An inventory (status screen/sub-screen) is used in the Resident Evil series to store items. Starting in the first Resident Evil, the inventory, map, files, and condition (health) of the player character were shown in the status screen/sub-screen.
In most Resident Evil games key items, weapons, ammunition, and healing items are placed in single boxed spaces. Additional items could be placed inside an item box or security box. In Resident Evil 0 and the Outbreak titles items can simply be dropped. In Resident Evil 4, Resident Evil 5, and Resident Evil 6, items can be discarded completely to make room.
In many games, a character is given varying amounts of spaces to carry items. In Resident Evil 2 and CODE:Veronica, an item called the Side Pack is introduced which adds two additional spaces. This comes in handy as both of those games (as well as Zero) had items which took up two spaces such as the Hookshot, Spark Shot, Sub Machine Gun, Rocket Launcher, Gatling Gun, etc.
Certain characters often have an additional space for a personal item. This space is usually always filled and the item inside it cannot be moved or placed in the Item Box. Resident Evil 3: Nemesis did not have personal items while Code:Veronica and the Outbreak games did. 'Resident Evil 4' and games beyond have seemingly discontinued this trend.
Resident Evil 0
Resident Evil 2
Resident Evil 3: Nemesis
Jill has eight spaces in Resident Evil 3: Nemesis, which can be expand to ten after meeting Carlos in the cable car. All three of the playable U.B.C.S. members have eight spaces too. Resident Evil 3: Nemesis did not have weapons that took up two spaces.
Resident Evil: Dead Aim
Dead Aim offers a divided inventory that has different capacities for "Weapons", "Ammunition", and finally healing items and keys. The ammo section can only hold a limited space of 6 slots. The game offers handgun ammo as the most common type but allows the player to swap this ammo out if they find other kinds later. Weapons are few and far between in the game and therefore only take up as many slots as they need to. All healing items stack in their tray.
Resident Evil CODE: Veronica
Resident Evil Outbreak & Resident Evil Outbreak File #2
In the Outbreak titles, the inventory is real time and every character is given four spaces with the exception of Yoko Suzuki, who has four more because of her knapsack. Cindy Lennox is also given four additional spaces because of her Herb Case. However, these spaces can only be used for Herbs and Mixed Herbs.
If players inventory is full when picking up an item, players can swap it with another unwanted item in their inventory as well as trading items with other ally characters.
- Main article: Attache Case
Resident Evil 4 implemented a new inventory system which was remarkably different from previous games and seems to be the only game that have this system up to now. The player is given an Attache case which can be upgraded by the Merchant to hold more items. The Attache case takes the form of a grid, where items can be freely placed and turned to fit. Key items and treasures are no longer kept in the inventory but are held in a separate, unlimited, menu. Every item takes up a different amount of spaces on the grid, for example: Leon's Handgun takes up 2X3 spaces and can be turned to make it 3X2. Ammo, grenades, and healing items take up 1X2 spaces. Weapons take up varying amounts of spaces. Egg take only one space. The Tactical Vest does not take up any spaces.
In The Umbrella Chronicles, the inventory system is changed to suit rail shooter approach. All handguns have infinite ammo and every other weapon has its ammo regenerated after each chapter. Ammo not spent is simply accumulated. Green Herbs are used immediately after they are picked up. First Aid Sprays are held until the player runs out of health and fully revives them afterwards. The inventory system allows for almost a dozen weapons to be held. Key items are not in the game.
In Resident Evil 5, the inventory functions in real time. This becomes trouble in intense situations. Both Chris and Sheva (as well as all other playable characters, such as those in Mercenaries and DLC) are given nine spaces to hold items. No item takes up more than one space. Eggs and grenades now stack up to five per space. Herbs can still be combined but its limited to only a mix of two.
