Game UI Database screenshot description identifies the Mission Failed screen, grave/raven icon, recent saves, and load/hide/restart/main-menu options.Screenshot 29: Failure & Game Over Tags: Failure & Game Over, Post-Game MenuPrimary visual evidence used for bounding box detection, context crop, focused crop, layout, labels, and failure-cause text.Gameplay range used as supporting evidence for recovery loading/resume behavior after a mission failure sequence.Visual reference from Desperados 3 Let's Play Gameplay Walkthrough Pt 3 Higgins' Estate [1440p w/ Commentary] at 39:20-39:30
Materials v

Mission Failed Recovery Screen

Desperados 3 cover

Desperados 3

Status
Released
Year
2020
Genre
Strategy
Platforms
Windows, macOS, Linux

1. Summary

A non-diegetic mission-failure recovery screen that overlays a darkened gameplay backdrop after a fail state. It communicates the failure, explains the immediate cause, and offers recent-save loading plus hide, restart, and main-menu exits.

Overview

The Mission Failed Recovery Screen is a full-screen modal overlay shown after a hard fail state. It darkens the paused gameplay scene with a red-brown vignette and presents a stark white grave marker with a raven as the central failure symbol.

Mission Failed recovery screen full context

The left column carries the usable recovery controls. It starts with the MISSION FAILED title, then a recent-save stack where the top save uses a thumbnail and PRESS TO LOAD affordance. Below it, the screen offers the main choices: LOAD, HIDE, RESTART, and MAIN MENU.

Cropped Mission Failed recovery panel with save entries and recovery actions

The bottom-center text repeats MISSION FAILED and adds the specific failure reason. In the captured example, the cause is James Cooper died., tying the recovery UI directly to the mission-critical character death that triggered the fail state.

Job Story

When a mission fails because a critical condition is broken, I want a clear recovery screen with recent saves and restart/navigation options, so that I can quickly choose whether to retry from a save, restart, inspect the scene, or leave the mission.

Classification

  • diegesis: Non-diegetic
  • functional_type: Management screen
  • component_type: List/grid

Wireframe

+--------------------------------------------------------------+
| darkened gameplay backdrop with red vignette                 |
|                                                              |
|  MISSION FAILED          [large grave marker + raven]         |
|  -----------                                                  |
|  [save thumbnail]                                             |
|  PRESS TO LOAD                                                |
|  [save row: mission + age]                                    |
|  [save row: mission + age]                                    |
|                                                              |
|  LOAD                                                        |
|  HIDE                                                        |
|  RESTART                                                     |
|  MAIN MENU                                                   |
|                                                              |
|                         MISSION FAILED                       |
|                         [failure cause]                      |
+--------------------------------------------------------------+

Components

  • Screen title: MISSION FAILED in the upper-left column.
  • Decorative separator ornaments above and below the left menu stack.
  • Recent-save cards: thumbnail, PRESS TO LOAD, mission/save label, and age text.
  • Primary recovery actions: LOAD, HIDE, RESTART, MAIN MENU.
  • Central failure illustration: white grave marker/cross with raven perched above and ground debris below.
  • Bottom status: repeated MISSION FAILED label plus exact fail reason, e.g. James Cooper died.
  • Modal background treatment: dark transparent panel, blurred gameplay backdrop, and red/blood vignette edges.

Parameters & Audio

ParameterValue
Visual feedback relies on strong contrast between the white grave/raven illustration and the dark red-brown overlay. The active save card is brighter and uses a thumbnail to signal direct loading. The screen likely enters with the mission-failure sting/transition, then recovery actions trigger standard menu selection sounds and loading-screen transitions; no source audio-specific controls are visible in the evidence.Visual feedback relies on strong contrast between the white grave/raven illustration and the dark red-brown overlay. The active save card is brighter and uses a thumbnail to signal direct loading. The screen likely enters with the mission-failure sting/transition, then recovery actions trigger standard menu selection sounds and loading-screen transitions; no source audio-specific controls are visible in the evidence.

Dependencies & Logic

  • Requires the mission-failure state to be raised by gameplay rules, such as death of a required character.
  • Requires access to recent save metadata: thumbnail, mission/save name, and elapsed age.
  • Load and restart depend on save-game availability and mission reset/loading systems.
  • HIDE depends on retaining the failed gameplay scene behind the modal.
  • Bottom failure-cause text depends on the fail reason emitted by mission logic.

BDD Scenarios

Scenario: Mission failure screen appears after critical character death

Given
the player is in an active mission
When
the game resolves the fail condition
Then
the Mission Failed recovery screen appears
And
a mission-critical character dies
And
the bottom failure reason names the cause

Scenario: Player loads the highlighted recent save

Given
the Mission Failed recovery screen is visible
When
the player activates the `PRESS TO LOAD` card
Then
the game transitions to loading
And
a recent save card is highlighted
And
gameplay resumes from the selected save

Scenario: Player restarts the mission

Given
the Mission Failed recovery screen is visible
When
the player selects `RESTART`
Then
the current failed attempt is abandoned
And
the mission restarts through the normal loading flow

Scenario: Player hides the overlay

Given
the Mission Failed recovery screen is visible
When
the player selects `HIDE`
Then
the recovery overlay is dismissed or minimized
And
the failed gameplay scene remains available for inspection

Edge Cases

  • No recent saves available: LOAD and recent-save cards should be disabled, hidden, or replaced with clear unavailable messaging.
  • Save load fails: the player should receive an error and remain on a safe recovery path rather than returning to invalid gameplay.
  • Multiple failure causes occur together: the bottom cause line should choose the highest-priority actionable reason.
  • Very long mission/save names should truncate without overlapping card borders or action labels.
  • Controller/keyboard focus must remain trapped within recovery choices while the modal is active.

QA Notes

  • Trigger mission failure through a critical-character death and verify the overlay appears with the correct cause text.
  • Verify recent saves display thumbnail, label, and age, and that the highlighted save can be loaded directly.
  • Verify LOAD, HIDE, RESTART, and MAIN MENU each route to the correct destination.
  • Verify the background remains dimmed and the modal remains readable at 16:9 resolutions matching the evidence.
  • Verify keyboard/controller focus order moves through save cards and recovery actions predictably.

References

  1. 1.

    Desperados III (L182-186 of 283)

  2. 2.

    Desperados III

  3. 3.

    Desperados 3 Let's Play Gameplay Walkthrough Pt 3 Higgins' Estate [1440p w/ Commentary] (39:20-39:30)