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Subtitle presentation in games

Edit: Wow! Floored! Thanks for all the feedback so far, and the gold and the silver! :)
There's clearly a need for good subtitles in the gaming industry, both for disabled and non-disabled people, altough it is the former group that is driving the demand,. WhThere is a lack of pressure coming from political hold though, and that's where it differs from the movie industry for instance.. Many users have commented on issues that I had not thought about before, or added different perspectives or opinions, and that's great.
Several games have been mentioned by users in the comments, including Gears 5, Minecraft, Code Vein, We Happy Few, Control, Metro Exodus etc. Recommend you read through the comments if interested as there are useful information being posted there as well.
Other issues such as subtitles on by default (in regards to intro cinematics), avoiding "cool" shaders that obscur the subs, configurable hotkey for toggling subs are things I did not think of before. In my opinion, it all comes down to focus when gaming, and when games use smaller or poorly constructed subs than they should, it detracts from that focus.
-------------------------------------------------------------
TLDR: I wanted to highlight the issues of how subtitles are being presented in games, how the readability is affected. Read on for more details and many examples.
First of all, there are many reasons for using subtitles in games other than for deaf people. For instance, picking up a bit of foreign languages background effects getting in the way, being in a noisy environment, playing at night with no/low volume and so on.
When looking at new games, I find that it is easy to find out if there are subs present or not - usually through the product page at the digital store or a site like pcgamingwiki, the latter often also include a screenshot of the audio options. That's where the details end however, and it's hard to find places that look at the way subtitles are presented in games. There are many factors involved in subtitle presentation, but it all comes down how easy they are to read. Arguably, the most noticable parameter for most people is the size of the subs.
Although, here are many other issues which all can be summed up to readability: very long lines, too much text, poor contrast, random line breaks, no minimum gaps between subs, low timecodes, grammar errors, out of sync, bad positioning, bad font type/style, partial subs and lack of subs altogether. From my own experience, it seems that the industry in general have gotten better in including subs with their titles. The presentation of subs, however, is lackluster to say the least.
Ideally, subs should be displayed (by default) in a large to huge size, with options to select from different sizes and a variety of styles (the more, the better). Developers should take care to eliminate above problems, but as my small sampling rate shows, the industry has still a long way to improve on subtitle presentation. Most subs seems to range from tiny to large. I should underline that judging size is not an exact science because of different fonts and styles are used - it's very relative, and also quite subjective what one think is a sufficient enough size.
Having all this in mind, I wanted to highlight these issues by including a small display of some of my own games, mostly from my Steam library taken in 1080p on a 24" PC monitor with my notes and screenshots. Your mileage may vary if using 1440p/4k or a TV. I'm trying to be as accurate and concise in my descriptions without overdoing it.
Zip of all screenshots (33MB)

  • Far Cry 3 (2012, Ubisoft Montreal): Small size with a black outline. Some contrast issues. It has some of the same issues as Far Cry 4, and being the earlier game also has one of its own; sometimes too much text appears. 1 2
  • Far Cry 4 (2014, Ubisoft Montreal): Small size with a translucent black box. Suffers from no minimum gap between subs and often uses long single lines, in addition some double lines occur with a line break between them. 1
  • Diablo 3 (2012, Blizzard Entertainment): Tiny to large size with variable positioning depending on the content. The CGI cutscenes has the best size, followed by the NPC chat bubbles. However, what is used most frequently is the NPC dialogue with tiny text being displayed at the bottom center and bottom-left. 1 2
  • The Curse Of Monkey Island (1997, LucasArts): Large size with different colors for each character in a scene, but since the game has a rather unique rendering method the anti-aliasing is poor. The cinematics often contain large amounts of text. Some contrast issues. 1
