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** Surprisingly, ''Halo: ODST'' somewhat rolls back to the original health system in this regard. Just replace "Shield" with "Stamina".
** ''Reach'' which is set before Halo 1 and the aforementioned biofoam injectors, returns to the health pack system.

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** Surprisingly, ''Halo: ODST'' ''Halo3ODST'' somewhat rolls back to the original health system in this regard. Just replace "Shield" with "Stamina".
"Stamina". This roll back is justified, as you're not playing as a SuperSoldier in this game.
** ''Reach'' ''[[HaloReach Reach]]'' which is set before Halo 1 ''Halo 1'' and the aforementioned biofoam injectors, returns to the health pack system.
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we all like exact numbers

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** To be specific: A Medic has 150 health, recovers 3 health per second, what increases gradually to 6 after a while without being damaged. With said Blutsauger, he passively loses 2 health per second without resetting the regen to 3/s, and every syringe that connects with the enemy heals the Medic for 3. One clip holds [[BottomlessMagazines forty SYRINGES]] and they are fired at a rate of ten per second. Phew.
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* ''{{Dragonstomper}}'', in the Enchanted Countryside, from way back in 1982.
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* A mutation mode in 'Left4Dead 2'' uses this trope for Healing Gnome. There are no healing items at all and the only way to recover is to hold a gnome that regenerates your health as you hold it.
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* ''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.

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* ''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.
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* ''TheGetaway'' allowed characters to regain health by leaning against walls for a breather.

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* ''TheGetaway'' allowed characters to regain health by leaning against walls for a breather. This is perhaps the earliest example of regenerating health in the common modern sense.
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* Due to its FramingDevice Altair in ''[=~Assassin's Creed~=]'' has "Synchronization" instead of health, which is basically how well you, the player, are matching Altair's actions (presumedly, he never got himself killed, so getting injured reduces your Synchronization). Synchronization can be regained by staying hidden, or completing various goals.

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* Due to its FramingDevice Altair in ''[=~Assassin's Creed~=]'' has "Synchronization" instead of health, which is basically how well you, the player, are matching Altair's actions (presumedly, he never got himself killed, so getting injured reduces your Synchronization). Synchronization can be regained by staying hidden, or completing various goals. In ''2'' this is reduced to a much less useful thing where a health square partially emptied by damage would refill after a while, but since pretty much any enemy attack or significant fall damage would deal more than that, this was a fat lot of good.
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* A justified variant in ''DestroyAllHumans'', where Krypto 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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* A justified variant in ''DestroyAllHumans'', where Krypto 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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* ''MetroidOtherM'' has regenerating health and missiles by using the Concentration technique, which can be interrupted by attacks. You could restore missiles at any time but to recover energy, your health has to be below a certain threshold (critical status mostly) in order to recover energy and that takes longer than regaining missiles. Reserve Tanks allowed you to recover energy at a higher threshold and recover more energy. This mechanic is vital to use since you cannot regain health or ammo unless you use a save station.
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Ask an older gamer about this, odds are they will tell you it's dumbed down shit ruining gaming.

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Ask an older gamer about this, odds are they will tell you [[ScrappyMechanic it's dumbed down shit ruining gaming.gaming]].
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Ruined forever is about knee jerk reactions, this has been out for years.


That's the technique that a number of recent FirstPersonShooter games use for restoring health; is a player finds himself nearing death, all he has to do is go hide somewhere or dodge attacks until health regeneration kicks in. It's still one of the AcceptableBreaksFromReality, since the character recovering health -- even at an unusually fast rate -- isn't any less absurd than him instantly healing by simply touching [[HealThyself medikits]] and [[HyperactiveMetabolism implausibly healthy beefburgers]]. It also has the advantage of avoiding {{Unwinnable}} situations where the player literally has no chance to get through the level because he's run out of both ammunition and healing items, but tends to invoke ItsEasySoItSucks in the process. Instead of making the game about conserving the resources of the level ([[BreatherLevel or game]]) as a whole, the player has to mostly worry about surviving individual encounters. Setpiece shootouts become the order of the day, as does [[TakeCover searching for and using cover]].

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That's the technique that a number of recent FirstPersonShooter games use for restoring health; is a player finds himself nearing death, all he has to do is go hide somewhere or dodge attacks until health regeneration kicks in. It's still one of the AcceptableBreaksFromReality, since the character recovering health -- even at an unusually fast rate -- isn't any less absurd than him instantly healing by simply touching [[HealThyself medikits]] and [[HyperactiveMetabolism implausibly healthy beefburgers]]. It also has the advantage of avoiding {{Unwinnable}} situations where the player literally has no chance to get through the level because he's run out of both ammunition and healing items, but tends to invoke ItsEasySoItSucks in the process. Instead of making the game about conserving the resources of the level ([[BreatherLevel or game]]) as a whole, the player has to mostly worry about surviving individual encounters. Setpiece shootouts become the order of the day, as does [[TakeCover searching for and using cover]].
cover]] (which is said to lead to a gloried game of whack a mole, pop up and kill a target, pop under cover and regen, pop up and kill a target ect.).



One of the many things that has [[RuinedFOREVER ruined gaming FOREVER]].

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One of the many things that has [[RuinedFOREVER ruined gaming FOREVER]].
Ask an older gamer about this, odds are they will tell you it's dumbed down shit ruining gaming.
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* EnslavedOdysseyToTheWest has Monkey doing this

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* EnslavedOdysseyToTheWest Monkey, the protagonist of ''EnslavedOdysseyToTheWest'', has Monkey doing thisone of these in the form of a deflector shield built into his gauntlets.
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**''Reach'' which is set before Halo 1 and the aforementioned biofoam injectors, returns to the health pack system.
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* TheSaboteur features this, although with a ModernWarfare-style reddening of the screen. Annoyingly, if you're badly wounded and climb into a vehicle, as long as the ''vehicle'' is being hit you will neither recover nor take damage - meaning you have to try and escape the Nazis through the streets of Paris while being completely unable to see where you're going.
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* EnslavedOddyseyToTheWest has Monkey doing this

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* EnslavedOddyseyToTheWest EnslavedOdysseyToTheWest has Monkey doing this
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*EnslavedOddyseyToTheWest has Monkey doing this
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** The player can opt to trade off some of their RegeneratingHealth by taking the Blutsauger which allows the shots of it that connect to enemies will heal the Medic a little bit for each, but regenerate much slower, making them very vunerable to fire.
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* ''Kane and Lynch'' uses a similar system in single player, down to the use of cover, though if the player is knocked down too many times in too short of a period, they'll OD on the adrenaline shots administered to revive them.

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* ''Kane and Lynch'' ''KaneAndLynch'' uses a similar system in single player, down to the use of cover, though if the player is knocked down too many times in too short of a period, they'll OD on the adrenaline shots administered to revive them.
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* A justified variant in ''DestroyAllHumans'', where Krypto 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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* ''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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That's the technique that a number of FirstPersonShooter games use for restoring health; is a player finds himself nearing death, all he has to do is go hide somewhere or dodge attacks until health regeneration kicks in. It's still one of the AcceptableBreaksFromReality, since the character recovering health - even at an unusually fast rate - isn't any less absurd than him instantly healing by simply touching [[HealThyself medikits]] and [[HyperactiveMetabolism implausibly healthy beefburgers]], and it has the advantage of avoiding [[{{Unwinnable}} unwinnable]] situations where the player literally has no chance to get through the level because he's run out of both ammunition and healing items. Instead of making the game about conserving the resources of the level ([[BreatherLevel or game]]) as a whole, the player has to mostly worry about surviving individual encounters. Setpiece shootouts become the order of the day, as does [[TakeCover searching for and using cover]].

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That's the technique that a number of recent FirstPersonShooter games use for restoring health; is a player finds himself nearing death, all he has to do is go hide somewhere or dodge attacks until health regeneration kicks in. It's still one of the AcceptableBreaksFromReality, since the character recovering health - -- even at an unusually fast rate - -- isn't any less absurd than him instantly healing by simply touching [[HealThyself medikits]] and [[HyperactiveMetabolism implausibly healthy beefburgers]], and it beefburgers]]. It also has the advantage of avoiding [[{{Unwinnable}} unwinnable]] {{Unwinnable}} situations where the player literally has no chance to get through the level because he's run out of both ammunition and healing items.items, but tends to invoke ItsEasySoItSucks in the process. Instead of making the game about conserving the resources of the level ([[BreatherLevel or game]]) as a whole, the player has to mostly worry about surviving individual encounters. Setpiece shootouts become the order of the day, as does [[TakeCover searching for and using cover]].
cover]].
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Nowhere is the previous points not being fair.