In the Item Management menu, items not currently equipped to a players inventory are kept in a would-be "item box" that can be accessed between each chapter or before restarting from a checkpoint. When weapons or items are equipped they are automatically mapped to match the control pad. In this way, the item can be "hot-keyed" without opening the inventory to select and equip it. For example, placing a handgun on the top will allow the player to access it on the fly simply by pressing "up" on the control pad.
Key items are no longer kept in any kind of inventory and simply appear at the top of the screen when acquired. These are shared between partners regardless of how far away from each other they were when it was picked up, nor does it matter which partner picked it up. Treasures can only be viewed in the organize/item management screen. In this game, a Melee Vest (which halves every melee damage) and Bulletproof Vest (which halves every firearm-related damage) can be bought but both take up a space in the inventory.
Resident Evil: Revelations doesn't have an inventory screen. Player managed items by the HUD display on the bottom screen can carry up to 3 weapons and a limited number of grenades and herbs. Key items can be hold without any limitation.
Resident Evil 6 again features a real-time inventory, but this is simply the quick access part of it for instant use of weapons, ammo, and healing items. A larger, main inventory is also used if the player wishes to see all of their items and combine them accordingly. The quick access inventory is designed like a wheel, allowing the player to scroll quickly through their cache of weapons and healing items.
The inventory system in The Darkside Chronicles is somewhat different from the previous rail-shooter with elements of RE5's inventory. Weapons acquired in the game are permanently kept in a central inventory while the players can map three of the available weapons to "hot-key" them. Whenever the player chooses, they can access the central inventory to change weapons. Like in Umbrella Chronicles, the Handgun is a constant weapon with infinite ammunition, but ammo is not always replenished after chapters are completed and it is shared between players in co-op play. Herbs are not used on the spot as they were in Umbrella Chronicles and can be stacked. Like the weapons the herbs are mapped to a button (in this case the "+" button on the Wii Remote) and can be used whenever the player chooses. The First Aid Sprays are the same as they were previously; only used after one of the player characters loses all of their health.
Resident Evil: Revelations 2 introduce a different inventory from its predecessor, which has many elements of both classic and modern inventory screen. Players start with 10 slots from main character and 5 slots form support characters.
Health items, sub-weapons, and keys items take space in the inventory. Player can combine items to produce bottles and healing items. Players can carry up to 4 weapons in a separated slots, if player take more than 4 weapons, any weapon that was picked up are switched with another one, which can be switched later when player reach a workbench.
To expand the inventory, players have to find upgrades scattered in game environment. Main character got maximum of 20 slots, and support character got 15.
In Resident Evil: The Deck Building Game, the player's "Inventory" is essentially their deck. It is built during the game itself, as per the game's rules as a DBG. The default starting Inventory for all scenarios is 1 Handgun, 2 Knives, and 7 Ammo x10 cards. There are also unique custom inventories for each character which are primarily used for the game's Mercenaries and Versus mode.
In most Resident Evil games, ammo only stacks to about 255 rounds per space. 'Resident Evil 4' and RE5 stack ammo differently depending on the type (Handgun ammo stacks to 50, Shotgun ammo stacks 15 etc.). Revelations series stacks a limited ammo as first, players can expand how much ammo they can stack with upgrades.
The inventory system in Resident Evil 7: Biohazard features as a combination of both Resident Evil 4's Attache Case and Resident Evil 5's Real-Time management. The player starts out with 12 inventory spaces which can be upgraded with backpacks lying around the enviroment, the first four spaces function as hot-keys to buttons on the control pad, but can only be used for knives, guns, and grenades. Some weapons such as handguns and knives take up one space while Magnums, Shotguns, Grenade Launchers, Machine Guns, and Flame Throwers take up two spaces. The player can also sometimes see their current health state via a codex watch when opening the inventory system. Item boxes in safe rooms make a return to help with the real time inventory management. Items found around the environment can also be combined to make either restoratives such as the First-Aid Med, various types of ammo for handguns, flame throwers, and grenade launchers, and Psycho-Stimulants to also help with cluttered inventory space.