  • Day Of The Tentacle Remastered (2016, Double Fine Productions / LucasArts): Large size with a black outline. Different colors for each character in a scene. As is typical with these remakes, the position varies. 1
  • Full Throttle Remastered (2017, Double Fine Productions / LucasArts): Large size with a black outline. Different colors for each character in a scene. As is typical with these remakes, the position varies. 1
  • Monkey Island 2: LeChuck's Revenge Special Edition (2010, LucasArts): Small size with a black outline. Different colors for each character in a scene. As is typical with these remakes, the position varies. 1
  • The Secret Of Monkey island Special Edition (2009, Lucasfilm Games): Small size with a black outline. Different colors for each character in a scene. As is typical with these remakes, the position varies. 1
  • Grim Fandago Remastered (2015 Double Fine Productions / LucasArts): Large size with a black outline. Different colors for each character in a scene. Sometimes there can be a bit much text at a time. 1
  • South Park The Stick Of Truth (2014, Ubisoft): Small size with a black outline, yellow color. Often uses random line breaks and large amounts of text. 1
  • The Wolf Among Us (2013, Telltale Games): Large size with a black outline. Different colors for each character in a scene. This game has the annoying habit of writing out each word while they are being spoken. 1
  • Tesla Effect: A Tex Murphy Adventure (2014, Big Finish Games): Small bordering on tiny size with a small black outline.Contrast issues, long lines and random line breaks. 1
  • Arma 2 (2009, Bohemia Interactive): Small size with a small black outline, positioned well up on the screen. Sometimes a green solid box is used. Sometimes long lines and uneven line breaks are used. 1
  • Arma 3 (2015, Bohemia Interactive): Small/tiny size with a black semi-translucent box. These are positioned at the bottom-left, but are movable. There are no subs for campaign intros. Some contrast issues. 1
  • Aliens: Colonial Marines (2013, Gearbox Software): Large size with a black outline, positioned well up up on the screen (for cutscenes, more at the bottom). Some uneven line breaks. 1
  • Borderlands 2 (2012, Gearbox Software): Small size with a black outline. Long lines, dialogue is often cut off into the next subtitle, uneven line breaks and no minimum gap between subs. 1
  • Dead Island (2011, Techland): Small to large size with a black outline, sometimes a black translucent box is used. Dialogue varies between 1-3 lines and position varies between center and left. 1
  • Left 4 Dead 2 (2009, Valve Corporation): Large size with a semi-translucent black box. This coop game uses more barks from players than dialogue. Each character has their own color. Uneven line breaks and many contrast issues. Option between full and dialogue only subs. 1
  • Tom Clancy's Ghost Recon Future Soldier (2012, Ubisoft): Small size with a black outline and a black transclucent box that takes up a lot of the height. Some lines are too long. 1
  • Battlefield: Bad Company 2 (2010, EA DICE): Tiny size with a green outline. Some long lines and no minimum gap between subs. 1
  • Bioshock (2007, 2K Boston): Large size with a small black outline. 1-3 lines displayed, sometimes HoH subs can be seen. The single lined subs have a quick "moving up" animation. Some issues with contrast. The short into sequence has no subs. 1
  • Bioshock 2 (2010, 2K Marin): Large size with a huge opaque black box. Too long lines and uneven line breaks. Often, HoH subs can be seen. 1
  • Bioshock Infinite (2013, 2K Games): Tiny size with a black outline. Too long lines. Uses capitalization needlessly. The font kerning is a bit too tight. No subs for audio logs (you'll have to read them in the journal). 1
  • Bulletstorm (2011, People Can Fly): Tiny size with a small black outline, positioned well up on the screen. Some issues with low contrast. 1
  • Dark messiah Of Might & Magic (2006, Arkane Studios): Largish size with a black semi-translucent box. Left positioned text with 1-3 lines displayed. Sometimes too much text appears, and when there are more than one line there is a quick "moving up" animation. 1
  • Crysis (2007, Crytek): Small size with a black outline, sometimes a semi-translucent black box is used. Dialogue is often cut off into the next subtitle, also suffers from low timecodes and no minimum gaps. 1
  • Metro: Last Light (2015, 4A Games): Large orange text with a black outline. 1-3 lines is used, sometimes uneven line breaks can be observed. When consecutive paragraphs of text, a quick "moving up" animation is used. 1
  • Prey (2017, Arkane Studios): Large size with a semi-opaque black box. Single and some double lines that are well spaced. 1
