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* ''[[http://en.wikipedia.org/wiki/Exile_(arcade_adventure) Exile]]'' ([[SimilarlyNamedWorks not that]] [[VideoGame/{{Exile}} one]]) had it back in the 1980s. You still don't have a whole lot of it and many enemies will deplete it quickly, but at least you just get teleported back to your last teleporter marker (and lose a lot of points) instead of dying.
* Ico from ''VideoGame/{{Ico}}'' doesn't have a health bar but does have regenerating health confirmed in the novel [[spoiler:which explains that Yorda "gives" him health when they're holding hands.]]
* This happens in ''VideoGame/{{inFamous}}'' if you wait long enough but its easier just to find something electrical and drain it as doing so restores health also (as does grinding on a power cable if you have the relevant upgrade).

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* ''[[http://en.wikipedia.org/wiki/Exile_(arcade_adventure) Exile]]'' ([[SimilarlyNamedWorks not that]] [[VideoGame/{{Exile}} one]]) had it back in the 1980s. You still don't have a whole lot of it and many enemies will deplete it quickly, but at least you just get teleported back to your last teleporter marker (and lose a lot of points) instead of dying.
* Ico from ''VideoGame/{{Ico}}'' doesn't have a health bar but does have regenerating health confirmed in the novel [[spoiler:which explains that Yorda "gives" him health when they're holding hands.]]
*
dying. This happens in ''VideoGame/{{inFamous}}'' if you wait long enough but its easier just to find something electrical and drain it as doing so restores health also (as does grinding on a power cable if you have the relevant upgrade).



* ''VideoGame/TheMatrixPathOfNeo'' if you can't find or already used a health-pack, just stand or walk around and Neo heals right up.



* Wander in ''VideoGame/ShadowOfTheColossus'' has no health pickups to restore his lost strength, so he simply has to wait a few minutes for his injuries to heal. Yes, even though said injuries are usually inflicted by falling off enormous colossi several dozen stories tall.

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* VideoGame/TeamIcoSeries:
** Ico from ''VideoGame/{{Ico}}'' doesn't have a health bar but does have regenerating health confirmed in the novel [[spoiler:which explains that Yorda "gives" him health when they're holding hands.]]
**
Wander in ''VideoGame/ShadowOfTheColossus'' has no health pickups to restore his lost strength, so he simply has to wait a few minutes for his injuries to heal. Yes, even though said injuries are usually inflicted by falling off enormous colossi several dozen stories tall.tall.
** The unnamed boy in ''VideoGame/TheLastGuardian'' has no health bar -- you merely limp slowly for a short time after a long fall and then recover.



* ''VideoGame/TheMatrixPathOfNeo'' if you can't find or already used a health-pack, just stand or walk around and Neo heals right up.


* ''VideoGame/RedDeadRedemption'' plays it straight, with John Marston being able to walk off a cougar attack like nothing happened, but then subverted in the [[VideoGame/RedDeadRedemption2 sequel]]; in that game, you (and your horse) have a "health core" that determines how fast, if at all, your health regenerates. The health core empties out overtime or as you take damage and is refilled by eating foods and drinking tonics. You can also consume certain foods to bolster the core's regeneration.

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* ''VideoGame/RedDeadRedemption'' plays it straight, with John Marston being able to walk off a cougar attack like nothing happened, but then subverted in the [[VideoGame/RedDeadRedemption2 sequel]]; prequel]]; in that game, you (and your horse) have a "health core" that determines how fast, if at all, your health regenerates. The health core empties out overtime or as you take damage and is refilled by eating foods and drinking tonics. You can also consume certain foods to bolster the core's regeneration.

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* ''VideoGame/RedDeadRedemption'' plays it straight, with John Marston being able to walk off a cougar attack like nothing happened, but then subverted in the [[VideoGame/RedDeadRedemption2 sequel]]; in that game, you (and your horse) have a "health core" that determines how fast, if at all, your health regenerates. The health core empties out overtime or as you take damage and is refilled by eating foods and drinking tonics. You can also consume certain foods to bolster the core's regeneration.


