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** Doubly so in ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', where the physics engine can [[https://www.youtube.com/watch?v=7ZIiDS_RYVY do some]] [[https://www.youtube.com/watch?v=7x9Qw1KSyIs&list=LLxvXtj-uENUUIgHdzg4R7hw&index=2&feature=plpp_video wonky things]].

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** Doubly so in ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', where * In ''VideoGame/TheElderScrollsVSkyrim, the physics engine can [[https://www.youtube.com/watch?v=7ZIiDS_RYVY do some]] [[https://www.youtube.com/watch?v=7x9Qw1KSyIs&list=LLxvXtj-uENUUIgHdzg4R7hw&index=2&feature=plpp_video wonky things]].

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* ''VideoGame/{{Doom}} 3'' also features these. In combination with the comparably bulky build of the characters and enemies, and the fact that for some reason ragdoll elbows do not fold at all, it often results in comical corpse positions. It's not immediately noticeable due to the fact that almost every corpse [[EverythingFades starts fading away almost before they even hit the ground]], though.
* Happens when you use the Telekinesis Plasmid in ''VideoGame/{{BioShock|1}}'' on corpses - whether splicer or Big Daddy.
** The [[VideoGame/BioShock2 sequel]] eventually [[GrievousHarmWithABody lets you do the same with live ones.]]

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* ''VideoGame/{{Doom}} 3'' also ''VideoGame/Doom3'' features these. In these in combination with the comparably bulky build of the characters and enemies, and the fact that for some reason ragdoll elbows do not fold at all, it often results in comical corpse positions. It's not immediately noticeable due to the fact that almost every corpse [[EverythingFades starts fading away almost before they even hit the ground]], though.
* Happens when you use the Telekinesis Plasmid in ''VideoGame/{{BioShock|1}}'' on corpses - whether splicer or Big Daddy.
**
Daddy. The [[VideoGame/BioShock2 sequel]] eventually [[GrievousHarmWithABody lets you do the same with live ones.]]



* Most zombies have pretty nifty ragdoll effects after death in both ''VideoGame/Left4Dead'' games where their bodies would bend and twist depending how and where they died. In the first game, killing a Smoker or Hunter via headshot would cause an extremely hilarious ragdoll effect where their bodies literally go flying 50 feet across the room or go spinning in the air for a few seconds. This was fixed in the sequel which now makes the Hunter and Smoker just fall over. The extreme ragdoll effect can still be seen if a special infected goes into a deep river and gets instantly killed (even during spawn mode in VS). Survivors killed by a Tank's punch could also ragdoll and get sent flying.
** Previously, due to graphical limitations, zombies would not gib or ragdoll upon death due to an explosive, just disappear into a puff of red mist. With the improved graphic engine of ''VideoGame/Left4Dead2'', they now gib and ragdoll freely, which creates some pretty impressive explosions, where chunks of meat go flying in every direction. In addition, the developers also included ragdolling ''intestines'' that would comically follow and flop with the torso they originated with. While killed survivors would ragdoll in the first game, the sequel disables it and has the survivor use a set animation so that the animation used from a MagicalDefibrillator can play correctly.

to:

* Most zombies have pretty nifty ragdoll effects after death in both ''VideoGame/Left4Dead'' games where their bodies would bend and twist depending how and where they died. In the first game, killing a Smoker or Hunter via headshot would cause an extremely hilarious ragdoll effect where their bodies literally go flying 50 feet across the room or go spinning in the air for a few seconds. This was fixed in the sequel which now makes the Hunter and Smoker just fall over. The extreme ragdoll effect can still be seen if a special infected goes into a deep river and gets instantly killed (even during spawn mode in VS). Survivors killed by a Tank's punch could also ragdoll and get sent flying.
**
flying. Previously, due to graphical limitations, zombies would not gib or ragdoll upon death due to an explosive, just disappear into a puff of red mist. With the improved graphic engine of ''VideoGame/Left4Dead2'', they now gib and ragdoll freely, which creates some pretty impressive explosions, where chunks of meat go flying in every direction. In addition, the developers also included ragdolling ''intestines'' that would comically follow and flop with the torso they originated with. While killed survivors would ragdoll in the first game, the sequel disables it and has the survivor use a set animation so that the animation used from a MagicalDefibrillator can play correctly.