That's the technique that a number of FirstPersonShooter games use for restoring health; is a player finds himself nearing death, all he has to do is go hide somewhere. To be fair, the character recovering health - even at an unusually fast rate - isn't any less absurd than him instantly healing by simply touching [[HealThyself medikits]] and [[HyperactiveMetabolism implausibly healthy beefburgers]], and it has the advantage of avoiding [[{{Unwinnable}} unwinnable]] situations where the player literally has no chance to get through the level because he's run out of both ammunition and healing items. Instead of making the game about conserving the resources of the level ([[BreatherLevel or game]]) as a whole, the player has to mostly worry about surviving individual encounters. Setpiece shootouts become the order of the day, as does [[TakeCover searching for and using cover]].

to:

That's the technique that a number of FirstPersonShooter games use for restoring health; is a player finds himself nearing death, all he has to do is go hide somewhere. To be fair, somewhere or dodge attacks until health regeneration kicks in. It's still one of the AcceptableBreaksFromReality, since the character recovering health - even at an unusually fast rate - isn't any less absurd than him instantly healing by simply touching [[HealThyself medikits]] and [[HyperactiveMetabolism implausibly healthy beefburgers]], and it has the advantage of avoiding [[{{Unwinnable}} unwinnable]] situations where the player literally has no chance to get through the level because he's run out of both ammunition and healing items. Instead of making the game about conserving the resources of the level ([[BreatherLevel or game]]) as a whole, the player has to mostly worry about surviving individual encounters. Setpiece shootouts become the order of the day, as does [[TakeCover searching for and using cover]].
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* Optional in ''[[{{Banjo-Kazooie}} Banjo-Tooie]]'' -- upon returning enough pages to Cheato the spell book, Cheato will eventually give you the "HONEYBACK" cheat, which when turned on will let you recover health at a steady rate. An alternative is the Snooze Pack ability, available whenever Banjo is solo. In execution, Banjo jumps into his pack and ''sleeps it off''.

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* Optional in ''[[{{Banjo-Kazooie}} Banjo-Tooie]]'' -- upon returning enough pages to Cheato the spell book, Cheato will eventually give you the "HONEYBACK" cheat, which when turned on will let you recover health at a steady rate. An alternative is the Snooze Pack ability, recieved during Grunty Industries and available whenever Banjo is solo. In execution, Banjo jumps into his pack and ''sleeps it off''.
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* Optional in ''[[{{Banjo-Kazooie}} Banjo-Tooie]]'' -- upon returning enough pages to Cheato the spell book, Cheato will eventually give you the "HONEYBACK" cheat, which when turned on will let you recover health at a steady rate. An alternative is the Snooze Pack ability, available whenever Banjo is solo. In execution, Banjo jumps into his pack and ''sleeps it off''.
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Not this trope.


* ''AfroSamurai'' allows the player to regain health by ''killing people''. Grabbing teddy bears you find around the playfield instantly refills your HP. Of course, you can't walk it off anymore at [[IdiosyncraticDifficultyLevels Number One Headband]] difficulty.
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Not this trope.


* Being literally a "Fantasy ''Harvest Moon''", in order to limit the amount of early-game work you can do, ''Rune Factory'' makes any action taken without Rune Points (think MP) reduce your health, and it is possible to collapse (or, in a cave, die) from performing an action at incredibly low health. Thankfully, eating is not on the list of actions that cost health (for [[HyperactiveMetabolism obvious reasons]]). However, neither is running - which wouldn't seem so weird if not for the resulting confusion of being able to run around all day for hours at a time without ill effect, while ''tipping a watering can'' can ''kill you.'' Not so much a case of WalkItOff as just a really weird incongruity.
** The other HM games are more or less the same, swapping Rune Points and Health for Stamina and Fatigue. And several games use the trope straight, when equipped with the proper item.
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Not really related.


Some games have other bars, such as the BulletTime, LimitBreak or ManaMeter, which are replenished over time.

See also TraumaInn.
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That's the technique that a number of games use for restoring health; is a player finds himself nearing death, all he has to do is go hide somewhere. To be fair, the character recovering health - even at an unusually fast rate - isn't any less absurd than him instantly healing by simply touching [[HealThyself medikits]] and [[HyperactiveMetabolism implausibly healthy beefburgers]], and it has the advantage of avoiding [[{{Unwinnable}} unwinnable]] situations where the player literally has no chance to get through the level because he's run out of both ammunition and healing items. Instead of making the game about conserving the resources of the level ([[BreatherLevel or game]]) as a whole, the player has to mostly worry about surviving individual encounters. Setpiece shootouts become the order of the day, as does [[TakeCover searching for and using cover]].

to:

That's the technique that a number of FirstPersonShooter games use for restoring health; is a player finds himself nearing death, all he has to do is go hide somewhere. To be fair, the character recovering health - even at an unusually fast rate - isn't any less absurd than him instantly healing by simply touching [[HealThyself medikits]] and [[HyperactiveMetabolism implausibly healthy beefburgers]], and it has the advantage of avoiding [[{{Unwinnable}} unwinnable]] situations where the player literally has no chance to get through the level because he's run out of both ammunition and healing items. Instead of making the game about conserving the resources of the level ([[BreatherLevel or game]]) as a whole, the player has to mostly worry about surviving individual encounters. Setpiece shootouts become the order of the day, as does [[TakeCover searching for and using cover]].

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No longer applicable.


