History Main / CutScene

15th Jun '17 2:46:54 AM Kadorhal
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* If a character's appearance can change, the changes will be reflected in the cutscenes.

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* If a character's appearance can change, the changes will can [[NoCutsceneInventoryInertia (but still usually won't)]] be reflected in the cutscenes.



The main disadvantage to an in-engine cutscene is that you are limited to the capabilities of the game engine itself. However, game engine technology can now do in real time what once took pre-rendering. Detailed and realistic hand and facial animation, camera and lighting tricks, and special effects are all possible within even a relatively old console architecture like the Sony [=PS2=]. The difference used to be a much bigger deal in older games; [[http://www.youtube.com/watch?v=XuzfNYrnLiE just look]] at the difference between the models used in the introduction and gameplay sequences of Resident Evil 2 to get an idea.

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The main disadvantage to an in-engine cutscene is that you are limited to the capabilities of the game engine itself. However, game engine technology can now do in real time what once took pre-rendering. Detailed and realistic hand and facial animation, camera and lighting tricks, and special effects are all possible within even a relatively old console architecture like the Sony [=PS2=]. The difference used to be a much bigger deal in older games; [[http://www.youtube.com/watch?v=XuzfNYrnLiE just look]] at the difference between the models used in the introduction and gameplay sequences of Resident Evil 2 ''VideoGame/ResidentEvil2'' to get an idea.



* 1980 arcade game ''PacMan'' had brief comic interludes between some map levels that [[UnbuiltTrope presaged the modern cutscene]].

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* 1980 arcade game ''PacMan'' ''VideoGame/PacMan'' had brief comic interludes between some map levels that [[UnbuiltTrope presaged the modern cutscene]].



* ''VideoGame/MetalGearSolid'' - Pioneered the use of the in-engine cutscene to create cinematic effects. The first game of the series has over three hours of them. The second has closer to seven, including one notorious cutscene which was, ''literally'', an hour long. The ending of the fourth game...well, [[BladderOfSteel make sure you hit the bathroom]] ''[[BladderOfSteel first]]''.
** Thankfully, ''VideoGame/MetalGearSolid4'' finally added the possibility of pausing during the cutscenes.
* ''JakAndDaxter'' - The whole series has good ones. Check out ''VideoGame/Jak3Wastelander''[='s=] commentary section for some really informative stuff about Machinima.

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* ''VideoGame/MetalGearSolid'' - Pioneered the use of the in-engine cutscene to create cinematic effects. The first game of the series has over three hours of them. [[VideoGame/MetalGearSolid2SonsOfLiberty The second second]] has closer to seven, including one notorious cutscene which was, ''literally'', an hour long. [[VideoGame/MetalGearSolid4GunsOfThePatriots The fourth game]] infamously has nine and a half, including the ending of the fourth game...well, [[BladderOfSteel make sure you hit the bathroom]] ''[[BladderOfSteel first]]''.
**
that is, again, at least an hour long. Thankfully, ''VideoGame/MetalGearSolid4'' the fourth game also finally added the possibility of pausing during the cutscenes.
* ''JakAndDaxter'' ''Franchise/JakAndDaxter'' - The whole series has good ones. Check out ''VideoGame/Jak3Wastelander''[='s=] commentary section for some really informative stuff about Machinima.



* Creator/BlizzardEntertainment's ''VideoGame/{{Warcraft}}'', ''VideoGame/{{Starcraft}}'' and ''{{VideoGame/Diablo}}'' games are renowned for having, at the time of their release, very well-done pre-rendered animation. (The most recent games have truly cutting-edge rendering. ''VideoGame/WarcraftIII'' has both kinds of cutscene.
** And now, ''[=StarCraft=] II'' has amazing real-time in-engine cutscenes and ''even prettier'' pre-rendered cinematics.

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* Creator/BlizzardEntertainment's ''VideoGame/{{Warcraft}}'', ''VideoGame/{{Starcraft}}'' and ''{{VideoGame/Diablo}}'' games are renowned for having, at the time of their release, very well-done pre-rendered animation. (The most recent games have truly cutting-edge rendering. ''VideoGame/WarcraftIII'' ''Warcraft III'' has both kinds of cutscene.
** And now, ''[=StarCraft=] II'' ''VideoGame/StarCraftII'' has amazing real-time in-engine cutscenes and ''even prettier'' pre-rendered cinematics.



