Round 2: Evangelion, made by High Water
Studio Hitstop · UI lane · Readout · 2026-09-28
Jonas's review of round 1: Persona 5 was too literal; Evangelion fits the setting; Contract Optics fits High Water. So the core of every direction here is Eva's screen language (emergency states, heavy condensed serif, hexagon grids, warning banners, big numerals, bilingual labels, pattern alerts), as if High Water's own defence-tech design team had shipped it: a wordmark, contract IDs, serial stencils, clinical discipline. Three explorations on top of that core, all live over the same arena frames. Round 1's decisions carry over unchanged: the system-integrity meter, the reticle rules, no damage numbers, the hybrid resolution (round 1 resolution test, not archived).
The shared core
Eva grammar
Compressed Mincho for alerts and title cards (Shippori Mincho B1 ExtraBold at 72 % width, standing in for Matisse EB); huge condensed numerals (Barlow Condensed 800); hexagon grids for the PV-NET integrity meter; hazard-tape EMERGENCY bands at CRITICAL; bilingual JP/EN on every label that matters; the wave banner is a pattern alert: 警告 · PATTERN CYAN · HIGH WATER.
High Water discipline
The HUD is a product: a wave-mark wordmark, the operator serial (HW-07 · SN 4F-2210), the contract ID (CTR-2070-T3) and a fixed grid of panels that never moves. Only the enemy's system alarms and breaks; High Water's own readouts stay calm. That contrast is where "Destroy the System" shows.
Persona's lessons, not its look
Kept from round 1's Cut-Up: callouts slam in with overshoot and leave fast; the combo numeral kicks on every hit; the wave clear opens with one confident full-screen wipe; everything big happens on a hard cut. Dropped: the ransom letters, the tilt, the red-black-white palette.
Section Alert: Ghost in the Shell × Evangelion
Incident Protocol: Death Stranding × High Water (Eva alerts)
Replicant Amber: Blade Runner × Evangelion
New references (links only)
Neon Genesis Evangelion: type and NERV screens
Take: compressed title cards, hex status grids, bilingual warnings, pattern alerts. The core of all three.
Ghost in the Shell (1995), SAC; Territory Studio's GitS (2017)
Take: the optics layer: visor curvature, data as texture, thermoptic shimmer, network views of a system being entered.
Death Stranding
Take: branded logistics UI: cargo with weight and condition, header slabs, delivery reports as documents.
Anduril Lattice · Palantir Gotham
Take: defence-tech sobriety, track IDs, incident and object framing: High Water's house style.
Blade Runner (1982), Blade Runner 2049
Take: the Voight-Kampff machine's analogue readouts, the ESPER "enhance", amber and teal light, rain and neon bleed.
Territory Studio: Blade Runner 2049 screen graphics
Take: analogue-futurist interfaces with physical texture; how CRT artefacts can stay legible.
Recommendation
Build A (Section Alert), with B's incident framing for the wave clear and the title sheet. A is the only one where the Eva alarms read as the enemy's system failing inside High Water's own optics, which is exactly the theme; it keeps the play field darkest and clearest, and its cyan stays High Water's colour from the character art. B's signed contract milestone ("SYSTEM BREACHED" stamped over a report) is the best wave-clear payoff on the board and fits A's world as its end-of-wave paperwork. C has the strongest mood but pulls the game towards noir detective rather than a PMC wrecking a tower; keep its CRT "enhance" as a possible boss intro.
Open questions for Jonas: (1) A + B's clear and title, as above? (2) How much Japanese: labels on every panel as mocked, or only on alerts and title cards? Recommended: alerts, rank words and title cards only, which also keeps the subset font small.
Board by Readout (Studio Hitstop). Plates: engine renders from tools/ui_shots.tscn on ui-lab. Fonts from Google Fonts (SIL OFL 1.1). No AI imagery.