Posted on Friday, March 15 @ 18:00:00 Eastern by
GR_Staff

GR Showdown pits the Game Revolution staff against each other in a passionate debate on a particular hot-button gaming topic. Our self-imposed rules? There is no middle ground—all must take a side. All debates will have an equal number of representative on both sides: either 1-on-1 or 2-on-2 . And all our arguments must be made in 350 words or fewer (500 or fewer, if it's one-on-one). Which side are YOU on?
This Week's Topic: Does Red-Out Regenerating Health Hurt First-Person Shooters?

Nick Tan - YES: Accessibility generally comes at the cost of poorer game design, and nothing says this more than red-out regenerating health. Ah, yes, the lesser cousin of quick-saving. Where do I even start?
For first-person shooters that attempt to be "realistic", even in a graphical sense, red-out regenerating health doesn't make conceptual sense. It's understandable if the main character is a cyborg, has a power suit, or is Wolverine, but for humans in Call of Duty, it blatantly conflicts. People have just ignored it so long that they've become comfortable with the inconsistency. They "just don't care" because it's convenient. It's junk gaming.
Health systems will never be fully realistic, let's set that straight. Walking over a box with a plus sign will not save you. But regenerating health makes gameplay boring. It's an issue of tension, or lack thereof.
Old-school FPS veterans remember the times they survived an entire level with but a sliver of health—not much in gaming is as thrilling as that. But regenerating health, even shields, takes all of that away. It effectively reduces all level design to ducking behind conveniently placed cover and chasing checkpoints—inching toward the next spawn point on the skilllful basis of dumb luck.
Though regenerating health makes single-player campaigns easier, hardly anyone would compare them to those of better shooters that are well-paced, lengthy, and mechanically interesting. What happened to long-term risk and reward? Are we so impatient that we need our games to be too?
Limited regenerating health/shields may be a workable compromise, but full regenerating health is essentially hand-holding. It allows players to be sloppy whenever a low grunt comes around because it can't penetrate your shields anyway. They make campaigns forgettable and utterly disposable, a fact which certain publishers love because it lowers the standard for making a copy and paste job every damn year—all in the name for a buck, a quick fix, and screens with fuzzy borders.
(Note: I don't care if you find holes in my arguments. I'll just hide in a corner and in five seconds I'll be just fine.)

Anthony Severino - NO: As a game reviewer, I absolutely love regenerating health. With deadlines looming and a distinct lack of time, regenerating health has saved my ass in more ways than one. Maybe I missed an important health pick-up, or my inventory is low and I have a hunch a boss encounter or epic battle is approaching—I don’t want to have to replay an area again and again just to move on. I'd rather duck into cover, wait a bit, and jump right back in, guns-a-blazing.
Even aside from reviews, I just don’t have time like I used to and when I die repeatedly in games, I get frustrated. I want to keep moving right along and enjoy the experience. Regenerating health ensures that I can do that. I do welcome a good challenge, but I think if a game is designed well, it can be challenging without being frustrating and forcing me to replay the same battle 30 times. It doesn’t just kill my character—it kills my enjoyment.
Do I think that it make a game easier than if it didn’t have regenerating health and you had to rely on inventory or random health pickups found around the map? To a point, yes. But I also think it makes the game more accessible for newcomers or casuals. And let’s face it, the most popular genre out there today is the first-person shooter genre. The last thing developers want to do is alienate the people picking up their game or franchise for the first time. They know if they make it accessible and someone enjoys the game, they’re likely hooked and will buy the next annual rehash, and the next, and the next...
Oh, and I don't necessarily love the red-out—I much prefer grayscale, as I feel that might be a more realistic sensation of life slipping away from you. But like Nick said, there's no true realism when dealing with health in video games.
It works for me, and frankly, that’s how I form my opinion. Maybe I'm just old and cranky and don't have the time to spare. I can, however, see why Nick, Alex, and others are against it. Daniel, back me up here.

