
Save Room launches on Switch next week.
Capcom’s Resident Evil 4 is perhaps best known for revolutionising third-person action games, implementing an over-the-shoulder camera angle that not only revitalised the Resident Evil franchise, but inspired countless games since then to adopt a similar approach. Nothing big then, right..?
Aside from that, the 2004 classic is well known for its ingenius approach to inventory management. Rather than assign an item to a single slot like previous games in the series would do, Resident Evil 4 instead took on an approach that was clearly inspired by Tetris, requiring players to arrange their items to fit together according to how many ‘blocks’ they took up. For example, herbs and ammo would take up two blocks, whereas bigger items like shotguns or rocket launchers might takt up ten or more blocks. The concept was revived for Capcom’s Resident Evil: Village, which is now available on the Switch in cloud form.
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