Jiggle Physics: Difference between revisions

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* The ''[[Dead or Alive]]'' series is known for having it, playing with it, and selling the game with it. An age input on the second title actually determined how much the female fighters could bounce. The older your age, the more they did, up to a point that a 99-year-old man probably wouldn't be able to play without a heart attack. Even while standing still they tend to bounce. A later [[Spin-Off]] would bring it further to the forefront by transforming the game into a beach volleyball title and eliminating the male competitors. Their hair is also lovingly animated and streams all over the place as the move. Essentially this is one of Tomonobu Itagaki's defining traits of his games and is also highly prevalent in ''[[Ninja Gaiden]]''.
** In the ''[[Nintendo 3DS]]'' version, shaking the system while viewing collectible figurines of female characters will cause their breasts to bounce in relation to how you shook the system. And to think that originally, Nintendo wasn't going to equip the system with motion control at all...
** The PS4 version of Last Round introduced the soft engine, which gives an even more natural movement. Xtreme 3 further improves on it, accurately simulating movement of skin and tissue as objects are pressed against it instead of clipping.
* The ''[[Soul Calibur]]'' series displays this, but it is very much downplayed and almost, dare say, "realistic", at least early on in the series. Still, it has many varying examples.
** The ninja Taki, whose breast movements, while they don't bounce ''too'' much, appear to be timed one full second behind the rest of her body.
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* ''UFC Undisputed'' has this for the ring girls Ariani and Shandella.
* ''[[Bloody Roar]]: Primal Fury'' was particularly egregious with this. EVERY character had jiggle physics - the women in obvious places, but the men's ''biceps'' would bounce as well. Apparently nothing below the neck was actually connected to the characters' skeletons.
 
 
== First Person Shooter ==