Regenerating Health: Difference between revisions

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* ''[[Metal Gear Solid]] 3'''s Naked Snake can wait out his injuries. The rate of health increase is dependent on how high his Stamina Gauge is. If you can't be bothered waiting for his health to rise like that, you can also knock him out with a sedative mushroom or with chloroform - during his sleep, he recovers faster. You can even save, turn the game off, and come back after a day or so has elapsed on your console's clock.
** ''[[Metal Gear Solid 2: Sons of Liberty]]'' and the Twin Snakes remake let you recover health if you were bleeding by crouching or lying on the ground. This only recovers enough health until the bleeding stops.
* In ''[[RunescapeRuneScape]]'', eating heals your health, but without food, all you have to do is just wander around and stay out of trouble until you get better... but once your Constitution levels get higher, that's ''really'' slow (1 life point per 6 seconds, when the max life points a player can normally have is 990). Also, running saps your energy, but even at 0% energy you can just keep walking, and you'll recover your energy...without resting.
* In ''[[Summoner]]'', the instant you exit back to the world map, whether from a random encounter or a major dungeon area, your health and action points are restored to full, no matter how hurt you were. The only thing it doesn't cure is death. Somewhat justified in that main character Joseph learns at least the basic healing spell pretty much immediately, action point restoration is just a matter of time, and [[Units Not to Scale|world map travel is assumed to take much longer]] than it "actually" takes - in theory, everyone could be healed up and all action points regained in the time it takes to take one step on the world map.
* In ''[[Face Ball]] 2000'', each happy-face character regains one hit point if not attacked for a few seconds.
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** ''[[Mass Effect 3]]'' uses sectioned health, where sections regenerate unless depleted, at which point must be recovered with medi-gel.
* ''[[Uncharted Drakes Fortune]]'' relies upon this type of healing method. As Nathan Drake takes damage, the graphics slowly begin to lose saturation, and in order to recover his health he must take cover. [[Word of God]] says that it isn't actually his health, but his luck-only the last bullet that hits you when your luck depletes actually counts for the kill. In other words, if you die, it is not because you were riddled with lead, but because [[Instant Death Bullet|one single bullet]] managed to get you when you ran out of luck.
* Even ''[[End WarEndWar]]'' has this to a limited extent. Units have two health bars- shield and hp. The shield bar will refill after a few seconds out of combat. However, the hp bar ''won't''. Also, unit performance degrades as it loses HP...
** The Protoss from ''[[StarcraftStarCraft]]'' were quite similar, minus the performance loss.
* In ''[[Warcraft]]'' II, the Troll Berserkers can acquire the ability to slowly regenerate health.
** ''Warcraft 3''' gave this ability to all units, but Trolls could learn to do it faster. In addition, Undead units either barely regenerate (in the case of Heroes and some units) or couldn't regenerate at all unless on Blight, while Night Elves heal faster during the night cycle.
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* ''Kill.Switch'', one of the earliest games to use a [[Take Cover|cover mechanic]], also had a regenerating health bar. Taking heavy damage over a short period of time, however, could cause the bar itself to shrink, reducing your maximum health and making you increasingly vulnerable until you found a medkit to restore it to its original length.
* A case of [[Older Than They Think]], the Atari ST game ''MIDI Maze'', aka ''Faceball 2000'', featured regenerating health long before the formation of Bungie Inc., let alone the realization of ''[[Halo]]'', especially considering that the first release of the game was in 1987.
* ''[[Ace Combat: Assault Horizon]]'' brings this mechanic to [[Ace Combat|the series]] for the first time, including the reddening screen. Some fans were... most displeased.
** Playing on Ace difficulty, however, disables regenerating health.
* This was one of the more controversial features in ''[[Duke Nukem Forever]]'', since regenerated health implies hiding to heal up, and hiding isn't Duke's style.
* ''[[LAL.A. Noire]]'' plays this straight as an arrow, which can be rather jarring for a game trading mostly on gritty realism. Needless to say, [[Gameplay and Story Segregation|if somebody gets shot during a cutscene they're not going to be able to walk it off]].
* ''[[Command & Conquer]]'' games usually give this ability to any unit that reaches the highest veterancy level. Some units, like the Mammoth Tank, have it by default (though earlier games only allowed it to restore health up to half of the maximum).
* The [[Needs More Love|inexplicably]] [[Cult Classic|obscure]] ''[[Medabots]]'' game for the [[GBA]], ''Medabots AX'' (both [[One Game for the Price of Two|versions]]) had a variant of this: while not regenerating health, standing still for a while triggered an [[Idle Animation]] that charged ''your robot's Medaforce move'' faster. [[Game Breaker|A whole lot faster.]]