  • Mad Max (2015, Avalanche Studios): Small bordering on tiny size with a black outline. Mostly single lines that are sometimes cut short. Some issues with low contrast. 1
  • Dying Light (2015, Techland): Smallish size with a black outline, 1-3 lines. Uneven line breaks and many issues with contrast. 1 2
  • Grand Theft Auto V (2015, Rockstar Games): Largish size with a black outline. When multiple people are speaking, grey text is used for the secondary. 1
  • Warhammer: Vermintide 2 (2018, Fatshark): Tiny to small size with a semi-translucent black box. This game has a slider to set sub size, the screenshot is at mid-level.Uneven line breaks, a bit too tight font kerning and contrast issues. This game, like L4D2, is mainly coop so the dialogue is sparse. 1
  • Firewatch (2016, Campo Santo): Large size with semi-translucent black box. Sometimes uneven line breaks appear. 1
  • SOMA (2017, Frictional Games): Large size with a black outline. Too tight font kerning, uneven line breaks and contrast issues. subs are often written out as the words are being spoken. This game has an option for "closed captions", in which HoH subs are displayed. 1
  • Dear Esther (2012, The Chinese Room): Large size with a semi-translucent black box, as is common with many Source engine subs. There is too much text being displayed at once. 1
  • The Vanishing Of Ethan Carter (2014, The Astronauts): Large size, comic font. The subs are written out as each words are being spoken. Sometimes there are long lines and uneven line breaks. 1
  • The Elder Scrolls v: Skyrim (2011, Bethesda Game Studios): Large size with a black outline. Character names are displayed in grey and there are even line breaks. There are options for both general and dialogue subs. 1
  • Fallout 4 (2015, Bethesda Game Studios): Largish size with a black outline. Text is displayed in grey while character names are in green. Uneven line breaks and some contrast issues. There are options for both general and dialogue subs. Opening cinematics have no subs. 1
  • S.T.A.L.K.E.R.: Shadow Of Chernobyl (2007, GSC Game World): This game has no subs, but it's possible to install a mod that enables ingame subtitles (not for the intro cutscene). HoH subs can be used as well. Small size with a black outline, uneven line breaks and contrast issues. 1 mod link
  • What Remains Of Edith Finch (2017, Giant Sparrow): Large comic font, interactive animated subs that fly across the screen and are often written out as each word is being spoken. Subs are sometimes moved around by objects you are using. Quite a unique way of using subs. 1
  • A Story About My Uncle (2014, Gone North Games): Small size with a black outline. Font kerning is a little bit too tight, some issues with contrast. 1
  • Trine (2009, Frozenbyte): Large size with a black outline. Lines are often too long and there are uneven line breaks. During loading screens, there is too much text displayed at once. Trine 2 (2011) and Trine 3 (2015) has the same exact style. Note that the font type of Trine 3 is slightly different. 1
  • Deus Ex (2000, Ion Storm): Small to tiny size with a big black opaque box at the bottom. Radio dialogue is printed out word for word in a black box in the upper-left corner. Long lines, uneven line breaks and some subs are cut off too short. For widescreen resolutions you need Kentie's Launcher to enable the display of subs. 1 2
  • Deus Ex: Human Revolution (2011, Eidos Montreal): Tiny to large size, depending on content. Large size with a black opaque box during the CGI intro. However, during the gameplay this changes to a tiny text switching between 1-3 lines with uneven line breaks. When voices are heard over the radio, they appear on the upper-right in a semi-transcluent box that has issues with contrast. The subs are often cut short. 1 2
  • Deus Ex: Mankind Divided (2016, Eidos Montreal): Large to tiny size (really microscopic with the upper-left radio dialogue that appears) with a small black outline. 1-5 lines, uneven line breaks, issues with contrast. There is a massive amount of subs missing in this game, from the one minute intro to the 5-6 minute ending that sums up some of the consequences of your actions to the various NPCs talking around in the world. 1 2
  • Shadow Warrior (2013, Flying Wild Hog): Large size with a semi-translucent black box. Style remains the same in CGI, in-game cutscenes and during gameplay. Some issues with contrast and uneven line breaks. Some occasional hozontal changes in subtitle positions. 1
  • Styx: Master Of Shadows (2014, Cyanide): Small size with a black outline. Too long lines, uneven line breaks and some contrast issues. Sentences are sometimes cut short following the next line. 1
  • Styx: Shards Of Darkness (2017, Cyanide): Small size with a semi-opaque box. The short CGI intro uses a large size with a black outline. 1