* The ''VideoGame/BreathOfFire'' series has armor and items that grand this property: the Life Armor and the Love Bracelet/Cupid's Lyre heal the wearer 1 HP per step taken.

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* The ''VideoGame/BreathOfFire'' series has armor and items that grand grant this property: the Life Armor and the Love Bracelet/Cupid's Lyre heal the wearer 1 HP per step taken.


* ''Franchise/TheChroniclesOfRiddick: VideoGame/EscapeFromButcherBay'' and ''VideoGame/ChroniclesOfDarkAthena'' use a partial health regeneration system. Health is divided up into "blocks" (starting at four, through there are special [=NanoMED=] stations that can add an extra block to your max health.) Your health will regenerate only up to the current block. Once a block is completely depleted, the only way to restore it is to go to a health station.

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* ''Franchise/TheChroniclesOfRiddick: VideoGame/EscapeFromButcherBay'' and ''VideoGame/ChroniclesOfDarkAthena'' ''VideoGame/AssaultOnDarkAthena'' use a partial health regeneration system. Health is divided up into "blocks" (starting at four, through there are special [=NanoMED=] stations that can add an extra block to your max health.) Your health will regenerate only up to the current block. Once a block is completely depleted, the only way to restore it is to go to a health station.


* ''Franchise/TheChroniclesOfRiddick: VideoGame/EscapeFromButcherBay'' used a partial health regeneration system. Health was divided up into "blocks". Your health would regenerate only up to the current block. Once a block was completely depleted, the only way to restore it was to go to a health station.

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* ''Franchise/TheChroniclesOfRiddick: VideoGame/EscapeFromButcherBay'' used and ''VideoGame/ChroniclesOfDarkAthena'' use a partial health regeneration system. Health was is divided up into "blocks". "blocks" (starting at four, through there are special [=NanoMED=] stations that can add an extra block to your max health.) Your health would will regenerate only up to the current block. Once a block was is completely depleted, the only way to restore it was is to go to a health station.


** ''VideoGame/FarCry2'' goes for a segmented health bar, where segments will regenerate on their own unless they're emptied, at which point you have to use a healing syrette to recover any lost segments. At the last segment, your health will begin bleeding out on its own, where you will have to use another syrette, or, if you have none, perform [[WorstAid an in-field healing action]] such as ripping your dislocated thumb back into place, pulling a bullet out with a pair of pliers, cauterizing a wound with several matches, etc. ''VideoGame/FarCry3'', ''[[VideoGame/FarCry3BloodDragon Blood Dragon]]'', and ''[[VideoGame/FarCry4 4]]'' use the same system, the main differences being that you don't bleed out on your last segment, and you don't start with as many health segments (2 in ''3'' and 4'', 4 in ''Blood Dragon'') but can upgrade to more health slots (up to six in ''3'' and 4'' and ''16'' in ''Blood Dragon'') as well as how many bars are replenished both from health syringes and from worst-aid. ''VideoGame/FarCry5'', in contrast, goes to straight regenerating health, though still with the ability to heal yourself faster with medkits (the switch being made to compensate for the fact that you can no longer craft them yourself).

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** ''VideoGame/FarCry2'' goes for a segmented health bar, where segments will regenerate on their own unless they're emptied, at which point you have to use a healing syrette to recover any lost segments. At the last segment, your health will begin bleeding out on its own, where you will have to use another syrette, or, if you have none, perform [[WorstAid an in-field healing action]] such as ripping your dislocated thumb back into place, pulling a bullet out with a pair of pliers, cauterizing a wound with several matches, etc. ''VideoGame/FarCry3'', ''[[VideoGame/FarCry3BloodDragon Blood Dragon]]'', and ''[[VideoGame/FarCry4 4]]'' use the same system, the main differences being that you don't bleed out on your last segment, and you don't start with as many health segments (2 in ''3'' and 4'', ''4'', 4 in ''Blood Dragon'') but can upgrade to more health slots (up to six in ''3'' and 4'' ''4'' and ''16'' in ''Blood Dragon'') as well as how many bars are replenished both from health syringes and from worst-aid. ''VideoGame/FarCry5'', in contrast, goes to straight regenerating health, though still with the ability to heal yourself faster with medkits (the switch being made to compensate for the fact that you can no longer craft them yourself).