* ''VideoGame/{{Xenosaga}}'' has extremely long cutscenes. Some of its cutscene sequences are more than half an hour long. In terms of "[[MemeticMutation LONGEST CUTSCENE EVER]]", this series is right next to ''Franchise/MetalGear''.

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* ''VideoGame/{{Xenosaga}}'' has extremely long cutscenes. Some of its cutscene sequences are more than half an hour long. In terms of "[[MemeticMutation LONGEST CUTSCENE EVER]]", this series is right next to ''Franchise/MetalGear''.''Metal Gear''.



* ''VideoGame/ResidentEvilCodeVeronica'', having true 3D backgrounds, used more in engine cutscenes, but still used pre-rendered videos when that was not feasible. ''VideoGame/ResidentEvil4'' and up used entirely realtime cutscenes, with many of them being unskippable and incorporating PressXToNotDie events.

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* ''VideoGame/ResidentEvilCodeVeronica'', having true 3D backgrounds, used more in engine cutscenes, but still used pre-rendered videos when that was not feasible. ''VideoGame/ResidentEvil4'' and up used entirely realtime cutscenes, cutscenes (outside of the UsefulNotes/PlayStation2 port), with many of them being unskippable and incorporating PressXToNotDie events.
5th May '17 10:49:00 AM Exusia
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* ''VideoGame/CustomRobo'' for the Gamecube only saves the game at fixed points. This is especially notable in the cutscene where [[spoiler:Sergei]] explains the Z Syndicate's true goals, which is so long that it has ''three save points.''
10th Mar '17 11:30:56 AM Prfnoff
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\n* The ''VideoGame/{{Valis}}'' games relied heavily on cutscenes, though the earliest releases had no voice acting and barely any animation. ''Super Valis IV'' loses most of the cutscenes of its UsefulNotes/PCEngine counterpart, perhaps due to cartridge size limitations or a reduced art budget.
11th Dec '16 1:37:43 AM Saronith
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* The ''Franchise/{{Pokemon}}'' series has used 3D cutscenes since ''VideoGame/PokemonDiamondAndPearl''. This is in contrast to the earlier generations, which couldn't use cutscenes due to technical limitations, with the exceptions of a fourth-wall-breaking cutscene in ''VideoGame/PokemonColosseum'' and a brief scene with Rayquaza in ''[[VideoGame/PokemonRubyAndSapphire Pokémon Emerald]]''.


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* The ''Franchise/{{Pokemon}}'' series has used 3D cutscenes since ''VideoGame/PokemonDiamondAndPearl''. This is in contrast to the earlier generations, which couldn't use cutscenes due to technical limitations, with the exceptions of a fourth-wall-breaking cutscene in ''VideoGame/PokemonColosseum'' and ''VideoGame/PokemonColosseum'', a brief scene with Rayquaza in ''[[VideoGame/PokemonRubyAndSapphire Pokémon Emerald]]''.

Emerald]]'' and an in engine cutscene with the Legendary Beasts at the basement of the Burned Tower in ''[[VideoGame/PokemonRubyAndSapphire Pokémon GoldAndSilver]]''.

18th Nov '16 6:55:46 PM Midna
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* ''VideoGame/TheLegendOfZeldaTheWindWaker'' is the first game in the ''Zelda'' series to use FMV cutscenes as part of its story. In fact, the game uses only one at the very end of the game. The FMV consists of the entire "after the final battle" sequence, the staff credits, and the epilogue. The cutscene may have been prerendered in order to properly implement the transition from the game to the credits, or because the developers didn't have time to implement it. This cutscene runs in realtime on the Wii U version. The Wind Waker's demo cutscene was removed in the HD remake, presumably because the developers didn't want to re-record it. ''Master Quest'' and ''Collector's Edition'' also feature prerendered cutscenes for ''Ocarina of Time''[='s=] ending. ''VideoGame/TheLegendOfZeldaTwilightPrincess'' and ''VideoGame/TheLegendOfZeldaSkywardSword'' have prerendered cutscenes for their demo videos, and ''Skyward Sword'', ''Majora's Mask 3D'', and ''Ocarina of Time 3D'''s Sheikah Stones hints are prerendered. ''Skyward Sword'''s ending credit sequence is prerendered, too, to save on loading (Zelda goes through various locations in the game). Like its predecessor, ''Twilight Princess HD'' removes the demo video for presumably the same reasons.

