Yeah I guess technically if you consider knockback as knocking back enemies but leaving them on their feet, this would be a knockdown.
It is in fact physics based. So like with the battle shout the way it is now, it has knockdown but no damage, so enemies just get knocked flat. In skills with both knockdown and high damage, they go flying. So if you hit some guys with a grenado and they aren’t killed, they’ll go flying across the screen, land stunned for a while, then get back up and return to the fight.
Really, the best part about the physics is the funny and awesome shit that can happen. This video was the best combination of cool moments without the enemies misbehaving / my doing stupid things as a result of the pressure of trying to keep up constant action, look cool, and fight the control lag caused by the video capture. An example of me doing something stupid would be at 0:43 where I almost attack the bookcase but then veer off. I should have just smashed it but I didn’t realize I had clicked on it before I clicked again in the other room. Other mishaps include accidentally bringing down the developer console with ~ instead of hitting 1 for shield hammer, dying because I couldn’t see my health, attacking enemies that had already died a split second earlier, etc.
However, some of the reject videos did have some really awesome, unique moments. There was one where I criticalled the mutant and managed to send it flying into a hole in a house wall where it’s head got stuck so the body ended up dangling down. In another I blitzed 3 zombies and managed to score a “field goal” by sending them flying up and over a house wall, through the destroyed roof. A couple times I hit a zombie right as it was vomiting causing it to fly back with a jet-trail of puke. It is also possible to “juggle” enemies by hitting them again while they’re in the air and adding even more physics power to their flight, however, it is very hard to do - although very funny when it happens.
I’ve seen some people, mostly on facebook, complaining about the exaggerated physics. While I think some aspects of the physics behavior could use some tweaking, I find the exaggeration creates all kind of unique and often awesome / hilarious gameplay moments. Though they may not be 100% realistic (although some pretty bizarre stuff can happen in real-life) I find that they really add to the fun of the game for me. Earlier on in my gaming career, I was always critical of such things in other games but I always laughed and got enjoyment out of it. Eventually, I realized as a designer that, though I might be critical of the absurdity, those moments were really memorable and were increasing my enjoyment of the game. When I think about this sort of phenomenon, I always think of Rainbow 6 Vegas where the enemies had a huge range of V/O callouts and they could sometimes combine into really funny combos like “I’m out of ammo!” followed by another enemy saying “F-you!” or the ultimate “I miss my kids!”… wtf? lol
I played that for a while with one of the other designers at ILE and we used to run into a building, shoot all the windows to aggro the enemies, and then sit in a room with 1 entrance and just mow them down in a giant, wriggling pile of writhing physics-busted corpses. There were moments were I laughed so hard I cried. Two Worlds was kind of the same for me.
So, we’re trying to make a semi-serious game and we aren’t going out of our way to add in any sort of lame, goofy humor but we also want to make the game as ridiculously fun as possible. To that end, if something is making the game more fun, we really don’t want to remove it. I’m happy to have people scoff a bit at some of the physics if they end up having more fun while they’re doing it. I dunno, I think people will be pretty pleased when they get to play it. With TQ I was motivated to play for the character progression and loot. The combat often felt really slow and boring though, so it was sometimes a grind to push on to the next level. With Grim Dawn, we have the great character progression and loot but it is also really hard to stop playing. Even after dozens and dozens of repetitive run-throughs doing the exact same thing trying to get a good take for the video, sometimes after I decided a run-through didn’t cut it, I’d turn off video capture and still keep playing for a while because I just didn’t want to stop. The combat may look over the top at times but, I assure you, it is really, really fun. 