History Main / RegeneratingHealth

16th Jan '16 12:49:23 PM MissMokushiroku
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This trope largely originates from the 1980's, with the FightingGame ''PunchOut'' and {{Action RPG}} ''{{Hydlide}}'' being {{Ur Example}}s, and ''{{Ys}}'' being a TropeMaker, [[strike:decades before ''Franchise/{{Halo}}'']] MIDI Maze introduced this mechanic to the FirstPersonShooter genre.
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This trope largely originates from the 1980's, with the FightingGame ''PunchOut'' and {{Action RPG}} ''{{Hydlide}}'' being {{Ur Example}}s, and ''{{Ys}}'' being a TropeMaker, [[strike:decades before ''Franchise/{{Halo}}'']] MIDI Maze TropeMaker; ''MIDI Maze'' for the UsefulNotes/AtariST introduced this mechanic to the FirstPersonShooter genre. genre, decades before ''Franchise/{{Halo}}'' [[TropeCodifier codified]] the FPS version of this mechanic.
15th Jan '16 3:34:49 PM erforce
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* ''GoldeneyeRogueAgent'' has this. One ''could'' justify/handwave it as one of the GoldenEye's abilities. Also, please note: It takes a while to kick in.
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* ''GoldeneyeRogueAgent'' ''VideoGame/GoldeneyeRogueAgent'' has this. One ''could'' justify/handwave it as one of the GoldenEye's [=GoldenEye=]'s abilities. Also, please note: It takes a while to kick in.

* ''VideoGame/{{Oddworld}}: Stranger's Wrath'' had an odd healing mechanic. The Stranger could stand still and shake all the bullets, knives, and arrows out of his body, healing him, so long as he had "stamina." Stamina is used for nothing else and regenerates automatically.
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* ''VideoGame/{{Oddworld}}: Stranger's Wrath'' ''VideoGame/OddworldStrangersWrath'' had an odd healing mechanic. The Stranger could stand still and shake all the bullets, knives, and arrows out of his body, healing him, so long as he had "stamina." Stamina is used for nothing else and regenerates automatically.

* In ''VideoGame/PerfectDark Zero'', Joanna can sustain either "shock damage", which can be walked off, or non-recovering damage. On the HarderThanHard Dark Agent difficulty, all damage is non-recoverable. In multiplayer, only a percentage of damage can be recovered; being shot may deal 75% in shock damage that can be healed if you take cover, and 25% in permanent damage that accumulates until you die. The developers' motive for doing it this way is that ''all players'', no matter how good, will eventually die even if only by accumulation of ScratchDamage.
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* In ''VideoGame/PerfectDark Zero'', ''VideoGame/PerfectDarkZero'', Joanna can sustain either "shock damage", which can be walked off, or non-recovering damage. On the HarderThanHard Dark Agent difficulty, all damage is non-recoverable. In multiplayer, only a percentage of damage can be recovered; being shot may deal 75% in shock damage that can be healed if you take cover, and 25% in permanent damage that accumulates until you die. The developers' motive for doing it this way is that ''all players'', no matter how good, will eventually die even if only by accumulation of ScratchDamage.
13th Jan '16 12:11:37 PM TimeTravelerEon
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* In ''VideoGame/{{Elsword}}'' sitting down in a field (not a dungeon) causes your character to rest, slowly regaining HP. HP also naturally regenerates while visiting a town or rest area. Certain random items or orbs can also create a small area in a dungeon that, when inside the area, regenerates HP.
6th Jan '16 5:48:26 PM PrimeEvil
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* ''GoldeneyeRogueAgent'' has this. One ''could'' justify/handwave it as one of the GoldenEye's abilities. Also, please note: It takes a while to kick in.
12th Dec '15 1:08:43 PM Traze
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Halo did not introduce regenerating health to FPS games.
This trope largely originates from the 1980's, with the FightingGame ''PunchOut'' and {{Action RPG}} ''{{Hydlide}}'' being {{Ur Example}}s, and ''{{Ys}}'' being a TropeMaker, decades before ''Franchise/{{Halo}}'' introduced this mechanic to the FirstPersonShooter genre.
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This trope largely originates from the 1980's, with the FightingGame ''PunchOut'' and {{Action RPG}} ''{{Hydlide}}'' being {{Ur Example}}s, and ''{{Ys}}'' being a TropeMaker, decades [[strike:decades before ''Franchise/{{Halo}}'' ''Franchise/{{Halo}}'']] MIDI Maze introduced this mechanic to the FirstPersonShooter genre.
6th Dec '15 1:04:05 PM TheGunheart
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* ''VideoGame/CarriesOrderUp'' has a "Friendly Mode" that turns your SprintMeter into this, expending some stamina each time you bump into a customer or slip on a puddle, and it replenishes fast enough to rarely be an issue. On any other mode, you're a OneHitPointWonder.
14th Nov '15 5:17:52 PM Jicragg
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belongs on regenerating mana
* In ''VideoGame/FinalFantasyXII'', hit points don't regenerate when you run around, but mana points do, so you can cast cure spells on your whole party, then run around until your mana fully refills, before moving to the next screen. Also 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.

