->''Bloke goes to the Doctor, and after a cough\\
Says, "Sorry to whinge, but my leg's been blown off\\
I've got one leg, and I used to have more\\
I'm bleeding all over this nice clean floor\\
I think I'll need some of that tourniquet shit."\\
The Doctor said, "''Or'' just use a health kit."''
-->-- '''Creator/BenCroshaw''', [[http://www.escapistmagazine.com/videos/view/jim-yahtzees-rhymedown-spectacular/8830-The-Field-Medic "The Field Medic"]]

When video game characters get shot, slashed, burned etc., they can usually count on finding a box of medical supplies or similar, with which they can instantly restore their health. Even back up to one hundred percent, which presumably means all cuts and bruises are completely gone. They don't even seem to need to apply the medication, or even open the package -- as soon as they pick it up, their health is improved. Imagine that. In fantasy they usually have the character eat special fruits or partake of elixirs and say AWizardDidIt. In sci-fi, the character will shoot up with {{Nanomachines}} and say [[MagicFromTechnology pretty much the same thing]].

There are some ways of lessening this effect. One is to hint that the LifeMeter is actually indicating how badly affected the character's ''[[BodyArmorAsHitPoints armor]]'' is, and one is simply patching up one's suit. Another, in sci-fi stories, is to allow the character's armor special medicinal abilities, which just requires health to be picked up or downloaded off an installed device.

Most [[HealingPotion classic healing items]] work instantly, but some modern games give them a delay time. Using one gives the player a "ghost" LifeMeter, which works its way up to the level indicated over a minute or so. Taking any damage may nullify the effect. This keeps a player from using one in heated combat to stay alive.

A corollary to this trope is that no matter how hurt your character gets, even if they're an inch from death, [[CriticalExistenceFailure they can still run around killing things with as much vigor as ever]]. This often applies to the enemies, as well. This can be interesting in strategy games, where a large unit is still doing 100% damage at one HP, and smaller units that collectively cost the same are losing effectiveness one by one as they die. Some titles reduce speed and damage linearly with HP, but this is equally unrealistic.

As a side note, [[UsefulNotes/TheRedCross the International Red Cross Society]] has been raising some legal issues over the repeated use of their trademarked Red Cross logo on health items in video games. See this [[http://www.redcross.ca/article.asp?id=016637&tid=001 article from the Canadian Red Cross.]] The generic logo for commercially available "First Aid" products in reality is a white cross on a green field for businesses not directly affiliated with the Red Cross Society, to conform with the Geneva Convention (the Red Cross logo is protected). It's a serious issue.

An extreme, but common, subset of this trope is HyperactiveMetabolism, where you are instantly healed simply by eating.

See also HeartContainer and HealingPotion, and beware of the PoisonMushroom. Compare TheMedic and HealingHands.

Not to be confused with SelfSurgery, an often much more [[{{Gorn}} gruesome]] live-action trope.


* In ''VideoGame/TheGetaway'', the main character heals by... leaning against walls for a few seconds.
* In ''VideoGame/PrinceOfPersiaTheSandsOfTime'', the Prince can heal himself by drinking water from any source (fountains, pools, [[FridgeHorror baths]], puddles, etc.). This is retained in the sequels, ''[[VideoGame/PrinceOfPersiaWarriorWithin Warrior Within]]'' and ''[[VideoGame/PrinceOfPersiaTheTwoThrones The Two Thones]]'', though they mostly limit healing to fountains, which act as save points as well.
* In ''Franchise/TheLegendOfZelda'', Link can visit a dedicated healers (such as a fairy fountain) to get his health back, but he also self-heals by finding hearts from defeated enemies or chopping down tall grass, or drinking healing potions.
* In ''VideoGame/StarTropics'', your main character heals with generic hearts, but there are other healing items as well. Enemies will, on rare occasions, drop stars (1/5 of a heart, in practice) and single hearts, but the environment will provide you with Double Hearts, Medicine (which heals 5 hearts and is saved until used), and quadruple hearts much later in the game. However, the most interesting healing item is the Vitamin X capsule, a rare item that completely heals all 22 hearts you are capable of getting in the game... even if you don't have them yet. Over time, the additional health goes way whether you get hit or not, but the duration of the extra health is surprisingly long, for a game that is [[NintendoHard generally unforgiving about taking any damage]].
** Of course, you will only get ''one'' Vitamin X capsule before you hit the heart max.
* In ''VideoGame/EnterTheMatrix'' just like in ''VideoGame/TheMatrixPathOfNeo'' you can either walk/run over a green health-pack, or just stand around until the health-meter fills itself back up.[[/folder]]

* In the original ''VideoGame/{{Gungrave}}'', the only way that Grave can recover his hit points is to expend 1 gauge of demolition shot power ("Recover Life Now"), as there are no items that can be picked up in the game. Presumably he's absorbing the collected beats to regenerate his health and shield (and the shield "heals" and protects him in the sense that his HealingFactor allows him to shrug off most damage except for big attacks). In the second game, your character's health is restored by some amount that depends on how much damage you caused when using a demolition shot -- the higher the Jackpot bonus, the more hit points are recovered.
* ''VideoGame/BloodlineChampions'' has an ability available for all players called the Bloodline Medallion to heal. However, it takes a long time to finish and is interrupted upon contact from enemy effects or damage.
%%* ''VideoGame/JurassicParkWarpath'' by eating random animals.
%%* Ditto VideoGame/PrimalRage, except it is people.

