depending on what the car is equipped with - tachometers, speedometers, boost gauges, fuel gauges, accelerometers, clocks, et cetera. In the high end purpose-built cars, you can actually disable the entire HUD and still remain fairly aware of your status - the car's electronic dashboard or wheel-mounted display will list lap times, your position, remaining fuel, [=RPMs=], gear, speed, and so on. In cars like the Apollo [=IE=] or Lamborghini Reventon, Reventón, with its fully digital fighter jet-esque dashboard, it goes all the way to TechnologyPorn.TechnologyPorn.
* ''VideoGame/Driveclub'' has detailed interiors for each and every car, and goes beyond the line by using the proper lights when the traction control is activated, and will also notify you of the [NitroBoost KERS] and [OverdriveDRS] levels, if the car (such as the [=P1's=]) has them.
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* In addition to their use of virtual cockpits as described above, many ''Franchise/StarWars'' flight simulators make use of a mock starship deck - representing whatever ship or base to which the player character is assigned - for their out-of-the-cockpit interface. Different doors on the deck access different aspects of the game.[[note]]Training simulator, tech library, start/continue campaign, etc.[[/note]] Individual games put their own twist on the system:
** ''VideoGame/XWing'' and ''VideoGame/TIEFighter'', both of whose protagonists went unnamed outside of supplemental materials, used mock security checkpoints as a means of managing different player profiles. The player would not be allowed access to the main deck area without signing in.
** Outside of the cockpit, the main menu in ''VideoGame/TIEFighter'' was a mock PDA that not only allowed the player to adjust game settings but also view their statistics and awards. Additionally, the "arm" holding the PDA had a sleeve which could be pulled up, revealing the player's Secret Order tattoo, if any.
** ''VideoGame/XWingAlliance'' had a special room on the lowest level of the main deck that served as the player character's bunkroom. This room served as a hub for any non-Rebel Alliance missions, and was notably the only room accessible during the prologue, before the player character joins the Rebellion. Displayed inside the room are the player's uniform,[[labelnote:*]]with rank badge denoting cumulative score[[/labelnote]] medal case,[[labelnote:*]]with medals denoting completion of campaigns and cumulative bonus score[[/labelnote]] and various memorabilia from specific missions. There is also a computer terminal through which the player can check their stats and read emails which provide additional flavor to the campaign.
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* ''VideoGame/{{Battletech}}'' makes heavy use of this. Your PlayerCharacter is the commander of a mercenary company who actually exists in the game as a playable pilot. All mission briefings are viewed through their eyes, all the menus and interfaces aboard the dropship represent what they use to manage their company, and all the readouts in battle are what they use to monitor and direct their lance on the ground. When you visit your ship engineer, 'Mech bay or command center, their respective menus can be seen on physical monitors near the resident specialists, only enlarged for the player's convenience. Even the external view of the battlefield from above has an in-game explanation: you're observing the op zone through the long-range scopes of your dropship in low orbit.
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* Newer entries in the ''VideoGame/FarmingSimulator'' series have highly detailed, usually unique cockpits for every tractor, harvester, truck or other vehicle you can drive. While not all of their countless displays are functional, most are, and some are actually exclusive to cockpit mode - if you drive in third-person, which switches your view to a standard video game HUD, you won't be seeing this specific readout anywhere. Similar to the ''Euro Truck Simulator'' mentioned above, cockpit mirrors are also fully functional, albeit not adjustable. A few specialized vehicles even have external cameras on crucial parts like cranes that you can access for precision maneuvering.
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* In the previous generation of ''Franchise/StarWars'' flight sims (''VideoGame/XWing'', ''VideoGame/TIEFighter'', ''[[VideoGame/XWingVSTIEFighter X-Wing vs. TIE Fighter]]'', and ''VideoGame/XWingAlliance'') each flyable craft has a unique cockpit layout with displays for sensors, shields, energy levels, weapons, etc., along with a central screen displaying info on the player's current target. Notably, should the player's ship take sufficient damage, any or all of these displays could be knocked out for the duration of the mission. ''X-Wing Alliance'' took things a step further, introducing a pair of secondary displays to either side of the targeting screen, which were used to display information such as mission objectives and communication logs, info that in previous games could only be accessed by pausing. The games also featured an in-flight map screen that would likewise ''not'' pause the game while the player was looking at it.
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* In the first ''VideoGame/Titanfall'', the entire theme of the whole game can be said to be diegetic. The HUD is part of the Pilot’s helmet, the Titan’s HUD is part of the Titan screens themselves which can go off screen when ejecting as you look down for a moment to pull a cord, and after you get propelled in the air, your Pilot HUD turns on again. There is never a third person sequence or cutscene in the entire game except death. Takedowns/executions are in first person, entering your Titan mech is in first person (complete with the Titan’s arm helping you inside occasionally), even the ''campaign'' itself is diegetic in a way, due to the fact that it isn’t a traditional single player campaign, and instead consists of multiplayer matches with real players vs players set in a chronological war between the two factions in game (the fact that the campaign was essentially multiplayer only to emphasise the story was why it was criticised) And yes, this extents to each player having their own unique cutscenes ''in first person'', depending on their faction, their mission and even their individual slot in the lobby itself.

