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fixing a title pothole-


For team-based multiplayer games, these solutions aren't always viable: it would be frustrating for your team to be forced to continue the mission by themselves with a man down, not to mention how boring it would be for the dead player to be forced to wait for them to finish. To remedy this, such games may opt for the CombatResuscitation mechanic: characters who run out of HitPoints are not immediately removed from the game, instead being put in a helpless state where they aren't of much use to their team, but can be revived by a teammate and brought back into the fight.

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For team-based multiplayer games, these solutions aren't always viable: it would be frustrating for your team to be forced to continue the mission by themselves with a man down, not to mention how boring it would be for the dead player to be forced to wait for them to finish. To remedy this, such games may opt for the CombatResuscitation [[TitleDrop Combat Resuscitation]] mechanic: characters who run out of HitPoints are not immediately removed from the game, instead being put in a helpless state where they aren't of much use to their team, but can be revived by a teammate and brought back into the fight.
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* "VideoGame/WorldOfWarcraft" has five classes capable of resurrecting others, and/or themselves during combat. Druids have the ability Rebirth, which targets a single player and restores them to life. Warlocks have the use of a soulstone to either use upon themselves, or on another player. Paladins in the Dragonflight expansion have the ability Intercession. Death Knights have Raise Ally, which they can resurrect a friendly player, but leave them with a flavor debuff. Shamans have a self battle rez called Reincarnation, which they can use to return to life upon death. It has a 30 minute cooldown, but cools down 75% faster while at full health.

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* "VideoGame/WorldOfWarcraft" VideoGame/WorldOfWarcraft has five classes capable of resurrecting others, and/or themselves during combat. Druids have the ability Rebirth, which targets a single player and restores them to life. Warlocks have the use of a soulstone to either use upon themselves, or on another player. Paladins in the Dragonflight expansion have the ability Intercession. Death Knights have Raise Ally, which they can resurrect a friendly player, but leave them with a flavor debuff. Shamans have a self battle rez called Reincarnation, which they can use to return to life upon death. It has a 30 minute cooldown, but cools down 75% faster while at full health.
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Didn't know the links were case-sensitive.


* "[[VideoGame/Worldofwarcraft]]" has five classes capable of resurrecting others, and/or themselves during combat. Druids have the ability Rebirth, which targets a single player and restores them to life. Warlocks have the use of a soulstone to either use upon themselves, or on another player. Paladins in the Dragonflight expansion have the ability Intercession. Death Knights have Raise Ally, which they can resurrect a friendly player, but leave them with a flavor debuff. Shamans have a self battle rez called Reincarnation, which they can use to return to life upon death. It has a 30 minute cooldown, but cools down 75% faster while at full health.

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* "[[VideoGame/Worldofwarcraft]]" "VideoGame/WorldOfWarcraft" has five classes capable of resurrecting others, and/or themselves during combat. Druids have the ability Rebirth, which targets a single player and restores them to life. Warlocks have the use of a soulstone to either use upon themselves, or on another player. Paladins in the Dragonflight expansion have the ability Intercession. Death Knights have Raise Ally, which they can resurrect a friendly player, but leave them with a flavor debuff. Shamans have a self battle rez called Reincarnation, which they can use to return to life upon death. It has a 30 minute cooldown, but cools down 75% faster while at full health.
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Fixed the link.


* "VideoGame/Worldofwarcraft" has five classes capable of resurrecting others, and/or themselves during combat. Druids have the ability Rebirth, which targets a single player and restores them to life. Warlocks have the use of a soulstone to either use upon themselves, or on another player. Paladins in the Dragonflight expansion have the ability Intercession. Death Knights have Raise Ally, which they can resurrect a friendly player, but leave them with a flavor debuff. Shamans have a self battle rez called Reincarnation, which they can use to return to life upon death. It has a 30 minute cooldown, but cools down 75% faster while at full health.