* In the ''[[VideoGame/Wolfenstein3D Wolfenstein]]'' and ''VideoGame/{{Doom}}'' games, there are big white boxes with red plus signs on them which instantly heal you. What's more, the ''Wolfenstein'' hero has HyperactiveMetabolism and can heal up by eating all the food left around without slowing down in the slightest. Its modernised remake, ''Return to Castle Wolfenstein'', is equally guilty, despite being more realistic in other ways.
** Beyond dog-food, if you had really low health in the original, you could also drink blood from the floor with a nice slurping sound. {{Squick}}.
** In the Xbox Live rerelease, the plus signs have been changed to hearts, due to the aforementioned Red Cross trademark restrictions.
** The original Apple II game ''VideoGame/CastleWolfenstein'' had a OneHitpointWonder protagonist, but the sequel ''VideoGame/BeyondCastleWolfenstein'' had a dose of realism in that getting shot actually caused you to limp and slow down, and that application of a first-aid kit to restore your agility took several seconds of inaction.
** As for ''Doom'', it's implied the pickups have small doses of SuperSerum (though that puts it in the territory of InstantSedation). [[SuperStrength Berserk Packs]] drop the "implied" part. Soulspheres and Megaspheres are more justified since they're black magic.
* ''VideoGame/KillingFloor'' has the syringe that can be used on team mates but also yourself by pressing Q (by default).
* In ''VideoGame/DeusEx'', the protagonist has separate health levels for arms, legs, torso and head. If the torso or head health reaches 0%, he dies. If both legs are "killed", he falls down to waist level but can still move about using any remaining arms.
** Depending on your point of view, this is justified or handwaved by the mention that Nanoaug agents are equipped to metabolize med kits for quicker use.
* Gordon Freeman in ''VideoGame/HalfLife'' gains back lost health by plugging his hazard suit into health and energy recharging stations scattered around the levels. The suit has a strongly implied but never fully explained ability to protect him by sacrificing some of its energy in response to almost any hazard from extreme temperatures to submachine gun rounds. Sometimes, its mechanical voice mentions that it's dispensing morphine or detecting a major blood loss, but it's all just a {{Handwave}} in the end. Freeman, like most video game and TV heroes, is MadeOfIron.
** [[http://www.hlcomic.com/index.php?date=2005-09-07 Spoofed]] in the ''VideoGame/HalfLife2'' webcomic ''Webcomic/{{Concerned}}'', where medkits are capable of not only healing everything and anything, but also instantly removing any blood stains from clothing. They are also Eco-Friendly and will instantly biodegrade upon use.
* In the ''VideoGame/RainbowSix'' series, as might be expected from its devotion to realism, there's no healing during a mission. If a character is wounded, but survives, it could be months of in-game time before he's back in action, if he comes back at all. This forces you to use second-stringers as your character and his team-mates.
** With the exception of the ''VideoGame/RainbowSix: Vegas'' games, where if you die, you die, but if your teammates die, then they must be revived with, apparently, a massive dose of arenaline in a syringe. Even if done multiple times, there's no risk of heart attack or death from blood loss.
* In ''VideoGame/Battlefield2'', the medic class can revive critically wounded teammates by simply applying a defibrillator to any part of the body (even the limbs), which instantly restores them to full health.
** The semi-sequel ''VideoGame/Battlefield2142'' also features the magic defibrillator, able to revive anyone regardless of any number of headshots by a .50 cal sniper rifle, RDX charges, or knives to the face. A lot of the meta-game behind the BF series involves finding ways to [[FinalDeath permanently kill]] your foes (consequently making the Engineer the most deadly class with his insta-kill rockets). Of course it is semi-justified with the defiberator merely supercharging the soldier's personal nanobots which patches him up to full health.
** In both games, it's much quicker to kill and revive your teammate, rather than wait for the medkit to do its thing (or even return to your kit if you've already left one somewhere). There are quite a few situations where the choice between avoiding a teamkill and saving precious seconds is a sane one.
* ''VideoGame/StarWarsRepublicCommando'' has no medkits. Instead, it has fixed emplacements that infuse bacta to the commandos, healing them in a short time. Given the almost magical healing abilities of Bacta in the StarWars universe, this is not actually ''completely'' insane. However, should a squadmate's health reach zero, they'll just drop down and moan occasionally, whereupon all that's needed to revive them and give them half their health back is a zap from a defibrillator-like device. The player character can "die" in this way as well, and call on a squadmate to be revived. This gives rise to an interesting technique for the few areas of the game where bacta is rare: if a squadmate's health is less than half, one can shoot said squadmate until he "dies". When revived, he'll have more health than before. A player whose own character has less than half health can even toss a thermal detonator at his feet, "die", call on a squadmate to be revived and enjoy the same benefit.
*** "Hostile Commando!" Yeah, your mates don't really like you shooting them.
** It is slightly hand waved by a single mention of a "Bacta processing implant", this doesn't explain how [[VideoGame/DarkForcesSaga Kyle Katarn, Mara Jade, Jaden Korr]], [[KnightsOfTheOldRepublic Revan and The Jedi Exile]] instantly heal with med kits (The last 2 even predate bacta!)
*** Not entirely; Revan and the Jedi Exile had a sort of proto-bacta called Kolto; there's a mission in the first KOTOR where Revan visits the sole planet that it comes from. [[spoiler: It turns out that its created by the dominant race's distant ancestor and Revan has the choice of killing it or letting it live]]
* ''VideoGame/AmericasArmy'' averts this trope; players who are shot in the game bleed for a certain amount of time, effectively draining their hit points bit by bit. As your health decreases from Green (Full/Near Full) to Yellow (Moderately Hurt) to Red (Near Death), you run progressively slower and are less accurate. Medics can only stop your bleeding, and there is no way to restore health once lost.
