Regenerating Health: Difference between revisions

m
clean up
m (update links)
m (clean up)
Line 4:
You remember when you'd get a stitch in PE and the teacher would tell you to walk it off, even though that only made it worse? Now imagine him saying that after you've taken five bullets to the chest. Then imagine it ''working''.
 
That's the technique that a number of [[First-Person Shooter]] games since the 2000s use for restoring health; if a player finds himself nearing death, all he has to do is go hide somewhere or dodge attacks until health regeneration kicks in. It's still one of the [[Acceptable Breaks From Reality]], especially in shooters which encourage slower pace, since the character recovering health -- evenhealth—even at an unusually fast rate -- isnrate—isn't any less absurd than him instantly healing by simply touching [[Heal Thyself|medikits]] and [[Hyperactive Metabolism|implausibly healthy beefburgers]]. It also has the advantage of avoiding [[Unwinnable]] situations where the player literally has no chance to get through the level because he's run out of both ammunition and healing items, but tends to invoke [[It's Easy, So It Sucks]] in the process. On the other hand [[Fake Balance]] could also come up, where in theory you can regenerate from damage but in practice you get mowed down by a wall of lead any time you even dream of taking a shot.
 
Instead of making the game about conserving the resources of the level ([[Breather Level|or game]]) as a whole, the player has to mostly worry about surviving individual encounters. Setpiece shootouts become the order of the day, as does [[Take Cover|searching for and using cover]] which is said to lead to a glorified game of whack a mole; pop up and kill a target, pop under cover and regenerate, repeat until you win. Regenerating health is the most common in shooters which fall near the middle of the [[Fackler Scale of FPS Realism]] scale.
Line 24:
* ''[[Battlefield 3]]''
** Both players and vehicles have it; however, like ''[[Deus Ex: Human Revolution]]'', it takes a while to kick in, it's nowhere near fast enough to protect a player from sustained damage, and there are ways for attackers prevent it:
*** If shots are fired close enough to a player (i.e. an almost-headshot from a sniper rifle or a long burst from a machine gun), the player is considered "suppressed" -- the—the screen goes blurry, accuracy goes down, and normal health regeneration does not occur, although an Assault player's medkit (immediate health regeneration for teammates within range of the medkit) will work normally on the suppressed player.
*** A vehicle at half-health is considered "disabled," whereupon they catch on fire and health will actually ''bleed'' out unless the vehicle is repaired by an Engineer, or (for aircraft) the Extinguisher is used (this ability immediately restores the aircraft to 53% health, putting it above the disabling threshold; however if a land Vehicle is disabled it needs to be repaired to full health otherwise it is still classed as disabled and will keep bleeding health.
* ''[[Tribes: Vengeance]]'' has [[Gradual Regeneration]] for anyone equipped with a repair pack, with the rate of regeneration substantially increased and with a limited area-of-effect for a short duration upon activation. ''[[Tribes Ascend]]'' instead gives everyone regenerating health by default, but with a massive delay of around 30 seconds or so before it kicks in (without perks to reduce the delay), thus it cannot be relied upon in the same sense as most other current FPSs and carrying a flag disables regeneration entirely. ''[[Starsiege: Tribes]]'' and ''Tribes 2'', by contrast, do not have regenerating health at all; the closest thing to it is repairing yourself with the repair pack. Otherwise, any carried medkits are all the healing you get in the field, and their use is rather limited.
Line 50:
* In ''[[Vagrant Story]]'' you regenerate health and lose risk (which makes you more vulnerable but also gives you more attack power) continuously when outside of combat.
* ''[[The Getaway]]'' allowed characters to regain health by leaning against walls for a breather. This is perhaps the earliest example of regenerating health in the common modern sense.
* The ''[[Fallout]]'' and ''[[Arcanum]]'' [[RPG|RPGs]]s have the player and his [[NPC|NPCs]]s slowly regenerating health (and in the latter case stamina) over a surprisingly realistic amount of time, but it takes so long that a more practical route is to hide off to a safe area and use the "fast forward time" menu to... well, fast forward time. If badly wounded, however, this could take a lot longer than you wanted (to the tune of months), especially considering you're on a [[Timed Mission]]...
** Additionally, the ''[[Fallout]]'' games had the First Aid and Doctor skills, which let you gain some experience for healing yourself, ''and'' heal crippled limbs without paying a doctor. They could be used a limited number of times per day, however, even without the kits.
** In Fallout's spiritual ancestor ''[[Wasteland (video game)|Wasteland]]'', the Medic and Doctor skills only worked on seriously wounded characters. Normal hit point damage could only be healed by waiting, and the game would tell you so.
Line 121:
** Not to mention when combined with other passive abilities that restore your MP (for example, damaging enemies or taking damage), you can regain MP fairly quickly. Areas heavy with Mist will regenerate your MP faster as you run around.
** ''[[Eternal Darkness]]'' also does the same thing with its magic system. Just walk around the room to recover your magic power.
* In ''[[Castlevania]]: [[Circle of the Moon]]'', one of the spells allows you to heal gradually, but you have to stand still for it to work. This costs quite a bit of MP, but you recover MP gradually too--moretoo—more with a higher Intelligence stat.
** The Time Heal move from ''Curse of Darkness'' also allows you to heal some of Hector's health gradually. You do get to run around while using it, though.
* In the ''[[Monster Hunter]]'' series, half of the health you lose from hits turns red instead of disappearing. If you can keep from getting hit again, the red portion will regenerate, but no more than that. Of course, potions will be necessary for any consequential amount of healing.
Line 139:
* This happens in ''[[Infamous (video game series)|In Famous]]'' if you wait long enough but its easier just to find something electrical and drain it as doing so restores health also.
* Scratch Damage (inflicted by all enemies when you have Hero Points left, inflicted by the player characters with machine guns) in ''[[Resonance of Fate]]'' heals automatically, even during combat, especially during Invincible Action (AKA Hero Actions). Direct Damage (inflicted by poison, regular enemy attacks when in Condition Critical, or the players using grenades or pistols), however, is permanent unless you rest or use a Perfect Aid - it also makes Scratch Damage permanent.
* Optional in ''[[Banjo-Kazooie|Banjo-Tooie]]'' -- upon—upon returning enough pages to Cheato the spell book, he will eventually give you the "HONEYBACK" cheat, which, when turned on, will let you recover health at a steady rate. Alternatively, the Snooze Pack ability, found in Grunty Industries and available whenever Banjo is solo. He jumps into his pack and ''sleeps it off''.
* ''[[Water Warfare]]'' [[Justified Trope|justifies]] it--yourit—your "damage" is based on how wet your clothes are. As you move, they dry off some. 
* A justified variant in ''[[Destroy All Humans!]]'', where Crypto is a [[One-Hit-Point Wonder]] with a [[Force Field]]; if you go about seven seconds without being hit, the shield will regenerate even if completely destroyed.
* ''[[The Saboteur]]'' features this, although with a [[Modern Warfare]]-style reddening of the screen. Annoyingly, if you're badly wounded and climb into a vehicle, as long as the ''vehicle'' is being hit you will neither recover nor take damage - meaning you have to try and escape the Nazis through the streets of Paris while being completely unable to see where you're going.
10,856

edits