why was not this an option?White Lightning said:I like old fashioned health bars, and you need to find health but you could also carry some around. Basically what Legend of Zelda has.
I picked up Just Cause 2, and it is similar in that, if you can only regenerate a certain amount of damage. So if you get shot a lot before you find cover, you won't fully heal (though you will heal a little), but if you get shot once or twice, then take cover, you'll recover all the health you just lost. There are also health-pack-things around the place, though they aren't overly common outside of military bases.TopazFusion said:I liked Far Cry 2's system the best. It was a hybrid of regenerating health, and portable health packs.
As long as you don't lose a full square of health, it will regenerate.
And health packs will heal you, but only if you're not taking damage.
Worked well I thought.
I thought the crutch-walking skill was just a dump-stat. Now I know better...Tharwen said:Dwarf Fortress!
Shot in the leg? You lose!
Fall off a building? Have fun never walking again!
What's that? You want your arm back? Haha! No.
I have to agree with this. As much as I would like to play more shooters with limited or no regenerating health (Resistance and Transformers: WFC come to my mind), all of these health systems have their merits, and influence the gameplay and level designs in more ways than most people realize.Jandau said:I voted other simply because there was no "All of them" option.
Health systems are a game mechanic and like any game mechanic they need to fit the game. Not every game would work as well with the same setup. At the most basic level, regenerating health allows the developer to make a fragile protagonist - one who dies from a few shots. Traditional health systems require the player to be somewhat robust so to allow a margin of error. On the other hand, traditional health can add an element of resource management to the game, balancing when to use a health pack, when to backtrack to find first aid kits, etc.
I'm not against regenerating health. I do agree that it's a bit overused and is being shoehorned into games that don't benefit form it, but I don't outright hate it.
Personally, I enjoy a mixed approach, with a bar of fixed health and a bar of regenerating health, with health packs for the fixed health being rare or even non-existant.
Ahh I noticed this as well when I was playing through. For the games benefit I like to imagine that Isaac has his own small HUD inside his faceplate where he can see his health, and that the health bar on the back is there to alert other engineers working nearby that he is injured.Starik20X6 said: