» Fri May 13, 2011 10:33 am
Game as early as Half-Life 2 have done animations to ragdolls, getting a proper death reaction and while keeping the momentum and any added momentum during the animation. For a more powerful kill like the grenade, crossbow, or magnum headshot, it would skip the animation and go full ragdoll, riding the momentum of the bullet. The reason why gibbing was introduced in Half-Life, besides for following the backwards badditude ways of the 90's was because there was no way of showing that "this guy is going to get really hurt" at the time. The reason why they reintroduced it in Team Fortress 2 (beside for fitting in the style) is because there are a lot of explosives, meaning a lot of momentum for ragdolls to ride on and Valve doesn't want ragdolls landing in places with no textures. In the German version of TF2, keeping this in mind, they had enemies explode into confetti and junk instead of switching to ragdolling when exploding.
I'm not sure how technically proficient is this game on the terms of ragdolls and animation fluidity but they will do whats needed for downs and deaths. The animation featured in the GIF seems like it would belong to a high impact shot. Its probably just filler. Edit: I looked at the Gun Choir trailer again. I noticed that everyone flies back when downed, with higher impacts launching players farther back. I also noticed all the downs featured were up close-ranged/mid-ranged kills. I hope something like a long range smg kill doesn't make the same animation.
Someone earlier mentioned BC2 resurrecting ragdolls. Hate to break it but it doesn't. They have a terrible transition from being a ragdoll to getting up. In an even more team focus game, L4D2, where immersion in a co-op game is especially important, the survivors have full death animations, so they can be revived in a cinematic fashion with no animation hops. That's what this game may probably have.