* ''VideoGame/TeamFortress2'' uses ragdoll physics both to normality and to hilarity. Backstab a sniper? He's either on the floor in front of you or half-way across the map. Recent updates to the game downplayed this a bit - backstabs and headshots have a chance to trigger specific death animations, with the corpse only ragdolling once they hit the ground. But sometimes force is still applied on the ragdoll regardless, so that sniper falling over from a backstab can launch forward at the end of the animation for seemingly no reason and entice a few laughs.

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* ''VideoGame/TeamFortress2'' ''VideoGame/TeamFortress2'':
** The game
uses ragdoll physics both to normality and to hilarity. Backstab a sniper? He's either on the floor in front of you or half-way across the map. Recent updates to the game downplayed this a bit - backstabs and headshots have a chance to trigger specific death animations, with the corpse only ragdolling once they hit the ground. But sometimes force is still applied on the ragdoll regardless, so that sniper falling over from a backstab can launch forward at the end of the animation for seemingly no reason and entice a few laughs.
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** Hilichurls may keel over or drop dead which can lead to hilarity as there is a chance that they will cartwheel up in the air before vanishing, and Treasure Hoarders/Eremites may land in a comical position if they are knocked off their feet. Even the gigantic, beefy Lawachurls and the metallic Ruin Guards aren't immune from it as their body is as light as a feather after finishing their "dying animation".
** Player characters may go to a ragdoll state if they die by falling and if paused at a right time, their body may continuously interact with the environment until the game is unpaused. Only certain enemies like Abyss Mages, Nobushi,[[note]]Being originally registered as "heavy" before the update[[/note]] and few others will not ragdoll.

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** Hilichurls may keel over or drop dead which can lead to hilarity as there is a chance that they will cartwheel up in the air before vanishing, and Treasure Hoarders/Eremites (or any human infantry) may land in a comical position if they are knocked off their feet. Even the gigantic, beefy Lawachurls and the metallic Ruin Guards aren't immune from it as their body is become as light as a feather after finishing their "dying "defeat animation".
** Player characters may go to a ragdoll state if they die by falling and and, if paused at a right time, their body may continuously interact with the environment until the game is unpaused. Only certain enemies like Abyss Mages, Nobushi,[[note]]Being originally registered as "heavy" before the update[[/note]] and few others will do not ragdoll.
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TF 2 ragdoll edit


* ''VideoGame/TeamFortress2'' uses ragdoll physics both to normality and to hilarity. Backstab a sniper? He's either on the floor in front of you or half-way across the map. Recent updates to the game have downplayed this, however - backstabs and headshots now trigger specific death animations, with the corpse only ragdolling once they hit the ground.

to:

* ''VideoGame/TeamFortress2'' uses ragdoll physics both to normality and to hilarity. Backstab a sniper? He's either on the floor in front of you or half-way across the map. Recent updates to the game have downplayed this, however this a bit - backstabs and headshots now have a chance to trigger specific death animations, with the corpse only ragdolling once they hit the ground.ground. But sometimes force is still applied on the ragdoll regardless, so that sniper falling over from a backstab can launch forward at the end of the animation for seemingly no reason and entice a few laughs.
Is there an issue? Send a MessageReason:
None


*** Whenever somebody creates a comedic {{machinima}} using ''VideoGame/GarrysMod'', expect there to be wacky ragdoll flailing for no reason other than [[RuleOfFunny because it's funny to watch.]] Notable examples include ''Fanfic/HalfLifeFullLifeConsequences'' and ''Machinima/TheGmodIdiotBox''.

