History Main / RagDollPhysics

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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9th Aug '16 12:04:11 AM UmbrellasWereAwesome
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* VideoGame/{{Halo2}} was the first entry in the Franchise/{{Halo}} franchise to implement somewhat realistic physics with the then-new Havok engine, and for the most part it added to the immersiveness of the game. However, its ragdolls were extremely unrealistic to the point of comedy. The Master Chief tended to kick himself in the butt every time he died, and Elites would tend to flail comically. Also there are some [[https://www.youtube.com/watch?v=slqK5uBYUek interesting glitches]] you can set off with a Scorpion and a regenerating Covenant barricade...
** And then there's what happens in HaloReach if you [[https://www.youtube.com/watch?v=HzHx9THtgYA ragdoll while entering a gravity lift]]!

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* VideoGame/{{Halo2}} ''VideoGame/{{Halo 2}}'' was the first entry in the Franchise/{{Halo}} ''Franchise/{{Halo}}'' franchise to implement somewhat realistic physics with the then-new Havok engine, and for the most part it added to the immersiveness of the game. However, its ragdolls were extremely unrealistic to the point of comedy. The Master Chief tended to kick himself in the butt every time he died, and Elites would tend to flail comically. Also there are some [[https://www.youtube.com/watch?v=slqK5uBYUek interesting glitches]] you can set off with a Scorpion and a regenerating Covenant barricade...
** And then there's what happens in HaloReach ''VideoGame/HaloReach'' if you [[https://www.youtube.com/watch?v=HzHx9THtgYA ragdoll while entering a gravity lift]]!
16th Jun '16 5:56:42 PM wwtoonlinkfan
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* In a first for the Zelda series, ''VideoGame/TheLegendOfZeldaBreathOfTheWind'' uses ragdoll physics. Not only does LInk go limp upon death or after a hard hit, enemies also do so upon death.

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* In a first for the Zelda series, ''VideoGame/TheLegendOfZeldaBreathOfTheWind'' ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild The Legend of Zelda: Breath of the Wild]]'' uses ragdoll physics. Not only does LInk Link go limp upon death or after a hard hit, enemies also do so upon death.
so.
15th Jun '16 5:55:43 PM wwtoonlinkfan
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* In a first for the Zelda series, ''VideoGame/TheLegendOfZeldaBreathOfTheWind'' uses ragdoll physics. Not only does LInk go limp upon death or after a hard hit, enemies also do so upon death.
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