History Main / RegeneratingHealth

8th Aug '17 12:24:05 PM rjd1922
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* ''VideoGame/BioshockInfinite'': The game does a mixture of both. Early on in the game, you receive a vigor that gives you a bullet resistant shield that will soak up damage for you. Once it's gone, you start losing health when you get damage until it regenerates. Also, if you are hit by an attack strong enough to deplete your shields and then some, you'll lose your shields AND some of your health.
8th Aug '17 11:04:14 AM Omegatron
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* ''VideoGame/TransformersWarForCybertron'' uses the block system. The sequel, ''VideoGame/TransformersFallOfCybertron'', uses RegeneratingShieldStaticHealth.
6th Aug '17 2:04:47 PM sampacm
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* Some of the games in the ''Videogame/CapcomVersusWhatever'' series has a small part of a character's health bar turn red when the a character takes damage. The red section can be recovered if the character tags out for someone else. A character who comes in as a support character (as opposed to tagging out) has all damage they take turn red instead of deplete, but it takes a long time to recover. Also, when a character tags in, any red health instantly depletes and can't be recovered.

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* Some of the games in the ''Videogame/CapcomVersusWhatever'' ''Videogame/CapcomVsWhatever'' series has a small part of a character's health bar turn red when the a character takes damage. The red section can be recovered if the character tags out for someone else. A character who comes in as a support character (as opposed to tagging out) has all damage they take turn red instead of deplete, but it takes a long time to recover. Also, when a character tags in, any red health instantly depletes and can't be recovered.


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* Similar to some Capcom Crossover games, ''VideoGame/{{Maribato}}'' also features a TagTeam gameplay, so you can switch characters in the middle of battle, and the ''soeurs'' start recvering the red portion of their LifeMeter
* In The ''VideoGame/MeltyBlood'' series, as the characters take damage, one part of their life bar is colored crimson red; The games allow to actívate a Heat Mode, provided the [[ManaMeter Magic Circuit]] is at 100% or higher, the magic cicuit starts depleting, but your character recovers the red portion of the life bar at a relatively fast pace. ''Actress Again'' adds varians of this in their three styles: Crescent Moon is the variant that existed up until ''Act Cadenza''; In Full Moon, the Magic Circuit can only be activated (In Blood Heat Mode) after reaching 300%, but, when activated, the character recovers the red portion instantly; In Half Moon, the character starts recovering health automatically once the Magic Circuit reaches 200% , however, if hit during this time, he/she will automatically activates a ComboBreaker that reduced the magic circuit to 0, and thus, stopping the regenerating process.
* The ''VideoGame/{{Touhou}}'' spin-off game ''Immaterial And Missing Power'' has its own health-recover mechanic: As the characters take damage, one part of the life bar is colored crimson red, but it can be instantly regenerated once a character declares a Spell Card, also gaining access to thier most powerful moves, potentially turning the tables.
28th Jul '17 11:17:44 AM rjd1922
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** ''X8'' lets whichever character is on the bench regenerate health, but only up to whatever portion of lost health is shown in red. If you don't switch out while part of your health is red, the red marks will deplete over time. If you switch back to a character while they still have red marks on their health, the red marks will immediately disappear. One of X's body upgrades converts all the damage he takes to red, so that he can regenerate it all if you switch him out. It's taken from Videogame/CapcomVsWhatever series.
* ''VideoGame/SuperMario64'' had what was either by design or a [[GoodBadBugs good bad bug]]: Since the [[SuperDrowningSkills air meter]] was shared with the LifeMeter, you could heal completely by simply finding water over Mario's head and Swimming It Off (except for the [[GrimyWater chilly water]] in [[SlippySlideyIceWorld Snowman's Land]]). This was removed in ''VideoGame/SuperMarioSunshine'' and ''VideoGame/SuperMarioGalaxy'' (the UpdatedRerelease also removes this).

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** ''X8'' lets whichever character is on the bench regenerate health, but only up to whatever portion of lost health is shown in red. If you don't switch out while part of your health is red, the red marks will deplete over time. If you switch back to a character while they still have red marks on their health, the red marks will immediately disappear. One of X's body upgrades converts all the damage he takes to red, so that he can regenerate it all if you switch him out. It's taken from Videogame/CapcomVsWhatever ''Videogame/CapcomVsWhatever'' series.
* ''VideoGame/SuperMario64'' had what was either by design or a [[GoodBadBugs good bad bug]]: Since In ''VideoGame/{{Psychonauts}}'', Raz gets the [[SuperDrowningSkills air meter]] ability to regenerate his mental health when he reaches PSI Cadet Rank 90.
* In ''VideoGame/SuperMario64'', since the OxygenMeter
was shared with the LifeMeter, you could heal completely by simply finding water over Mario's head and Swimming It Off (except for the [[GrimyWater chilly water]] in [[SlippySlideyIceWorld Snowman's Land]]). This was removed in ''VideoGame/SuperMarioSunshine'' and ''VideoGame/SuperMarioGalaxy'' (the UpdatedRerelease also removes this).''VideoGame/SuperMarioGalaxy''.
30th Jun '17 2:09:02 AM Getta
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* ''Videogame/DevilMayCry'': activating the [[SuperMode Devil Trigger]] will make Dante (or most other playable characters) regenerate his health for as long as it's active. It also works similarly in Videogame/MarvelVsCapcom3.