* Averted in ''VideoGame/DayOfDefeat'', where wounds cannot be healed at all. You can bandage yourself, but this only stops you from bleeding to death.
* In ''VideoGame/MedalOfHonorAirborne'' the player can "round up" their health to the next quarter by resting, but still require medkits to heal beyond that.
* Averted in ''VideoGame/BetOnSoldier'', where you cannot restore your health during a mission. However, you wear armor on top of your health, which ''can'' be restored mid-mission, either by mechanic allies or purchasing armor repair at buy stations. Unfortunately, the game's final boss and a few other boss enemies are equipped with armor-piercing weapons that damage your health directly.
* ''VideoGame/FarCry2'' and ''VideoGame/FarCry3'' mix this trope with elements of its direct opposite, WalkItOff. Your health meter is divided into five blocks. If you take damage, then get away for a bit, your health will refill, but only to the top of the block you're currently down in, except the last critical block (more on that later). To actually get back to full health, you have to inject yourself with little healing syrettes that you find in traditional medical cabinets and boxes around the game world. Perhaps most interestingly, if you're knocked to your last health block, it starts ''draining'' slowly instead of regenerating. To escape this, you have to trigger a longer emergency healing sequence (some of the animations for which are disturbing enough to be nightmarish), which brings you back to 2 full health blocks.
** To elaborate, one of the prolonged healing sequences involves ''shoving a knife into your wound and digging out the bullets''. MadeOfIron indeed ...
** Some other ways to "heal" yourself involve twisting a dislocated wrist back into place, using a wad of matches to cauterize a wound, pulling an ''iron bar out of your stomach,'' and much, much more...
*** Parodied in ''VideoGame/FarCry3BloodDragon'': one of the self-healing animations involve the use of a blowtorch to fix your robotic arm, while another involves using a hand-squeezer exercise spring ''really'' fast.
* In ''VideoGame/Left4Dead'' has an interesting take on healing. Simply being hit will slowly lead to the charecter moving more slowly. Get incapacitated, and promptly revived however, and now you'll both move slowly and bleed health. Pain pills offer temporary health boost that slowly degrades. Using health kits has an animation of the charecter bandaging themselves or someone else and (almost) all their wounds are instantly healed. Get incapacitated too many times and the color will bleed out and the next time you get knocked down kills you.
** [[VideoGame/Left4Dead2 The sequel]] tosses in adrenaline shots, which only recovers 25 points of health (temporary) but for a short time, your survivor runs faster (even if their health is in the red), can't be slowed down by zombies, and can do many actions at a quicker rate (healing, revive, etc.). The only side effect is you get tunnel vision and the sounds become mono.
*** The shot is better used on a healthy survivor rather than an injured one, as the 25 temporary health can act as a buffer while the healthy player revives/heals an injured one in the heat of battle. Most people just use it as a weak pain pill alternative, however.
* ''VideoGame/{{Pariah}}'' has a health meter in the form of a series of blocks; a block automatically regenerates after a while if there's even the smallest bit left, but any completely blanked blocks can only be recovered with a health injection. The healing item is in the form of a separate tool, used like a weapon and using dropped medkits as "ammo". It needs to be reloaded like a weapon, too, which makes it harder to heal in combat.
* ''VideoGame/AlphaPrime'', like ''Half-Life'', features both medkits and health dispensers. When you approach a medkit (or any item you can pick up), it flies toward you and instantly restores health. The health dispensers seem to pump out some sort of red fluid. On the eponymous asteroid's surface, there are also [[OxygenMeter oxygen dispensers]].
* In ''VideoGame/TeamFortress2'', if there's no Medic or Dispenser handy, better make a run for the nearest health kit.
** Or, if you're a Medic with the Kritzkrieg, just taunt and take a big 'ol puff of the fumes. Although he also has automatically regenerating health.
** And if you're a Heavy, you have a wide range of comestibles for that purpose as well.
** Other classes can heal themselves by damaging or killing enemies with certain weapons or attacking a target soaked in the Scouts Mad Milk or with one of the Soldiers banners active.
* ''Videogame/PlanetSide 1'' has single-use medkits which are activated instantly via hotkey and the Medical Applicator handheld tool, which uses cartridges of [[NanoTechnology nanites]] to heal allies or yourself, and revive downed allies. ''Planetside 2'' drops the Medapp's self-healing ability and instead gives the Combat Medic an area-of-effect healing ability that heals themselves. Medical kits return (along with GradualRegeneration restoration kits) but they require you to holster your weapon before being used. The "Regeneration" implant slowly heals you at the cost of implant energy.
* A number of characters in ''VideoGame/{{Overwatch}}'' have some ability or another for healing themselves, such as [[TransformingMecha Bastion's]] ''Self-Repair'' or [[FatBastard Roadhog's]] ''Take a Breather.'' However, [[OldSoldier Soldier: 76]] is the only non-support character that can heal teammates, and not without a lengthy cooldown.
* In ''Videogame/{{Tribes}} 2'', every player has a single-use medkit that they can use by pressing a button, giving them a small boost to their health, and it can be looted from dead players if they haven't used theirs. Players can also take a Repair Pack, a MagicTool HealingShiv that can repair any equipment or players - including the user - and only has a minor drain on your regenerating JumpJetPack energy, making it a favored tool for the "[[GoddamnedBats Annoying Bastard]]" playstyle that skirts around the enemy base, provoking the defenders into a chase before scrambling away via RocketJump, healing themselves in the process.