  • Sleeping Dogs (2012, United Front Games): Small bordering on tiny size with a black outline. Horizontal position varies, often double lines appear with a line break between them. Uneven line breaks. Cantonese language are enclosed in parentheses. 1
  • Spec Ops: The Line (2012, Tager Development): Large size with a black outline. Some long lines and uneven line breaks, as well as issues with contrast. 1
  • Star Wars Knights Of The Old Republic 2: The Sith Lords (2004, Obsidian Entertainment): Tiny text displayed at the bottom black border, sometimes at the top. 1
  • Tom Clancy's Splinter Cell Blacklist (2013, Ubisoft Toronto): Large size with a black outline. Some uneven line breaks, long lines and sparse issues with contrast. 1
  • Hellblade: Senua's Sacrifice (2017, Ninja Theory): Largish size with a black outline. Long lines, lots of text on double lines, uneven line breaks. Senua's alternate thoughts appear at the top of the screen in a different color. 1
  • Everybody's Gone To The Rapture (2015, The Chinese Room): Large size with a black outline. Subs are cut off too short. 1
  • Valley (2016, Blue Isle Studios): Large size with a black outline. Subs are cut off too short. 1
  • Obduction (2016, Cyan Worlds): Large size with a black outline. The words are sometimes cut short and the subs could have benefitted from more double lines. 1
  • Portal (2007, Valve Corporation): Small size with a black semi-translucent box. Typical Source engine styled subs, with 1-3 lines displaying, HoH optional. When there are more than one line there is a quick "moving up" animation. Lots of problems with contrast. 1
  • Portal 2 (2011, Valve Corporation): Large size with a black semi-translucent box. Typical Source engine styled subs, but this uses too much text per subtitle, sometimes 4-5 lines. Sometimes the quick "moving up" animation can be seen. Different color for each character. Lots of problems with contrast. 1
  • Alan Wake (2010, Remedy Entertainment): Large size with a black outline. Some lines are very long and there are uneven line breaks. 1
  • Just Cause 2 (2010, Avalanche Studios): Largish size with a bold black outline. Uneven line breaks. 1
  • L.A. Noire (2011, Team Bondi): Small size with a black outline. Uneven line breaks and some dialogue cuts over to the next single line. 1
  • Thief 2: The Metal Age (2000, Looking Glass Studios): This game has no subs, but it's possible to install a mod (T2Fix) that enables them. Cinematic and in-game colors and boxes can be configured to some extent, but not size. The font rendering could have been improved. 1 mod link
  • Dishonored (2012, Arkane Studios): Small size with a black outline. Due to the font used, it can be a little bit hard to read. Some uneven line breaks at times. During the CGI intro, some very long lines can be seen. 1
  • Dishonored 2 (2016, Arkane Studios): Tiny size with a black outline. 1-3 lines with some uneven line breaks. Option between main dialogue and full. Looks like the performance wasn't the only thing suffering when they switched engine. 1
  • Dishonored: Death Of The Outsider (2017, Arkane Studios): Tiny size with a black outline. 1-3 lines with some uneven line breaks. Option between main dialogue and full. 1
  • Wolfenstein: The New Order (2014, MachineGames): Large (bordering on small) size with a black outline. Uneven line breaks and some issues with contrast. Option between foreign and full dialogue. 1
  • Wolfenstein: The Old Blood (2015, MachineGames): Small size with a black outline. Uneven line breaks and some issues with contrast. Option between foreign and full dialogue. 1
  • Wolfenstein 2: The New Colossus (2017, MachineGames): Tiny (almost microscopic) size with a black outline. These subs use the wrong color compared to the palette used, making them almost unreadable in most cases. Something is clearly wrong at MachineGames. 1
  • Assassin's Creed IV Black Flag (2013, Ubisoft Montreal): Small size with no perceivable outline. Uneven line breaks and many contrast issues. 1
  • Assassin's Creed Syndicate (2015, Ubisoft Quebec): Tiny size with a small black outline. Uneven line breaks and many contrast issues. Some dialogue is cut off into the next line. 1
  • Assassin's Creed Origins (2017, Ubisoft Montreal): Large size with a small black outline. Uneven line breaks and contrast issues. This game has an option for both enabling an opaque black box and character names, the former gets rid of any contrast issues. 1 2
  • Batman: Arkham Asylum (2009, Rocksteady Studios): Tiny size with a black outline. Uneven line breaks and some contrast issues. Often uses very long lines. 1
