Turn­ing in­ven­tory man­age­ment into a kind of spa­tial puz­zle game is among Resi 4’ s best ideas, though it’s rarely been im­i­tated since. The grid-based sys­tem is hardly new, nor is the idea of larger items tak­ing up more space:

Di­ablo II adopted a sim­i­lar ap­proach, though ob­jects couldn’t be ro­tated as they can here. Later, DeusEx:Hu­man Rev­o­lu­tion missed the point of a phys­i­cal rep­re­sen­ta­tion of your gear by au­to­mat­i­cally re­ar­rang­ing items to ac­com­mo­date any new ad­di­tions. Suc­cess­ful mi­cro­man­age­ment can be time-con­sum­ing, though it’s made eas­ier with the in­clu­sion of a win­dow to tem­po­rar­ily switch out smaller items while you fig­ure out whether it would be more ef­fi­cient to store your ri­fle ver­ti­cally or hor­i­zon­tally.

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