* ''VideoGame/{{Drakengard}}'' requires that you either find one of the InexplicableTreasureChests scattered across the land and ''hope'' they contain healing, or kill a certain amount of enemies in a certain amount of time to receive healing as a reward for having a high enough chain. Either way, healing comes in the form of a benign, green-glowing orb.
* ''VideoGame/DynastyWarriors'' usually has HyperactiveMetabolism for its healing, as its recovery items are food and drink. The one exception is the full-recover item called Ointment in the game--more specifically, Hua Tuo's Ointment, described in [[Literature/RomanceOfTheThreeKingdoms the source material]] as a kind of miracle balm. Pick up some of this and your ancient Chinese hero is good to go, even from the brink of death--it grants both full health ''and'' a full ManaMeter, which also powers your LimitBreak.
* ''VideoGame/StarWarsEpisodeIIIRevengeOfTheSith'' has bacta tanks to replenish the characters' health, but they also possess the Force Heal ability can be done by pressing both analog sticks, which you will likely do more often due to the limited number of bacta tanks per level. The efficiency of this power can be upgraded in the experience menu, allowing to heal more health at less Force expense.

* In ''VideoGame/WorldOfWarcraft'', bandages heal everything. Ripped tendons, cracked skulls... ''everything.'' And apparently, [[YouFailYourMedicalBoardsForever silk bandages help more than linen ones.]]
** FridgeLogic: With all that cloth, why can't anyone make a tourniquet to stop the bleed effects?
* ''VideoGame/KingdomOfLoathing'' takes this to a deliberately ridiculous level for humour. Its many, many status effects invariably wear off over time. While this makes some sense in terms of the effects of a spell, or the effects of a potion, or having a song stuck on your head, or being in a certain emotional state, or having a disease, other things aren't so realistic. Your character is capable of shrugging off ''being exfoliated into a skeleton'' in only a few turns, for starters, and the caption for the status effect 'Missing Fingers' is:
-->Some of your fingers are gone. It really hurts, and they're going to take a little while to grow back.
** Though you can [[http://kol.coldfront.net/thekolwiki/index.php/Missing_Kidney lose your kidney]] indefinitely (until you can get a spare).
* ''VideoGame/PhantasyStarUniverse'' subverts this as it utilizes a relatively simplistic system. If You happen to walk over a medic point, it slowly regenerates your health at a stable rate. This is also partially subverted in that your characters are protected by line shields that mitigate damage so you don't take visible injuries.
* ''VideoGame/GuildWars'' partially subverts this trope in that there are no items in game that provide healing. Each class has ways to regenerate health (of varying degrees of practicality), and neither attacking nor taking damage for a certain period of time will cause health to regenerate automatically (this is actually a game mechanic that certain builds plan for, as enemies have the same options). Some of the more interesting versions of healing include:
** Monks have an entire skill (Divine Favor) that makes them automatically heal allies just by casting spells on them.
** Warriors can use their adrenaline (caused by hitting with weapons and taking damage) to heal, but this temporarily deactivates any Signets (skills with no energy cost, but a higher-than-average recharge time) they have equipped.
** Elementalists have a buff that causes them to heal a percentage of the energy cost of every spell they cast while it's active.
** Paragons can let out a shout that will heal any allies in earshot once a condition is met (i.e., "Heal for 57 when you cast a spell"). Alternately, they can grant health regeneration ''until'' a condition is met (i.e. "+5 health regeneration for 8 seconds or until you attack").
** Mesmers can eat enemy buffs to regain health and energy.
** Necromancers have a wide variety of vampiric abilities, ranging from eating enemies to eating their own minions.
* ''VideoGame/BattlestarGalacticaOnline'' has Damage Control Packs for when you need a pick-me-up and can't escape battle to let the RegeneratingHealth kick in.
* The world of ''VideoGame/NexusClash'' is riddled with First Aid Kits that apparently heal everything. Angels have an equivalent in [[DoesThisRemindYouOfAnything Healing Herbs]] while demons have Stygian Bone Leeches, which heal just as effectively, just by means of BodyHorror. Demons in this setting are actually restricted to healing themselves, since a powerful curse by an angelic god makes them [[NoCureForEvil unable]] to receive external healing.

* The modern-day ''PrinceOfPersia'' games allow you to fully heal by drinking water. The original games featured health potions.
** What's really weird is that the Prince can heal from ''any'' source of water. In the beginning of ''Warrior Within'' the Prince can drink right out of the ocean and in the beginning of ''The Two Thrones'', the prince can drink raw sewage! It heals you in both cases...
** In his alternate forms in ''Warrior Within'' and ''The Two Thrones'', the Prince is healed by absorbing sand. To be fair, he is a sand creature at those times.
* Like the ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' example above, in the later ''VideoGame/MegaMan'', ''[[VideoGame/MegaManX X]]'' and ''[[VideoGame/MegaManZero Zero]]'' series, when your character is low on health, he will grab an arm and pant heavily (wait, [[RidiculouslyHumanRobots pant?]]) when standing still, though he'll still play the same. One game even has an item that ''increases'' your power when you're in this "desperate" state.
** In ''VideoGame/SuperMario64'' the titular character would begin breathing heavily whenever he stood still and had his health in the red. Given that ''Ocarina'' was created on a heavily-modified version of the ''Mario 64'' engine, it's not surprising that there is a similarity.
* The LifeMeter-enabled ''Franchise/SlyCooper'' games had not normal white boxes with the red plus sign, but actual red crosses that scattered around, spinning on the lower leg. Not sure if that'd run afoul of the Red Cross trademark or not.
* The medipacks in ''Franchise/TombRaider'' had the Red Cross symbol on them, up until Tomb Raider 2 Gold, at which point they were changed to green crosses. This stuck until Legend, and all games following it, in which the medipacks have red asterisks on them.
* In ''VideoGame/ChipNDaleRescueRangers'', acorns were the healing items.
* In ''VideoGame/EccoTheDolphin'', you healed by eating fish, or by finding a healing clam. (You just had to watch that you didn't accidentally hit an evil clam that'd drain you more)[[/folder]]

