JConstantine
Working-class warlock
You've kind of touched on what I was going to say. I use different techniques depending on the game I'm running to try to evoke more of what the game is about. I've never run a mecha RPG, but describing the scene/situation via the HUD is precisely what I'd do in that situation.Now I wonder about, say, a mecha game where all the descriptions are aggressively condensed and even directly translated into mechanics: "Terrain difficulty 3, two hostile Scout-class mechs spotted"
Blades in the Dark talks about the game like it's a TV show, so I might describe things via filmic techniques, like camera shots and vignettes of things happening "offscreen" (I run it by players in session 0 first). However, I'd never deign to do that in D&D, or V:TM, or a game focussed on setting tourism.
Sentinel Comics RPG leans into the comic angle with sessions being issues, etc., so when I ran the quickstart, I described scenes like panels of a comic, but I wouldn't do that for all supers games, let alone non-supers.
For Vampire, I try to play up the Beast by describing things from the point of view of a predator or caged animal, dialling it up the higher the PC's hunger level.
If I get around to running City of Mist or Hard City, you can bet your bottom dollar I'm gonna describe things like a noir detective voiceover.
By default, though, I'll generally set a scene describing elements from least consequential to most, bringing in 2 or 3 different senses (sight is generally a given). When introducing a sentient entity for the first time, I'll be descriptive, highlighting prominent features like "needle-like fangs" or what have you, but subsequent occurrences will cut to the chase.