How so? Are you arguing that GTA IV's over the top Looney Tunes ragdoll was so stripped down in RDR2 that it "destroyed innovation"? The ragdolls are just as good, if not better in RDR2 vs GTAIV from what I remember.
Or is this more about driving mechanics/physics? Which again, hard to say that it was "shot behind a woodshed" when we're just looking at a single different iteration that was made with the same Xbox 360 constraints?
I was more referring to the original implementation of Euphoria in GTA4, specifically the dynamic reactions of NPCs and animation cycling. Car physics were way too loose but the reactivity when you shoot an NPC and how they interact to disruptions was truly the best the industry has ever seen. Shooting someone in the shoulder would have them grab that spot and continue either running or fighting, or getting drunk would have nico grabbing for surfaces to catch him when he falls. Conversely GTA5 and RTDR2 has way less contextual dynamism and often looked like deliberate flopping and there are no attempts to brace catch or react to what is happening, they sort of just flop like they're in toy story. Euphoria was neutered heavily in GTA5 and RDR2 and the dynamism in 4, though flawed in some ways, was leagues ahead of what we see even today in other titles. It's a shame because Euphoria has a ton of potential and it sounded at the time like they had to dial it back to leave processing headroom in other areas of RDR2 and 5.
Heres a quick video showing the differences between 4 and 5
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u/AirFrierMachine 7h ago
How so? Are you arguing that GTA IV's over the top Looney Tunes ragdoll was so stripped down in RDR2 that it "destroyed innovation"? The ragdolls are just as good, if not better in RDR2 vs GTAIV from what I remember.
Or is this more about driving mechanics/physics? Which again, hard to say that it was "shot behind a woodshed" when we're just looking at a single different iteration that was made with the same Xbox 360 constraints?
I'm genuinely curious.