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<figcaption>The main inventory screen. Shows everything you need to know, only when you need it. (I can <i>hear</i> this screenshot...)</figcaption>
</figure>
-I don't need to a visual element in the bottom corner showing me a list of "items" I can cycle through. I don't want an ammo counter cluttering up my screen with information I only need to see in combat or while manually reloading. If those are pieces of information I need, I'll explicitly open and look for it. Don't make assumptions about what is important to me on screen.
+I don't need a visual element in the bottom corner showing me a list of "items" I can cycle through. I don't want an ammo counter cluttering up my screen with information I only need to see in combat or while manually reloading. If those are pieces of information I need, I'll explicitly open and look for it. Don't make assumptions about what is important to me on screen.
Capcom took this concept of less visual clutter even further in regards to **maps** and the character **health status**.
## Inspiring Greatness
-RE2 is certainly not the first or last game to implement these "minimal" game systems. A more "modern" example is Dead Space (DS), along with its very faithful remake. In DS the character's health is displayed directly on the character model itself, and a similar inventory screen is used to manage items. An ammo-counter is visual but only when the player aims their weapon. Pretty great stuff and another masterpiece of survival horror.
+RE2 is certainly not the first or last game to implement these "minimal" game systems. A more "modern" example is Dead Space (DS), along with its very faithful remake. In DS the character's health is displayed directly on the character model itself, and a similar inventory screen is used to manage items. An ammo-counter is visible but only when the player aims their weapon. Pretty great stuff and another masterpiece of survival horror.
<figure>
<img src="/public/images/dead-space.jpg" alt="Screenshot of Dead Space, showing the lack of UI">