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

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



* A mutation mode in ''VideoGame/Left4Dead2'' called "Healing Gnome" uses this trope. There are no healing items at all; the only way to recover is to hold the gnome from ''Dark Carnival''.

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* A mutation mode in ''VideoGame/Left4Dead2'' called "Healing Gnome" uses this trope. There are no healing items at all; the only way to recover is to hold the gnome from ''Dark Carnival''. In normal gameplay, ''VideoGame/Left4Dead'' and ''[=L4D2=]'' invert this with the temporary health granted by pain pills and the sequel's adrenaline injectors, which slowly ticks away, while regular health granted by medkits stays until you take damage - interestingly, when you do take damage, it's prioritized towards regular health rather than temporary health.

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* In ''Videogame/MountAndBlade'' this is the only way to heal, it's very, very slow that it didn't recover in battle, and it took hours of in game time to recover to full health.


* Wander in ''VideoGame/ShadowOfTheColossus'' has no health pickups to restore his lost strength, so he simply has to wait a few minutes for his injuries to heal. Yes, even though said injuries are usually inflicted by falling off enormous colossi several dozen stories tall. Justified because he has a magical sword.

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* Wander in ''VideoGame/ShadowOfTheColossus'' has no health pickups to restore his lost strength, so he simply has to wait a few minutes for his injuries to heal. Yes, even though said injuries are usually inflicted by falling off enormous colossi several dozen stories tall. Justified because he has a magical sword.



* Justified in ''VideoGame/{{Crysis}}'' as the [[PoweredArmor nanosuit]] is what is doing the healing and recharging its energy reserves for the armor.



* A rare inversion occurs in ''VideoGame/{{Doom}} 3'' on [[HarderThanHard Nightmare]] difficulty, where the player's health constanly drains at a rate of five HP every five seconds, bottoming out at 25 HP.



* Justified in ''VideoGame/FarCry: Instincts'', in that Jack Carver is a biochemically altered superhuman who regenerates most wounds very quickly. The rate of healing is proportional to the amount of adrenaline he has, however; if he's overusing his Feral Attack, Feral Run, or Feral Vision abilities, he's stuck with health that slowly creeps back up, while if his adrenaline is full, he can hide behind cover in a firefight and be fully healed in seconds.

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* Justified in In ''VideoGame/FarCry: Instincts'', in that Jack Carver is a biochemically altered superhuman who regenerates most wounds very quickly. The rate of healing is proportional to the amount of adrenaline he has, however; if he's overusing his Feral Attack, Feral Run, or Feral Vision abilities, he's stuck with health that slowly creeps back up, while if his adrenaline is full, he can hide behind cover in a firefight and be fully healed in seconds.



* ''VideoGame/GoldeneyeRogueAgent'' has this. One ''could'' justify/handwave it as one of the [=GoldenEye=]'s abilities. Also, please note: It takes a while to kick in.

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* ''VideoGame/GoldeneyeRogueAgent'' has this. One ''could'' justify/handwave handwave it as one of the [=GoldenEye=]'s abilities. Also, please note: It takes a while to kick in.



** Surprisingly, ''VideoGame/Halo3ODST'' rolls back to the original health system in this regard. Just [[CallAHitPointASmeerp replace "Shield" with "Stamina"]]. This roll back is justified, as you're not playing as a SuperSoldier in this game. Your stamina protecting you just as well as a Spartan's PoweredArmor and DeflectorShields...not so justified.
** ''VideoGame/HaloReach'' (which is set before ''Combat Evolved'' and the aforementioned auto biofoam injectors) also returns to the health pack system. It still includes some limited health regeneration, but only up to the nearest third of the lifebar. Unless you're playing as an Elite in multiplayer, in which case this trope is played straight with their health, albeit at a much slower pace than most examples.