* A somewhat odd (but explainable) example of the corollary is found in the ''{{Battle for Middle-Earth}}'' games, in which Ents and Trolls actually become ''better'' as they receive more damage. Ents move faster, as being damaged makes them "hasty", while Trolls go berserk and do lots of damage to all nearby units - including allies.
** Of course, when Ents and Trolls reach this point, they're pretty much about to die, so it's more of a last "screw you" to your opponents than a sound tactical choice.
* Similar to the ''LordOfTheRings'' topic above, in ''VideoGame/SuperRobotWars'' there are various skills that only kick in when a character's health hits the red. The most common is "Prevail", which raises a character's hit and dodge rates.[[/folder]]

* {{Roguelike}} games like ''VideoGame/NetHack'' have potions of varying degrees of potency which can be carried around by the player and used when needed. Of course, if a monster finds them first then ''it'' will pick them up and use them in the middle of a fight to stay alive longer.[[/folder]]

* ''VideoGame/{{Fallout 2}}'' has a healing item, the Super Stimpack, that heals 75 points of damage instantly, but does 9 points of poison damage a little later (justified in-game by the item even stating that "this much healing at one time can be hard on the body"). This makes it possible to covertly assassinate the Enclave's President late in the game, by healing him nine times and resting for about 10 minutes, at which point he drops dead from the "healing" damage.
** In ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' you can be healed by eating, drinking, bloodpacks stimpacks (2 kinds)and with the right perks, radiation, and sunlight.
*** ''New Vegas'' brings back the bad effect of Super Stim Packs, but they now provide a stat debuff instead of hit point damage.
* The RPG ''Exile'' (or ''XZR'' in Japan) uses various forms of drugs as healing items. It's possible to overdose and die from too much "healing".
** In ''VideoGame/{{Fallout 4}}'', using a stimpak triggers a special animation where you inject its contents into your body. The animation doesn't trigger when you're wearing PoweredArmor, presumably because the deploying of stimpaks is done by the armor's own systems.
* In the ''VideoGame/PaperMario'' series, Mario enters a danger status at 5 or less HP, and a Peril status at 1 HP. Mario begins panting in battle, and outside them if in Peril. Nonetheless, Mario still controls the same, and some of the badges requires him to be in these status in order to work. This can create a setup where you can purposely lower your max HP to 5 in order to always have the danger badges' powerups in effect.
* ''Franchise/MassEffect'' has medi-gel, a nearly magical substance that can heal just about any traumatic injury. In true ''Franchise/MassEffect'' fashion, the [[EncyclopediaExposita Codex]] helpfully explains that medi-gel doesn't actually ''cure'' you, it just stops the bleeding and provides enough medication to keep you going during the mission. The actual healing is stated to take place offscreen when you return to the ship's medbay. It's even noted that medi-gel is technically ''illegal'' under Citadel bioengineering laws; it's just so useful that the law never cracks down on it.
* In ''VideoGame/TheElderScrollsIVOblivion'', in a Mage Guild quest, there is literally a chest labeled "HealThyself," which [[ExactlyWhatItSaysOnTheTin contains potions]].
* ''VideoGame/TheLegendOfDragoon'''s "[[DefendCommand Guard]]" command [[HealThyself restores a portion of the character's HP]] every time it is used in battle, making it a viable healing method during the game's many {{Random Encounter}}s.
* Potions, HP Ups and Restores are this way in ''Franchise/{{Pokemon}}'' games, though they only restore HP, not the PP of a move. PP Ups exist, but they're rare.
* In the ''VideoGame/StarWarsConquest'' GameMod for ''VideoGame/MountAndBlade'', there is an medikit item, actually made of two parts: the Bacta injector and the Bacta capsules. Using the Bacta injector in batlle heals 20 hitpoints of the player character and destroys a Bacta capsule.
* In ''Videogame/DarkSouls'', the Chosen Undead can chug some Estus for a quick refill of health. The Flask can be upgraded to have more uses and greater healing power. ''Videogame/DarkSoulsII'' reduces the efficiency of Estus (the animation speed is now dependent on a stat) but adds more healing items with their own advantages and disadvantages.
* In ''VideoGame/{{Miitopia}}'', snacks, this game's take on HealingPotion, can only be consumed by the holder (unless the Cadge quirk activates).

* The arcade version of ''VideoGame/GIJoe'' has med kits hidden in crates, barrels, etc. Just shoot it and the player is healed.[[/folder]]

* In the PC game ''VideoGame/B17FlyingFortressTheMighty8th'', injured crewmen, possibly riddled with shrapnel and bullets, can be healed by other crewmen giving first aid. Fair enough, but the first aid involves shaking them, slapping them in the face, and saying "You'll be fine".
* ''VideoGame/TraumaCenter'' has the green "Stabilizer" fluid, a drug that you inject into your patient's body to raise their vitals (which are rated from 0-99). It doesn't matter how many tumors pepper the surface of the stomach, or how tattered the heart is from the innumerable lacerations covering it; stabilizer cures everything! It's never actually explained what's in the stabilizer, but it doesn't seem like there's a chance of overdose.
** The series also has the "Antibiotic Gel," which completely disinfects anything it touches within milliseconds. It also heals small cuts instantly, raises vitals, reduces the speed at which vitals fall and removes stains without hours of scrubbing!
* In ''VideoGame/{{Vietcong}}'', the player is usually equipped with a medikit (otherwise he can find one himself). And for some bizarre reason, you can't use it on any of your teammate. The UsefulNotes/PlayStation2 version of ''Purple Haze'' advises the player to only use it when his health is less than 50%.[[/folder]]

* Generally speaking, in the ''Franchise/MetalGear'' series, healing is primarily achieved through a HyperactiveMetabolism - namely, eating rations or other food. For ''VideoGame/MetalGearSolid'', it adds a touch of realism by having your rations freeze if you stay in cold areas for too long, rendering them inedible until they thaw out; the only way to prevent frozen rations or to thaw them out requires you to equip the rations, which is implied that you're holding them to your body so your body heat would melt the ice.
** [[AvertedTrope Averted]] somewhat in ''VideoGame/MetalGearSolid3'', where while you do use herbs and random items to heal yourself, you can get helpful information from your radio medic explaining exactly how it works. Also, wounds require logical actions to heal them. For example, a deep cut requires you to apply a styptic to stop the bleeding, disinfectant to prevent infection, a suture to sew it up, and a bandage to cover it all. However, you can receive multiple injuries in the same area and heal them each time, without suffering any lingering side effects other than cosmetic damage, and the items can be applied in any order.
*** Any and EVERY order. For instance, you have been poisoned. How can you cure yourself? By using the following items in this order on the site of the injury: Knife, bandage, cigar, stitches, knife, disinfectant, knife, cigar, anti venom. It works with no side effects beyond extreme amusement.
*** It's also notable that all this just removes the lingering effects of wounds, like bleeding or recurring damage. Restoring your HitPoints requires resting and [[HyperactiveMetabolism eating]] (while not seriously injured) or using LIFE medicine, an instant-heal item which your support team will explain as "an experimental Soviet drug" that "[[LampshadeHanging doesn't really make sense]]."
** In ''VideoGame/MetalGearSolid4'' healing is mostly a matter of [[HyperactiveMetabolism eating and drinking]] or having a high psyche meter, which will allow you to slowly heal automatically. There are also some tunes on your [[ProductPlacement iPod]] that allow you to heal more quickly using the latter method.[[/folder]]

* ''Franchise/ResidentEvil'' is particularly bad for this, suggesting that you can heal yourself just by using a random green herb you ground up. Though it's unclear if you're applying it to the wound, [[HyperactiveMetabolism eating the herbs]], or as many fans jokingly say, rolling it in a joint and smoking it. It's not as if it's armor either, as you are clearly seen getting impaled, cut, burnt, or thrown into walls by the enemies. Once their health is below a certain point, a character will move slower and clutch their stomach, but this is the extent of the character's "injuries". ''VideoGame/ResidentEvil2'' and ''VideoGame/ResidentEvil3Nemesis'' notably have the characters barely able to move when they're on dying status, making them an easy target to whatever is trying to kill them.
** Apparently, they're sprayed onto the body, per ''VideoGame/ResidentEvil5''.
*** Sheva! Here let me stab you with some adrenaline, that should make you forget the fact you've been impaled with a spear.
* Conversely, ''Franchise/SilentHill'' games feature more mundane healing items, like health drinks, first aid kits, ampoules and the occassional energy drinks to boost stamina. Rather than reflect the character's health through body language, the screen usually grows more distorted the more damage they take.
* In ''VideoGame/HauntingGround'', Fiona can consume camomile and lavender to replenish her health and stamina respectively, and can replenish both by drinking tap water, provided no enemies are looking. She can also heal [[CanineCompanion Hewie]] by feeding him beef and chicken jerky.
* In ''VideoGame/RuleOfRose'', Jennifer heals by munching on sweets: anything from lollipops and candy to scones, shortbread and minced pie. She can also heal [[CanineCompanion Brown]] by feeding him anything from bones to steak.
* In ''VideoGame/{{Kuon}}'', characters heal utilizing "dust" and "elixirs", though if they're not under attack they can just as easily go into meditation mode for free until they're restored to full health.
* ''VideoGame/CallOfCthulhuDarkCornersOfTheEarth'' notably averted this to a great extent. First aid kits contain several rolls of gauze, a spool of suture, a splint, and a few doses of antitoxin. Each must be used separately -- with associated animation -- on the appropriate body part for the appropriate injuries. For example, suture converts major wounds (which gradually bleed out your health bar) to minor wounds (which merely prevent you from recovering health). Bandages remove minor wounds, allowing your health to automatically refill over time. Broken limbs decrease movement speed or gun accuracy until repaired with splints. Additionally, movement speed and accuracy are severely impacted by having a low health bar, and when near death the character experiences a grayout as color drains from the scene. Morphine is available to counteract these effects at the cost of severe sanity loss. While not entirely realistic (applying a splint makes a broken arm good as new), it's about [[AcceptableBreaksFromReality as close as one can get]] to a realistic injury system in a FPS where you can't take months off for bones to knit nor leave the injuries in place for the game's duration.
** All that stitching and bandaging also has to be done in real-time, so you can't magically heal yourself while monsters are gnawing on your head (at least if you don't want to end up dead).
* ''VideoGame/{{Cryostasis}}'' has warmth instead of health. You continuously lose it when you go into a cold area, and can regain it using any available heat source. While this is fairly realistic when dealing with actual cold, enemy attacks also drain warmth. As a result, you can be shot, clawed, and beaten nearly to death, then completely recover by holding your hands out to a fire for a few seconds.
* ''VideoGame/{{Penumbra}}'' has painkillers. FlavorText suggests that they just make possible for Philip to ignore his injuries, but in practice they work like this.
* The ''Prometheus'' in ''VideoGame/ProjectFirestart'' has single-use first aid kits on the walls next to certain elevators. The medical lab also has a walk-in regeneration machine.
* In ''VideoGame/{{Unturned}}'', you heal with medical supplies found around PEI. The supplies vary from make-shift rag bandages that recover a tiny amount of health to full medkits that restore half your health, reduce sickness, and cures the bleeding and broken leg debuffs. Unlike most games, there is an animation when your heal yourself, like applying bandages to your arm or giving a morphine shot.

