RAGE is an open-world First-Person-Shooter (FPS) developed by id Software, published by Bethesda, and released in 2011. In this game, you are an Ark Survivor. Someone who was cryogenicly frozen in the vastness of space. When the meteor hit Earth, the world changed. You take up years later in a post-apocalyptic setting called "The Wasteland". While here, you fight bandits, kill mutants, and ride around in your dune buggy.
The UI in RAGE has 4 main themes and they are divided up in the type of UI they are. They are HUD, popup, conversation, and menu.
The HUD theme is a simple futuristic style. Any player information is on the left side (ammo, quick bar, and current objective) while any world information is on the right (minimap and territory name when traveling). RAGE does well to only show the player information that is relevant to them at the moment. The minimap is hidden when in a cave, sewer, or bandit camp, and your ammo is replaced by a boost meter when you're riding on your ATV.
The popup theme are green blocks that have information directed directly towards the player and not towards the Ark Survivor. This information can range from engineering, inventory, and tips about the world. These all have a central location with navigation through the popup at the bottom.
The menu theme is similar to the main menu. These menus appear when the player is brought out of the experience and asked for input. The pause menu, death screen, and main menu all have this theme. Options slide in from the top and you can control what to do from there. For the most part, these screen are on the right side of the screen with an exception on the multiplayer screen.
The conversation theme when accepting or declining a quest, a piece of paper shows up giving you details about the quest. This also happens when talking with a merchant to buy or sell various items. It gives you a sense that the person you're talking to just wrote some stuff down on paper and handed it to you. There's not much futuristic tech in The Wasteland so people have to make do where they can.
The type in RAGE is a very boxy sans-serif font. This font gives it a futuristic look but often makes words look funny after staring at them for too long. The extremely large x-height makes everything look like a capital. Capitals are used for titles mostly but in some popups they are under utilized. There's a change in the weight of the title fonts between the engineering screen and the armory screen. If you notice, at the top, the weight changes from normal (engineering) to bold (armory) and is kept bold for the jobs and statistics screen.
The HUD uses a simple black, white, and grey color scheme with pops of color when important. The minimap shows friendly areas in blue and the effect when getting hit by an enemy is red. There's a little green in the current objective title, i would guess to correlate it to the popup theme.
The popup theme is primarily green with shades of black and white. This choice may have been made to make it feel like a screen you might see in The Wasteland.
The menu theme is primarily red and black. There is white in the text and sliders but the primary color is red. This might be to indicate the theme of the game or to reinforce the fact that you fell off a ladder and died.
The conversation theme has a beige/parchment color for the background and black for text and icons. This is probably to give the feeling that it was hand-written for you. There is a little green in the conversations screens to show your currently highlighted item in shops.
I've found that RAGE doesn't have a whole lot of UX problems when it comes to the UI. Maybe the inventory screen could have shortcuts to specific screens but with a controller, you can only get so much. The main problems of the game come from the slightly awkward conversations and strange narrative. Like in Fallout or Borderlands, you're given an end goal right away. Get to the vault/save your child. RAGE is lacking in that aspect and is just given small quests here and there until your true purpose for being awoken is revealed.