Psh. Nerds.
Fixed: http://www.youtube.com/watch?v=MK6TXMsvgQg
They are exaggerated so they look good from first person, which is also why their back is so stiff. The other players actually see completely different animations made to be viewed from 3rd person, not first person.
Body animations for a first person game are always really hard to get looking good, and once you do, they usually look terrible in first person.
HATERS GONNA HATE.
That's EXACTLY what it is. Using normal animations from first person tends to look surprisingly stiff, so they are exaggerated and changed for the camera (no need to animate what's not seen, etc). It doesn't really save on production costs so much (having no animation or just arms and guns from first person is still cheaper and easier than a full body setup) but this is still fairly standard to get a first person camera looking "right" with a body model.
Doesn't mean it doesn't make for a good laugh out of context though.
But hang on, if those are how the animations appear in third-person what do other people look like in co-op...?
Like others have said, this is all for the sake of the first person view. A standard first person view will have the arms way out to the sides, exaggerated even more with widescreen becoming the norm. The upper body stays rock-steady to control camera/limb bounce. The leg movement may actually be normal. It wouldn't ever figure into the FPS camera view, and the developers would have no reason to alter it.
But I don't understand how people find these kind of upper-body animations acceptable in ANY first-person game, only because you're not supposed to see them. You can still see how bad they are when you watch your shadow.
I also don't understand how there's basically no developers who have found the best way to use the camera in these types of games so that two completely different types of animations aren't needed in case they've added in something like co-op. It should be easy at this point considering games have gotten to where they are. More work needs to be done with cameras, natural animations, and clipping so that stuff like this can be a thing of the past.
still.... i have to wonder how this looks in co-op. with a bunch of stiff-torsoed, rotating people wiggling rubber arms with deadly objects on the other end of them at hordes of zombies... XD
This is just pulling back the curtain a little on how game animation works - it would be like complaining about Seaseme Street because you saw a puppeteer crouching behind the stage when you entered the studio from the rear.

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