hl was a product of its time following plenty of low poly, violent shooters. since you barely have any saw outside of infested areas, they did not bother with other npcs.Īnother argument would be that they also did not want too much gore in the source games. Sawing zombies in half probably was an exception since having a high speed saw not cutting them looks goofy even by source's standards. even milsims like arma gave no ♥♥♥♥ about extensive gore after all, whereas explosives irl are largely capable of such results. Meanwhile normal antlions are the only exception i know no valid reason for, with acid lions having the feature as a gameplay mechanic.ĭynamic dismemberment is a feature they barely tempered with (marines in hl having their head blown off when shot) and i think it was not in their bearings. afaik their ragdolls are big, blocking paths and far jankier so this time blowing them to pieces felt more adequate. You will note most npcs capable of gibbing are rigid entities like synths or cp vehicles. gibs go against this mentality compared to making the corpses fly away from an explosion. Valve was going full throttle with the advanced physics fetish and making a complex entity such as a corpse react with the environment was a part of it. I will bet on showing off ragdoll technology.
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