** In Gears' multiplayer mode, Col. Hoffman has exactly this as one of his quotes when he revives a downed ally.
*** Dom does also, though he also adds in 'you pussy' after it.
** ''Kane and Lynch'' uses a similar system in single player, down to the use of cover, though if the player is knocked down too many times in too short of a period, they'll OD on the adrenaline shots administered to revive them.

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** In Gears' multiplayer mode, Col. Hoffman has exactly this as one of his quotes when he revives a downed ally.
*** Dom does also, though he also adds in 'you pussy' after it.
**
* ''Kane and Lynch'' uses a similar system in single player, down to the use of cover, though if the player is knocked down too many times in too short of a period, they'll OD on the adrenaline shots administered to revive them.

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Click the edit button to start this new page.

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Click ->''"Medicine became obsolete in the edit year 2004, when doctors noticed that hiding behind a wall caused human health to regenerate to 100%."''
-->--'''Games Radar''', [[http://www.gamesradar.com/f/101-things-weve-learned-from-videogames/a-20081126162511389033 101 things we've learned from games]]

You remember when you'd get a stitch in PE and the teacher would tell you to walk it off, even though that only made it worse? Now imagine him saying that after you've taken five bullets to the chest. Then imagine it ''working''.

That's the technique that a number of games use for restoring health; is a player finds himself nearing death, all he has to do is go hide somewhere. To be fair, the character recovering health - even at an unusually fast rate - isn't any less absurd than him instantly healing by simply touching [[HealThyself medikits]] and [[HyperactiveMetabolism implausibly healthy beefburgers]], and it has the advantage of avoiding [[{{Unwinnable}} unwinnable]] situations where the player literally has no chance to get through the level because he's run out of both ammunition and healing items. Instead of making the game about conserving the resources of the level ([[BreatherLevel or game]]) as a whole, the player has to mostly worry about surviving individual encounters. Setpiece shootouts become the order of the day, as does [[TakeCover searching for and using cover]].

Many of these games still use healing items to provide instant energy boosts during nasty confrontations, and some will vary the method of regeneration, by only allowing the player to regain health in specific areas, or by crouching or doing some other action. Sometimes the player can only regenerate a small amount of health, with medikits needed to top it off. Alternatively, the player may have a standard energy bar, but with a replenishing energy shield over the top - or have automatically replenishing health, but with a standard bar representing degrading body armour. The basic principle is ultimately the same though.

Some games have other bars, such as the BulletTime, LimitBreak or ManaMeter, which are replenished over time.

See also TraumaInn.

One of the many things that has [[RuinedFOREVER ruined gaming FOREVER]].

