Action game where the injury is 'almost' permanent.

I replayed Tomb Raider 2013 through Definitive Edition, and I always thought the game would've been infinitely better if it had actual survival system we saw from Metal Gear Solid 3: a fully fledged hunting mechanic, an actual exploration that demands a challenge, a stamina meter that can be filled by eating foods, a surgery system etc instead of pretending to be a survival action game.

And one of the scene from that was Lara getting impaled, which, at first, was a hugely important plot point, hamfisting the theme "this game is about SURVIVAL Y'all". A half hour later, it gets completely forgotten after the opening by making Lara Croft female Rambo. But a few hours later, the game suddenly pulls that plot point again and shows the cauterization scene without a proper context building for it, almost as if the game's saying "oh, yeah, this was the 'survival' game." And the game's back to normal again.

I didn't notice this in the first playthrough, but knowing the complete story now, that got me so off guard this time. It made me realize that I've never played a game where the injury is permanent.

The bullet wound is a serious injury that takes years to fully recover. Even a bullet stuck in your leg can kill you by blood loss. But in pretty much all shooters, maybe except for mil-sims like Arma (which you still return to normal after each campaign mission), the injury means nothing. You get shot, you wait for a few seconds or take a first aid kit and then you're fine. It was the accepted gameplay contrivance since the medium's inception.

What if that isn't the case? What if the damage you take is a long-term disadvantage in a shooter? Not necessarily long as a real life, but long and lethal enough to make you avoid a gunfight.

Let's take aforementioned Tomb Raider just as an example. You just got shot from the enemy, and you get a red HUD indicating that you are hurt. Let's say that indication stays, not going away. That red HUD remains until you reach a campfire point. At the campfire you have to treat your wound in a similar manner we saw in the cauterization cutscene in MGS3 style cure menu. You stopped the bleeding, but your max health point is now smaller like Demon's Souls until next day in the game time.

Obviously, there should be a drastic balancing for this to work like the enemy rarely having an automatic rifle or a huge change in enemy accuracy and health. But I think it would be interesting if we see a system like this implemented in a stealth game, RPG or a tactical game.

Posted Apr 19, 2018, 11:03 PM UTC · edited

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