binary solo said:
Heavy Rain? Doesn't do what you describe, but if a character is dead, they're dead. Valkyria Chronicles did similar, thought the main characters couldn't be killed off. I think a Heavy Rain or VC approach in a FPS would be pretty interesting. Character dies on a mission, you don't get a do over from a checkpoint. Mission ends in failure, game/story takes a particular direction. Character gets badly shot up, but lives, leads to something different. Mission accomplished with naught but a scratch: a few days R&R and that character is back in action. Arguably, chugging on a health pack actually makes things easier, as long as you have one. And chest high walls are still your best friend when you're down at <20% health. With autoheal you can make a game a lot harder / make enemies a lot harder to kill. I think autoheal and health bar have their own advantages and disadvantages. It's all about how the developer chooses to use their system, and the player's preference. |
Good point. There are situations where both models (health pack/ health regeneration) could make the game easier. Just to take an example, I was playing Bioshock 2 and fighting the Big Sisters. Over the course of the fight, I used up all my health packs while I was still strafing and shooting. If the game was modeled off a health regeneration model, there is no way I would have made it through the fight because there is no button to press that will instantly restore my health while I'm still taking fire.