If this is actually a dramatic ability and not just a gameplay mechanic, then it's a HealingFactor.
----
!!Examples
* ''GearsOfWar'' has an opaque, bloody red gear appearing in the middle of the screen; once it becomes fully visible, the player is down and begins bleeding out helplessly (in the sequel, a character can crawl to safety, or if they're holding a grenade, detonate it to take their enemy with them if they're close enough). Being curbstomped or having more ammo put into them will cause their death, while an ally helping them up will let them get back into the action. Regeneration occurs when the player is undamaged for a period.
** In Gears' multiplayer mode, Col. Hoffman has exactly this as one of his quotes when he revives a downed ally.
*** Dom does also, though he also adds in 'you pussy' after it.
** ''Kane and Lynch'' uses a similar system in single player, down to the use of cover, though if the player is knocked down too many times in too short of a period, they'll OD on the adrenaline shots administered to revive them.
* Justified in ''VampireTheMasquerade: Bloodlines'', 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.
* The first ''{{Halo}}'' game used regenerating shields with a limited health bar beneath; the second and third just has the player regenerate both health and shields while not being hit, though no 'health bar' is shown, via [[{{Handwavium}} automated biofoam injectors]]. CriticalExistenceFailure is still in full effect despite it.
** In the third game, the first level is titled 'Walk It Off' in reference to the Master Chief walking off falling two kilometres from a crashing spaceship. Still upset about that stitch?
** Surprisingly, ''Halo: ODST'' somewhat rolls back to the original health system in this regard. Just replace "Shield" with "Stamina".
* ''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 ''CallOfDuty'' series (starting from ''Call of Duty 2'') do this, with a red outline on the screen that gradually grows more insistent the more damage the player takes. If you take a lot of damage it can be almost impossible to see anything, which tends to just make you die that much faster.
** And on the HarderThanHard and NintendoHard Veteran difficulty, they can practically insta-kill you before you even see or hear them, turning enemies into DemonicSpiders in many situations, particularly where they flank, snipe, or grenade you(sometimes the grenade explodes before you can react). Thank god for the [[SaveScumming ample amount of savepoints]].
** Similar things occur with ''Soldier Of Fortune: Pay Back''.
* ''SilentHill 4'' provides regeneration for the player while he is in his apartment - but only in the first part of the game.
* ''StarWars: {{X-Wing}}'' used this, after a fashion.
** But only if you reroute the engine's power to the shields at least 75%, and even at 100% they recharge very slowly - far too slow for waiting around to be a viable gameplay tactic in most of the missions.
*** A more effective way to boost your shields in those games was to reroute power from the laser cannons, you could get a decent sized boost quickly, and the lasers regenerated a lot faster than shields.
* In ''VagrantStory'' you regenerate health and lose risk (which makes you more vulnerable but also gives you more attack power) continuously when outside of combat.
* ''TheGetaway'' allowed characters to regain health by leaning against walls for a breather.
* The ''{{Fallout}}'' and ''{{Arcanum}}'' {{RPG}}s have the player and his {{NPC}}s slowly regenerating health (and in the latter case stamina) over a surprisingly realistic amount of time, but it takes so long that a more practical route is to hide off to a safe area and use the "fast forward time" menu to... well, fast forward time. If badly wounded, however, this could take a lot longer than you wanted (to the tune of months), especially considering you're on a TimedMission...
** Additionally, the ''{{Fallout}}'' games had the First Aid and Doctor skills, which let you gain some experience for healing yourself, ''and'' heal crippled limbs without paying a doctor. They could be used a limited number of times per day, however, even without the kits.
** In Fallout's spiritual ancestor ''{{Wasteland}}'', the Medic and Doctor skills only worked on seriously wounded characters. Normal hit point damage could only be healed by waiting, and the game would tell you so.
* ''MetalGearSolid 3'''s Naked Snake can wait out his injuries. The rate of health increase is dependent on how high his Stamina Gauge is. If you can't be bothered waiting for his health to rise like that, you can also knock him out with a sedative mushroom or with chloroform - during his sleep, he recovers faster. You can even save, turn the game off, and come back after a day or so has elapsed on your console's clock.
** ''MetalGearSolid'' 2 and the Twin Snakes remake let you recover health if you were bleeding by crouching or lying on the ground. This only recovers enough health until the bleeding stops.
* In ''{{Runescape}}'', eating heals your health, but without food, all you have to do is just wander around and stay out of trouble until you get better... but once your Constitution levels get higher, that's ''really'' slow (1 life point per 6 seconds, when the max life points a player can normally have is 990). Also, running saps your energy, but even at 0% energy you can just keep walking, and you'll recover your energy...without resting.
* In ''{{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.
* In ''FaceBall 2000'', each happy-face character regains one hit point if not attacked for a few seconds.
* Justified in ''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.
* Due to its FramingDevice Altair in ''[=~Assassin's Creed~=]'' has "Synchronization" instead of health, which is basically how well you, the player, are matching Altair's actions (presumedly, he never got himself killed, so getting injured reduces your Synchronization). Synchronization can be regained by staying hidden, or completing various goals.