[[folder:Third-Person Shooter]]
* ''VideoGame/MaxPayne'' has an interesting take on this trope: instead of healing himself, Max just downs painkillers by the fistful, the effects of which to a while to fully set in. While this is a somewhat more realistic take in the short run -- people certainly can ignore a few bullet wounds if you give them enough amphetamines -- before too long it becomes clear that by now he ought to be too bullet-riddled and drug-addled to stand.
** His clothing for much of the first game does look baggy enough that he might conceivably be wearing a ballistic vest with a trauma plate. (After all, he ''does'' keep his HyperspaceArsenal under his jacket.) All the same, one wonders how much time he spent between the first and second games being treated for broken ribs, internal bleeding and the effects of a colossal painkiller overdose.
** On the other hand, Max Payne is one of a few action games that reinforce the notion that the main character actually survives just because he is incredibly lucky (and, of course, skilled and resourceful). The perfect walkthrough implied by the story means that Max hardly ever gets wounded, but instead dodges all that is thrown at him sometimes wondering aloud how did he managed to survive every subsequent encounter.
** Also note that story-wise, with plot progression Max is getting always more and more mangled. In second game this lead to the point where he was ''hospitalised'' after second act. The paramedic clearly stated that he's alive by combination of dumb luck and sheer willpower - the painkillers only made the rescue effort ''harder'' because of intoxication.
** Unlike most games, painkillers don't work immediately (except in ''3''). Instead, they do about ten percent of their total healing instantly, with the remainder happening slowly over the next few seconds. Healing in the middle of a gunfight generally won't work unless you take several painkillers at once or are really good at dodging bullets, such as with the games' LeapAndFire mechanic.
* ''VideoGame/{{Oni}}'''s health items, hyposprays, serve a dual purpose. If used when Konoko is close to full health, it will rise above 100%, and trigger a "super mode". It lasts until her health is ''reduced'' to full, over time or by damage. Otherwise, the health gain is delayed (can be interrupted, making it dangerous to use in combat).
* In ''VideoGame/BloodRayne'', the main character is a Dhampir (half-vampire), and regains health by sucking the blood of her enemies. In the sequel, her ''guns'' are blood-fueled as well.
* ''VideoGame/GearsOfWar'' has a similar knockdown situation in the Co-operative mode. All it takes is your buddy to essentially kick you in the butt before you stand up and are ready to fight again. Which can lead to annoying situations of playing 'Injury tag' "He shot me!" "I'm back!" "He shot you!" "You're back!" etc.
** ''VideoGame/SplinterCellChaosTheory'' has a similar system, with each player having a limited supply of "adrenaline syringes" for reviving colleagues. It's thus very tempting in bored moments to [[VideoGameCrueltyPotential take your teammate out yourself]] and play chicken with the death timer...
* In the ''VideoGame/{{Crusader}}'' series of games, the Silencer can instantly heal even the most severe wounds with a medkit (of which he can carry up to ten at a time), though he might need more than one. Not even bringing up the question of how he can do this with his arms full of gun and the kits in his backpack, the game's lit explains that the medikits are more lifesavers than they are actual medicine, just something to keep the soldier alive and out of shock until better treatment can be found, and that there may be nasty side effects of prolonged or overuse. It's entirely possible [[SuperSoldier Silencers]] are genetically engineered to take full advantage of them without side effects, but the game makes no mention of ''that''...
** And then there's the medical booths, which are kind of like the opposite of [[{{WesternAnimation/Futurama}} suicide booths]].
* The ''Franchise/JamesBond'' game ''VideoGame/DoubleOhSevenFromRussiaWithLove'' for the UsefulNotes/NintendoGameCube uses the armor version. James can pick up random bulletproof vests that wear out as he gets shot. However, once the meter for the vest runs out, the damage goes straight to your health.
* In ''VideoGame/{{Infernal}}'', the protagonist is able to replenish his health by eating the souls of dead people. The game doesn't go into detail about what this means for the dead people, although it's to be presumed they'd rather it didn't happen. Once or twice, the game sets up situations where he could do with a health boost and there are a few cowering non-combatants conveniently nearby it's up to the player whether he kills them for the health boost or soldiers on.
* In VideoGame/BadDayLA The protagonist heals himself and others with gauze.

