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See also ExpositionBreak, GoingThroughTheMotions, GameplayAndStorySegregation, CutscenePowerToTheMax and CutsceneIncompetence. Contrast PressXToNotDie, which makes you ''think'' it's a normal cutscene at first.

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See also ExpositionBreak, GoingThroughTheMotions, GameplayAndStorySegregation, CutscenePowerToTheMax and CutsceneIncompetence. Contrast PressXToNotDie, which makes you ''think'' it's a normal cutscene at first.
first. Compare and contrast AutoPilotTutorial, when the game demonstrates the tutorial for you, blocking any other interaction.
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* Data Age's ''VideoGame/JourneyEscape'' for the UsefulNotes/{{Atari 2600}} had an animated interpretation of the cover of Music/{{Journey|Band}}'s 1981 album ''Escape'' as one, complete with the intro of "Don't Stop Believin'".

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* Data Age's ''VideoGame/JourneyEscape'' for the UsefulNotes/{{Atari Platform/{{Atari 2600}} had an animated interpretation of the cover of Music/{{Journey|Band}}'s 1981 album ''Escape'' as one, complete with the intro of "Don't Stop Believin'".



** 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 UsefulNotes/NintendoGameCube (otherwise, the game would have had to come in two discs).
* ''VideoGame/{{Karateka}}'' and ''VideoGame/{{Prince of Persia|1}}'', both created by Jordan Mechner and originating on the UsefulNotes/AppleII. These really invented the in-engine cutscene as we know it. Since the technology was so limited, Mechner used the techniques of the silent movie era to add drama to his ahead-of-the-curve action games.

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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 UsefulNotes/NintendoGameCube Platform/NintendoGameCube (otherwise, the game would have had to come in two discs).
* ''VideoGame/{{Karateka}}'' and ''VideoGame/{{Prince of Persia|1}}'', both created by Jordan Mechner and originating on the UsefulNotes/AppleII.Platform/AppleII. These really invented the in-engine cutscene as we know it. Since the technology was so limited, Mechner used the techniques of the silent movie era to add drama to his ahead-of-the-curve action games.



* ''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 (outside of the UsefulNotes/PlayStation2 port), 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 (outside of the UsefulNotes/PlayStation2 Platform/PlayStation2 port), with many of them being unskippable and incorporating PressXToNotDie events.



* 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.

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* 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 Platform/PCEngine counterpart, perhaps due to cartridge size limitations or a reduced art budget.
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* ''VideoGame/FinalFantasyXIV'' is known for being an MMORPG that has quite a number of cutscenes. It got to the point where if there are multiple and/or long cutscenes, the game will warn you about them and suggest that you set aside some time to watch them in full. Thankfully, the cutscenes generally happen after the instanced duty is over so that players can watch them at their leisure without holding up everyone else.
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* PlayedWith in a Creator/ProZD video. The InUniverse ''King Dragon'' game has an unskippable cutscene just before the FinalBoss. The cutscene is also played every single time the boss is fought, which makes Dennis (the player) [[https://youtu.be/mF6sO2KdXSs very frustrated.]]

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* PlayedWith in a Creator/ProZD WebVideo/ProZD video. The InUniverse ''King Dragon'' game has an unskippable cutscene just before the FinalBoss. The cutscene is also played every single time the boss is fought, which makes Dennis (the player) [[https://youtu.be/mF6sO2KdXSs very frustrated.]]
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* UrExample: ''The Sumerian Game'', the 1966 edition of which has a slide show with audio as the introductory cutscene.
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* ''WebComic/NerfNow'': Angie tells Maggie that the reason unskippable cutscenes exist is so games have to suffer the same way the game programmers have to with real life events.

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* ''WebComic/NerfNow'': Angie tells Maggie that the reason unskippable cutscenes exist is so games gamers have to suffer the same way the game programmers have to with real life events.
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* ''WebComic/NerfNow'': Angie tells Maggie that the reason unskippable cutscenes exist is so games have to suffer the same way the game programmers have to with real life events.
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Honkai Impact 3rd



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*''VideoGame/HonkaiImpact3rd'': Most of the time, the game's story is told in a VisualNovel style, just with 3D character models instead of sprites. However, the most plot-important moments are shown through full motion cinematics which are usually a few minutes long and available on [[https://www.youtube.com/@HonkaiImpact3rd/videos the official YouTube channel]]. There's about one such cutscene per StoryArc and they're well-known for their spectacular animation, [[{{Tearjerker}} emotional weight]] and memorable [[InsertSong Insert Songs]].
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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'".

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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 Music/{{Journey|Band}}'s 1981 album ''Escape'' as one, complete with the intro of "Don't Stop Believin'".

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