Good question and one that
Resident Evil
fans have debated for decades!
Heres the breakdown:
In
Resident Evil (1996)
:
Jill Valentine is called
the master of unlocking
by Barry Burton early in the game. However, she doesnt start with the Lockpick in her inventory by default. Instead, you get it from Barry a few minutes later, in the
mansion main hall
after your first encounter with the zombie.
Why Capcom did this:
-
Tutorial pacing:
-
The developers wanted the first few minutes to ease players in investigating the mansion, seeing the first zombie cutscene, and learning basic controls before handing out a key item like the Lockpick. Giving it immediately mightve overwhelmed or confused new players about how and when to use it.
-
Narrative setup:
-
Barry giving Jill the Lockpick serves to establish both characters it makes Barry seem supportive, and reinforces Jills reputation as a skilled professional (You, the master of unlocking, should take it). Its a bit of light characterization through gameplay.
-
Gameplay balance:
-
Jill already had an easier campaign (more item slots, access to the grenade launcher, and easier puzzles). The Lockpick was meant to highlight her easy mode role but Capcom still wanted players to
earn
it as part of the story flow rather than start with it.
Fun fact:
In
Resident Evil: Directors Cut
and the
REmake (2002)
, she still doesnt begin with the Lockpick she either gets it early or already has it in certain versions/scenarios, depending on your starting options. Its become more of a character trait than a literal starting item.
So basically, Jill didnt start with the Lockpick because Capcom used it as both a story device
and
a reward for early progress, not just a static piece of gear.