History Main / RagDollPhysics

31st Jan '18 8:12:17 AM Cryoclaste
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* The ragdoll physics in ''GearsOfWar'' were so ludicrous (heavily armored soldiers and giant supertough alien bugs turn into wobbly blobs of chewy flesh as soon as they hit CriticalExistenceFailure) that a Japanese artist felt compelled to [[http://danbooru.donmai.us/post/show/327702/ make a comic about it]].

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* The ragdoll physics in ''GearsOfWar'' ''VideoGame/GearsOfWar'' were so ludicrous (heavily armored soldiers and giant supertough alien bugs turn into wobbly blobs of chewy flesh as soon as they hit CriticalExistenceFailure) that a Japanese artist felt compelled to [[http://danbooru.donmai.us/post/show/327702/ make a comic about it]].
13th Jan '18 10:49:13 PM iwantedtoaddsomething
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* ''N'' is free 2D game that enjoys ragdolling the player whenever they die.

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* ''N'' ''VideoGame/{{N}}'' is a free 2D game that enjoys ragdolling the player whenever they die.
24th Oct '17 11:52:41 AM Saber15
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* In ''[[Videogame/MechWarrior MechWarrior Living Legends]]'', destroying a [[HumongousMecha battlemech]]'s legs will cause them to ragdoll, but still leave them in control of the mech's torso and weaponry. More often than not, the legged mech will crumple face-first into the ground, but they will sometimes fall into a good position, i.e. propped up against a wall, where they can continue to fire. Amusingly, you can still fire your JumpJetPack while ragdolled, leading to legged mechs twirling through the air uncontrollably as they attempt to chase down the jerk that shot their legs off.

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* In ''[[Videogame/MechWarrior MechWarrior Living Legends]]'', destroying a [[HumongousMecha battlemech]]'s legs will cause them to ragdoll, but still leave them in control of the mech's torso and weaponry. More often than not, the legged mech will crumple face-first into the ground, but they will sometimes fall into a good position, i.e. propped up against a wall, where they can continue to fire. Amusingly, you can still fire your JumpJetPack while ragdolled, leading to legged mechs twirling through the air uncontrollably as they attempt to chase down the jerk that shot their legs off. Killing PoweredArmor players as they're using their jetpack causes them spin end over end with the pack still firing, causing their limbs to splay out due to the centrifugal acceleration.
6th Sep '17 10:44:53 AM DanteVin
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** Valve's Source engine always uses [[WreakingHavok Havok]] physics, and pretty much every game they've made (''VideoGame/TeamFortress2, VideoGame/Left4Dead'', and ''VideoGame/HalfLife) shows you just how every kill falls.

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** Valve's Source engine always uses [[WreakingHavok Havok]] physics, and pretty much every game they've made (''VideoGame/TeamFortress2, VideoGame/Left4Dead'', and ''VideoGame/HalfLife) ''VideoGame/HalfLife'') shows you just how every kill falls.
5th Aug '17 5:09:58 AM Nevermore2002
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* ''VideoGame/TitanQuest'' has some pretty good special effects. Do enough damage and monsters will start flying. Kill a skeleton and its bones will spill all around the room.
20th May '17 3:09:48 PM nombretomado
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* Done to the extreme in ''[[VampireTheMasqueradeBloodlines Vampire: The Masqurade - Bloodlines]]'': hitting your enemies with melee attacks causes them to go flying and land sprawled out. This led to the awesome sight of slashing a vampire with a katana and watching him go spiralling sideways out a window, breaking it, and plunging three stories.

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* Done to the extreme in ''[[VampireTheMasqueradeBloodlines Vampire: The Masqurade - Bloodlines]]'': ''VideoGame/VampireTheMasqueradeBloodlines'': hitting your enemies with melee attacks causes them to go flying and land sprawled out. This led to the awesome sight of slashing a vampire with a katana and watching him go spiralling sideways out a window, breaking it, and plunging three stories.
2nd Apr '17 9:38:35 AM nombretomado
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* ''{{Painkiller}}'' uses ragdoll physics heavily - enemies' bodies will fly in any direction, depending on how and where they're hit (if they don't [[LudicrousGibs gib]] that is) and tumble to the ground, dropping their weapons. Also barrels, urns, chests and other objects will roll around, break on sufficiently hard impact and promptly explode (or break) if something else explodes within a certain distance of them. ''Their'' gibs also obey the same laws. Then of course there's the famous stakegun which fires large wooden stakes which can not only impale enemies in spectacular ways, but will also ''pin them to walls'' leaving their bodies to helplessly dangle.

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* ''{{Painkiller}}'' ''VideoGame/{{Painkiller}}'' uses ragdoll physics heavily - enemies' bodies will fly in any direction, depending on how and where they're hit (if they don't [[LudicrousGibs gib]] that is) and tumble to the ground, dropping their weapons. Also barrels, urns, chests and other objects will roll around, break on sufficiently hard impact and promptly explode (or break) if something else explodes within a certain distance of them. ''Their'' gibs also obey the same laws. Then of course there's the famous stakegun which fires large wooden stakes which can not only impale enemies in spectacular ways, but will also ''pin them to walls'' leaving their bodies to helplessly dangle.
24th Mar '17 7:23:29 PM nombretomado
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* The Nintendo64 game ''VideoGame/RocketRobotOnWheels'' was an earlier game to utilize physics, with the "tractor beam" variant. Interesting, the tractor beam allowed for some unusual consequences of the engine: Picking up a sufficiently round (or rolling) object, and wedging a floating platform between it and Rocket through the tractor beam, allowed you to roll along the platform on the object!

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* The Nintendo64 UsefulNotes/Nintendo64 game ''VideoGame/RocketRobotOnWheels'' was an earlier game to utilize physics, with the "tractor beam" variant. Interesting, the tractor beam allowed for some unusual consequences of the engine: Picking up a sufficiently round (or rolling) object, and wedging a floating platform between it and Rocket through the tractor beam, allowed you to roll along the platform on the object!
14th Dec '16 4:32:56 AM Morgenthaler
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* ''MaxPayne2'' featured a number of pseudo-cutscenes which revolved around the camera zooming in on someone you'd just shot so that you could watch the RagdollPhysics in action. Often the bad guys who triggered this event would be set up so that they ran at you across a plank high up between buildings or something, to make for truly epic slow-motion plummeting.

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* ''MaxPayne2'' ''VideoGame/MaxPayne2'' featured a number of pseudo-cutscenes which revolved around the camera zooming in on someone you'd just shot so that you could watch the RagdollPhysics in action. Often the bad guys who triggered this event would be set up so that they ran at you across a plank high up between buildings or something, to make for truly epic slow-motion plummeting.
14th Dec '16 4:32:27 AM Morgenthaler
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