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** Surprisingly, ''VideoGame/Halo3ODST'' rolls back to the original health system in this regard. Just [[CallAHitPointASmeerp replace "Shield" with "Stamina"]]. This roll back is justified, as you're not playing as a SuperSoldier in this game. Your stamina protecting you just as well as a Spartan's PoweredArmor and DeflectorShields...not so justified.
"Stamina"]].
** ''VideoGame/HaloReach'' (which is set before ''Combat Evolved'' and the aforementioned auto biofoam injectors) also returns to the health pack system. It still includes some limited health regeneration, but only up to the nearest third of the lifebar. Unless you're playing as an Elite in multiplayer, in which case this trope is played straight with their health, you can heal fully, albeit at a much slower pace than most examples.



* It's OlderThanTheyThink. In the Atari ST game ''MIDI Maze'', released later on Super NES and Game Boy as ''Faceball 2000'', each happy-face character regains one hit point if not attacked for a few seconds. This was released in 1987, long before the formation of Bungie Inc., let alone the realization of ''Halo''.

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* It's OlderThanTheyThink. In the Atari ST game ''MIDI Maze'', released later on Super NES and Game Boy as ''Faceball 2000'', each happy-face character regains one hit point if not attacked for a few seconds. This was released in 1987, long before the formation of Bungie Inc., let alone the realization of ''Halo''.



* {{Inverted|Trope}} in ''VideoGame/RainbowSix'', at least in the first three games. Getting shot even once will kill most characters. The absolute hardiest, wearing the heaviest body armor, can survive a single hit, but are strongly impaired until the end of the mission and will have to sit out several more to recover from it. ''Lockdown'' and ''Vegas'' use this system, however, but with a variation that the amount of punishment you can take before you die and your movement speed are still dependent on the weight of your armor (thus a literal use of BodyArmorAsHitPoints) and inversely proportional to each other, and you still take less damage to die than most contemporary FPS protagonists (some of the few shooters on the market where an enemy with a shotgun can instakill you below a dedicated HarderThanHard difficulty).



** Justified in ''Resistance: Fall of Man''. The protagonist is infected with [[TheVirus the Chimera virus]] at the beginning of the game but has an inherent immunity to it, granting him the Chimeras' regenerative abilities but not the "horrible alien mutation" part. It should be noted that this isn't a standard regeneration system, but rather, it's an interesting hybrid of the health bar/medkit system and this; you have a health bar in four equal segments, each representing 25% health. Regeneration is limited to the current segment, and the only way to regenerate a depleted segment is to pick up a medkit-analogue. Furthermore, the regeneration ability is entirely absent in the first mission for plot reasons, resulting in the odd effect of the first mission being one of the toughest.

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** Justified in In ''Resistance: Fall of Man''. The Man'', the protagonist is infected with [[TheVirus the Chimera virus]] at the beginning of the game but has an inherent immunity to it, granting him the Chimeras' regenerative abilities but not the "horrible alien mutation" part. It should be noted that this This isn't a standard regeneration system, but rather, it's an interesting hybrid of the health bar/medkit system and this; you have a health bar in four equal segments, each representing 25% health. Regeneration is limited to the current segment, and the only way to regenerate a depleted segment is to pick up a medkit-analogue. Furthermore, the regeneration ability is entirely absent in the first mission for plot reasons, resulting in the odd effect of the first mission being one of the toughest.



* ''VideoGame/WaterWarfare'' [[JustifiedTrope justifies]] it--your "damage" is based on how wet your clothes are. As you move, they dry off some.

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* In ''VideoGame/WaterWarfare'' [[JustifiedTrope justifies]] it--your your "damage" is based on how wet your clothes are. As you move, they dry off some.



* Both played straight and inverted in ''Sudden Strike'' - units with moderate damage heal roughly 3/4 of their health on their own, but heavily damaged units' health will actually go down to zero unless they're seen to by a repair unit.

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* Both played straight and inverted in In ''Sudden Strike'' - units with moderate damage heal roughly 3/4 of their health on their own, but heavily damaged units' health will actually go down to zero unless they're seen to by a repair unit.



** However, in ''Gates to Infinity,'' this is averted if the weather isn't Clear and you're not wearing a Weather Band.



* ''[[Videogame/MechWarrior MechWarrior Living Legends]]''s' [[PoweredArmor battlearmor]] will regenerate health via their AutoDoc when not exposed to weapons fire for a few seconds in order to compensate for their [[FragileSpeedster very squishy]] nature. Averted by all the other vehicles in all ''Mechwariror'' games; any damage you take is permanent and can only be repaired at hangars or Mobile Field Bases.

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* ''[[Videogame/MechWarrior MechWarrior Living Legends]]''s' [[PoweredArmor battlearmor]] will regenerate health via their AutoDoc when not exposed to weapons fire for a few seconds in order to compensate for their [[FragileSpeedster very squishy]] nature. Averted by all All the other vehicles in all ''Mechwariror'' games; any damage you take is permanent and can only be repaired at hangars or Mobile Field Bases.



* ''VideoGame/{{Crackdown}}'' let you walk off damage to both yourself and your shield. Justified in that your character is a cyborg with {{nanomachines}}. But enemies ''also'' regenerate health, and they do it quicker than you. On normal difficulty, this isn't a big deal, but higher difficulties force you to plan strategies around killing generals before they can hide and heal back to full health.

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* ''VideoGame/{{Crackdown}}'' let you walk off damage to both yourself and your shield. Justified in that your character is a cyborg with {{nanomachines}}. But enemies ''also'' regenerate health, and they do it quicker than you. On normal difficulty, this isn't a big deal, but higher difficulties force you to plan strategies around killing generals before they can hide and heal back to full health.



* ''Franchise/TheElderScrolls''
** Averted in the first four games in the main series. Replenishing your health requires resting, using a potion, eating food, or absorbing it from enemies through spell effects or an enchanted item.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'':
*** ''Skyrim'' adds it to the series for the first time, though it is extremely slow and the above-mentioned means still exist to replenish it more quickly.
*** "Histskin" is racial power of the [[LizardFolk Argonians]], allowing them to, once per day, massively speed up this health regeneration rate to the point of it being a HealingFactor.

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* ''Franchise/TheElderScrolls''
** Averted in the first four games in the main series. Replenishing your health requires resting, using a potion, eating food, or absorbing it from enemies through spell effects or an enchanted item.
**
''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'':
*** ''Skyrim''
Skyrim]]'' adds it regenerating health to the series for the first time, though it is extremely slow slow, and the above-mentioned means food and rest still exist to replenish it more quickly.
***
quickly.
**
"Histskin" is a racial power of the [[LizardFolk Argonians]], allowing them to, once per day, massively speed up this health regeneration rate to the point of it being a HealingFactor.



** ''VideoGame/MassEffect1'' has regeneration for some [[ClassAndLevelSystem character classes]]. The rest can get it as an [[JustifiedTrope armor upgrade]].

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** ''VideoGame/MassEffect1'' has regeneration for some [[ClassAndLevelSystem character classes]]. The rest can get it as an [[JustifiedTrope armor upgrade]].upgrade.



* In ''VideoGame/{{Summoner}}'', the instant you exit back to the world map, whether from a random encounter or a major dungeon area, your health and action points are restored to full, no matter how hurt you were. The only thing it doesn't cure is death. Somewhat justified in that main character Joseph learns at least the basic healing spell pretty much immediately, action point restoration is just a matter of time, and [[UnitsNotToScale world map travel is assumed to take much longer]] than it "actually" takes - in theory, everyone could be healed up and all action points regained in the time it takes to take one step on the world map.