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* ''VideoGame/TheLegendOfZeldaTheWindWaker'' is the first game in the ''Zelda'' series to use FMV cutscenes as part of its story. In fact, the game uses only one at the very end of the game. The FMV consists of the entire "after the final battle" sequence, the staff credits, and the epilogue. The cutscene may have been prerendered in order to properly implement the transition from the game to the credits, or because the developers didn't have time to implement it. This cutscene runs in realtime on the Wii U version. The Wind Waker's demo cutscene was removed in the HD remake, presumably because the developers didn't want to re-record it. ''Master Quest'' and ''Collector's Edition'' also feature prerendered cutscenes for ''Ocarina of Time''[='s=] ending. ''VideoGame/TheLegendOfZeldaTwilightPrincess'' and ''VideoGame/TheLegendOfZeldaSkywardSword'' have prerendered cutscenes for their demo videos, and ''Skyward Sword'', ''Majora's Mask 3D'', and ''Ocarina of Time 3D'''s 3D''[='s=] Sheikah Stones hints are prerendered. ''Skyward Sword'''s Sword''[='s=] ending credit sequence is prerendered, too, to save on loading (Zelda goes through various locations in the game). Like its predecessor, ''Twilight Princess HD'' removes the demo video for presumably the same reasons.
18th Nov '16 6:55:15 PM Midna
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* ''VideoGame/TheLegendOfZeldaTheWindWaker'' is the first game in the ''Zelda'' series to use FMV cutscenes as part of its story. In fact, the game uses only one at the very end of the game. The FMV consists of the entire "after the final battle" sequence, the staff credits, and the epilogue. The cutscene may have been prerendered in order to properly implement the transition from the game to the credits, or because the developers didn't have time to implement it. This cutscene runs in realtime on the Wii U version. The Wind Waker's demo cutscene was removed in the HD remake, presumably because the developers didn't want to re-record it. ''Master Quest'' and ''Collector's Edition'' also feature prerendered cutscenes for ''Ocarina of Time'''s ending. ''VideoGame/TheLegendOfZeldaTwilightPrincess'' and ''VideoGame/TheLegendOfZeldaSkywardSword'' have prerendered cutscenes for their demo videos, and ''Skyward Sword'', ''Majora's Mask 3D'', and ''Ocarina of Time 3D'''s Sheikah Stones hints are prerendered. ''Skyward Sword'''s ending credit sequence is prerendered, too, to save on loading (Zelda goes through various locations in the game).

to:

* ''VideoGame/TheLegendOfZeldaTheWindWaker'' is the first game in the ''Zelda'' series to use FMV cutscenes as part of its story. In fact, the game uses only one at the very end of the game. The FMV consists of the entire "after the final battle" sequence, the staff credits, and the epilogue. The cutscene may have been prerendered in order to properly implement the transition from the game to the credits, or because the developers didn't have time to implement it. This cutscene runs in realtime on the Wii U version. The Wind Waker's demo cutscene was removed in the HD remake, presumably because the developers didn't want to re-record it. ''Master Quest'' and ''Collector's Edition'' also feature prerendered cutscenes for ''Ocarina of Time'''s Time''[='s=] ending. ''VideoGame/TheLegendOfZeldaTwilightPrincess'' and ''VideoGame/TheLegendOfZeldaSkywardSword'' have prerendered cutscenes for their demo videos, and ''Skyward Sword'', ''Majora's Mask 3D'', and ''Ocarina of Time 3D'''s Sheikah Stones hints are prerendered. ''Skyward Sword'''s ending credit sequence is prerendered, too, to save on loading (Zelda goes through various locations in the game). Like its predecessor, ''Twilight Princess HD'' removes the demo video for presumably the same reasons.
2nd Sep '16 8:22:15 AM Willbyr
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* ''KingdomHearts'' is famous for having as least as much cutscenes as the ''Franchise/FinalFantasy'' series itself. Most of the story is told through them and in many cases they can't be rewatched, or, in the case of the first game, skipped. Most of the cutscenes worked on the game's engine and would include opened or unopened treasure chests, changes in the party's weapons (if Sora attached another keychain to his Keyblade, its appearance would also change in most of the cutscenes) and Sora's drive forms (Whenever he fought in a drive form, but didn't change back before the next cutscene, he would stay in his drive-form in this cutscene, leading to hackers misuse this fact to create cutscenes with Anti-Sora in them). Due to the large use of Disney humor in the games, using ''Kingdom Hearts'' cutscenes to create Internet parodies is extremely popular, especially on Website/YouTube.

