History Main / CallAHitpointASmeerp

19th Oct '16 1:24:56 PM Pysiewicz
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* ''TabletopGame/TheWitcherGameOfImagination'' comes with Vitality. It's further divided into four stages: Healthy, Beaten, Wounded and Dying, each corresponding to a quarter of total Vitality. Healthy and Beaten represent situations when the character is out of a fight or has sustained some minor bruises during a fist fight and are rather harmless. Wounded makes your rolls progressively harder, while Dying seriously lowers your stats and skills and requires medical attention in a short time or the character will die, even if not receiving any further damage. Reaching 0 Vitality or below it is instant death.
13th Oct '16 12:22:50 PM eroock
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* ''VideoGame/BrothersInArms Hell's Highway'' has luck instead of healt0h. If Baker, the protagonist, stands in the open while being shot at, his luck will go down, as represented by a red tint at the edges of the screen, as the bullets strike closer and closer to him. It can be can be replenished by taking cover behind obstacles, or avoiding gunfire in general. If he continues to take fire, his luck runs out, and he dies as one of the bullets hits home.

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* ''VideoGame/BrothersInArms Hell's Highway'' has luck instead of healt0h.health. If Baker, the protagonist, stands in the open while being shot at, his luck will go down, as represented by a red tint at the edges of the screen, as the bullets strike closer and closer to him. It can be can be replenished by taking cover behind obstacles, or avoiding gunfire in general. If he continues to take fire, his luck runs out, and he dies as one of the bullets hits home.
13th Oct '16 12:13:37 PM eroock
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* As ''VideoGame/AmericanMcGeesAlice'' takes places inside Alice's mind, it has sanity and will for Health and Mana respectively. Main source of them are the enemies: killing makes her more sane.
** Makes a bit more sense when you realize the enemies are {{Anthropomorphic Personification}}s of her mental issues, with symbolic significance ranging from the obvious to the obscure.
* In the sequel to ''American [=McGee's=], ''VideoGame/AliceMadnessReturns'', Alice's health is represented by roses. When wearing the DLC Hattress dress, her hitpoints are turned to the game's "currency", which is Teeth.

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* As ''VideoGame/AmericanMcGeesAlice'' takes places inside Alice's mind, it has sanity and will for Health and Mana respectively. Main source of them are the enemies: killing makes her more sane.
**
sane. Makes a bit more sense when you realize the enemies are {{Anthropomorphic Personification}}s of her mental issues, with symbolic significance ranging from the obvious to the obscure.
* ** In the sequel to ''American [=McGee's=], ''VideoGame/AliceMadnessReturns'', Alice's health is represented by roses. When wearing the DLC Hattress dress, her hitpoints are turned to the game's "currency", which is Teeth.
9th Oct '16 4:54:57 AM Tyjohnson616
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* The [[Creator/FromSoftware From Software]] ActionRPG Souls series gives a reason for respawning with you being cursed with a form of immortality that if you don't break you'll disappear into nothing but souls or go into a form of maddess known as hollowing. They also created an experience monetary hybrid the term Souls in DemonsSouls & the [[VideoGame/DarkSouls Dark Souls Trilogy]], Souls are given lore reasons for their purpose but used the same to increase your own power you can also use special souls received from bosses as a key to create special weapons that they wielded/based on them or just for more experience/currency. The main healing item in the Dark Souls titles is known as the Estus Flask, it is a rechargable health potion that can be upgraded to give you more charges as well as become more effective. The usually automatic check points in modern games are places you must manually activate known as bonfires which are given lore reasons as well. Instead of typical faction systems you get Covenants some of which that are almost pseudo-religions and all have their own rules some which can help you save other wise doomed characters or reach special areas other wise locked. Most in depth of all is the online multiplayer system which explains itself through means of parallel worlds that exist beside your own that you can interact with in several ways. To explain it all in-depth would require a separate page to itself.

to:

