Depends entirely on the game. Vanquish for instance has regenerating health, but it's a deeper game mechanically than any tps in terms of what it allows in its possibility space, and everything from its enemies, to the weapons they have, to how hard they hit is built around the fact that you have regenerating health.
Regen health was never really the problem, as much as it became one because all these FPS started playing the same, and it became more an excuse to keep the player to play conservatively than aggressively. Doom in practice still has a quick regen health when you think about it, it's really not likely that you will spend a shit ton of time in that game with low health like you could in OG Doom or older FPS games. They just made the regeneration a thing you had to earn through more aggressive play (by being more in the action, and needing to rip n tear). Fundamentally the likely hood of you spending a lot of time nursing a weak health bar are highly unlikely from what I've played of Doom 4, they just took the concept of regen health and made it something that was a reward for the player playing well, as opposed to a crutch that offsets the balance of the game.
Regen health made sense for Halo, it made sense for the type of game Bungie wanted to make out of Halo multiplayer. Albeit, yeah, the first game (arguably the only campaign I really like, but I might replay Halo 3) had sort of this tweener health system, but with a regenerating shield.
More often games have just been balanced poorly, a lot of these regen health games have decided on top of your low health pool (because your health pool is usually low)+the enemies have hitscan weapons,+all the very specific cover on the field+the sheer quantity of enemies thrown at you: force you to play less aggressively, and instead tank the system. Knowing that they don't have regen health, so as a result you can dish more damage if you play cautiously enough. Halo this wasn't really an issue, because it didn't throw as many enemies at you for one, and more importantly the covies didn't use hitscan weapons. They used projectiles, so you had more breathing room, and more room for error to eat up some shoots or even avoid getting rekt (albeit yes in the case of Halo on legendary automatic weapons are super doo-doo). Throw in the elites having a nice bob n weave, and Halo's overall play had a bit more of a dynamic flair by comparison to all the regen health shooters we've had since.
Like every element of a game, ever, it's not a bad mechanic. It's not necessarily a good mechanic, and on balance I like a proper health bar with potential for long term effect. But when used correctly it can be a logical part of the game design. Halo 2's multiplayer was excellent in 2004, and it would be excellent today. Vanquish is Resident Evil 4 not existing from being my favorite third person shooter. I'm sure there is another game that has really good gameplay with regen health.
The larger point of that video, and any time people are groaning about a mechanic, is that this medium needs to cut it out with the me 2 syndrome. Being different from each other is your real advantage, if you all have the same mechanics, of course I'm going to get tired.
Just like "linear games" weren't really the problem, it was shallow games that also happen to be linear to boot was our problem.
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