** Justified, as the player is a vampire and thus has supernatural healing powers as standard. However, he can drink blood (from packs or people) for a quick boost and special attacks such as fire or electricity take longer to heal. It should also be noted that in this game, regeneration is painfully slow and barely noticeable, and will only fully heal you from near death if you've got over an hour of time to sit around and do nothing. Unless, of course, you happened to pick up the helpful "mummywrap fetish" item in [[spoiler:Andrei's mansion]], which makes healing a LOT faster.

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** Justified, as the The player is a vampire and thus has supernatural healing powers as standard. However, he can drink blood (from packs or people) for a quick boost and special attacks such as fire or electricity take longer to heal. It should also be noted that in this game, regeneration Regeneration is painfully slow and barely noticeable, and will only fully heal you from near death if you've got over an hour of time to sit around and do nothing. Unless, of course, you happened to pick up the helpful "mummywrap fetish" item in [[spoiler:Andrei's mansion]], which makes healing a LOT faster.



* A justified variant in ''VideoGame/DestroyAllHumans'', where Crypto is a OneHitPointWonder with a ForceField; if you go about seven seconds without being hit, the shield will regenerate even if completely destroyed.

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** Certain armor skills speed up the rate at which the red portion regenerates, and in ''World'', the Vaal Hazak armor's SetBonus allows regeneration beyond the red portion, though that will take some time as the enhanced regeneration (past the red portion) does not benefit from regeneration rate bonuses.


** ''VideoGame/FarCry2'', ''[[VideoGame/FarCry3 3]]'', ''[[VideoGame/FarCry3BloodDragon Blood Dragon]]'', and ''[[VideoGame/FarCry4 4]]'' go for a segmented health bar, where segments will regenerate on their own until they're emptied, at which point you have to use a healing syrette to recover it. At the last segment, your health will begin bleeding out on its own, where you will have to use another syrette, or, if you have none, perform [[WorstAid an in-field healing action]] such as ripping your dislocated thumb back into place, pulling a bullet out with a pair of pliers, or squeezing a hand gripper really fast to recover up to two segments. The third game onward also let you upgrade how many segments of the health bar are recovered in this case.

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** ''VideoGame/FarCry2'', ''[[VideoGame/FarCry3 3]]'', ''[[VideoGame/FarCry3BloodDragon Blood Dragon]]'', and ''[[VideoGame/FarCry4 4]]'' go ''VideoGame/FarCry2'' goes for a segmented health bar, where segments will regenerate on their own until unless they're emptied, at which point you have to use a healing syrette to recover it. any lost segments. At the last segment, your health will begin bleeding out on its own, where you will have to use another syrette, or, if you have none, perform [[WorstAid an in-field healing action]] such as ripping your dislocated thumb back into place, pulling a bullet out with a pair of pliers, or squeezing cauterizing a hand gripper really fast to recover up to two segments. The third game onward also let wound with several matches, etc. ''VideoGame/FarCry3'', ''[[VideoGame/FarCry3BloodDragon Blood Dragon]]'', and ''[[VideoGame/FarCry4 4]]'' use the same system, the main differences being that you don't bleed out on your last segment, and you don't start with as many health segments (2 in ''3'' and 4'', 4 in ''Blood Dragon'') but can upgrade to more health slots (up to six in ''3'' and 4'' and ''16'' in ''Blood Dragon'') as well as how many segments of the bars are replenished both from health bar are recovered syringes and from worst-aid. ''VideoGame/FarCry5'', in this case.contrast, goes to straight regenerating health, though still with the ability to heal yourself faster with medkits (the switch being made to compensate for the fact that you can no longer craft them yourself).


* ''VideoGame/Payday2'' has several skills and perk decks that allow health to regenerate. The Hostage Taker skill lets you regen a small amount of health every 5 seconds while you have a hostage, and the final perk in the Muscle perk deck also slowly heals you over time. The Grinder, Infiltrator, Sociopath, and Biker perk decks all have perks that heal you when hurting or killing enemies.
* In ''VideoGame/PerfectDarkZero'', Joanna can sustain either "shock damage", which can be walked off, or non-recovering damage. On the HarderThanHard Dark Agent difficulty, all damage is non-recoverable. In multiplayer, only a percentage of damage can be recovered; being shot may deal 75% in shock damage that can be healed if you take cover, and 25% in permanent damage that accumulates until you die. The developers' motive for doing it this way is that ''all players'', no matter how good, will eventually die even if only by accumulation of ScratchDamage.