* The [[Creator/FromSoftware From Software]] ActionRPG Souls series gives a reason for respawning with you being cursed with a form of immortality that if you don't break you'll disappear into nothing but souls or go into a form of maddess known as hollowing. They also created an experience monetary hybrid the term Souls in DemonsSouls & the [[VideoGame/DarkSouls Dark Souls Trilogy]], Souls are given lore reasons for their purpose but used and dialogue suggest it's what keeps some of the same to increase your own power you merchants alive and sane. You can also use special souls received from bosses as a key to create special weapons that they wielded/based on them or just for more experience/currency. The main healing item in the Dark Souls titles is known as the Estus Flask, it is a rechargable health potion that can be upgraded to give you more charges as well as become more effective. The usually automatic check points in modern games are places you must manually activate known as bonfires which are given lore reasons as well. Instead of typical faction systems you get Covenants some of which that are almost pseudo-religions and all have their own rules some which can help you save other wise doomed characters or reach special areas other wise locked. Most in depth of all is the online multiplayer system which explains itself through means of parallel worlds that exist beside your own that you can interact with in several ways. To explain it all in-depth would require a separate page to itself.
9th Oct '16 4:50:21 AM Tyjohnson616
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** Then in the spin off/spiritual successor title ''VideoGame/Bloodborne'' more strangely the experience monetary hybrid is called Blood Echoes. The bonfires are replaced with lanterns. Blood lives replace healing potions and have lore specific purpose.

to:

** Then in the spin off/spiritual successor title ''VideoGame/Bloodborne'' ''VideoGame/{{Bloodborne}}'' more strangely the experience monetary hybrid is called Blood Echoes. The bonfires are replaced with lanterns. Blood lives replace healing potions and have lore specific purpose.
9th Oct '16 4:46:23 AM Tyjohnson616
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* The fromsoftware action RPG Souls gives a reason for respawning with you being cursed with a form of immortality that if you don't break you'll disappear into nothing but souls or go into a form of maddess known as hollowing. They also created an experience monetary hybrid the term Souls in DemonsSouls & the [[VideoGame/DarkSouls Dark Souls Trilogy]], Souls are given lore reasons for their purpose but used the same to increase your own power you can also use special souls received from bosses as a key to create special weapons that they wielded/based on them or just for more experience/currency. The main healing item in the Dark Souls titles is known as the Estus Flask, it is a rechargable health potion that can be upgraded to give you more charges as well as become more effective. The usually automatic check points in modern games are places you must manually activate known as bonfires which are given lore reasons as well. Instead of typical faction systems you get Covenants some of which that are almost pseudo-religions and all have their own rules some which can help you save other wise doomed characters or reach special areas other wise locked. Most in depth of all is the online multiplayer system which explains itself through means of parallel worlds that exist beside your own that you can interact with in several ways. To explain it all in-depth would require a separate page to itself.

to:

* The fromsoftware action RPG [[Creator/FromSoftware From Software]] ActionRPG Souls series gives a reason for respawning with you being cursed with a form of immortality that if you don't break you'll disappear into nothing but souls or go into a form of maddess known as hollowing. They also created an experience monetary hybrid the term Souls in DemonsSouls & the [[VideoGame/DarkSouls Dark Souls Trilogy]], Souls are given lore reasons for their purpose but used the same to increase your own power you can also use special souls received from bosses as a key to create special weapons that they wielded/based on them or just for more experience/currency. The main healing item in the Dark Souls titles is known as the Estus Flask, it is a rechargable health potion that can be upgraded to give you more charges as well as become more effective. The usually automatic check points in modern games are places you must manually activate known as bonfires which are given lore reasons as well. Instead of typical faction systems you get Covenants some of which that are almost pseudo-religions and all have their own rules some which can help you save other wise doomed characters or reach special areas other wise locked. Most in depth of all is the online multiplayer system which explains itself through means of parallel worlds that exist beside your own that you can interact with in several ways. To explain it all in-depth would require a separate page to itself.
9th Oct '16 4:45:09 AM Tyjohnson616
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* The fromsoftware action RPG Souls gives a reason for respawning with you being cursed with a form of immortality that if you don't break you'll sooner or later disappear(Demon's) or go mad(Dark). They also created an experience monetary hybrid the term Souls in DemonsSouls & the [VideoGame/DarkSouls Dark Souls Trilogy], Souls are given lore reasons for their purpose but used the same to increase your own power you can also use special souls recieved from bosses as a key to create special weapons that they wielded/based on them or just for more experience/currency. The main healing item in the Dark Souls titles is known as the Estus Flask, it is a rechargable health potion that can be upgraded to give you more charges as well as become more effective. The usually automatic check points in modern games are places you must manually activate known as bonfires which are given lore reasons as well. Instead of typical faction systems you get Covenants some of which that are almost pseudo-religions and all have their own rules some which can help you save other wise doomed NPCs or reach special areas other wise locked. Most in depth of all is the online multiplayer system which explains itself through means of parallel worlds that exist beside your own that you can interact with in several ways. To explain it all would require a separate page to itself.
** Then in the spin off/spiritual successor title ''VideoGame/Bloodborne'' more strangely the experience monetary hybrid is called Blood Echoes. The bonfires are replaced with lanterns. Blood viles replace healing potions and have lore specific purpose

