I have yet to hear any mention of the terrible rag doll corpses in this game, but it was one of the first things that stood out to me. Is it something to do with Havok? It just feels so unnatural to kill a tough enemy and find yourself able to punt it by just walking. Plus there's all those times when a bigger corpse gets stuck on your feet and gets dragged with you. But really, how hard would it be to make the character models immovable after death?
Why does this game have awful corpse physics?
It really is ridiculous. Especially when it happens with some of the bigger enemies. I mean enemies bigger than you that flop around when you walk past them, as the disturbance you cause in the air is enough to lift twice your own mass.
But I mean at the end of the day it doesn't change the gameplay. Still looks fucking dumb, though.
Is it something to do with Havok?
It could just be limitations of the game engine, or more likely over-reliance on the baked-in support templates.
Exactly. It seems like they must've put zero effort into actually fine-tuning the basic ragdoll provided by Havok (or whatever physics middleware they used), because I haven't seen ragdoll this lazily implemented since about 2003. The enemies suddenly have almost zero mass the second they die, and their friction values seem far too low, thus they move WAY too much from even the smallest of touches. And the collision detection on the coprses is terrible, so they get stuck on your character model sometimes. It sorta breaks what is otherwise a pretty visually impressive world, until you just train yourself to ignore it.
Why hate on the awesome rag-doll physics? The game needs something to smile about when you die constantly :D It is not something that is really broken in the game and has no effect against gameplay so there is no reason to fix it as it does just add to the game that is Dark Souls. Also, there are many other games with physics like this but yet there is no problem about it with them.
I think this game is the pinnacle of stupid rag-doll physics, and you can take that however way you want.
However, going up into the belltower, killing that mob of skeletons before the gargoyles, running through their corpses and then rolling down the stairs with them still attached to my feet was probably the funniest unintentional moment in any game I've ever played.
I always thought it was done intentionally. If you give them actual weight you will get stuck on them, and there is no easy jump button to jump over them. They don't want the corpses to be a liability during combat by obstructing your movement.
Maybe I am totally wrong, but I think that is the reason. I do wish they had "realistic" weight and actually make the them a part of the strategy/challenge, but that might be hard to code. And I hate games that make them disappear, I rather have floaty corpses.
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