

This cult classic was making some very impressive use of the Havok 2.0 physics middleware when it launched to little fanfare on consoles.

Psi-Ops: The Mindgate Conspiracy (PS2/Xbox/PC) It was an early pioneer, and the fact that ragdoll physics served the gameplay directly makes the early Hitman games a great first example for this thread. So I'm nominating Hitman 2, Contracts, and Blood Money in particular because I feel that those are the best representations of the Hitman formula. In Hitman 2 and 3, cheat codes allowed you to turn off gravity and even slow down time for ragdolls, which opened up situations for juggling ragdolls in the air with your bullets. While it wasn't realistic, this effect was oftentimes unintentionally hilarious and added a sort of cinematic gravitas to the killing. The end result was bodies flying back 10-15 feet from the impact of a shot to the chest and often flailing around wildly in the process. Bullets carried an absurd amount of force behind them, especially from Agent 47's trademark Dual Hardballers. The physics method that they used to animate ragdolls in the early Hitman games wasn't the most realistic, however. Dragging dead or unconscious bodies out of sight and then taking their clothes worked beautifully with ragdoll physics baked in, and it added a nice jolt of realism to that particular action within the game. Hitman: Codename 47 was one of the very first games to utilize ragdoll physics, and it actually worked it in as a central gameplay mechanic.