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* "VideoGame/Worldofwarcraft" "[[VideoGame/Worldofwarcraft]]" has five classes capable of resurrecting others, and/or themselves during combat. Druids have the ability Rebirth, which targets a single player and restores them to life. Warlocks have the use of a soulstone to either use upon themselves, or on another player. Paladins in the Dragonflight expansion have the ability Intercession. Death Knights have Raise Ally, which they can resurrect a friendly player, but leave them with a flavor debuff. Shamans have a self battle rez called Reincarnation, which they can use to return to life upon death. It has a 30 minute cooldown, but cools down 75% faster while at full health.
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* "VideoGame/Worldofwarcraft" has five classes capable of resurrecting others, and/or themselves during combat. Druids have the ability Rebirth, which targets a single player and restores them to life. Warlocks have the use of a soulstone to either use upon themselves, or on another player. Paladins in the Dragonflight expansion have the ability Intercession. Death Knights have Raise Ally, which they can resurrect a friendly player, but leave them with a flavor debuff. Shamans have a self battle rez called Reincarnation, which they can use to return to life upon death. It has a 30 minute cooldown, but cools down 75% faster while at full health.
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* In ''VideoGame/TheFinals'', eliminated players will turn into a small statue which their teammates can hold the interact button on to revive them. The process of doing so takes several seconds, but a [[MagicalDefibrillator Defibrillator]] can be employed for an instant resurrection.
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* In ''VideoGame/XCOMEnemyUnknown'', soldiers have a small chance upon taking "fatal" damage where instead of dying ([[{{Permadeath}} which is irreversible]]), they become "critically wounded", where they'll still out of action, but if someone can stabilize them with a Medkit or the mission can be completed within three turns before they bleed out and die for real, they can be saved and recover at the med-bay. The "Revive" ability of [[SupportPartyMember Support]] soldiers allows them to use a Medkit to get the soldier back up and running again to continue the fight, though they will still need time to recover if they manage to complete the mission.
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* In ''VideoGame/XComEnemyUnknown'', soldiers have a small chance upon taking "fatal" damage where instead of dying ([[{{Permadeath}} which is irreversible]]), they become "critically wounded", where they'll still out of action, but if someone can stabilize them with a Medkit or the mission can be completed within three turns before they bleed out and die for real, they can be saved and recover at the med-bay. The "Revive" ability of [[SupportPartyMember Support]] soldiers allows them to use a Medkit to get the soldier back up and running again to continue the fight, though they will still need time to recover if they manage to complete the mission.

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* In ''VideoGame/XComEnemyUnknown'', ''VideoGame/XCOMEnemyUnknown'', soldiers have a small chance upon taking "fatal" damage where instead of dying ([[{{Permadeath}} which is irreversible]]), they become "critically wounded", where they'll still out of action, but if someone can stabilize them with a Medkit or the mission can be completed within three turns before they bleed out and die for real, they can be saved and recover at the med-bay. The "Revive" ability of [[SupportPartyMember Support]] soldiers allows them to use a Medkit to get the soldier back up and running again to continue the fight, though they will still need time to recover if they manage to complete the mission.
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* In ''VideoGame/XComEnemyUnknown'', soldiers have a small chance upon taking "fatal" damage where instead of dying ([[{{Permadeath}} which is irreversible]]), they become "critically wounded", where they'll still out of action, but if someone can stabilize them with a Medkit or the mission can be completed within three turns before they bleed out and die for real, they can be saved and recover at the med-bay. The "Revive" ability of [[SupportPartyMember Support]] soldiers allows them to use a Medkit to get the soldier back up and running again to continue the fight, though they will still need time to recover if they manage to complete the mission.
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* This system returns in ''VideoGame/PAYDAY3''. Whilst the ability to revive from a distance is gone, it is possible to get hostages in range to revive you via the Manipulator tree's Stockholm Syndrome skill. Menacing, available from the same tree, allows you to take cops as hostages, making it possible to get whoever just took you down to revive you seconds later.
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* In ''VideoGame/{{Huntdown}}'', teammates can be revived after they're being downed by repeatedly pressing a button.
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[[folder:Run-and-Gun]]
* In ''VideoGame/{{Cuphead}}'''s one-player mode, if your hearts are reduced to zero, then [[WingedSoulFliesOffAtDeath your winged soul flies into the sky]], and you have to retry the boss fight or stage. But in two-player mode, the still-living player can parry their partner's soul before it flies off-screen, which will revive them--[[ContinuingIsPainful with just one hitpoint]]. You can revive a partner multiple times this way, but it becomes increasingly difficult the more it happens, because their soul flies away a little faster on every subsequent death.
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* ''VideoGame/{{Fortnite}}'' Battle Royale restricts this to team-based modes ''without'' respawning, leading to odd cases in certain [=LTMs=] where being KO'd early in the match counts as an immediate [[NonLethalKO elimination]], but later in that same match you can crawl around for several seconds first because SuddenDeath has begun and respawning is no longer an option.