* The ''VideoGame/XCom'' series (Sold as ''UFO Defense'' in Europe) simulates a realistic injury system very well. Injured characters have their speed, accuracy and morale reduced, and may have bleeding wounds that deal further damage each round and can only be cured using a medkit. Doing so also recovers a handful of HP, while painkillers can reduce the morale penalties. Otherwise the wounded character is stuck until the end of the battle, at which point they become unavailable for anything from a few days to a few months depending on the degree of injury. Many players prefer to transfer the injured soldier out of X-Com and hire a new recruit rather than pay their salary while they recover.
** Interestingly enough, the length of time a character is out of action is based on how much HP they have left out of their maximum. Since you can only restore health when treating bleeding wounds, you'll want the soldier in question to [[ViolationOfCommonSense have multiple wounds to shorten their recovery time]].
** The "realism" aspect goes out the window in the second game, where all the same rules apply - ''but underwater''. For example, apparently having your ''skull'' ruptured does not, in fact, mean your ''diving helmet'' is no longer air-tight - [[BatmanCanBreatheInSpace or does it?]]
** In the rebooted games VideoGame/XCOMEnemyUnknown and VideoGame/XCOM2, there are a number of ways to instantly heal soldiers on the battlefield--however, while the soldier can be healed to full effectiveness, the healing is strictly temporary. After the mission ends, the surviving soldier needs to recover from every point of damage suffered (that wasn't [[BodyArmorAsHitPoints stopped by armor]]), whether or not the wounds were healed during the mission.
* The game ''VideoGame/JaggedAlliance 2'' features a fairly realistic injury system. Characters will take hits first to their armor, reducing its effectiveness in future battles. They will then take the hit to their health. This will show up on the health bar as a yellow area. When they are healed in the field, this will be covered up in pink, to show that it is bandaged, but will be lost more quickly next time they are hit, potentially causing them to start bleeding. Characters must be healed on the world map to remove the pink and turn it to the default red, a process which takes time ''and'' a consumable "medical kit" item that RandomlyDrops rather rarely and has to be bought. In addition, characters have a stamina bar, making it possible for characters to faint or collapse in the field, requiring immediate medical attention and stamina-recovering water. Furthermore, being hit drains not only health but also stamina, so even if a character survives with only minor injuries, the stamina drain will give them an action point penalty, significantly reducing their combat effectiveness, if not knock them out outright.[[/folder]]

* The title characters of ''VideoGame/{{Killer 7}}'' use the blood of their enemies to heal their own wounds. Given their nature, this is possibly the most sensible entry on this list.
** It's got to be the right ''kind'' of blood, though.
* ''VideoGame/{{Prototype}}'' subverts this nicely. Since your character is capable of absorbing genetic materials from anyone, medkits are... people. Down on health? Grab someone by the neck, smash their head in, absorb their body into your own, and voila, you're healed!
** Although this is down to your 'health' bar not actually measuring your health. Rather, it's a display of your current ''mass''(or rather biomass), hence ''Critical Mass'' when you over-fill it.
** Similarly, ''VideoGame/InFamous'' has all your powers based on electricity, so anything that runs on power can be used as a medkit.
*** Including people!
* ''VideoGame/{{Terraria}}'':
** The game has standard healing potions in varying strengths. HyperactiveMetabolism is also at play in the forms of mushrooms and goldfish. However, all healing items come with a 60 second "Potion Sickness" debuff that prevents you from using another in that time.
** The Moon Lord can spawn enemies called Moon Leech Clots when the player is held by his tongue. They do no damage, but if one reaches the Moon Lord, it'll heal one of his damaged parts by 1000 hp.

!!Non-video game examples:


[[folder:{{Anime}} and {{Manga}}]]
* In the ''{{Dragonball}}'' series, the magic Senzu Beans can cure any injury instantly, with the side-effect of making you full for three days straight from the energy it infuses into you. However, the beans cannot cure diseases and such, which ends up being a plot point in ''{{Dragonball}} Z''.
* Several of the Ninja in ''{{Franchise/Naruto}}'' are medicinal practitioners, and are equally as good at healing as they are fighting by using Chakra to close up wounds. This reaches its logical conclusion with Kabuto, whose medical ninjutsu is so potent that he can constantly heal himself even in a fight [[HealingFactor and without even visibly focusing on it]]. However, [[SoLastSeason medicinal jutsu gets phased out over the course of the timeskip in favor of flashier techniques, to the point even Kabuto ceases to use it.]] And all healing from there is done in hospital beds.

* The movie ''{{Film/Wanted}}'' has the assassins healing pretty much any damage with some white healing goo.

* ''Machinima/RedVsBlue'' lampshades this with the fight sequence in ''Revelation'', Chapter 10. After Tucker slices open a giant crate hurtling towards the gang, its contents (dozens of med packs) spill out on Sarge and bury him.
--> '''Sarge''': Rrr, what happened? I feel defeated, yet inexplicably rejuvenated!
** In the next episode, Grif can be seen applying one of these kits directly to his balls after a series of repeated [[GroinAttack Groin Attacks]].

* Mages in ''TabletopGame/MageTheAscension'' can do this with Life 2 (healing others requires Life 3), though the exact method differs according to paradigm. A [[HermeticMagic Hermetic]] might chug a potion, a Verbana might employ some [[HealingHerb natural herb]] (whereas a Cultist of Ecstasy would rather [[TheStoner smoke said herb]]), a Chorister might [[HealingHands lay hands]], and a Technocrat would inject themselves with an experimental serum keyed to [[HealingFactor reptile DNA]]. All of this, however, comes at the same price: Paradox. Whereas simply stopping blood loss or accelerating healing is easy enough to explain away, instantly closing flesh and knitting bone is [[ClapYourHandsIfYouBelieve perceived as impossible]], no matter what paradigm you use. And since the most common Paradox backlash is simply harming the user...

* Discussed in a couple ''Website/{{Cracked}}'' articles: [[http://www.cracked.com/blog/7-bullshit-video-game-healing-methods/ 7 Video Game Healing Methods Least Likely to Actually Work]] and [[http://www.cracked.com/photoplasty_586_31-life-lessons-you-can-only-learn-from-video-games/ 31 Life Lessons You Can Only Learn From Video Games]]. "First aid kits are absorbed through osmosis."

* In ''WesternAnimation/PhineasAndFerb'', in the episode ''Gaming The System'', the game Phineas and Ferb makes has no health drops, but you're granted full health if you can defeat three enemies simultaneously.