Alex Osborn - YES: Oddly enough, I don't disagree with you all that much, Anthony. There are, however, two small distinctions that put me on the other side of the fence; the first of which is the "red-out" aspect.
Like you, I all-too-often get frustrated when trying to make my way through a review, only to get hung up on a particular section because I keep dying. Believe it or not, regenerating health isn't always enough to help me through these particular circumstances, as often times a heavy firefight will leave my vision obscured to the point of infuriating ridiculousness. If I'm struggling through a section and am practically dead, why make it harder by reducing my vision? Are the developers trying to get me to rage quit?
If anything, wouldn't it make more sense to give the player some sort of adrenaline boost or sense of heightened awareness? After all, wouldn't someone with their back against the wall, who's fighting for their life, be all the more desperate and thus more threatening? Plus, does obscuring the player's vision make the experience any more fun? If not, it shouldn't be in the game.
Then there's the distinction between recharging shields and recharging health. While the image above perfectly illustrates my issue with the red-out filters in Halo 3: ODST, I do appreciate the series' approach to health. In a game like Uncharted, regenerating health is absolutely asinine, as that requires some serious suspension of disbelief. Halo works around this by providing the player with a regenerating shield, which is far more believable because the player is a super-soldier fully clad in high-tech armor. The Halo games have jumped between having an actual health bar in addition to the shield bar and having just a shield bar, but either way, it is far easier for my logic-filled mind to swallow.