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*** Whenever somebody creates a comedic {{machinima}} using ''VideoGame/GarrysMod'', expect there to be wacky ragdoll flailing for no reason other than [[RuleOfFunny because it's funny to watch.]] Notable examples include ''Fanfic/HalfLifeFullLifeConsequences'' and ''Machinima/TheGmodIdiotBox''.''WebAnimation/TheGmodIdiotBox''.
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None


** Hilichurls may keel over or drop dead which can lead to hilarity as there is a chance that they will cartwheel up in the air before vanishing, and Treasure Hoarders/Eremites may land in a comical position if they are knocked off their feet. Even the gigantic, beefy Lawachurls and the metallic Ruin Guards aren't immune from it as they go lightweight after finishing their "dying animation".
** Player characters may go to a ragdoll state if they die by falling and if paused at a right time, their body may continuously interact with the environment until the game is unpaused. Only certain enemies like Abyss Mages, Nobushi[[note]]Being originally registered as "heavy" before the update[[/note]], and few others will not ragdoll.

to:

** Hilichurls may keel over or drop dead which can lead to hilarity as there is a chance that they will cartwheel up in the air before vanishing, and Treasure Hoarders/Eremites may land in a comical position if they are knocked off their feet. Even the gigantic, beefy Lawachurls and the metallic Ruin Guards aren't immune from it as they go lightweight their body is as light as a feather after finishing their "dying animation".
** Player characters may go to a ragdoll state if they die by falling and if paused at a right time, their body may continuously interact with the environment until the game is unpaused. Only certain enemies like Abyss Mages, Nobushi[[note]]Being Nobushi,[[note]]Being originally registered as "heavy" before the update[[/note]], update[[/note]] and few others will not ragdoll.
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None

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* Most enemies from ''VideoGame/GenshinImpact'' employ ragdoll physics whenever they go down.
** Hilichurls may keel over or drop dead which can lead to hilarity as there is a chance that they will cartwheel up in the air before vanishing, and Treasure Hoarders/Eremites may land in a comical position if they are knocked off their feet. Even the gigantic, beefy Lawachurls and the metallic Ruin Guards aren't immune from it as they go lightweight after finishing their "dying animation".
** Player characters may go to a ragdoll state if they die by falling and if paused at a right time, their body may continuously interact with the environment until the game is unpaused. Only certain enemies like Abyss Mages, Nobushi[[note]]Being originally registered as "heavy" before the update[[/note]], and few others will not ragdoll.
Is there an issue? Send a MessageReason:
None


* One more modern innovation, and arguably one of the most important in animating characters during death or physical interaction, is Euphoria. A spinoff from the Endorphin animation engine, Euphoria is essentially ragdoll physics mixed with various behavioral animations that allow the characters to freely move themselves. This means that they'll try to protect their head when falling, tumble down steps instead of simply sliding down, potentially grab objects and hold on to avoid falling, clutch at wounds, and realistically stumble, fall, and catch themselves when injured. The only games to use this so far have been ''VideoGame/TheForceUnleashed'' and its sequel, ''VideoGame/GrandTheftAutoIV'' and ''[[VideoGame/GrandTheftAutoV V]]'', ''VideoGame/RedDeadRedemption'' and its sequel, ''VideoGame/MaxPayne 3'', and a football game called ''Backbreaker''. Noticeably, only one of these is not a third-person action game and all but two are third-person shooters from Rockstar.

to:

* One more modern innovation, and arguably one of the most important in animating characters during death or physical interaction, is Euphoria. A spinoff from the Endorphin animation engine, Euphoria is essentially ragdoll physics mixed with various behavioral animations that allow the characters to freely move themselves. This means that they'll try to protect their head when falling, tumble down steps instead of simply sliding down, potentially grab objects and hold on to avoid falling, clutch at wounds, and realistically stumble, fall, and catch themselves when injured. The only games to use this so far have been ''VideoGame/TheForceUnleashed'' and its sequel, ''VideoGame/GrandTheftAutoIV'' and ''[[VideoGame/GrandTheftAutoV V]]'', ''VideoGame/RedDeadRedemption'' and its sequel, ''VideoGame/MaxPayne 3'', ''VideoGame/MaxPayne3'', and a football game called ''Backbreaker''. Noticeably, only one of these is not a third-person action game and all but two are third-person shooters from Rockstar.
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None


[[caption-width-right:349:[- There's bowling tuesdays and then there's ''hardcore'' bowling tuesdays-].]]

