Ragdoll Physics: Difference between revisions

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== First-Person Shooter ==
* ''[[Deus Ex: Invisible War|Deus Ex Invisible War]]'' to a hilarious effect. If you have master computer hacking skills and take control of a turret, you can have a lot of fun seeing enemies distort and stretch while ragdolling as you pump their corpses full of lead with the turret.
* The recently released game ''[[Alpha Prime]]'' uses weird [[Ragdoll Physics]] in which many enemies will, when killed, flop down in a ''sitting'' position, and won't budge even if repeatedly hit with a hammer.
* If a player died while jetting in [[Starsiege: Tribes|Tribes: Vengeance]] the jet would continue to run until the energy ran out, propelling them around.
* ''[[Half Life]] 2'' turns the manipulation of the environment into a powerful tool and weapon for the player; especially appropriate since protagonist Gordon Freeman is a physicist. The Gravity Gun allows many objects of reasonable mass to be lifted, thrown and shoved about for many offensive and defensive purposes.
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* Epic's other core franchise, ''[[Unreal]]'', has been getting much the same treatment as of [[Unreal Tournament 2004|UT2003/2004]]. In those games the ragdoll physics of slain foes were nothing short of wonky. In ''[[Unreal Tournament 3|Unreal Tournament III]]'', the physics have been reworked so that the ragdoll physics are less WTF-invoking, but they still have their moments. There's also a PhysX map pack floating around which features [[Wreaking Havok|heavily destructible environments,]] one of which is [[Exactly What It Says on the Tin|CTF_Tornado.]] These maps aren't so much meant to be played seriously as they are tech demos; this is because the sheer amount of ragdoll physics in play will put strain on even the best computers.
* ''[[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 not rarely results in comical corpse positions. It's not immediately noticeable due to [[Everything Fades]], though.
* Happens when you use the Telekinesis Plasmid in ''[[BioshockBioShock (series)]]'' on corpses-Whether splicer or Big Daddy.
** The sequel eventually [[Grievous Harm with a Body|lets you do the same with live ones.]]
* This feature in ''[[Dystopia (video game)|Dystopia]]'' has lead to the unusual defense tactic of making barricades out of random physics objects.
* Most zombies have pretty nifty ragdoll effects after death in both ''[[Left 4 Dead]]'' 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 Left 4 Dead 2, 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.
* ''[[Painkiller]]'' uses ragdoll physics heavily - enemies' bodies will fly in any direction, depending on how and where they're hit (if they don't [[Ludicrous Gibs|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.
* ''[[Team Fortress 2]]'' 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 partially averted this, however - backstabs and headshots now trigger specific death animations, with the corpse only ragdolling once they hit the ground.
* The [[Updated Rerelease|Updated Rereleases]]s of [[Serious Sam]] TFE/TSE now include ragdolling corpses thanks to the newest iteration of the Serious Engine. Notable in that it gives actual weight to the bodies - even [[The Goomba|Beheaded Rocketeers]] hit the ground with a satisfyingly visible "thump".
 
== Beat 'em Ups ==
* 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 [[Video Game Cruelty Potential|chop up the bits even further]] with a well-placed vertical chainsaw, if you want.
 
== MMORPGs ==
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== Racing Games ==
* The '''whole point''' of the ''[[Flat Out]]'' games is to crash your car in such fashion that the driver's body is ejected in spectacular fashion. The game even includes a mode where you use the driver as a human bowling ball.
** Similarly, ''Truck Dismount'' and ''Stairs Dismount'' (if this troper remembers correctly) are all about just how much damage you can do to a poor human figure by making it fall down a bunch of stairs or crashing a truck against a barrier. Notable in that the figure falls and writhes a little slowly for [[Ragdoll Physics]], but the game ''highlights in red'' the parts that are being currently damaged. Of course, the games are extremely fun.
 