* Being literally a "Fantasy ''Harvest Moon''", in order to limit the amount of early-game work you can do, ''Rune Factory'' makes any action taken without Rune Points (think MP) reduce your health, and it is possible to collapse (or, in a cave, die) from performing an action at incredibly low health. Thankfully, eating is not on the list of actions that cost health (for [[HyperactiveMetabolism obvious reasons]]). However, neither is running - which wouldn't seem so weird if not for the resulting confusion of being able to run around all day for hours at a time without ill effect, while ''tipping a watering can'' can ''kill you.'' Not so much a case of WalkItOff as just a really weird incongruity.
** The other HM games are more or less the same, swapping Rune Points and Health for Stamina and Fatigue. And several games use the trope straight, when equipped with the proper item.
* One of the main complaints about the game ''[[XMen X2 - Wolverine's Revenge]]'' was that you had to spend quite a bit of time hiding and waiting for Wolvie's HealingFactor to kick in. Several other X-Men games have similar strategies for playing as Wolverine.
* Almost all {{Roguelike}} games (like ''{{Nethack}}'' and ''{{Angband}}'') are like this. One exception is ''Incursion'', where you only regain health when you rest for the night, and only if your rest isn't interrupted by an ambush; rest in the TraumaInn is guaranteed to not be interrupted, but after a while the game forces you to rest in the dungeon instead.
* ''FinalFantasyVI'' has an accessory called the Tintinabar which causes a character that equips it to regenerate health with every step. More useful than it sounds.
* ''NinjaGaiden:Dragon Sword'' does this partially. When you're hit, part of the health lost can be recovered at the end of the battle.
** Also done in the sequel to the ''NinjaGaiden'' Xbox remake.
* Slightly justified in {{Crysis}} as the [[PoweredArmor nanosuit]] is what is doing the healing and recharging its energy reserves for the armor. Although where the source of the energy is unaccounted for.
* ''{{Portal}}'' also had a regenerating life meter, but hid it. Since nobody else had a LifeMeter and especially not the turrets (the only harmful things that don't insta-kill you), it was more a matter of "either the turret kills you or you get past it".
** Interestingly, the game engine tied the regeneration to your portal gun. Hacking the ASHPD into Half-Life 2 will cause your health to regenerate like lightning as long as you have it equipped.
* Unlike the rest of the classes in ''TeamFortress2'', the Medic regenerates health automatically, which makes sense seeing as he can't heal himself and has to stay alive as long as possible to heal others. His health regeneration rate improves the longer he goes without taking any damage.
* Wander in ''ShadowOfTheColossus'' has no health pickups to restore his lost strength, so he simply has to wait a few minutes for his injuries to heal. Considering how Wander spends most of the game falling off enormous colossi several dozen stories tall, there's plenty of room for FridgeLogic to creep in.
** A little bit justified if you watch how the wanderer lands - or even when he gets wallopped by one of the colossi. Usually, he performs some form of last-second dodge or rolling landing to reduce the damage he takes, meaning that the health bar is actually a bit of a luck bar as well. Mind you, being struck by something ninety-seven times your size and made of solid stone is sure to result in a OneHitKill (or at least a One Hit Squish) so the wanderer needs more luck than health, methinks.
* In the original MaxPayne, using a shootdodge efficiently allows Max's pain meter (life meter) to fill up entirely without killing him. He then limps for a bit as the meter slowly empties to a certain point, at which point he's fine. Normally, it's pretty cool. Abused, it allows Max to do things like ''dive into a grenade blast and walk it off''. Then it's ''really'' cool.
* ''[[{{Riddick}} Chronicles of Riddick: Escape From Butcher Bay]]'' 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.
** A similar system was used in ''Pariah''.
** ''Medal of Honor: Airborne'' uses a similar system.
** ''{{Condemned}} 2: Bloodshot'' uses a similar system, as well.
** ''FarCry 2'' uses a similar system, the difference being that once you get to a single box of health, you have to find a place to hide and perform some quick field surgery. If you don't do this, you bleed out, and die.
* In ''[[FirstEncounterAssaultRecon F.E.A.R.]]'', your health regenerates, but only up to about 25 health (which is only enough to survive 1 bullet, at most). You can use medkits to heal up to full health, and you can also carry up to 10 medkits at a time. In the sequel, this was changed - you could only carry 3 medkits, but they restored full health, and your natural regeneration when not getting shot is up to about 40% of your health.
* Justified in ''[[ResistanceFallOfMan Resistance: Fall of Man]]'': the protagonist is infected with 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; 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.
* In ''[[{{Stalker}} S.T.A.L.K.E.R. Clear Sky]]'', your health slowly recovers as long as you're not irradiated, bleeding, on fire, etc. The rate of recovery is rather slow, though (it takes several minutes to recover to full health), so it doesn't really do you any good in firefights.
* Most if not all [=MMORPGs=] let your character slowly regain health and mana as long as they aren't in combat. The rate of this can usually be upped by actions such as eating or just sitting on the ground for awhile.
* ''BrothersInArms: Hell's Highway'' includes a variant of this. In that game, the screen goes more red when you're exposed to fire, with the red reflecting your risk of actually getting shot. If you stay without cover for too long, you die quite quickly if it's dark red (even just peeking briefly out of cover). The thing here is that you more or less die from one shot, not that he can walk off the damage. But the mechanic is slightly similar.
