Resident Evil 7 Biohazard

Resident Evil 7 Biohazard

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Viper Jan 31, 2017 @ 8:20pm
Inventory Space is causing issues that show bad design
At least in my opinion. The game is good. But when you can not pickup an item that is necessary for a boss fight due to not enough space in your inventory...then that is not designed very well. These items should take no inventory space at least till the boss fight is over. I do like the game however.
Last edited by Viper; Jan 31, 2017 @ 8:23pm
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Showing 1-15 of 83 comments
Cuddle Bunny! Jan 31, 2017 @ 8:23pm 
Sounds to me that you have poor iteam management. Three different storage types all over the map to help you with that.
Daxank Jan 31, 2017 @ 8:26pm 
Originally posted by Cuddle Bunny!:
Sounds to me that you have poor iteam management. Three different storage types all over the map to help you with that.
No he's right though. It is poor design that you have (taking Jack's first fight as an exemple) to assume that you're going to need a free inventory slot during a boss fight to get the keys (or in his second fight, the chainsaw). Yes they're 100% optional but still :VSnake:
Viper Jan 31, 2017 @ 8:37pm 
12 Spaces in Inventory

Shotgun 2 slots
Pistol 1 slot
Knife 1 slot
First AId 1 slot
Bullets 1 slot
Shotgun Shells 1 slot
Lockpick 1 slot
Key to this room 1 slot
Chem Fluid 1 slot just found it
PhsycoStims 1 slot Just found them


Thats 11 ..out of 12. And now I have to grab a chainsaw. not happening..
Damien Azreal Jan 31, 2017 @ 8:38pm 
Welcome to survival horror children.

It's not "Bad design".
This is the truest callback to the original Resident Evil.
A very small inventory, forcing you to really focus on and decide on what you should carry with you.
What you should leave behind, pick up, not pick up.

This is an element just as crucial to the game's design as the atmosphere and sound. Being limited on what you can carry or pick upis part of the feeling of being overwhelmed or helpless.

It's perfect design.
And this is still more forgiving then the first RE... as you can upgrade your inventory three times in the game.
Last edited by Damien Azreal; Jan 31, 2017 @ 8:38pm
Viper Jan 31, 2017 @ 8:40pm 
Originally posted by Damien Azreal:
Welcome to survival horror children.

It's not "Bad design".
This is the truest callback to the original Resident Evil.
A very small inventory, forcing you to really focus on and decide on what you should carry with you.
What you should leave behind, pick up, not pick up.

This is an element just as crucial to the game's design as the atmosphere and sound. Being limited on what you can carry or pick upis part of the feeling of being overwhelmed or helpless.

It's perfect design.
And this is still more forgiving then the first RE... as you can upgrade your inventory three times in the game.

tell me what I should abandon and items I just picked up don't count.
Seamus Jan 31, 2017 @ 8:40pm 
Wait. Wait. There's inventory management in resident evil? ALERT THE MEDIA!
Rat King Jan 31, 2017 @ 8:44pm 
Originally posted by Daxank:
Originally posted by Cuddle Bunny!:
Sounds to me that you have poor iteam management. Three different storage types all over the map to help you with that.
No he's right though. It is poor design that you have (taking Jack's first fight as an exemple) to assume that you're going to need a free inventory slot during a boss fight to get the keys (or in his second fight, the chainsaw). Yes they're 100% optional but still :VSnake:

What? This is hilarious. That isn’t poor design. On the contrary, it’s good gameplay design. You are given limited inventory space with options, and the CHOICE to choose what you want to do. This is proactive level design that both rewards and punishes players based on their decision making.

In the case of the garage fight with Jack, the game all but tells you directly that something is going to happen in the garage. You do not NEED the keys to finish that fight, but it certainly does make it go by faster. You don’t NEED the chainsaw to beat him in the dissection room either, but again, it does make things go by faster.

This is user input, with real gameplay choices. Thus, this is good design. Calling it otherwise is a disservice to the developers.
Pebbles Jan 31, 2017 @ 8:48pm 
In the "classic" REs - the first 3, Code Veronica, Outbreak - characters only have 6 to 8 slots of inventory. It is simply impossible to carry everything with you - that's why we have a magical portal item box. Players should always have some free spaces for picking up some crucial items.
SomeMMORPGplayer Jan 31, 2017 @ 8:48pm 
Originally posted by Daxank:
Originally posted by Cuddle Bunny!:
Sounds to me that you have poor iteam management. Three different storage types all over the map to help you with that.
No he's right though. It is poor design that you have (taking Jack's first fight as an exemple) to assume that you're going to need a free inventory slot during a boss fight to get the keys (or in his second fight, the chainsaw). Yes they're 100% optional but still :VSnake:

sir i'm going to ptu a stupid easy challenge for all you dimwitted dumbasses out there complaining about bag space ok?
if there are military trained personnal in here or current soldiers reading this PLz do this retarded gaming community a favor., wear the hat if it fits your head, plz film yourself carrying WITH the authorisation of your superior officers

1- shotgun,
2- 9mm handgun
3- combat knife
4- a m16 rifle
5- a flamethrower
AND
enough ammunition for around 3 clips of each weapons above
4 first aid packs 4 vhs tapes a box of lockpicks a biohasard containement box ..that should be it. when done try to run for around 2 hours like a beast and tell me if you wish to carry more
Viper Jan 31, 2017 @ 8:49pm 
Originally posted by The Long Knives:
Originally posted by Daxank:
No he's right though. It is poor design that you have (taking Jack's first fight as an exemple) to assume that you're going to need a free inventory slot during a boss fight to get the keys (or in his second fight, the chainsaw). Yes they're 100% optional but still :VSnake:

What? This is hilarious. That isn’t poor design. On the contrary, it’s good gameplay design. You are given limited inventory space with options, and the CHOICE to choose what you want to do. This is proactive level design that both rewards and punishes players based on their decision making.

