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Regenerating Health: Difference between revisions

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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 -- even at an unusually fast rate -- 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.
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See also [[Gradual Regeneration]], [[Regenerating Shield Static Health]].
{{examples|Examples}}
* ''[[Deus Ex Human Revolution (Video Game)|Deus Ex: Human Revolution]]'': The developers opted to put this in, instead of the health packs like in ''[[Deus Ex (Video Game)|Deus Ex]]'' and ''[[Deus Ex Invisible War (Video Game)|Deus Ex: Invisible War]]''. This has led to a bit of an outcry by old-time fans who feel that it is making the game too easy. Interviews have gone out of their way to mention that the regen system is nothing like [[Halo (Video Game)|other casual]] [[Call of Duty (Video Game)|first-person]] [[Modern Warfare|shooter series.]] Running around will get you killed very quickly since the regeneration takes over five seconds to kick in, and takes nearly a minute to regenerate to full (especially on harder difficulties). Not to mention that, even on the lower difficulties, a single bullet will take nearly half your starting health.
** Although to be fair, the [[Game Breaker|Health Regeneration aug]] in the first two games makes regen in modern shooters look downright slow by comparison, especially at its full levels. In the first game, it effectively turned any Repair Bot into Medical Bots, sans augmentation installation capabilities, and bio cells into health packs. 
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* Optional in ''[[Banjo-Kazooie|Banjo-Tooie]]'' -- 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--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.
* ''[[Metroid Other M (Video Game)|Metroid Other M]]'' has regenerating health and missiles by using the Concentration technique, which can be interrupted by attacks. You can restore missiles at any time, but to recover energy, your health has to be below a certain threshold (critical status mostly), and that takes longer than regaining missiles. Reserve Tanks allow you to recover more energy and at a higher threshold. This mechanic is vital, since you cannot regain health or ammo unless you use a save station.
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** Playing on Peaceful difficulty grants you regenerating health at all times. Potions of Regeneration and Golden Apples also grant temporary health regeneration.
** The {{spoiler|Enderdragon}} mob also has this when you fight one. However, this can be stopped by {{spoiler|destroying the Ender Crystals}}, which actually HARMS it.
* In ''[[The Legend of Zelda: Skyward Sword (Video Game)|The Legend of Zelda Skyward Sword]]'', you can sit on a chair, bench, or even a toilet to rest and regain health.
** The Oracle games featured the Heart Ring, which game you constant health regeneration while equipped. 
* Both ''[[Red Steel]]'' games use an interesting form of this: in normal gameplay, health regenerates if you don't take damage for a few seconds, but damage taken during sword duels does not regenerate until you win said duel.
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