== Role-Playing Games ==
* Corpses in ''[[The Elder Scrolls]] IV: Oblivion'' very much follow this trope. The rest of the world is not so realistic: arrows lodge in glass as if it were wood, and shooting a clay pitcher will cause it to move, but not break.
** Doubly so in ''[[Skyrim]]'', where the physics engine can [http://www.youtube.com/watch?v=7ZIiDS_RYVY do some] [http://www.youtube.com/watch?v=7x9Qw1KSyIs&list=LLxvXtj-uENUUIgHdzg4R7hw&index=2&feature=plpp_video wonky things].
* Done to the extreme in ''[[Vampire: The Masquerade Bloodlines|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.
* ''[[Mass Effect]]'' utilizes ragdoll physics mainly in death animations, but there is also a certain [[Gravity Screw|zero-G level]] where enemies, when shot or meleed, will simply float away, bouncing off architecture and characters.
* ''[[Dark Souls]]'' 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.
* Very noticeable on corpses in ''[[Cyberpunk 2077]]''.
 
== Shoot Em Ups ==
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== Simulation Games ==
* ''Off-Road Velociraptor Safari'' features you driving a truck, attacking raptors with a ball-and-chain strapped to the back. And the raptors ragdoll awesomely when hit.
* There's an early example to using ragdoll physics in the game called ''[[Carmageddon]] 2'' from 1998. There's a quite good physics engine implemented in the game, which allows the player to run over pedestrians more realistically than in the first piece of the series. If you hit them only with low speed they're just tumble down, but when you hit them a bit faster they can burst to pieces, and their limbs spread in every directions.
 
== Stealth-Based Games ==
* ''[[Thief]]: Deadly Shadows'' uses a particularly strange form of ragdoll physics. If an NPC gets knocked out, they will often crumple into a position that should only be possible for someone without a skeleton.
* The ''[[Hitman]]'' series incorporated the engine's ragdoll physics into the assassination/stealth aspect of the game. For example, putting a bullet through the head of a guard sitting in a chair would often result in him remaining in a sitting (if somewhat slouched) position. Unless other guards got up really close to him, he'd still register as "alive," resulting in no alarm being triggered.
** This was pretty amusingly implemented in the early games, where you could send enemies flying 50ft50 ft with some of the more powerful weapons. Even 47's trademark dual silverballer .45s were enough to make someone go cartwheeling backwards, and if you were accurate enough to repeatedly land hits on them whilst they were midair it could make for some truly amazing death flights. This was somewhat important for the gameplay; if you used the silenced ballers to shoot an enemy, for instance, it could propel them into the line of sight of their comrades, ruining your chance for the top stealth ratings.
** In fact, the first "Hitman" game is the first successful game ever to use [[Ragdoll Physics]] (the first one to actually use it was ''[[Jurassic Park]]: Trespasser'' mentioned previously). As part of the learning process, the earlier games were known to have somewhat extreme physics however (such as an Elephant Gun being able to cause a mook to soar up in the air and over a 10ft10 ft wall, if done at the right angle).
* ''[[Batman: Arkham Asylum]]'' - [[Mooks]] falling from a height land in all kinds of unrealistic and decidedly uncomfortable positions (and most are just unconscious, not dead). Sometimes they remain twitching weirdly forever.
* ''[[Assassin's Creed]]'' engine uses ragdoll for the dead. However, it is far too common for the body to start twitching in ridiculous forms for minutes and sometimes they just won't stop. Ubisoft has said they'll fix it for Brotherhood.
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* The ragdoll physics in ''[[Gears of War]]'' were so ludicrous (heavily armored soldiers and giant supertough alien bugs turn into wobbly blobs of chewy flesh as soon as they hit [[Critical Existence Failure]]) that a Japanese artist felt compelled to [http://danbooru.donmai.us/post/show/327702/ make a comic about it].
* ''[[Second Sight]]'' uses this in conjunciton with [[Psychic Powers]]. The result is hours of fun. Although sometimes it does result in [[Mook]] corpses becoming stuck in walls.
* ''[[Max Payne 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 [[Ragdoll 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.
 
== Non-Video Game Examples ==