In the case of the garage fight with Jack, the game all but tells you directly that something is going to happen in the garage. You do not NEED the keys to finish that fight, but it certainly does make it go by faster. You don’t NEED the chainsaw to beat him in the dissection room either, but again, it does make things go by faster.

This is user input, with real gameplay choices. Thus, this is good design. Calling it otherwise is a disservice to the developers.

Again I ask what items should i not have been carrying around. And a couple of those items I had just picked up in that area.
Rat King Jan 31, 2017 @ 8:52pm 
Originally posted by Viper:
Originally posted by The Long Knives:

What? This is hilarious. That isn’t poor design. On the contrary, it’s good gameplay design. You are given limited inventory space with options, and the CHOICE to choose what you want to do. This is proactive level design that both rewards and punishes players based on their decision making.

In the case of the garage fight with Jack, the game all but tells you directly that something is going to happen in the garage. You do not NEED the keys to finish that fight, but it certainly does make it go by faster. You don’t NEED the chainsaw to beat him in the dissection room either, but again, it does make things go by faster.

This is user input, with real gameplay choices. Thus, this is good design. Calling it otherwise is a disservice to the developers.

Again I ask what items should i not have been carrying around. And a couple of those items I had just picked up in that area.

And again, that's a choice that is up to the user. A game -- and this is any game, not just the survival horror genre -- is not always meant to hold your hand. In both of those situations, the game expressly details you that there is likely going to be some type of situation.

Do YOU the player feel like you need to have two dog heads and chem mats and everything else in your inventory while you walk into a situation that is screaming "BOSS FIGHT"? If not, walk back and storage things you don't need. The storage room is NEVER far from any of the boss fights in this game. It really comes down to you.

To be blunt, your issue is that you either didn't want to do it because you are lazy, or you are bad at reading atmosphere in the game.
Viper Jan 31, 2017 @ 8:55pm 
Originally posted by The Long Knives:
Originally posted by Viper:

Again I ask what items should i not have been carrying around. And a couple of those items I had just picked up in that area.

And again, that's a choice that is up to the user. A game -- and this is any game, not just the survival horror genre -- is not always meant to hold your hand. In both of those situations, the game expressly details you that there is likely going to be some type of situation.

Do YOU the player feel like you need to have two dog heads and chem mats and everything else in your inventory while you walk into a situation that is screaming "BOSS FIGHT"? If not, walk back and storage things you don't need. The storage room is NEVER far from any of the boss fights in this game. It really comes down to you.

To be blunt, your issue is that you either didn't want to do it because you are lazy, or you are bad at reading atmosphere in the game.

I listed the items I had in my inventory ealier in this thread.
#IAMLIAR Jan 31, 2017 @ 8:57pm 
Originally posted by Viper:
Originally posted by The Long Knives:

What? This is hilarious. That isn’t poor design. On the contrary, it’s good gameplay design. You are given limited inventory space with options, and the CHOICE to choose what you want to do. This is proactive level design that both rewards and punishes players based on their decision making.

In the case of the garage fight with Jack, the game all but tells you directly that something is going to happen in the garage. You do not NEED the keys to finish that fight, but it certainly does make it go by faster. You don’t NEED the chainsaw to beat him in the dissection room either, but again, it does make things go by faster.

This is user input, with real gameplay choices. Thus, this is good design. Calling it otherwise is a disservice to the developers.

Again I ask what items should i not have been carrying around. And a couple of those items I had just picked up in that area.
We're not here to tell you mate, it's there for you to figure it out yourself. It's a survival-horror game, not an action-horror game. Have you played any of the previous Resident Evil games? If yes, you should not be complaining about such a thing but if you haven't you should be figuring it out yourself and trying to survive and you should be carrying minimal variety of items so you are able to pick up and plenty and drop off in your item management box.

I've finished this game multiple times on PS4 (including Madhouse difficulty). Poor game design, definitely not... Perfect survival-horror game design... definitely 100%. This game is slighly more forgiving than the previous Resident Evil games so be happy.
🅱🅾🆁🅶 Jan 31, 2017 @ 8:58pm 
Storage containers exist for this reason. Its always been rooted into the design of RE games. Backtracking and storing things in containers is a big part of RE so can't complain about that.

If this is an issue for you then my god don't play Stalker games :D
Rat King Jan 31, 2017 @ 9:00pm 
Originally posted by Viper:
Originally posted by The Long Knives:

And again, that's a choice that is up to the user. A game -- and this is any game, not just the survival horror genre -- is not always meant to hold your hand. In both of those situations, the game expressly details you that there is likely going to be some type of situation.

Do YOU the player feel like you need to have two dog heads and chem mats and everything else in your inventory while you walk into a situation that is screaming "BOSS FIGHT"? If not, walk back and storage things you don't need. The storage room is NEVER far from any of the boss fights in this game. It really comes down to you.

To be blunt, your issue is that you either didn't want to do it because you are lazy, or you are bad at reading atmosphere in the game.

I listed the items I had in my inventory ealier in this thread.

Ok? what do you want me to tell you man, what you should have stashed? Ok, here we go:

What you ABSOLUTELY didn't need (assuming this is on normal or easy):

Knife - Storage it
Lock pick - Storage it
Key to dissection room - Storage it
Chemical Fluid - Storage it
Psycho Stim Pak - Storage it

The storage room is literally 1-2 minutes away, and when you get into the dissection room Jack makes it SUPER obvious you're going to have to fight him.
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Date Posted: Jan 31, 2017 @ 8:20pm
Posts: 83