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* ''VideoGame/{{Fortnite}}'' Battle Royale restricts this to team-based modes ''without'' respawning, leading to odd cases in certain [=LTMs=] where being KO'd early in the match counts as an immediate [[NonLethalKO elimination]], but later in that same match you can crawl around for several seconds first because SuddenDeath [[TiebreakerRound Sudden Death]] has begun and respawning is no longer an option.
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** The FanRemake, ''The Legend of Pirates Online'', introduces the highest-level Spirit Doll skill, Resolve, which instantly revives a downed ally without the use of a Potion.
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* A variation: In ''Videogame/TeamFortress2'' Mann vs. Machine, after you die it is possible for a Medic on your team to use his medigun to instantly revive you, bypassing the usual respawn timer. After reviving you are also located exactly where you died, rather than on the usual spawn point next to the upgrade station.

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* A variation: In ''Videogame/TeamFortress2'' Mann vs. Machine, after you die it is possible for a Medic on your team to use his medigun to instantly revive you, bypassing the usual respawn timer. After reviving timer and bringing you are also located back exactly where you died, rather than on the usual spawn point next to the upgrade station.
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* In ''VideoGame/BloodyBattle'', in order to avoid everyone dying instantly left and right, you are given a minimum of 3 "lives" each time you spawn. These lives are the amount of times you can get back up after being downed, AKA having 0 HP. But, [[ChunkySalsaRule if you are downed by an "execution" weapon, you will die instantly.]]
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** In ''Advanced Warfighter'', downed teammates will bleed out and die unless healed by the player or a medic within a minute or so. In the sequel, you only have five medkits to do so per mission.

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** In ''Advanced Warfighter'', ''VideoGame/GhostReconAdvancedWarfighter'', downed teammates will bleed out and die unless healed by the player or a medic within a minute or so. In the sequel, you only have five medkits to do so per mission.
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* ''VideoGame/ApexLegends'' employs two levels of this:
** Players who lose all their health get knocked down into a state where they can only crawl, protect themselves with a shield, and ping enemies. Allies can take a few seconds to revive them, and certain characters (such as [[{{Autodoc}} Lifeline]] and [[LuckilyMyShieldWillProtectMe Newcastle]]) specialize in reviving downed allies. Anyone takes 100 points of damage while downed or is left downed for too long bleeds to death and [[InstantGravestone leaves behind a deathbox]].
** Allies of a dead player can pick up their banner from their deathbox, if they're fast enough. Once the banner's retrieved, the team then needs a respawn beacon to respawn their dead ally, who returns to the match [[ContinuingIsPainful with only default gear, and a dropship announcing to everyone in eyeshot the respawning team's presence]].
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** In ''VideoGame/TeamKirbyClashDeluxe'', defeated characters can be revived by standing near them and pressing Y.

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** In ''VideoGame/TeamKirbyClashDeluxe'', defeated characters can be revived by standing near them and pressing Y. That said, try not to die too often; the more you go down in a given battle, the longer the subsequent resuscitation will take.
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* Players who run out of HP in ''VideoGame/FinalFantasyXIV'' will be incapacitated and unable to do anything. A healer can revive the player, but they'll be inflicted with the Weakness status effect, which lowers their stats by 25%. If a player gets knocked out again under the Weakness effect and are revived again, they'll suffer the effect of Brink of Death, which lowers their stats by 50%. If there are no healers available, the knocked out player can return to their home point or the beginning of the dungeon they're in.
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* In both ''VideoGame/ResidentEvil5'' ''VideoGame/ResidentEvil6'', if a player or their partner gets critically injured by attacks which are not OneHitKill, they will enter the "Dying" status. A dying player can be healed with the help of a partner (or fully healed if the partner is carrying a First Aid Spray), and the time limit of bleedout depends on the difficulty level.

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* In both ''VideoGame/ResidentEvil5'' and ''VideoGame/ResidentEvil6'', if a player or their partner gets critically injured by attacks which are not OneHitKill, they will enter the "Dying" status. A dying player can be healed with the help of a partner (or fully healed if the partner is carrying a First Aid Spray), and the time limit of bleedout depends on the difficulty level.
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* In ''VideoGame/ResidentEvil5'', if a player or their partner gets critically injured by attacks which are not OneHitKill, they will enter the "Dying" status. A dying player can be healed with the help of a partner (or fully healed if the partner is carrying a First Aid Spray), and the time limit of bleedout depends on the difficulty level.

