One of the main things that has me interested in The Last of Us is its use of realistic damage. Health doesn't regenerate, and Joel doesn't seem especially durable (especially if one were to play on a high difficulty) so actual, realistic thought must be used in combat. One of the biggest immersion-breakers in games and movies is when the guy using a pistol is pinned down by three or four men with machine guns only to just pop out of cover and gun all of them down without breaking a sweat. In movies, the enemies just can't hit for crap, but in games, you can take a seemingly infinite amount of bullets, and then crouch for a minute to become perfectly fine. At its worst, this can lead to a complete rift between story in gameplay, like how a bullet while playing Uncharted does nothing, but in a cutscene it means the end of the world. If, perhaps, on a higher difficulty the player can be killed by just a couple hits, then the enemies soak up a seemingly infinite amount of damage. While I guess most survival-horror games take a semi-realistic approach to health (although the extent of zombie damage and the speed at which medpacs and be used are at times dubious), shooters, hacks and slashes, and RPGs rarely give reason as to why a protagonist or monster can withstand hundreds of hits from a spear. Even if an RPG uses damage in a semi-realistic way, much like with an Uncharted gunshot, if a character dies in battle, it's cured by a phoenix down. In a cutscene, it's permanent. It's a cliche games seldom bypass, and it annoys the hell out of me. While I understand fun gameplay takes precedence over immersion, I don't see why the two have to be exclusive. Are there any games you can think of that approach death and damage with realism?
I can think of a couple examples. One could argue some Mass Effect and Halo games employ it with regenerating shields and first-aid kits when those are done with. Even though Shepard can take quite a few shots after his shields are down, considering the heavy armor he usually wears, one could expect he can withstand a few hits without some sort of barrier.
The only RPG I could think of is the Fire Emblem series. Weaker characters go down in two or three hits from a spear or arrow (reasonable), and those that can withstand any more wear bulky armor. A greater emphasis is placed on dodging than withstanding hits, which, again, is akin to actual combat. The way Fire Emblem approaches damage is actually one of the most interesting things about it, creating moral dilemmas for the player, literally asking who you feel can live or die. While it does make things frustrating at times (NEVER leave your clerics unguarded. Never), it also makes the game damned rewarding, and the bond created between player and characters is much stronger, knowing any of them can die at any moment.
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