Some of the first to use these new engines were games like Chronicles of Riddick: Escape from Butchers Bay put new physics into
their enemies death animations.
Not exact matches
Melee attack
animations look really bad, and
death animations are especially bad — when they die,
enemies just turn blue and fade away as they fall to the ground like a character from a 1990s video game.
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In battles, several
animations seemed to take a second longer than they should, in one case the last
enemy failed to enter the
death animation for a couple seconds, making me nervous that the game had frozen again.
Bringing two
enemies to a near
death state may also launch Evie or Jacob into some cool looking double kill
animations.
There's the smallest of rushes that comes with seeing the trademark «+100» appear over an
enemy's
death animation, and with putting together classes using the same system from Black Ops prime, but it's all quite poorly optimized for the Vita.
The visuals are some of the best you can currently find on Xbox Live Arcade, with some excellent lighting, attractive explosions and fluid
animations (the
enemy death ragdoll physics are satisfying and often amusing) and there's little to distant the game from an ordinary boxed release.