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* In ''VideoGame/ResidentEvil5'', both ''VideoGame/ResidentEvil5'' ''VideoGame/ResidentEvil6'', if a player or their partner gets critically injured by attacks which are not OneHitKill, they will enter the "Dying" status. A dying player can be healed with the help of a partner (or fully healed if the partner is carrying a First Aid Spray), and the time limit of bleedout depends on the difficulty level.
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* ''VideoGame/FinalFantasyTactics'' has a rare single-player example of this trope: characters who run out of health are knocked down, and have a timer appear above them. If you don't revive them or end the fight before it reaches zero, they suffer {{Permadeath}} and turn into a crystal which can be used by another unit to heal themselves.

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* ''VideoGame/FinalFantasyTactics'' has a rare single-player example of this trope: characters who run out of health are knocked down, and have a timer appear above them. If you don't revive them or end the fight before it reaches zero, they suffer {{Permadeath}} and turn into a crystal which can be used by another unit to heal themselves.themselves or inherit abilities from the fallen ally. If the main character dies this way, the game's over.
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[[folder:Survival Horror]]
* In ''VideoGame/DeadByDaylight'', Survivors in the Dying state slowly bleed out. This is often immediately followed by the Killer picking them up to put them on a hook so they can be sacrificed to The Entity. However, another Survivor may help them back on their feet if the Killer gets distracted by something else (such as trying to chase another Survivor). The dying Survivor can also gradually fill up their recovery bar so they'll get up faster when someone comes to help them, though the final portion of the recovery usually requires help (barring the use of a few Perks). A hooked Survivor can also be rescued, though each time they get hooked, the sacrifice process instantly skips to the next phase (so you can at most be unhooked twice before the third hook instantly kills you).
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dewicking Final Death per trs


In most games, running out of HitPoints means your character [[CriticalExistenceFailure dies instantly]], or at least suffers a NonLethalKO. The consequences of this are usually either [[VideoGameLives losing a life]], being sent back to the nearest {{Checkpoint}}, having to reload your save file, or sometimes [[FinalDeath being forced to start the whole game all over again]].

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In most games, running out of HitPoints means your character [[CriticalExistenceFailure dies instantly]], or at least suffers a NonLethalKO. The consequences of this are usually either [[VideoGameLives losing a life]], being sent back to the nearest {{Checkpoint}}, having to reload your save file, or sometimes [[FinalDeath [[FinalDeathMode being forced to start the whole game all over again]].



* ''VideoGame/FinalFantasyTactics'' has a rare single-player example of this trope: characters who run out of health are knocked down, and have a timer appear above them. If you don't revive them or end the fight before it reaches zero, they suffer FinalDeath and turn into a crystal which can be used by another unit to heal themselves.

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* ''VideoGame/FinalFantasyTactics'' has a rare single-player example of this trope: characters who run out of health are knocked down, and have a timer appear above them. If you don't revive them or end the fight before it reaches zero, they suffer FinalDeath {{Permadeath}} and turn into a crystal which can be used by another unit to heal themselves.
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* ''VideoGame/GhostRecon'' series:
** In ''Advanced Warfighter'', downed teammates will bleed out and die unless healed by the player or a medic within a minute or so. In the sequel, you only have five medkits to do so per mission.
** In ''VideoGame/GhostReconWildlands'', in addition to NPC bleed-out, the first time Nomad is KO'ed in a given firefight, their teammates have a limited time to revive them before they die for real. In Ghost Mode, [[FinalDeathMode death is permanent]] for both the player character and their allies.
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* ''VideoGame/SvenCoop'' allows players to revive their teammates using the first aid kit in their inventory.
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* VideoGame/DawnOfWar II: In the campaign, downed heroes can be revived by having another hero go to them and revive them (in the orks' case, presumably by kicking him in the fork), or be in range of someone using a medpack. If every hero is downed, the level ends with everyone getting an emergency teleport. In Retribution's ork campaign, this leads to the particularly amusing combo of using Brikkfist to crash into the enemy and fight until dead, detonate a bomb hidden on his body, then use Spookums' grappling hook to drag him away where he can be revived safely.

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* VideoGame/DawnOfWar ''VideoGame/DawnOfWar'' II: In the campaign, downed heroes can be revived by having another hero go to them and revive them (in the orks' case, presumably by kicking him in the fork), or be in range of someone using a medpack. If every hero is downed, the level ends with everyone getting an emergency teleport. In Retribution's ork campaign, this leads to the particularly amusing combo of using Brikkfist to crash into the enemy and fight until dead, detonate a bomb hidden on his body, then use Spookums' grappling hook to drag him away where he can be revived safely.



In 3.5e and {{TabletopGame/((Pathfinder}} which is based on those rules, a character who is given first aid or healing magic to stabilize them can recover hit points naturally even if their HP is still negative, a character who is NOT given first aid has to make three rolls to start recovering HP and will lose 1 HP if they fail the roll, first they have to make one roll every combat round, then they have roll every hour to become conscious (with severe penalties), then they have to roll every day to finally start healing.

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* In 3.5e and {{TabletopGame/((Pathfinder}} ''TabletopGame/{{Pathfinder}}'' which is based on those rules, a character who is given first aid or healing magic to stabilize them can recover hit points naturally even if their HP is still negative, a character who is NOT given first aid has to make three rolls to start recovering HP and will lose 1 HP if they fail the roll, first they have to make one roll every combat round, then they have roll every hour to become conscious (with severe penalties), then they have to roll every day to finally start healing.



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* ''VideoGame/DragonMarkedForDeath'': The playable characters get four "lives" in the sense that if they die, they can revive up to three times during said mission, either immediately upon pressing the button prompt or automatically after a few seconds (which can come in handy with invincibility frames to avoid a particularly dangerous attack). After that last life, they fail the mission and go back to the hub world minus any items they picked up from chests and any gold they would have obtained from completing the mission (though they are allowed to keep the experience and gold obtained from killing enemies or picked up respectively, and any consumable items used will be returned). It's recommended to avoid relying on this, however, as each subsequent revive lowers the total amount of bonus experience earned from completing the mission on top of killing the enemies.

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* ''VideoGame/DragonMarkedForDeath'': The ''VideoGame/DragonMarkedForDeath'':
** In single player mode the
playable characters get four "lives" "tries" on the Retry Gauge in the sense that if they die, they can revive up to three times during said mission, either immediately upon pressing the button prompt or automatically after a few seconds (which can come in handy with invincibility frames to avoid a particularly dangerous attack). After that last life, they fail the mission and go back to the hub world minus any items they picked up from chests and any gold they would have obtained from completing the mission (though they are allowed to keep the experience and gold obtained from killing enemies or picked up respectively, and any consumable items used will be returned). It's recommended to avoid relying on this, however, as each subsequent revive lowers the total amount of bonus experience earned from completing the mission on top of killing the enemies.enemies.
** In multiplayer the same still applies, but the Retry Gauge's maximum value is increased for each player and the lower-level characters in the party have a lower Revival Cost. This is to account for possible level differences of the different players tackling a high-level quest and giving said low-level characters a better chance to contribute.
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* ''VideoGame/DragonMarkedForDeath'': The playable characters get four "lives" in the sense that if they die, they can revive up to three times during said mission, either immediately upon pressing the button prompt or automatically after a few seconds (which can come in handy with invincibility frames to avoid a particularly dangerous attack). After that last life, they fail the mission and go back to the hub world minus any experience from killing enemies or items they picked up from chests. It's recommended to avoid relying on this, however, as each subsequent revive lowers the total amount of bonus experience earned from completing the mission on top of killing the enemies.

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* ''VideoGame/DragonMarkedForDeath'': The playable characters get four "lives" in the sense that if they die, they can revive up to three times during said mission, either immediately upon pressing the button prompt or automatically after a few seconds (which can come in handy with invincibility frames to avoid a particularly dangerous attack). After that last life, they fail the mission and go back to the hub world minus any experience from killing enemies or items they picked up from chests.chests and any gold they would have obtained from completing the mission (though they are allowed to keep the experience and gold obtained from killing enemies or picked up respectively, and any consumable items used will be returned). It's recommended to avoid relying on this, however, as each subsequent revive lowers the total amount of bonus experience earned from completing the mission on top of killing the enemies.

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