For early first-person shooter games like Castle Wolfenstein in 1991, character deaths used simple animations without ragdoll physics due to technical limitations. Later, Hitman: Codename 47 in 2000 featured more advanced physics where bodies would react realistically to forces. Modern games use engines like Euphoria that power dynamic motion, virtual muscles, and limited AI to generate varied, context-sensitive reactions from non-player characters to create highly realistic movement.