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* ''VideoGame/Payday2'' ''VideoGame/Payday2'', like [[VideoGame/PaydayTheHeist its predecessor]], normally uses regenerating armor over a static health bar that can only be replenished by use of medic bags and first-aid kits, but it has several skills and perk decks that allow health to regenerate. regenerate normally. The Hostage Taker skill lets you regen regenerate a small amount of health every 5 seconds while you have a hostage, and the final perk in the Muscle perk deck also slowly heals you over time. The Grinder, Infiltrator, Sociopath, and Biker perk decks all have perks that heal you when hurting or killing enemies.
* In ''VideoGame/PerfectDarkZero'', ''VideoGame/PerfectDark Zero'', Joanna can sustain either "shock damage", which can be walked off, or non-recovering damage. On the HarderThanHard Dark Agent difficulty, all damage is non-recoverable. In multiplayer, only a percentage of damage can be recovered; being shot may deal 75% in shock damage that can be healed if you take cover, and 25% in permanent damage that accumulates until you die. The developers' motive for doing it this way is that ''all players'', no matter how good, will eventually die even if only by accumulation of ScratchDamage.



* {{Inverted|Trope}} in ''VideoGame/RainbowSix'', at least in the first three games. Getting shot even once will kill most characters. The absolute hardiest, wearing the heaviest body armor, can survive a single hit, but are strongly impaired until the end of the mission and will have to sit out several more to recover from it. ''Lockdown'' and ''Vegas'' use this system, however, but with a variation that the amount of punishment you can take before you die and your movement speed are still dependent on the weight of your armor and inversely proportional to each other, and you still take less damage to die than most contemporary FPS protagonists.
* Both ''VideoGame/RedSteel'' games use an interesting form of this: in normal gameplay, health regenerates if you don't take damage for a few seconds, but since sword duels are much slower-paced (which would thus make it basically impossible to lose them), damage taken during them does not regenerate until you win.

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* {{Inverted|Trope}} in ''VideoGame/RainbowSix'', at least in the first three games. Getting shot even once will kill most characters. The absolute hardiest, wearing the heaviest body armor, can survive a single hit, but are strongly impaired until the end of the mission and will have to sit out several more to recover from it. ''Lockdown'' and ''Vegas'' use this system, however, but with a variation that the amount of punishment you can take before you die and your movement speed are still dependent on the weight of your armor (thus a literal use of BodyArmorAsHitPoints) and inversely proportional to each other, and you still take less damage to die than most contemporary FPS protagonists.
protagonists (some of the few shooters on the market where an enemy with a shotgun can instakill you below a dedicated HarderThanHard difficulty).
* Both ''VideoGame/RedSteel'' games use an interesting form of this: this.
** In the first game, health regenerates normally
in normal gameplay, health regenerates if you don't take damage for a few seconds, but since sword duels are much slower-paced (which would thus make it basically impossible to lose them), damage taken during them does not regenerate turn off regeneration until you win.win (since they're typically slow-paced enough that you would be able to recover from every hit and make them unloseable).
** ''VideoGame/RedSteel2'' goes for more of an AfterCombatRecovery version, where your health is static for the duration of any sort of combat. As soon as the last enemy in an encounter is killed, you recover to full health.



* Unlike the rest of the classes in ''VideoGame/TeamFortress2'', the Medic regenerates health automatically, at a rate that varies depending on what items you happen to have equipped and how long it's been since you last took damage. Since he's equipped with a backpack-powered [[HealingShiv gun that heals teammates]], it's reasonable that it would be designed to passively heal its wearer as well. The Sniper can unlock a backpack that lets him regenerate health at the expense of a secondary weapon. There is also a backpack for soldier that provides a passive regen of 2 health per second. There are also many weapons that heal on doing damage.