Daniel Bischoff - NO: Ultimately, the decision a developer makes about regenerating health will be based on the end-user, not a bunch of critics in their dank, underground compound. The industry is unequivocally trending towards regenerating health in its biggest budget, most profitable franchises. This isn't so much a debate for Nick and Alex as it is a last-grasp at a classic gaming mechanic.
That's all health is. I'm arguing that regenerating health doesn't hurt first-person shooters (or any genre really), because when the rest of the game is balanced for it, the player can still have fun, still be challenged, and still feel like there's a compelling threat in front of them.
Let's take Mass Effect 3 and Halo 4, for example, loved by Nick and Alex respectively. Did regenerating health break these experiences? Of course not! Did it honestly detract from your enjoyment in the moment? The 4.5 (the highest grade on the Nick Tan scale) and 5 star reviews (respectively) certainly suggest not.
Regenerating health may feel threatening to old-school gamers accustomed to extreme challenge and explicit stats, but it's a natural extension of the way modern video games expand the audience and help the industry grow. Ease-of-use and streamlining isn't a thread to your sensitive hardcore gamer ego if the experience is still entertaining.
Rinnon
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sli
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213EDD
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Anthony_Severino
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213EDD
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sli
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oblivion437
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"Health systems will never be fully realistic, let's set that straight."
Rebuttal: Virtual Battle Space and ARMA 2 running ACE2
"Ease-of-use and streamlining isn't a thread to your sensitive hardcore gamer ego if the experience is still entertaining."
If challenge, and the context and nature of the challenge, is the core source of enjoyment (like Dark Souls) on a mechanical level it then follows that it may not be a threat to their ego but it is certainly no longer entertaining to them as crave it. A significant chunk of the S.T.A.L.K.E.R. trilogy's appeal is that it is far harder than any console FPS is or will ever dare to be.
But this might all miss the fundamental nut. It's possible the real reason regenerating health exists (alongside other features popularized by Call of Duty) is to gain more perfect control over player movement. Regenerating health also allows (as Cameron Rodgers noted) developers to skip over health pack placement and, thereby, clip the entire issue from testing.
LawnGnome
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Chunibrow
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He was best friends with the douche who said "No gun!" while karate chopping the wall and pulled out his RCP-90 when you turned around.
oblivion437
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danielrbischoff
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Oh do you mean server admins? Yeah those guys are tools :P
cheesegod99
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danielrbischoff
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Some of you commenters have interesting jobs. One guy worked on an oil rig iirc.
cheesegod99
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Bras
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Muahahaha, you'll never guess!
*changes password from "beardedBatman"*
Ivory_Soul
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or 12345678
HorriblePerson
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UghRochester
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Anthony_Severino
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We have a weird URL and hyperlinking structure, so sometimes the site confuses what's coming from the admin end, and what's coming from the user end of things. When we post our avatars from the admin side of things, it causes this. I learned the hard way by having my forum account do this for months before I finally realized the issue.
UghRochester
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wildmario
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Borderlands has a recharging shield, health that can only be replenished with packs (or skills) AND if you die, instead of starting from the last checkpoint, you get an opportunity to use something along the lines of an adrenaline rush and "fight for your life."
I agree that regenerating health in COD is stupid. I also agree that red-screen is dumb (but nowhere near as bad as the shaky-screen of 007 Goldeneye).
I feel like a more realistic portrayal of someone fading out of life would be tunnel vision, since that's what happens as you lose blood-flow to the brain.
TheJx4
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oblivion437
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SolidSevchinko78
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Chunibrow
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Same goes for a multiplayer. You shouldn't be punished after a close 1 on 1 gun battle by running around with 1% health till you easily get killed. You guard your area till you are 100%, then you're good to go for an even battle the next time you encounter someone.
zanzibarmcfate
Joined: Oct 2011
I'd be okay with health packs if they were implemented consistently, meaning that every game utilizing them should place them before and maybe after big firefights and not in some side room easily missed in between long stretches of checkpoint locations.
Ivory_Soul
Joined: Nov 2005
holonic
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Haah... Why are you reviewing games if you suck at them?
Nick pretty much hit the nail on the head. At it's worst it's a cheap mechanic to dumb down and streamline the design: placing checkpoints and dropping pieces of cover are faster and easier than finding sensible spots for health pickups.
It helps to make sure even the drunkest of DUDEBRO players (or busy bee journalists) can make it through the game.
With multiplayer it keeps the game moving fast. Not necessarily a bad thing depending on what you enjoy.
Having to coordinate to keeping your medic alive, or control the best weapon and health spawns is a much more fun and rewarding experience than hiding in a corner for 5 seconds.
But I'm part of a small minority these days I guess.
Anthony_Severino
Joined: Oct 2010
I've encountered this comment before, and it annoys the **** out of me. I'm one of the only few reviewers to complete the Trial of Archemedes in God of War: Ascension before it was patched for being too difficult. I certainly don't suck at games, I just don't have as much time for trial and error given some of the deadlines and my workload.
Games as a career sounds a lot more fun than it is. I can't tell you the last time I truly enjoyed a game for myself instead of as a critic. I put personal enjoyment aside in every game I play to properly judge it as a critic. Because of that, I rarely enjoy games like I remember enjoying them. Now imagine that then dying even ten times in a row at the same spot when you have to finish three more hours of single player, player at least five solid hours of multiplayer, all to meet an embargo, when I've got a ton of other **** to do.
Walk a mile in my shoes.
Anthony_Severino
Joined: Oct 2010
Give Pendulum Castle a try in New Super Mario Bros. U and then get back to me. Personally, that's one of the most difficult levels I've ever played in any video game, and anyone who can finish that is plenty good at video games. You may excel at FPS, but that stage is a *****.
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I remember once reading in a gaming magazine about this issue, regarding health packs and regenerative health. The article was interviewing soldiers of the Australian army and their thoughts on games (especially first person shooters) trying to be "realistic". They flat out said that regardless of regenerative health or health packs, they're unrealistic, as they suggested in reality if you're shot, you're shot, you may be down, maybe not dead but you will probably go down. I know that's a bit irrelevant of me to point out, but just saying. :P
Personally I think it depends on the game. With CoD, I think the regenerative health works because CoD is a very fast paced and frantic game. Even with regenerative health, you can still die very quickly and will die often. Mass Effect may have regenerative shields, but if I remember right health needs to be restored with medigel or a first aid skill. For Mass Effect, that works well too.
I can understand why regenerative health exists in games. Like Eidos mentioned with Deus Ex: Human Revolution, they felt the idea of health packs take away progression and pacing in the game, as players left crippled may spend their time looking for a health pack to save themselves, or perhaps screwing themselves over by accident by saving a file with no health or something. On the other hand, I do understand how regenerative health is completely unrealistic and seems "easy". Get completely trashed, just hide behind a wall for a few seconds and you'll be fine.
Interesting debate...