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* In the first ''VideoGame/Titanfall'', ''VideoGame/{{Titanfall}}'', the entire theme of the whole game can be said to be diegetic. The HUD is part of the Pilot’s helmet, the Titan’s HUD is part of the Titan screens themselves which can go off screen when ejecting as you look down for a moment to pull a cord, and after you get propelled in the air, your Pilot HUD turns on again. There is never a third person sequence or cutscene in the entire game except death. Takedowns/executions are in first person, entering your Titan mech is in first person (complete with the Titan’s arm helping you inside occasionally), even the ''campaign'' itself is diegetic in a way, due to the fact that it isn’t a traditional single player campaign, and instead consists of multiplayer matches with real players vs players set in a chronological war between the two factions in game (the fact that the campaign was essentially multiplayer only to emphasise the story was why it was criticised) And yes, this extents to each player having their own unique cutscenes ''in first person'', depending on their faction, their mission and even their individual slot in the lobby itself.
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* ''VideoGame/StarWarsSquadrons'' has a virtual cockpit that gives you nearly all the information that the regular HUD overlay does; really the only thing missing is the arrows that point at selected target along the edge of the screen and over the cockpit view. Players who want a challenge are given the option to turn off the HUD and rely only on the cockpit instruments.


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* In ''VideoGame/StarWarsJediFallenOrder'', the map of each level is a hologram projected by the companion droid BD-1; notably it does not work underwater. Additionally, the ability tree is depicted as a mystical landscape in the Force that Cal sees when he meditates.
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* ''VideoGame/StarTrek25thAnniversary'': While onboard the Enterprise, all relevant stats for the ship are shown as displays around the bridge (shields, hull damage, power levels, speed, weapon status).
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** When wearing PoweredArmor in ''VideoGame/{{Fallout 4}}'', the Pip-Boy can't be seen since it's being worn under the armor. Instead, when you open the Pip-Boy menu, it's projected as a window on the armor's HUD screen.

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** When wearing PoweredArmor in ''VideoGame/{{Fallout 4}}'', the Pip-Boy can't be seen since it's being worn under the armor. Instead, when you open the Pip-Boy menu, it's projected as a window on the armor's HUD screen. There are also mods that apply this effect to PoweredArmor in ''3'' and ''New Vegas''.
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* ''VideoGame/GranTurismo V'' has realistic simulated interiors for all its cars, a first for the series. "Premium" cars have [[TechnologyPorn painstakingly detailed]] interiors, while "Standard" cars have generic black interiors, though the standard HUD gauges are laid out in such a way that it looks like the car has working a working tachometer and speedometer.

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* ''VideoGame/GranTurismo V'' has realistic simulated interiors for all its cars, a first for the series. "Premium" cars have [[TechnologyPorn painstakingly detailed]] interiors, while "Standard" cars have generic black interiors, though the standard HUD gauges are laid out in such a way that it looks like the car has working a working tachometer and speedometer.