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[[caption-width-right:349:[- There's [[caption-width-right:349:There's bowling tuesdays and then there's ''hardcore'' bowling tuesdays-].tuesdays.]]
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[[caption-width-right:349:There's bowling tuesdays and then there's ''hardcore'' bowling tuesdays.]]

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[[caption-width-right:349:There's [[caption-width-right:349:[- There's bowling tuesdays and then there's ''hardcore'' bowling tuesdays.tuesdays-].]]
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None



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[[caption-width-right:349:There's bowling tuesdays and then there's ''hardcore'' bowling tuesdays.]]
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None


* ''VideoGame/MaxPayne 2'' 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 physics 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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* ''VideoGame/MaxPayne 2'' 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 physics 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. The game was one of the earlier titles to have a somewhat more realistic style of ragdolling, in that limbs on deceased characters didn't flop around and bend at impossible angles.
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* The entries into the reboot Quintology of ''VideoGame/{{Oddworld}}'' use ragdolls for all of the corpses if you killed them without making them explode into LudicrousGibs. They remain there for a really long time too, which is especially creepy when they're the corpses of the slaves you failed to save.
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* ''Videogame/{{Splitgate}}'' ragdolls can get quite spectacular. Cartwheels on a good headshot are not unheard of, slamming into a wall after getting killed in the middle of a melee lunge is even more common, and the BFB in particular ''will'' send a corpse sailing through the air and across the map.
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dewicking finaldeath per trs


** Ragdolling models also ignore some soft invisible walls (the sides of ramps, small cliffs, ect.) which can lead to [[FinalDeath tragedy]] when an injured unit falls off a walkway and is suddenly a lot closer to the enemy than to you.

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** Ragdolling models also ignore some soft invisible walls (the sides of ramps, small cliffs, ect.) which can lead to [[FinalDeath [[{{Permadeath}} tragedy]] when an injured unit falls off a walkway and is suddenly a lot closer to the enemy than to you.
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None

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%% Image chosen via crowner in the Image Suggestions thread: https://tvtropes.org/pmwiki/crowner.php/ImagePickin/ImageSuggestions151
%% https://tvtropes.org/pmwiki/posts.php?discussion=1452266899092104700
%% Please do not replace or remove without starting a new thread.
%%
[[quoteright:349:[[VideoGame/FlatOut https://static.tvtropes.org/pmwiki/pub/images/flatout_ragdoll.png]]]]
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Moving wicks to a new namespace per hard-split.


* ''VideoGame/FreedomFighters'' also has ragdoll physics. Soviet soldiers come out flying after they receive the impact of a nearby explosion.

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* ''VideoGame/FreedomFighters'' ''VideoGame/FreedomFighters2003'' also has ragdoll physics. Soviet soldiers come out flying after they receive the impact of a nearby explosion.
Tabs MOD

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* ''VideoGame/PartyAnimals'' is touted as a "physics based party game". Fighters smack each other around, projectiles can push players in the opposite direction, and a missed attack while airborne or during a sprint usually throws the character like a toy. Characters even flop around while running.
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Renamed trope


* The ''VideoGame/SaintsRow'' games make hilariously over-the-top use of ragdoll physics in the "[[{{Flopsy}} insurance fraud]]" diversion. The Playa/Boss goes flying a ridiculously long way from being hit by a car, even more so in the later games.

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* The ''VideoGame/SaintsRow'' games make hilariously over-the-top use of ragdoll physics in the "[[{{Flopsy}} "[[StagedPedestrianAccident insurance fraud]]" diversion. The Playa/Boss goes flying a ridiculously long way from being hit by a car, even more so in the later games.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


* Most zombies have pretty nifty ragdoll effects after death in both ''VideoGame/Left4Dead'' games where their bodies would bend and twist depending how and where they died. In the first game, killing a Smoker or Hunter via headshot would cause an extremely hilarious ragdoll effect where their bodies literally go flying 50 feet across the room or go spinning in the air for a few seconds. This was fixed in the sequel which now makes the Hunter and Smoker just fall over. The extreme ragdoll effect can still be seen if a special infected goes into a deep river and gets instantly killed (even during spawn mode in VS)
** Previously, due to graphical limitations, zombies would not gib or ragdoll upon death due to an explosive, just disappear into a puff of red mist. With the improved graphic engine of ''VideoGame/Left4Dead2'', they now gib and ragdoll freely, which creates some pretty impressive explosions, where chunks of meat go flying in every direction. In addition, the developers also included ragdolling ''intestines'' that would comically follow and flop with the torso they originated with.

to:

* Most zombies have pretty nifty ragdoll effects after death in both ''VideoGame/Left4Dead'' games where their bodies would bend and twist depending how and where they died. In the first game, killing a Smoker or Hunter via headshot would cause an extremely hilarious ragdoll effect where their bodies literally go flying 50 feet across the room or go spinning in the air for a few seconds. This was fixed in the sequel which now makes the Hunter and Smoker just fall over. The extreme ragdoll effect can still be seen if a special infected goes into a deep river and gets instantly killed (even during spawn mode in VS)
VS). Survivors killed by a Tank's punch could also ragdoll and get sent flying.
** Previously, due to graphical limitations, zombies would not gib or ragdoll upon death due to an explosive, just disappear into a puff of red mist. With the improved graphic engine of ''VideoGame/Left4Dead2'', they now gib and ragdoll freely, which creates some pretty impressive explosions, where chunks of meat go flying in every direction. In addition, the developers also included ragdolling ''intestines'' that would comically follow and flop with the torso they originated with. While killed survivors would ragdoll in the first game, the sequel disables it and has the survivor use a set animation so that the animation used from a MagicalDefibrillator can play correctly.
Is there an issue? Send a MessageReason:
None


* Many live action films and TV shows will use life-sized dolls as stand-ins for falls in place of stunt doubles. Especially when the impact is going to be shown on-screen. Done ''well'' it can give a quite visceral and gruesome effect.Done ''badly''... [[SpecialEffectsFailure Not so much]]. Comedic works take advantage of just how fake this looks and play it — often exaggerated — for laughs, with rag dolls being thrown up in the air during fight scenes, or otherwise getting swung for flung around in a way that is quite obviously fake.

to:

* Many live action films and TV shows will use life-sized dolls as stand-ins for falls in place of stunt doubles. Especially when the impact is going to be shown on-screen. Done ''well'' ''well,'' it can give gives a quite visceral and gruesome effect.effect. Done ''badly''... [[SpecialEffectsFailure Not so much]]. Comedic works take advantage of just how fake this looks and play it — often exaggerated — for laughs, with rag dolls being thrown up in the air during fight scenes, or otherwise getting swung for flung around in a way that is quite obviously fake.
Is there an issue? Send a MessageReason:
danbooru to safebooru


* The ragdoll physics in ''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]].

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* The ragdoll physics in ''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.[[http://safebooru.donmai.us/post/show/327702 make a comic about it]].
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None


* Enemy corpses in Madworld will go limp once you kill them. If the enemies are sliced into bits as part of the finisher, each body part will ragdoll individually. You can then [[VideoGameCrueltyPotential chop up the bits even further]] with a well-placed vertical chainsaw, if you want.