to:

* The fromsoftware action RPG Souls gives a reason for respawning with you being cursed with a form of immortality that if you don't break you'll sooner or later disappear(Demon's) you'll disappear into nothing but souls or go mad(Dark). into a form of maddess known as hollowing. They also created an experience monetary hybrid the term Souls in DemonsSouls & the [VideoGame/DarkSouls [[VideoGame/DarkSouls Dark Souls Trilogy], Trilogy]], Souls are given lore reasons for their purpose but used the same to increase your own power you can also use special souls recieved received from bosses as a key to create special weapons that they wielded/based on them or just for more experience/currency. The main healing item in the Dark Souls titles is known as the Estus Flask, it is a rechargable health potion that can be upgraded to give you more charges as well as become more effective. The usually automatic check points in modern games are places you must manually activate known as bonfires which are given lore reasons as well. Instead of typical faction systems you get Covenants some of which that are almost pseudo-religions and all have their own rules some which can help you save other wise doomed NPCs characters or reach special areas other wise locked. Most in depth of all is the online multiplayer system which explains itself through means of parallel worlds that exist beside your own that you can interact with in several ways. To explain it all in-depth would require a separate page to itself.
** Then in the spin off/spiritual successor title ''VideoGame/Bloodborne'' more strangely the experience monetary hybrid is called Blood Echoes. The bonfires are replaced with lanterns. Blood viles lives replace healing potions and have lore specific purposepurpose.
9th Oct '16 4:40:38 AM Tyjohnson616
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* The fromsoftware action RPG Souls gives a reason for respawning with you being cursed with a form of immortality that if you don't break you'll sooner or later disappear(Demon's) or go mad(Dark). They also created an experience monetary hybrid the term Souls in DemonsSouls & the [VideoGame/DarkSouls Dark Souls Trilogy], Souls are given lore reasons for their purpose but used the same to increase your own power you can also use special souls recieved from bosses as a key to create special weapons that they wielded/based on them or just for more experience/currency. The main healing item in the Dark Souls titles is known as the Estus Flask, it is a rechargable health potion that can be upgraded to give you more charges as well as become more effective. The usually automatic check points in modern games are places you must manually activate known as bonfires which are given lore reasons as well. Instead of typical faction systems you get Covenants some of which that are almost pseudo-religions and all have their own rules some which can help you save other wise doomed NPCs or reach special areas other wise locked. Most in depth of all is the online multiplayer system which explains itself through means of parallel worlds that exist beside your own that you can interact with in several ways. To explain it all would require a separate page to itself.
** Then in the spin off/spiritual successor title ''VideoGame/Bloodborne'' more strangely the experience monetary hybrid is called Blood Echoes. The bonfires are replaced with lanterns. Blood viles replace healing potions and have lore specific purpose



* ''VideoGame/BrothersInArms Hell's Highway'' has luck instead of health. If Baker, the protagonist, stands in the open while being shot at, his luck will go down, as represented by a red tint at the edges of the screen, as the bullets strike closer and closer to him. It can be can be replenished by taking cover behind obstacles, or avoiding gunfire in general. If he continues to take fire, his luck runs out, and he dies as one of the bullets hits home.

