Ragdoll Physics: Difference between revisions

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== First-Person Shooter ==
== 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.
* ''[[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.
* 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.
* 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.
* ''[[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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* ''[[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.
* ''[[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.
* ''[[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]] 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".
* The [[Updated Rerelease]]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 ==
== Beat 'em Ups ==
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== Racing Games ==
== 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.
* 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.
** 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 ==
== Role-Playing Games ==
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* ''[[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.
* ''[[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.
* 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 50ft 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.
** This was pretty amusingly implemented in the early games, where you could send enemies flying 50 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 10ft wall, if done at the right angle).
** 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 10 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.
* ''[[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.
* ''[[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].
* 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.
* ''[[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.
* ''[[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 ==
== Non-Video Game Examples ==