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* Unlike the rest of the classes in ''VideoGame/TeamFortress2'', the Medic regenerates health automatically, at a rate that varies depending on what items you happen to have equipped and how long it's been since you last took damage. Since he's equipped with a backpack-powered [[HealingShiv gun that heals teammates]], it's reasonable that it would be designed to passively heal its wearer as well. The Sniper can unlock a backpack that lets him regenerate health at the expense of a secondary weapon. There is also a backpack for soldier the Soldier that provides a passive regen regeneration of 2 health per second. There are also many weapons that heal on doing damage.



* One of the adrenaline combos in ''VideoGame/UnrealTournament2004'', Booster, gives you this for a limited time. Press backwards four times and you'll start regenerating health, then once you reach the maximum of 199, armor as well. The regeneration lasts as long as you have adrenaline, so killing enemies (balancing the regeneration with the fact that enemies can take health away much faster than the combo will give you it) and other things that give you adrenaline allows you to slightly extend it. Getting into a vehicle immediately stops the regeneration.

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* One of the adrenaline combos in ''VideoGame/UnrealTournament2004'', Booster, gives you this for a limited time. Press backwards four times and you'll start regenerating health, then once you reach the maximum of 199, armor as well. The regeneration lasts as long as you have adrenaline, so killing enemies (balancing the regeneration with the fact that enemies can take health away much faster than the combo will give you it) and other things that give you adrenaline allows you to slightly extend it. Getting into a vehicle immediately stops the regeneration.regeneration, while holding an objective (e.g. carrying an enemy flag) will drain your adrenaline faster, in return for getting half of your adrenaline back if you manage to score a point with it.

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[[folder:Turn-Based Strategy]]
* ''VideoGame/{{Prismata}}'' has two variants. Normal units regenerate to full at the end of every turn. Then, there are 'fragile' units that avert this, but some fragile units double-avert it by regenerating a fixed number of health every turn anyway.
[[/folder]]


* ''VideoGame/{{Splatoon}}'' has damage be represented by [[ShowsDamage how much enemy ink is covering the Inkling]]. Spending some time out of fire will slowly "clean up" the Inkling, but doing so while swimming in their own ink significantly speeds this up. The Octarian enemies in the single player campaign can also regen when staying out of the fire, but with only a handful of them capable of swimming in their ink to accelerate it.

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* ''VideoGame/{{Splatoon}}'' has damage be represented by [[ShowsDamage how much enemy ink is covering the Inkling]]. Spending some time out of fire will slowly "clean up" the Inkling, but doing so while swimming in their own ink significantly speeds this up. The Octarian enemies in the single player campaign can also regen when staying out of the fire, but with only a handful of them capable of swimming in their ink to accelerate it. In ''VideoGame/Splatoon2[=:=] Octo Expansion'', [[spoiler:Agent 3 also gets this -- painful when you first fight them, [[SNKBoss incredibly brutal]] in their BonusBoss fight]].


* ''RedFaction II'' has a restoring health meter, thanks to your character's nanomachines, in addition to health packs that are expended when the meter completely drains. The regenerating health in ''Red Faction 2'' is noticeably slower than in most modern shooter games, and is more for avoiding a Unwinnable situation where the player is stuck in the middle of a level from not having enough health to progress, rather than quick healing in the middle of a firefight.
** The sequel ''RedFaction Guerrilla'' took a step backward, with very fast regeneration and no story explanation.

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* ''RedFaction II'' ''VideoGame/RedFactionII'' has a restoring health meter, thanks to your character's nanomachines, in addition to health packs that are expended when the meter completely drains. The regenerating health in ''Red Faction 2'' is noticeably slower than in most modern shooter games, and is more for avoiding a Unwinnable situation where the player is stuck in the middle of a level from not having enough health to progress, rather than quick healing in the middle of a firefight.
** The sequel ''RedFaction Guerrilla'' ''VideoGame/RedFactionGuerrilla'' took a step backward, with very fast regeneration and no story explanation.

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