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* You can invoke this in ''VideoGame/NierAutomata'', as many basic features such as your and your enemies' HP bar are part of the DiegeticInterface which you can manually remove to make room for upgrades, ergo, you can uninstall chips that tell you how much HP you or your enemies have left or inform how much damage you deal or take. For your player character, the only way to tell about remaining HP without going into the pause menu is that the screen becomes black-and-white upon reaching critical health. For enemies, some of the larger enemies ShowsDamage, but even this is rarely a clear-cut way to tell how close you are to killing them.

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* You can invoke this Due to the DiegeticInterface in ''VideoGame/NierAutomata'', as many basic features such as you can invoke this yourself by uninstalling plugin chips that show your and HP, your enemies' HP bar are part of the DiegeticInterface which you can manually remove to make room for upgrades, ergo, you can uninstall chips that tell you how much HP you or your enemies have left or inform how much and damage you deal or take. done by anyone. For your player character, the only way there are a few ways to tell about guess their remaining HP without going into accessing the pause menu is that menu: in general, the screen view becomes black-and-white upon reaching critical health. if your character's HP reach critical, and in specific, there's one plugin chip that renders your character ImmuneToFlinching if their HP is above a certain threshold, so if they stagger after taking a hit, that means their health is already below that threshold. For the enemies, some of the larger enemies ShowsDamage, but even this is rarely not a clear-cut way to tell indicator of how close you are to killing them.much Hp they have left.
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* You can invoke this in ''VideoGame/NierAutomata'', as many basic features such as your and your enemies' HP bar are part of the DiegeticInterface which you can manually remove to make room for upgrades, ergo, you can uninstall chips that tell you how much HP you or your enemies have left or inform how much damage you deal or take. For your player character, the only way to tell about remaining HP without going into the pause menu is that the screen becomes black-and-white upon reaching critical health. For enemies, some of the larger enemies ShowDamage, but even this is rarely a clear-cut way to tell how close you are to killing them.

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* You can invoke this in ''VideoGame/NierAutomata'', as many basic features such as your and your enemies' HP bar are part of the DiegeticInterface which you can manually remove to make room for upgrades, ergo, you can uninstall chips that tell you how much HP you or your enemies have left or inform how much damage you deal or take. For your player character, the only way to tell about remaining HP without going into the pause menu is that the screen becomes black-and-white upon reaching critical health. For enemies, some of the larger enemies ShowDamage, ShowsDamage, but even this is rarely a clear-cut way to tell how close you are to killing them.
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* ''VideoGame/{{Cuphead}}'': The bosses have HitPoints, technically, and if a battle is lost, the screen that's displayed shows the boss's LifeMeter, but since you're supposed to hold down the fire button and focus on dodging attacks, the LifeMeter is more meant as a record of how far the player got instead of acting as a useful in-combat piece of information.

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* ''VideoGame/{{Cuphead}}'': The bosses have HitPoints, technically, and if a battle is lost, the screen that's displayed shows the boss's LifeMeter, but since you're supposed to hold down the fire button and focus on dodging attacks, the LifeMeter is more meant as a record of how far the player got instead of acting as a useful in-combat piece of information. Also, most regular bosses have three phases (two in easy difficulty), so you can roughly gauge how much damage you have inflicted by counting how many times the boss have changed phase, a luxury often absent in the harder optional/super bosses.
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* You can invoke this in ''VideoGame/NierAutomata'', as many basic features such as your and your enemies' HP bar are part of the DiegeticInterface which you can manually remove to make room for upgrades, ergo, you can uninstall chips that tell you how much HP you or your enemies have left or inform how much damage you deal or take. For your player character, the only way to tell about remaining HP without going into the pause menu is that the screen becomes black-and-white upon reaching critical health. For enemies, some of the larger enemies ShowDamage, but even this is rarely a clear-cut way to tell how close you are to killing them.
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** In ''VideoGame/PokemonLegendsArceus'', your player character can take damage, from environmental hazards (mostly fall damage or sinking into deep water) and attacks from Pokemon outside of regular battles. To determine how much health you have left, the screen's borders will flash black and eventually red when you're reaching critical. Unfortunately there is also such a thing as too high, whereupon your character instantly blacks out with no warning after falling too far down.

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** In ''VideoGame/PokemonLegendsArceus'', your player character can take damage, from environmental hazards (mostly fall damage or sinking into deep water) and attacks from Pokemon outside of regular battles. To determine how much health you have left, the screen's borders will flash black and eventually red when you're reaching critical.critical, and avoiding danger long enough removes this black or red marking. Unfortunately there is also such a thing as too high, whereupon your character instantly blacks out with no warning after falling too far down.
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** In ''VideoGame/PokemonLegendsArceus'', your player character can take damage, from environmental hazards (mostly fall damage or sinking into deep water) and attacks from Pokemon outside of regular battles. To determine how much health you have left, the screen's borders will flash black and eventually red when you're reaching critical.

to:

** In ''VideoGame/PokemonLegendsArceus'', your player character can take damage, from environmental hazards (mostly fall damage or sinking into deep water) and attacks from Pokemon outside of regular battles. To determine how much health you have left, the screen's borders will flash black and eventually red when you're reaching critical. Unfortunately there is also such a thing as too high, whereupon your character instantly blacks out with no warning after falling too far down.
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* ''VideoGame/DungeonsOfDaggorath'' has hit points represented by a beating heart, which beats faster if the player is fatigued or damaged. The heart rate also plays into the rate of RegeneratingHealth.
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* ''VideoGame/ViewtifulJoe'': While the player's health is pretty clear-cut (The games use hearts as health where each heart=1 HP), the same can't be said for enemies and bosses. Enemies don't display their health, while bosses have health bars but don't tell the player what their HP is.
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* ''VideoGame/MarioAndLuigi'': Health isn't displayed for enemies at all, so the only way to know the number of hit points they have is by looking up a guide. Meanwhile, Giant Battles only use health bars to display the approximate amount of HP the player and boss has.
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This trope is similarly common in SurvivalHorror games, where the uncertainty as to how much more the player character can withstand adds to the fear-inducing atmosphere of the game, as a player who's vaguely low on health becomes afraid that the next hit they take could be their last.
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Similarly, applying that vagueness to other types of games can make it more realistic and increase the tension a player experiences as real life doesn't have such precise measurements. This, this trope has a higher chance of appearing in fast paced action games that skew more towards realism than other kinds of games. On the flipside, tactical games that require the player to methodically keep track of a myriad of minute details in order to best their opponent are least likely to feature this trope. {{Roguelikes}}, where [[{{Permadeath}} death is permanent]] and requires the player to restart from the beginning, can go either way to either help the player know just how close to death they are or obscure that info for the sake of tension.

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Similarly, applying that vagueness to other types of games can make it more realistic and increase the tension a player experiences as real life doesn't have such precise measurements. This, this trope has a higher chance of appearing in fast paced action games that skew more towards realism than other kinds of games. On the flipside, tactical games that require the player to methodically keep track of a myriad of minute details in order to best their opponent are least likely to feature this trope. {{Roguelikes}}, {{Roguelike}}s, where [[{{Permadeath}} death is permanent]] and requires the player to restart from the beginning, can go either way to either help the player know just how close to death they are or obscure that info for the sake of tension.
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* ''Franchise/FinalFantasy'': Most bosses in the series are immune to the Scan ability, meaning you can only determine their HP by looking up a guide.
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* ''VideoGame/TheWonderful101'': Health is generally represented by health bars with indeterminate amounts of HP for both the player and enemies, with the exception of weaker foes, whose health can only be determined by the color of their helmets.
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* ''VideoGame/TeenageMutantNinjaTurtlesMutantsInManhattan'': Player health is represented by slices of pizza, while enemy and ally HP is represented by health bars. It's not clear how much each slice is worth, but it's clearly more than one as can be seen when you are hit by a weak attack or healing allies using the Healing Circle ability.
* ''VideoGame/TransformersDevastation'': Enemy health is represented as health bars with unknown amounts of HP.
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* ''VideoGame/{{Okami}}'' and its sequel, ''VideoGame/{{Okamiden}}'', health is represented with orbs of solar energy. You can earn up to 20 orbs in ''Okami'', or 10 in ''Okamiden'', but each orb is worth 300 HitPoints. The orbs progressively deplete themselves when HitPoints are lost, but it's never said the exact amounts that are there.

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* ''VideoGame/{{Okami}}'' and its sequel, ''VideoGame/{{Okamiden}}'', health is represented with orbs of solar energy. You can earn up to 20 orbs in ''Okami'', or 10 in ''Okamiden'', but each orb is worth 300 HitPoints. The orbs progressively deplete themselves when HitPoints are lost, but it's never said the exact amounts that are there. Enemy HP, on the other hand, is represented by health bars with an indeterminate amount of HP.
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* ''VideoGame/AstralChain'': Although enemy health bars can be viewed with the IRIS, their exact HP is impossible to determine without looking up a guide or hacking the game.
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* ''VideoGame/TheNightmareBeforeChristmasOogiesRevenge'': Enemies and bosses have health bars with an indeterminate amount of HP. Averted for Jack himself, whose health is represented by pumpkins, which are worth 1 or 2 HP each depending on the difficulty.
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* ''VideoGame/DevilMayCry'': Only Dante and bosses have health bars, but their exact HP is impossible to determine without datamining the game. Regular enemies don't have health bars, but rather displays their health in segments if the player targeted them, but that is only an approximation rather than an accurate amount.

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* ''VideoGame/DevilMayCry'': Only Dante and bosses have health bars, but their exact HP is impossible to determine without datamining the game. Regular enemies don't have health bars, but rather displays their health in segments if the player targeted targets them, but that is only an approximation rather than an accurate amount.
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* ''VideoGame/{{Bayonetta}}: The only characters that have health bars are the player, tougher enemies, and bosses, and even then, their exact HP is unknown without datamining the game.

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* ''VideoGame/{{Bayonetta}}: ''VideoGame/{{Bayonetta}}'': The only characters that have health bars are the player, tougher enemies, and bosses, and even then, their exact HP is unknown without datamining the game.
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