![]() If you’re fancy, you can call it skeuomorphism – the attempt to make something intuitive to use, by mimicking a real-world function in how they appear or work. It’s almost a shame that you don’t see that kind of inventory management in modern games anymore – not unless you’re Richard Garriott and you’re Kickstarting Shroud of the Avatar – but there’s an honesty to the approach, an attempt to mimic the real world that gets you cheering for Resident Evil. But Ultima didn’t have zombies nibbling at your neck as you tried to Tetris a herb into a viable slot. Resident Evil wasn’t the first to create a fixed space, with items taking up realistic chunks of it: Ultima and other RPGs absolutely pioneered it. There’s that wonderful inventory, of course. But to keep the game screen clean, you need to compromise, and Resident Evil did some amazing, weird somersaults to maintain that compromise. There’s nothing less scary than a health bar. As an aim, it makes complete sense, and Silent Hill, Dead Space and any number of others have been doing the same since. That weirdness comes from a few different sources, but the most consistent is a determination to strip away the video game stuff and make Resident Evil as immersive as possible. ![]()
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