* ''Videogame/MegaManBattleNetwork'' series: If you activate Wood Style (in second and third games) or use Wood-element Soul/Cross (fourth to sixth games), you can regenerate health while [[GeoEffects standing on a grassy panel]]. Along with the equippable [[LastChanceHitPoint Undershirt program]], it becomes a nigh GameBreaker; later games nerfed its potency, making it regenerate health slower when Mega Man's health is critical.



* The ''Series/CapcomVersusWhatever'' series has a small part of a character's health bar turn red when the a character takes damage. The red section can be recovered if the character tags out for someone else. A character who comes in as a support character (as opposed to tagging out) has all damage they take turn red instead of deplete, but it takes a long time to recover. Also, when a character tags in, any red health instantly depletes and can't be recovered.

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* The ''Series/CapcomVersusWhatever'' Some of the games in the ''Videogame/CapcomVersusWhatever'' series has a small part of a character's health bar turn red when the a character takes damage. The red section can be recovered if the character tags out for someone else. A character who comes in as a support character (as opposed to tagging out) has all damage they take turn red instead of deplete, but it takes a long time to recover. Also, when a character tags in, any red health instantly depletes and can't be recovered.



** X3 had the healing helmet, which let X refill his energy (and tanks) by finding a place to hide. Hooray for those short, empty halls before bosses, huh?
** ''X8'' lets whichever character is on the bench regenerate health, but only up to whatever portion of lost health is shown in red. If you don't switch out while part of your health is red, the red marks will deplete over time. If you switch back to a character while they still have red marks on their health, the red marks will immediately disappear. One of X's body upgrades converts all the damage he takes to red, so that he can regenerate it all if you switch him out.

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** X3 had the healing helmet, helmet upgrade (with the Head Chip), which let X refill his energy (and health tanks) by finding a place to hide. Hooray for those short, empty halls before bosses, huh?
** ''X8'' lets whichever character is on the bench regenerate health, but only up to whatever portion of lost health is shown in red. If you don't switch out while part of your health is red, the red marks will deplete over time. If you switch back to a character while they still have red marks on their health, the red marks will immediately disappear. One of X's body upgrades converts all the damage he takes to red, so that he can regenerate it all if you switch him out. It's taken from Videogame/CapcomVsWhatever series.
26th Jun '17 6:38:41 PM DirtyHarry44Magnum
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* The ''VideoGame/MedalOfHonor'' series of games starting with its 10th instalment, ''VideoGame/MedalOfHonorVanguard'' and onwards feature regenerating health.
23rd May '17 7:32:00 PM TheDocCC
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** The earliest editions had it so having a Constitution above 20 or so led to this trope. Health simply regenerated over time. There were also magical powers that granted this ability as well as monsters who had a HealingFactor.
8th Apr '17 9:31:43 AM nombretomado
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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; ''MIDI Maze'' for the UsefulNotes/AtariST introduced this mechanic to the FirstPersonShooter genre, decades before ''Franchise/{{Halo}}'' [[TropeCodifier codified]] the FPS version of this mechanic.

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This trope largely originates from the 1980's, with the FightingGame ''PunchOut'' ''VideoGame/PunchOut'' and {{Action RPG}} ''{{Hydlide}}'' being {{Ur Example}}s, and ''{{Ys}}'' being a TropeMaker; ''MIDI Maze'' for the UsefulNotes/AtariST introduced this mechanic to the FirstPersonShooter genre, decades before ''Franchise/{{Halo}}'' [[TropeCodifier codified]] the FPS version of this mechanic.



* ''PunchOut'', released in early 1984, is the UrExample. After a boxer gets knocked down and gets up again, his health generates.

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* ''PunchOut'', ''VideoGame/PunchOut'', released in early 1984, is the UrExample. After a boxer gets knocked down and gets up again, his health generates.
17th Feb '17 7:17:40 PM DastardlyDemolition
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* A variation of regenerating health occurs in ''VideoGame/HalfLife2'' and ''Episodes 1'' and ''2'' where it's the [=NPCs=] Alyx Vance, Father Grigori and Barney Calhoun who have regenerating health, instead of the main player Gordon Freeman who has to rely on health and armor pickups/stations. It helps makes the missions they accompany you in a lot easier because it allows them to stay in a fight but it should be know that they can still die if they are overwhelmed by Combine/Zombies/

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* A variation of regenerating health occurs in ''VideoGame/HalfLife2'' and ''Episodes 1'' and ''2'' where it's the [=NPCs=] Alyx Vance, Father Grigori and Barney Calhoun who have regenerating health, instead of the main player Gordon Freeman who has to rely on health and armor pickups/stations. It helps makes the missions they accompany you in a lot easier because it allows them to stay in a fight but it should be know that they can still die if they are overwhelmed by Combine/Zombies/Combine/Zombies/etc.
17th Feb '17 6:36:34 PM DastardlyDemolition
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* A variation of regenerating health occurs in ''VideoGame/HalfLife2'' and Episodes 1 and 2 where it's the [=NPCs=] Alyx Vance, Father Grigori and Barney Calhoun who have regenerating health, instead of the main player Gordon Freeman who has to rely on health and armor pickups/stations.

to:

* A variation of regenerating health occurs in ''VideoGame/HalfLife2'' and Episodes 1 ''Episodes 1'' and 2 ''2'' where it's the [=NPCs=] Alyx Vance, Father Grigori and Barney Calhoun who have regenerating health, instead of the main player Gordon Freeman who has to rely on health and armor pickups/stations.pickups/stations. It helps makes the missions they accompany you in a lot easier because it allows them to stay in a fight but it should be know that they can still die if they are overwhelmed by Combine/Zombies/
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