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First-aid kits simply do not fit into this paradigm, the animation would have to include opening said kit, taking something out of it that is not a health drink or syringe (those would be redundant), so something like a bandage, that would have to have some kind of an application animation itself bandaging an arbitrary body part... that is simply too long and complicated, it can not work.
Well I just hope there's a HUD or some kind of status screen that will give the player an accurate representation of their health, so they know exactly when a Syringe is warranted or if they only need a health drink. Red borders and a limp aren't sufficient knowledge, they're too vague.
And if there's no HUD by design, then there should not be an ammo counter in combat either.
Since we do have Syringes though, I hope the game uses the stamina system as well, where your running speed and melee attack speed will slow down if your stamina runs low.
It kind of did, actually. The game gave clear indications when James was below 50% health, in the form of a blinking cross in the corner of the screen on PC, and a throbbing controller on PS2 or Xbox.
That and we know exactly how much health James had (100) and how much each healing item returned: 25 for Health Drinks, 50 for Medkits, and 100 for Ampoules, with ten minutes of unlimited stamina accompanying the Amouple as well.
https://www.youtube.com/watch?v=3UaZbBYvCiM