* ''VideoGame/EternalDarkness'' does this with its magic system. Just walk around the room to recover your magic power.
18th Oct '15 8:33:36 AM StFan
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* Optional in ''[[VideoGame/{{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’’.
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* Optional in ''[[VideoGame/{{Banjo-Kazooie}} Banjo-Tooie]]'' ''VideoGame/BanjoTooie'' -- 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’’.
17th Sep '15 7:01:40 PM Kadorhal
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** 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 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.
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** 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 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 still work normally on the a 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 vehicle is disabled it needs to be repaired to full health health, otherwise it is still classed as disabled and will keep bleeding health.

*** The aspect becomes ludicrous in multiplayer of ''VideoGame/ModernWarfare2'' and later, where you can take ten rounds from [[{{BFG}} a 7.62mm light machine gun]] to the stomach over the course of about forty-five seconds and walk away with no real damage, but die instantly when a thrown knife or a small steel hatchet hits your foot.
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*** The aspect becomes ludicrous in multiplayer of ''VideoGame/ModernWarfare2'' ''VideoGame/ModernWarfare 2'' and later, where you can take ten rounds from [[{{BFG}} a 7.62mm light machine gun]] to the stomach over the course of about forty-five seconds and walk away with no real damage, but die instantly when a thrown knife or a small steel hatchet hits your foot.

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*** * One of the adrenaline combos in ''VideoGame/UnrealTournament2004'', Booster, gives you this for a limited time. Press backwards four times and you'll start regenerating health, then once you reach the maximum of 199, armor as well. The aspect becomes ludicrous in multiplayer of ''VideoGame/ModernWarfare2'' and later, where regeneration lasts as long as you have adrenaline, so killing enemies (balancing the regeneration with the fact that enemies can take ten rounds from [[{{BFG}} a 7.62mm light machine gun]] to the stomach over the course of about forty-five seconds and walk health away with no real damage, but die instantly when much faster than the combo will give you it) and other things that give you adrenaline allows you to slightly extend it. Getting into a thrown knife or a small steel hatchet hits your foot.vehicle immediately stops the regeneration.
17th Sep '15 6:50:07 PM Kadorhal
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* A variation of regenerating health occurs in ''VideoGame/HalfLife2'' and Episodes 1 and 2 were the [=NPCs=] Alyx Vance, Father Grigori and Barney Calhoun have regenerating health instead of the main player Gordon Freeman.
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* A variation of regenerating health occurs in ''VideoGame/HalfLife2'' and Episodes 1 and 2 were where it's the [=NPCs=] Alyx Vance, Father Grigori and Barney Calhoun who have regenerating health health, instead of the main player Gordon Freeman.Freeman who has to rely on health and armor pickups/stations.

* ''VideoGame/CommandAndConquer'' 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).
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* ''VideoGame/CommandAndConquer'' games usually give this ability to any unit that reaches the highest veterancy level. Some units, like the perennial Mammoth Tank, have it by default (though earlier games only allowed it to restore health up to half of the maximum).maximum). Other games allow for the player to capture "tech buildings" to give bonuses, including health regeneration for all infantry units if they take over a hospital.

* ''VideoGame/AceCombatAssaultHorizon'' brings this mechanic to [[AceCombat the series]] for the first time, including the reddening screen. Some fans were... most displeased. To offset this though, health regenerates very slowly and you can still be taken down with at most three missiles. Playing on Ace difficulty, however, disables regenerating health. ** That being said, the game also introduces Checkpoint System for the first time. While a welcome addition to long missions, damage taken while in Ace Mode do not recover to 100% health, only to how much you had before the checkpoint. This very quickly devolves into UnwinnableByMistake territory, which is, adding to the entire TheyChangedItNowItSucks view for this game, is like throwing saltwater, sand, and burning ash to a festering, infected wound.
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* ''VideoGame/AceCombat'' series: ** ''VideoGame/AceCombatAssaultHorizon'' brings this mechanic to [[AceCombat the series]] series for the first time, including the reddening screen. Some fans were... most displeased. To offset this though, health regenerates very slowly and you can still be taken down with at most three missiles. Playing on Ace difficulty, however, disables regenerating health. ** That being said, the health. The game also introduces Checkpoint System a checkpoint system for the first time. While a welcome addition to long missions, damage taken while in Ace Mode do difficulty does not recover to 100% health, only to how much you had before the checkpoint. This very quickly devolves into UnwinnableByMistake territory, which is, adding to the entire TheyChangedItNowItSucks view for this game, is like throwing saltwater, sand, and burning ash to a festering, infected wound.wound. ** ''VideoGame/AceCombatInfinity'' allows for a minor example with the Extinguisher parts, which (outside of Team Deathmatch maps/events) automatically bring your plane's health back above a certain threshold once it's brought below that.

* ''Franchise/StarWars: VideoGame/XWing'' and ''VideoGame/TIEFighter'' have regenerating shields on top of static hull integrity. The shields recharge rather slowly, though the rate can be increased by rerouting power from the engines or cannons.
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* ''Franchise/StarWars: VideoGame/XWing'' and ''VideoGame/TIEFighter'' have regenerating shields [[RegeneratingShieldStaticHealth on top of static hull integrity.integrity]]. The shields recharge rather slowly, though the rate can be increased by rerouting power from the engines or cannons.
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