to:

* ''VideoGame/BrothersInArms Hell's Highway'' has luck instead of health.healt0h. If Baker, the protagonist, stands in the open while being shot at, his luck will go down, as represented by a red tint at the edges of the screen, as the bullets strike closer and closer to him. It can be can be replenished by taking cover behind obstacles, or avoiding gunfire in general. If he continues to take fire, his luck runs out, and he dies as one of the bullets hits home.
5th Oct '16 5:06:05 PM thatother1dude
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* The ''Manga/{{Golgo 13}}'' light-gun arcade games reward/punish for accuracy instead of whether you (playing as Golgo) get hit. You start the game with 100% "reliability". Do well on a typical mission and you will gain 30% reliability, up to the 100% maximum but no further. Miss the mark and your reliability goes down 80%. When your reliability goes down to 0%, you can't get a job because you're, well, not reliable, and you'll have to continue or accept a game over. All in all, it's a reasonably clever take on Calling A Hit Point A Smeerp while avoiding the HostageSpiritLink problem: you won't take damage for hitting the wrong people, but nobody will trust you enough to hire you as a hitman.

to:

* The ''Manga/{{Golgo 13}}'' light-gun arcade games reward/punish for accuracy instead of whether you (playing as Golgo) get hit. You start the game with 100% "reliability". Do well on a typical mission and you will gain 30% reliability, up to the 100% maximum but no further. Miss the mark and your reliability goes down 80%. When your reliability goes down to 0%, you can't get a job because you're, well, not reliable, and you'll have to continue or accept a game over. All in all, it's a reasonably clever take on Calling A Hit Point A Smeerp while avoiding the HostageSpiritLink problem: way of justifying a HostageSpiritLink: you won't take damage for hitting the wrong people, but nobody will trust you enough to hire you as a hitman.



* ''VideoGame/DukeNukemForever'' doesn't have a health bar. Instead, Duke's well-being is represented by his massive EGO: getting hit reduces it, doing something awesome (like killing things) restores it, and doing something ''really'' awesome (like bench-pressing 600 lb or admiring yourself in the mirror) boosts his ego permanently. Should the ego fall down to zero, Duke dies, unable to cope with himself anymore.
** Which leads to FridgeLogic because Ego, not unlike health in various modern shooters, is also replenished by going out of the harm's way. In other words, Duke regains his Ego also by behaving cowardly. Escapist Magazine [[http://www.escapistmagazine.com/articles/view/editorials/reviews/8949-Duke-Nukem-Forever-Review called him on that]]. That executing wounded enemies rather than running to hide recovers his health faster helps, but not much.

to:

* ''VideoGame/DukeNukemForever'' doesn't have a health bar. Instead, Duke's well-being is represented by his massive EGO: getting hit reduces it, doing something awesome (like killing things) restores it, and doing something ''really'' awesome (like bench-pressing 600 lb or admiring yourself in the mirror) boosts his ego permanently. Should the ego fall down to zero, Duke dies, unable to cope with himself anymore.
** Which leads
anymore. However, this causes RegeneratingHealth [[VoodooShark to FridgeLogic make even less sense than usual]], because Ego, not unlike health in various modern shooters, it would mean Duke's confidence is also replenished by going out of the harm's way. In other words, Duke regains his Ego also by behaving cowardly. Escapist Magazine [[http://www.escapistmagazine.com/articles/view/editorials/reviews/8949-Duke-Nukem-Forever-Review called him on that]]. That executing wounded enemies rather than boosted after doing nothing or even running away to hide recovers his health faster helps, but not much.hide.
1st Oct '16 8:51:05 AM Grobi
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* With the exception of the first game in the series, in ''VideoGame/{{Risen}}'' your ExperiencePoints are called "Glory" instead, most likely because the setting involves [[WelcomeToTheCaribbeanMon caribbean pirates and sailors]] and their glory-hound mentality.
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