History Main / Cutscene

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.

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* ''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.
3rd Dec '15 11:37:30 PM crashkey
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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, [[UpToEleven or maybe more than]], ''Franchise/MetalGear''.
** A preorder bonus for Xenosaga II allowed for watching and summarizing the first game as one complete cutscene. It last for FOUR HOURS.
** The second disk of its predesessor VideoGame/{{Xenogears}} was essencially a single 20 HOUR cutscene broken up by very short periods of action, usually a single boss fight or a short dungeon.

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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, [[UpToEleven or maybe more than]], to ''Franchise/MetalGear''.
** A preorder bonus for Xenosaga II allowed for watching and summarizing the first game as one complete cutscene. It last lasts for FOUR HOURS.
** The second disk of its predesessor VideoGame/{{Xenogears}} was essencially a single 20 HOUR cutscene broken up ''VideoGame/{{Xenogears}}'' had anime cutscenes inspired by very short periods of action, usually a single boss fight or a short dungeon.''Anime/NeonGenesisEvangelion''.
3rd Dec '15 10:44:07 AM KamenRiderOokalf
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* The first two ''VideoGame/SilentHill'' games mostly used realtime scenes, with a few CGI videos. All subsequent games were exclusively realtime.

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* The first two ''VideoGame/SilentHill'' ''Franchise/SilentHill'' games mostly used realtime scenes, with a few CGI videos. All subsequent games were exclusively realtime.
19th Sep '15 9:32:22 PM nombretomado
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** While not to the same extent as its 2011 follow-up, ''VideoGame/TheLegendOfZeldaTwilightPrincess'' is very cinematic as well, and manages to feature them in real time to cope with the limited capacity of the NintendoGameCube (otherwise, the game would have had to come in two discs).

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** While not to the same extent as its 2011 follow-up, ''VideoGame/TheLegendOfZeldaTwilightPrincess'' is very cinematic as well, and manages to feature them in real time to cope with the limited capacity of the NintendoGameCube UsefulNotes/NintendoGameCube (otherwise, the game would have had to come in two discs).
23rd Aug '15 1:42:03 PM VicGeorge2011
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* Data Age's ''VideoGame/JourneyEscape'' for the UsefulNotes/{{Atari 2600}} had an animated interpretation of the cover of Music/{{Journey}}'s 1981 album ''Escape'' as one, complete with the intro of "Don't Stop Believin'".
7th Jun '15 12:23:55 AM robotortoise
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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 (not counting the demo video), 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 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).

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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 (not counting the demo video), 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).
5th Jun '15 8:51:52 AM MyFinalEdits
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* ''VideoGame/TheLegendOfZeldaTheWindWaker'' is one game in the ''Zelda'' series to use FMV cutscenes as part of its story. In fact, the game uses only one (not counting the demo video), 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 was removed in the HD remake, presumably because the developers didn't want to re-record it. The Legend of Zelda: Master Quest and Collector's Edition also featured prerendered cutscenes for Ocarina of Time's ending.Twilight Princess and Skyward Sword had prerendered cutscenes for their demo videos, and Skyward Sword, Majora's Mask 3D, and Ocarina of Time 3D's Sheikah Stones hints were prerendered. Skyward Sword's ending credit sequence was prerendered, too, to save on loading. (Zelda goes through various locations in the game.)

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* ''VideoGame/TheLegendOfZeldaTheWindWaker'' is one the first game in the ''Zelda'' series to use FMV cutscenes as part of its story. In fact, the game uses only one (not counting the demo video), 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 was removed in the HD remake, presumably because the developers didn't want to re-record it. The Legend of Zelda: Master Quest ''Master Quest'' and Collector's Edition ''Collector's Edition'' also featured feature prerendered cutscenes for Ocarina ''Ocarina of Time's ending.Twilight Princess Time'''s ending. ''VideoGame/TheLegendOfZeldaTwilightPrincess'' and Skyward Sword had ''VideoGame/TheLegendOfZeldaSkywardSword'' have prerendered cutscenes for their demo videos, and Skyward Sword, Majora's ''Skyward Sword'', ''Majora's Mask 3D, 3D'', and Ocarina ''Ocarina of Time 3D's 3D'''s Sheikah Stones hints were are prerendered. Skyward Sword's ''Skyward Sword'''s ending credit sequence was is prerendered, too, to save on loading. loading (Zelda goes through various locations in the game.)game).
5th Jun '15 2:16:18 AM robotortoise
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* ''VideoGame/TheLegendOfZeldaTheWindWaker'' may be the only game in the ''Zelda'' series to use FMV cutscenes. In fact, the game uses only one (not counting the demo video), 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. This was removed to save space in the VideoGameRemake.

to:

* ''VideoGame/TheLegendOfZeldaTheWindWaker'' may be the only is one game in the ''Zelda'' series to use FMV cutscenes.cutscenes as part of its story. In fact, the game uses only one (not counting the demo video), 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. credits, or because the developers didn't have time to implement it. This was removed in the HD remake, presumably because the developers didn't want to re-record it. The Legend of Zelda: Master Quest and Collector's Edition also featured prerendered cutscenes for Ocarina of Time's ending.Twilight Princess and Skyward Sword had prerendered cutscenes for their demo videos, and Skyward Sword, Majora's Mask 3D, and Ocarina of Time 3D's Sheikah Stones hints were prerendered. Skyward Sword's ending credit sequence was prerendered, too, to save space on loading. (Zelda goes through various locations in the VideoGameRemake.game.)



* ''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'' comes up to nearly two hours of prerendered cutscenes, which doesn't seem like a lot, but it does when you're actually going through the Subspace Emissary (Adventure Mode). In fact, the cutscenes alone might have been the reason the game is on a dual-layer disc, which offers twice the capacity of a regular Wii game disc.

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* ''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'' comes up to nearly two hours of prerendered cutscenes, which doesn't seem like a lot, but it does when you're actually going through the Subspace Emissary (Adventure Mode). In fact, the cutscenes alone might have been are the reason the game is on a dual-layer disc, which offers twice the capacity of a regular Wii game disc.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.Cutscene