(usually when the status they display is static), a method commonly referred to as a "dynamic HUD". In most cases, the player can display them all by pausing the game or pressing a button. Some games also give players control over the HUD, allowing them to hide elements and customize position, size, color, and opacity. World of Warcraft is notable for allowing players to significantly modify and enhance the user interface through Lua scripting. Another example is Horizon Zero Dawn, which allows player to set the display of each element to always appear, show only when relevant, or never display. Despite the modern dominance of 3D graphics in games, HUDs are frequently rendered with a 2D look, often using sprites. Reduction of elements Sometimes, for the sake of realism, information normally displayed in the HUD is instead disguised as part of the scenery or part of the vehicle in which the player is traveling. For example, when the player is driving a car that can sustain a certain number of hits, a smoke trail might appear when the car can take only two more hits, fire might appear from the car to indicate that the next hit will be fatal. Wounds and bloodstains may sometimes appear on injured characters who may also limp, stagger, slouch over or breathe heavily to indicate they are injured, a notable example being Resident Evil 2. In rare cases, no HUD is used at all, leaving the player to interpret the auditory and visual cues in the game-world. The elimination of elements has hardly become a trend in game development, but can be witnessed in several titles as of late. Some examples of games with little to no HUD include Astroneer, Silent Hill 2, Jurassic Park: Trespasser, Ico, The Getaway, Fable III, Another World, Mirror's Edge, King Kong, Dead Space, Call of Cthulhu: Dark Corners of the Earth, Resident Evil,Tomb Raider (2013) and Escape from Tarkov Another method of improving realism and immersion in games is through the implementation of dynamic HUDs such as the HUD in Red Dead Redemption 2. These types of HUDs reduce screen clutter by only displaying specific bits of information when the in-game situation calls for it. For instance, when exploring on horseback, the player will only see the mini-map (and the horse's stamina meter if they are galloping). When the player enters combat, the game will display information related