>The zoom while having an item picked up makes sense, so I can see keeping it as is. I honestly never thought to use it for positioning items, only examining them. Is there a hint for this in game? Or maybe the first time someone picks up a box or jerry can maybe it can display? Basically it teaches the player in a practical scenario.
>It looks like you're already working on equipping/unequipping, so I think that is covered.
>Regarding the inventory, the only real change I'm suggesting to consider is allowing an item to be thrown from the inventory. This assumes throwing is important and somewhat frequent in the game for instances such as throwing the walkie talkie, or perhaps throwing an item to create sound to draw enemies away. It felt counter intuitive to me to have to drop an item, pick it up, then throw it. Of course, if you allow this then it likely makes the most sense to use the same key as throwing a picked up item (currently clicking the right mouse button), in which case other keys would have to be adjusted to accommodate this change.
>For the R-shortcut key, yes I meant it to refer to the walkie talkie. I considered suggesting calling the walkie talkie a portable radio then having the R key as a shortcut to help players remember more easily (R = Radio, since W can't equal walkie talkie). However I now realize it can't be referred to as a radio since you already have radios in game. It's difficult to comment on combat since all I've shot is a dog so far. I didn't feel like the combat was particularly engaging, at least so far. Compare to a game like the first Resident Evil where firing on the first zombie was tense and engaging for me. I don't know much about my character, but it would be surprise me if he could effectively use a pistol, sword, and bow and arrow when it seems to me like he doesn't strike me as a person with military training.
This seems like a good approach to me. I don't think multiple difficulties are a good fit for this game, though it's difficult to comment on until I can experience all of chapter 1.How about a slightly different method. When you approach a usable item, you get a prompt hovering over the item, saying "E: Use X on Y", but only if you have X of course.