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* Enemy corpses in Madworld ''VideoGame/MadWorld'' will go limp once you kill them. If the enemies are sliced into bits as part of the finisher, each body part will ragdoll individually. You can then [[VideoGameCrueltyPotential chop up the bits even further]] with a well-placed vertical chainsaw, if you want.
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None



to:

* Players killed in ''VideoGame/WarBrokers'' go limp and continue flying. The game also has a crash test dummy which shows off the player model.
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None


* ''VideoGame/DarkSouls'' has a bit of a wonky implementation of them, with all corpse-leaving enemies rather light, resulting in Stone Giants who, upon death, apparently turn into cardboard and keep getting stuck on your foot.

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* ''VideoGame/DemonsSouls'' and the first ''VideoGame/DarkSouls'' has have a bit of a wonky implementation of them, with all corpse-leaving enemies rather light, resulting in Stone Giants who, upon death, apparently turn into cardboard and keep getting stuck on your foot.
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None


* ''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.

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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.
room. Same applies to the spiritual sequel ''Videogame/GrimDawn'', with twice the satisfaction thanks to the brutal attacks you can deliver.
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to:

* ''VideoGame/{{Skate}}'' has a robust ragdoll system for the skater, and the heavily sim-based gameplay relies upon it - so much as a small bump in the head will knock the player off the board. ''Skate 2'' and ''3'' have an entire mode, entitled "Hall of Meat", dedicated to throwing yourself off buildings and getting points for how much damage is caused. ''Skate 3'' is also notorious for how the physics engine is [[GoodBadBugs hilariously broken]]. [[https://www.youtube.com/watch?v=UaUR6u8nHoM Case in point.]]
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None



to:

* Many live action films and TV shows will use life-sized dolls as stand-ins for falls in place of stunt doubles. Especially when the impact is going to be shown on-screen. Done ''well'' it can give a quite visceral and gruesome effect.Done ''badly''... [[SpecialEffectsFailure Not so much]]. Comedic works take advantage of just how fake this looks and play it — often exaggerated — for laughs, with rag dolls being thrown up in the air during fight scenes, or otherwise getting swung for flung around in a way that is quite obviously fake.
Is there an issue? Send a MessageReason:
None


* One more modern innovation, and arguably one of the most important in animating characters during death or physical interaction, is Euphoria. A spinoff from the Endorphin animation engine, Euphoria is essentially ragdoll physics mixed with various behavioral animations that allow the characters to freely move themselves. This means that they'll try to protect their head when falling, tumble down steps instead of simply sliding down, potentially grab objects and hold on to avoid falling, clutch at wounds, and realistically stumble, fall, and catch themselves when injured. The only games to use this so far have been ''VideoGame/TheForceUnleashed'' and its sequel, ''VideoGame/GrandTheftAutoIV'' and its sequel, ''VideoGame/RedDeadRedemption'', ''Max Payne 3'', and a football game called ''Backbreaker''. Noticeably, only one of these is not a third-person action game and all but two are third-person shooters from Rockstar.

to:

* One more modern innovation, and arguably one of the most important in animating characters during death or physical interaction, is Euphoria. A spinoff from the Endorphin animation engine, Euphoria is essentially ragdoll physics mixed with various behavioral animations that allow the characters to freely move themselves. This means that they'll try to protect their head when falling, tumble down steps instead of simply sliding down, potentially grab objects and hold on to avoid falling, clutch at wounds, and realistically stumble, fall, and catch themselves when injured. The only games to use this so far have been ''VideoGame/TheForceUnleashed'' and its sequel, ''VideoGame/GrandTheftAutoIV'' and ''[[VideoGame/GrandTheftAutoV V]]'', ''VideoGame/RedDeadRedemption'' and its sequel, ''VideoGame/RedDeadRedemption'', ''Max Payne ''VideoGame/MaxPayne 3'', and a football game called ''Backbreaker''. Noticeably, only one of these is not a third-person action game and all but two are third-person shooters from Rockstar.

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