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* ''KingdomHearts'' ''Franchise/KingdomHearts'' is famous for having as least as much cutscenes as the ''Franchise/FinalFantasy'' series itself. Most of the story is told through them and in many cases they can't be rewatched, or, in the case of the first game, skipped. Most of the cutscenes worked on the game's engine and would include opened or unopened treasure chests, changes in the party's weapons (if Sora attached another keychain to his Keyblade, its appearance would also change in most of the cutscenes) and Sora's drive forms (Whenever he fought in a drive form, but didn't change back before the next cutscene, he would stay in his drive-form in this cutscene, leading to hackers misuse this fact to create cutscenes with Anti-Sora in them). Due to the large use of Disney humor in the games, using ''Kingdom Hearts'' cutscenes to create Internet parodies is extremely popular, especially on Website/YouTube.
26th Jul '16 10:19:27 PM Karxrida
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* ''JakAndDaxter'' - The whole series has good ones. Check out ''Jak3Wastelander''[='s=] commentary section for some really informative stuff about Machinima.

to:

* ''JakAndDaxter'' - The whole series has good ones. Check out ''Jak3Wastelander''[='s=] ''VideoGame/Jak3Wastelander''[='s=] commentary section for some really informative stuff about Machinima.
17th Mar '16 2:07:18 PM MarqFJA
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** Starting with ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'', they used cutscenes that appeared mid-mission (to show a new unit, etc.) In ''[[VideoGame/CommandAndConquerGenerals' Generals]]'', these in-mission cutscenes became intrusive by [[InterfaceScrew taking control of the camera]], and preventing you from moving units or ordering them to defend your base from the one or two hostiles that are trashing your defenses and buildings.

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** Starting with ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'', they used cutscenes that appeared mid-mission (to show a new unit, etc.) In ''[[VideoGame/CommandAndConquerGenerals' ''[[VideoGame/CommandAndConquerGenerals Generals]]'', these in-mission cutscenes became intrusive by [[InterfaceScrew taking control of the camera]], and preventing you from moving units or ordering them to defend your base from the one or two hostiles that are trashing your defenses and buildings.
3rd Dec '15 11:44:23 PM crashkey
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* The ''VideoGame/HalfLife'' series is played from the first person perspective of the protagonist of each game (normally the physicist-turned-saviour-of-mankind Gordon Freeman). Cutscenes are replaced with unskippable sequences of being locked in a room while you watch something happen or listen to a conversation.
** ''VideoGame/HalfLife2: Episode 2'' adds slightly to the formula. Although the majority of the game follows the same pattern as its predecessors, it introduces one traditional cinematic cutscene (the [[spoiler:conversation with the G-man]]), and three sequences where Gordon is fully pinned in place and the game restricts the player's ability to even look away. Both Episodes also come with a cinematic cutscene at the start recapping previous events (although this isn't really part of the game as such).

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* The ''VideoGame/HalfLife'' series is played from the first person perspective of the protagonist of each game (normally the physicist-turned-saviour-of-mankind Gordon Freeman). Cutscenes are replaced with unskippable sequences Instead of being locked in a room while you watch something happen or listen to a conversation.
** ''VideoGame/HalfLife2: Episode 2'' adds slightly to the formula. Although the majority of the game follows the same pattern as its predecessors, it introduces one
traditional cinematic cutscene (the [[spoiler:conversation cutscenes, in order to preserve immersion, control is hardly ever taken away from the player, so you can usually still run around the room and mess with the G-man]]), and three environment while plot-important sequences where Gordon is fully pinned in place and the game restricts the player's ability to even look away. Both Episodes also come with a cinematic cutscene at the start recapping previous events (although this isn't really part of the game as such).are going on.
This list shows the last 10 events of 36. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.CutScene