** It's also possible to suddenly keel over out of apparently nowhere because an enemy got a lucky shot/grenade off. The squadmates generally start yelling about how lucky you are and to get in cover when your screen starts going red.
* ''RainbowSix Vegas'' uses this system. Previous games had featured a more realistic system (Body armor absorbed damage, with heavier armor defeating more powerful rounds but also weighing more. Rounds that pierced armor either killed or badly injured the player.)
* Subverted in ''PerfectDarkZero'', where Joanna can sustain either "shock damage", which can be walked off, or non-recovering damage. Averted on the HarderThanHard Dark Agent difficulty, where all damage is non-recoverable.
** ''{{Lugaru}}: The Rabbit's Foot'' has a similar system where blunt trauma gradually fades away for the most part, but being slashed or stabbed causes permanent damage. All damage is healed between levels.
* ''MassEffect'' has regeneration for some [[ClassAndLevelSystem character classes]]. The rest can get it as an [[JustifiedTrope armor upgrade]].
** ''MassEffect 2'' gives this standard on all characters, turns it UpToEleven and combines it with generally reduced health. Particularly at higher difficulty levels, battles mainly consist of popping out of cover for a few shots, almost dying, then ducking back down and waiting a few seconds to completely heal.
* ''UnchartedDrakesFortune'' relies upon this type of healing method. As Nathan Drake takes damage, the graphics slowly begin to lose saturation, and in order to recover his health he must take cover.
* Even ''EndWar'' has this to a limited extent. Units have two health bars- shield and hp. The shield bar will refill after a few seconds out of combat. However, the hp bar ''won't''. Also, unit performance degrades as it loses HP...
** The Protoss from ''{{Starcraft}}'' were quite similar, minus the performance loss.
* ''AfroSamurai'' allows the player to regain health by ''killing people''. Grabbing teddy bears you find around the playfield instantly refills your HP. Of course, you can't walk it off anymore at [[IdiosyncraticDifficultyLevels Number One Headband]] difficulty.
* In ''{{Warcraft}}'' II, the Troll Berserkers can acquire the ability to slowly regenerate health.
** ''Warcraft 3''' gave this ability to all units, but Trolls could learn to do it faster. In addition, Undead units either barely regenerate (in the case of Heroes and some units) or couldn't regenerate at all unless on Blight, while Night Elves heal faster during the night cycle.
** In WorldOfWarcraft, all players regenerate health depending on their spirit attribute outside of combat (trolls keep 10% in combat), but it's a really minor factor at later levels - so much so that trolls later got an additional racial ability to offset the weakness of it.
*** In practice, [[HyperactiveMetabolism foods and drinks]] are this trope, too; they regenerate your food/mana (relatively) slowly, are common, cheap (or free) and requires you to be out of combat.
* ''{{Crackdown}}'' let you walk off damage to both yourself and your shield. Justified in that your character is a cyborg with {{nanomachines}}.
* In ''TheLordOfTheRingsOnline'' the health is actually morale, leading to status such as in combat and out of combat regeneration. Although it is always quicker to "heal" using food, potions, of by way of a healer - If you really want to wait for a few minutes you will "heal" just fine on your own.
* ''SuperMario64'' had what was either by design or a [[GoodBadBugs good bad bug]]: Since the [[SuperDrowningSkills air meter]] was shared with the LifeMeter, you could heal completely by simply finding water over Mario's head and Swimming It Off. This was removed in ''Sunshine'' and ''Galaxy''.
* ''MegaManX 3'' had the healing helmet, which let X refill his energy (and tanks) by finding a place to hide. Hooray for those short, empty halls before bosses, huh?
** ''X8'' lets whichever character is on the bench regenerate health, but only up to whatever portion of lost health is shown in red. If you don't switch out while part of your health is red, the red marks will deplete over time. If you switch back to a character while they still have red marks on their health, the red marks will immediately disappear. One of X's body upgrades converts all the damage he takes to red, so that he can regenerate it all if you switch him out.
* The QuantumOfSolace video game had the "screen turns grey" variant, with a slight variation in that a translucent version of Bond's signature opening gun barrel creeps in.
* Interplay's ''Lord of the Rings'' allowed characters to heal by eating beans or using plants, then walking around until their health got back to normal.
* In ''DragonWarrior'', you can get a special armor that heals you every time you make a step.
* ''Game/{{Baroque}}'' has you heal over time as long as your Stamina isn't empty, but your Stamina also decreases over time. Once you run out of Stamina you'll slowly take damage instead of healing, so relying on this too much will kill you.
* ''CityOfHeroes'' is somewhat unusual for an MMORPG in that all characters and most-to-all enemies slowly regenerate ''in combat'', even if they don't have any explicit HealingFactor. In addition, characters do have an explicit "Rest" power, intended for very fast recuperation between encounters ("panels")... but it's possible if risky to try this in combat, and certain powersets can make it ''practical'' to rest while under direct attack from multiple opponents. This fits in with the rest of the game's design, in particular its intention of avoiding the need for any specific "party balance".
** In fact, running away from a fight going badly just far enough to be able to rest before pursuers catch up is a pretty effective tactic, even if it's slower than not needing to.
* In ''{{Landstalker}}'' the pretty useful healing boots do this, allowing a player with enough patience to avoid paying for inns.