  • Batman: Arkham City (2011, Rocksteady Studios): Large size with a black outline. Uneven line breaks and contrast issues (can also be seen during some parts of the intro, where some scenes are covered in white). 1
  • Saints Row 2 (2008, Volition): Large size with a black outline. Uneven line breaks. The subs are cut off too early. 1
  • Saints Row The Third (2011, Volition): large size with a black outline. Uneven line breaks and some long lines. The subs are cut off a little bit too early. 1
  • Saints Row IV (2013, Volition): large size with a black outline. Uneven line breaks and some long lines. 1-3 lines are displayed. The subs are cut off a little bit too early. 1
  • Mass Effect (2007, BioWare): Large size with a black outline. Position varies between at the top (cinematics and in-game) and at the bottom (during conversations). some uneven line breaks. 1
  • Mass Effect 2 (2010, BioWare): Large size with a black outline. Position varies between modes. Some uneven line breaks, long lines and contrast issues. 1
  • Hitman: Blood Money (2006, IO Interactive): Tiny size with a small black outline. Position varies between center and left, contrat issues. Not all dialogue is subtitled. 1
  • Hitman: Absolution (2012, IO Interactive): large size with a black outline. Some uneven line breaks and issues with contrast. 1
  • Middle Earth: Shadow Of War (2017, Monolith Productions): Small size with a small black outline. Some uneven line breaks and issues with contrast. 1
  • Life Is Strange (2015, Dontnod Entertainment): 3 sizes to select from with a black outline. Option for a semi-opaque box. Some uneven line breaks and sentence cut off to the next subtitle. This game is one of the very few that allows such options to be set. The screenshot is of the smallest available font. 1
  • HITMAN 2 (2018, IO Interactive): (Including HITMAN (2017). 5 sizes to select from with a small black outline. The screenshot is of size 3. A few contrast issues in game and during CGI cinematics. 1
  • Tomb Raider (2013) (2013, Crystal Dynamics): Large size with an opaque black box. Colors are used for different characters. When two characters are speaking successively, two lines with a line break between them can be seen, as in this screenshot. HoH is used throughout. 1
  • Rise Of The Tomb Raider (2015, Crystal Dynamics): Large size with a semi-opaque black box. Colors used for different characters can be toggled. Some uneven line breaks. 1
  • Shadow Of The Tomb Raider (2018, Eidos Montreal): Large size with a semi-opaque black box. Colors used for different characters can be toggled. Some uneven line breaks. In addition, there are now toggleable options for environmental and HoH dialogue. 1
  • Metal Gear Solid V: The Phantom Pain (2015, Kojima Productions): Large bordering on small tsizewith a black outline. Uneven line breaks and contrast issues. Subs has a tendency to blend into the terrain at times. 1
  • The Witcher 3: Wild Hunt (2015, CD Projekt Red): Small size with a black outline. Some really long lines and uneven line breaks. Disappointing for such a quality game. Recommend grabbing this mod to increase font size/type for improved readability of the subs and various UI elements: mod link 1 *
submitted by oldjoe911 to pcgaming

I miss the Ultimate Saber Mod

It breaks my heart that I have to choose between TSLRCM and USM. It’s 51% 49%. It’s the electoral college vs the popular vote. WHY DO I HAVE TO CHOOSE?
For the uninitiated, USM was one of the “must-have” mods before RCM dropped. Back in the filefront days with endless robe skins and thong underwear armors with 14 Def. It was, objectively, unequivocally, definitively, the Ultimate. Saber. Mod.
Movie saber skins in all colors, unique hilts, novelties like the “breakaway saber” (a double bladed saber in one weapon slot and identical single blades for the second slot, so switching weapons broke your saber in two), fully integrated loot system, an original straightforward crafting mechanic, and PERSONALIZED PARTY SABERS!
Extra, voiced, non-clunky dialog trees that let you instruct your eligible party members to build their own sabers. Totally unique to them, with cute descriptions, bonuses, etc. Also RESTRICTED to them (for balance). Forget having to share sabers between party members for 85% of the game. Kreia starts with hers (no upgrades obv., so not that op early on) Visas’ saber is broken? Have her build a new one on the spot.
I miss it so much.
And yes, they are afaik 100% incompatible as RCM issues commands that involve USM files or something so best you can hope for is black screen on entering the academy on Malachor. Trust me, I tried. Im a lil bit drunk right now, but I wanted to share my pain with you all.
Cheers.
submitted by dean84921 to kotor

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