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** For example, when Samus gets past certain enemies, they actually cause "interference". Rezbits in ''[[VideoGame/MetroidPrime2Echoes Echoes]]'' can actually make Samus' Power Suit crash, and the player has to reboot it by pressing a key sequence, much like pressing Ctrl+Alt+Del.

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** For example, when Samus gets past certain enemies, they actually cause "interference". Rezbits in ''[[VideoGame/MetroidPrime2Echoes Echoes]]'' can actually make Samus' Power Suit crash, crash by infecting it with a virus, and the player has to reboot it by pressing a key sequence, much like pressing Ctrl+Alt+Del.



** The four lights at the top of Samus' field of view, which did nothing in the first two games, represent the power level of the batteries in the Wiimote in ''[[VideoGame/MetroidPrime3Corruption Corruption]]'' and the [[UpdatedRerelease Wii]] [[CompilationRerelease version]] of ''Echoes''.

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** Certain visor modes, such as the X-Ray Visor, also have overlapping effects on the interface. When the X-Ray visor is enabled, Samus's skeleton can be seen within her arm cannon, and changing beam types shows how it functions (she changes the mode by changing the way her hand is positioned).
** The four lights at the top of Samus' field of view, which did nothing in the first two games, represent the power level of the batteries in the Wiimote in ''[[VideoGame/MetroidPrime3Corruption Corruption]]'' and the [[UpdatedRerelease Wii]] [[CompilationRerelease version]] of ''Echoes''.''[[CompilationRerelease Metroid Prime Trilogy]]''.
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* In the first ''VideoGame/Titanfall'', the entire theme of the whole game can be said to be diegetic. The HUD is part of the Pilot’s helmet, the Titan’s HUD is part of the Titan screens themselves which can go off screen when ejecting as you look down for a moment to pull a cord, and after you get propelled in the air, your Pilot HUD turns on again. There is never a third person sequence or cutscene in the entire game except death. Takedowns/executions are in first person, entering your Titan mech is in first person (complete with the Titan’s arm helping you inside occasionally), even the ''campaign'' itself is diegetic in a way, due to the fact that it isn’t a traditional single player campaign, and instead consists of multiplayer matches with real players vs players set in a chronological war between the two factions in game (the fact that the campaign was essentially multiplayer only to emphasise the story was why it was criticised) And yes, this extents to each player having their own unique cutscenes ''in first person'', depending on their faction, their mission and even their individual slot in the lobby itself.
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Added an example from the new work page.





* ''VideoGame/MyDearBoss'': The game's menu is shown on screen on the protagonist's iPhone clone, with most of the options being apps.



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Not always; don't forget ODST.


* In ''VideoGame/Doom2016'' the Praetor suit's helmet display now functions as the HUD, displaying transmissions, signalling impact compensation, and even reacting to the installation of tether technology.
* ''Franchise/{{Halo}}'', a FirstPersonShooter in which you play as a SpaceMarine with PoweredArmor. Your HUD is projected on this inside of your helmet's visor, and some weapons have readouts as well: small [=LCDs=] for human weapons, and holograms for the aliens. During Noble Six's LastStand in ''VideoGame/HaloReach'', the visor, and thus the interface, ShowsDamage.

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* In ''VideoGame/Doom2016'' the Praetor suit's internal helmet display now functions as the HUD, displaying transmissions, signalling impact compensation, and even reacting to the installation of tether technology.
* ''Franchise/{{Halo}}'', a FirstPersonShooter in which you usually play as a SpaceMarine with wearing PoweredArmor. Your HUD is projected on this the inside of your helmet's visor, and some weapons have readouts as well: small [=LCDs=] for human weapons, and holograms for the aliens. During Noble Six's LastStand in ''VideoGame/HaloReach'', the visor, and thus the interface, ShowsDamage.
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* In the ''Aftermath'' update of ''VideoGame/MortalKombat11'', a Stage Fatality in the Tournament arena, the "FINISH HIM/HER" announcement is on the stage screen as the winning fighter lifts up the ''Deadly Alliance'' cabinet and squashes the losing Kombatant into a pulp, with the FATALITY and "(KOMBATANT) WINS" taking place on the broken monitor.

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