* Whether this is [[JustifiedTrope justification]] or a HandWave is [[YourMileageMayVary up to the individual]]: In ''LostPlanet'', [[PlayerCharacter Wayne]] has a device called a "Harmonizer" on his right arm. It takes the Thermal Energy you find throughout the world and converts it for use in his body.
* ''FrontlinesFuelOfWar'' has this in much the same way as the ''CallOfDuty'' games, as taking hits made the screen fade red, and even included your soldier breathing heavily with an audible heartbeat at high damage levels. You could simply find cover and be back to normal in a matter of seconds even then.
* ''TheConduit'' has this, but only after Mission 3 when you first get the high-tech alien armor the main character's seen wearing on the front cover of the game. Before that, all you're equipped with is a standard Secret Service suit and tie, and you're dependent on picking up medikits for health.
* In FinalFantasyXII, hit points don't regenerate when you run around, but mana points do, so you can cast cure spells on your whole party, then run around until your mana fully refills, before moving to the next screen.
** Not to mention when combined with other passive abilities that restore your MP (for example, damaging enemies or taking damage), you can regain MP fairly quickly. Areas heavy with Mist will regenerate your MP faster as you run around.
** ''EternalDarkness'' also does the same thing with its magic system. Just walk around the room to recover your magic power.
* In ''{{Castlevania}} Circle of the Moon'', one of the spells allows you to heal gradually, but you have to stand still for it to work. This costs quite a bit of MP, but you recover MP gradually too--more with a higher Intelligence stat.
** The Time Heal move from ''Curse of Darkness'' also allows you to heal some of Hector's health gradually. You do get to run around while using it, though.
* In the ''MonsterHunter'' series (at the very least, ''Freedom Unite'' on the [=PSP=]), some of the health you lose from hits turns red instead of disappearing. If you can keep from getting hit again, the red portion will regenerate, but no more than that. Of course, potions will be necessary for any consequential amount of healing, but since your guy stops to flex triumphantly after every item you use...
** It's been proven that you can regenerate EXACTLY half of the damage you take. So if you get hit by a [[NamesToRunAwayFromReallyFast Crimson Fatalis]] and it hits you for half of your total health, you will, somehow, be able to recover 50% of that damage. In other words, you're at 100% health, said monster hits you, you lose 50% of your health (this 50% is cannot be regenerated outside of sleeping at the base camp or downing a potion or herb), so 50% of the damage you just took will turn red and you will be left at about 25% health, at which point, you, very slowly, start regenerating health, up until you have regenerated the 50% of damage you took. [[ItMakesSenseInContext It Makes Sense In Context]] more-or-less, describing it is very confusing without the help of visual aids. In other words, if you're at full health, you won't be able to regenerate all of the health you lost without downing a healing item of some kind.
* ''Game/TheGodfather'' game combines this with the HealingPotion system. There's the olive green part of Aldo's health bar which represents his fixed health, a light green part which can regenerate and turn olive green, as well as a black part which he can't regenerate past. To be honest, though, it doesn't do much against sustained attack.
* 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.
* SEED: Rise of Darkness... although it's painfully slow and usually easier to use a TraumaInn anyway.
* Many units in SupremeCommander, including the ACU, support commanders, most of the experimentals and many Tech 3 units, regenerate HP automatically.
* Very noticeable in [[MirrorsEdge Mirror's Edge]]: you can take an awful lot of machine-gun fire as long as you have somewhere to run after. Hiding behind something works too, of course.
* This is the primary way your team members can regain health in ''PokémonMysteryDungeon'', if healing items are scarce or not avaliable. Staying in one spot and holding down the B
button to start use up your turns also works. The process is slow however, and only heals one hit point a turn or step, though this new page. can be augmented with IQ skills.
* ''Tomb Raider Underworld'' is the first game in the Tomb Raider series where health packs aren't necessary, as Lara regains her health over time.
* ''JustCause 2'' (not sure about the first) uses a hybrid of this and the health-kit system. Rico can generate part of his health back when it gets low, but to restore it fully needs medkits.
* ''RedDeadRedemption'' has regenerating health, but in single-player you can buy medicine that, when used, instantly regenerates all of your health.
* In ''Arkista's Ring'', the eponymous ring, recieved on a NewGamePlus, does this. You're gonna need it in the higher loops.
* In ''Lineage2'' this is ''the'' method to regenerate health while LevelGrinding for most classes and even most combination of classes. This pretty much means the game gets paused every couple minutes.
* In ''{{Ys}} I and II'', your HP regenerates when you stand in place outdoors. Once you get the Heal Ring (or the Cape of Holy Spirit in ''II''), you can regenerate health in dungeons as well. Most of the later games also have some type of HP-regenerating item (which sometimes consumes MP).
* This happens in {{Infamous}} if you wait long enough but its easier just to find something electrical and drain it as doing so restores health also.
* Scratch Damage (inflicted by all enemies when you have Hero Points left, inflicted by the player characters with machine guns) in ''ResonanceOfFate'' heals automatically, even during combat, especially during Invincible Action (AKA Hero Actions). Direct Damage (inflicted by poison, regular enemy attacks when in Condition Critical, or the players using grenades or pistols), however, is permanent unless you rest or use a Perfect Aid - it also makes Scratch Damage permanent.
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