History Main / CutsceneDrop

6th Oct '17 11:51:53 AM Abodos
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* The ''VideoGame/MetroidPrime'' games -- all three of them -- are famous for doing this.
** The cutscene in the first game which showed Samus watching Ridley fly overhead after obtaining the Boost Ball in Phendrana Drifts. It was possible to quickly boost off the ledge before the cutscene began, causing the cutscene to replace you on the ledge (and in unmorphed form, at that).
** There's a glitch during the Chykka boss fight in Echoes. The fight takes place in an arena with poisoned water, and at several points in the fight a cutscene takes place where the boss TurnsRed, and Samus is always teleported to the center of the battlefield. However, at the time Samus has an upgrade which lets her jump better in water, and if she's in the poison water when the cutscene starts she still has the physics of being in water despite being on land, meaning that proper timing makes a GoodBadBug which gives Samus extended water jumps while being on land.

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* The ''VideoGame/MetroidPrime'' ''VideoGame/MetroidPrimeTrilogy'' games -- all three of them -- are famous for doing this.
** The cutscene in the [[VideoGame/MetroidPrime first game game]] which showed Samus watching Ridley fly overhead after obtaining the Boost Ball in Phendrana Drifts. It was possible to quickly boost off the ledge before the cutscene began, causing the cutscene to replace you on the ledge (and in unmorphed form, at that).
** There's a glitch during the Chykka boss fight in Echoes.''VideoGame/MetroidPrime2Echoes''. The fight takes place in an arena with poisoned water, and at several points in the fight a cutscene takes place where the boss TurnsRed, and Samus is always teleported to the center of the battlefield. However, at the time Samus has an upgrade which lets her jump better in water, and if she's in the poison water when the cutscene starts she still has the physics of being in water despite being on land, meaning that proper timing makes a GoodBadBug which gives Samus extended water jumps while being on land.
14th Jul '17 8:00:40 PM nombretomado
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* This happens in a very obvious manner in one of the storyline matches in ''[[WWESmackDown SmackDown: Here Comes the Pain]]''. In the Royal Rumble, one wins by throwing other wrestlers over the top rope however they can. To win, of course, you use various moves to 'assist' the opponents out. However, no matter what you do to get that last guy out, the storyline dictates that you and your new rival eliminate each other over the top, with 'video' from the event showing so.

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* This happens in a very obvious manner in one of the storyline matches in ''[[WWESmackDown ''[[Wrestling/WWESmackDown SmackDown: Here Comes the Pain]]''. In the Royal Rumble, one wins by throwing other wrestlers over the top rope however they can. To win, of course, you use various moves to 'assist' the opponents out. However, no matter what you do to get that last guy out, the storyline dictates that you and your new rival eliminate each other over the top, with 'video' from the event showing so.
1st Nov '15 4:06:18 PM nombretomado
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** In ''MegaManZero'', when you defeat a boss that comes back later when you're to the right of them, Zero and the boss will leap past each other to get into proper position.

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** In ''MegaManZero'', ''VideoGame/MegaManZero'', when you defeat a boss that comes back later when you're to the right of them, Zero and the boss will leap past each other to get into proper position.
12th May '15 8:15:47 PM spaceace72
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** In ''MegaManZero'', when you defeat a boss that comes back later when you're to the right of them, Zero and the boss will leap past each other to get into proper position.
7th May '15 8:20:45 PM nombretomado
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* Since ''VideoGame/CityOfHeroes'' and ''CityOfVillains'' use their own in-game model machinima for scripted cutscenes with pre-placed [=NPCs=], there are times when you'll be able to 'insert' yourself into the cutscene by standing somewhere in the camera shot when the script triggers. For added hilarity, you can bind text and even emotes to keystrokes that will fire off during the scene where normal text input has been suspended.

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* Since ''VideoGame/CityOfHeroes'' and ''CityOfVillains'' ''VideoGame/CityOfVillains'' use their own in-game model machinima for scripted cutscenes with pre-placed [=NPCs=], there are times when you'll be able to 'insert' yourself into the cutscene by standing somewhere in the camera shot when the script triggers. For added hilarity, you can bind text and even emotes to keystrokes that will fire off during the scene where normal text input has been suspended.
9th Apr '15 7:10:55 PM jormis29
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* ''{{Uncharted}} 2'':

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* ''{{Uncharted}} 2'':''VideoGame/Uncharted2AmongThieves'':
25th Dec '14 8:37:10 AM Steven
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* ''Franchise/FinalFantasy'' games were typically immune to this because of separate world and battle screens. ''VideoGame/FinalFantasyXII'' overhauled the battle system, and had the main characters teleport after every boss battle in order to give their {{Victory Pose}}s in a neat formation in the center of the arena.

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* ''Franchise/FinalFantasy'' games were typically immune to this because of separate world and battle screens. ''VideoGame/FinalFantasyXII'' overhauled the battle system, and had the main characters teleport after every boss battle in order to give their {{Victory Pose}}s in a neat formation in the center of the arena. ''VideoGame/FinalFantasyXIV'' does the same thing when your party beats the final boss of a dungeon, but after the victory scene is done, the party is teleported back to their original positions. This gets even more hilarious if a party member is knocked out during the fight, the boss gets defeated, and you see that party member alive and kicking to do a victory pose, only be back down flat on their face after the pose is done.
5th Sep '14 3:16:58 PM DelShiftB
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* During important Arcade mode battles in ''VideoGame/BlazBlue'', a conversation between the characters usually occurs in game before the battle beings. Characters are usually positioned where they will be once the round starts to avoid the need of a transition. After the battle ends, however, characters will teleport back to their starting positions for the closing dialogue, regardless of where any of the characters were on screen when you dealt the finishing blow. The use of certain characters' astral finishes make this even more odd, since opponents that were punched into space or transported into a different room will suddenly teleport back to the fight stage for more exposition.

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* During important Arcade mode battles in ''VideoGame/BlazBlue'', a conversation between the characters usually occurs in game before the battle beings. Characters are usually positioned where they will be once the round starts to avoid the need of a transition. After the battle ends, however, characters will teleport back to their starting positions for the closing dialogue, regardless of where any of the characters were on screen when you dealt the finishing blow. The use of certain characters' astral finishes make this even more odd, since opponents that were punched into space or transported into a different room will suddenly teleport back to the fight stage for more exposition.exposition.
* ''VideoGame/RavenSquad'' gives you two squads, and also has cutscenes while progressing in the mission. Some of these cutscenes only need to be triggered by one group, but will teleport the required squad to the designated location for said cutscene even if they're left far behind.
2nd Jul '14 2:29:39 PM FurryKef
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** This tends to happen after the final BossBattle with [[spoiler:Solidus Snake]] in [[VideoGame/MetalGearSolid2SonsOfLiberty the second game]]. The player fights him on the rooftop of a large building, and when the player defeats him, both characters are magically teleported to the center of the rooftop for the dramatic finishing blow (which replaces [[TheBattleDidntCount the actual in-game finishing blow]]).

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** This tends to happen after the final BossBattle with [[spoiler:Solidus Snake]] in [[VideoGame/MetalGearSolid2SonsOfLiberty the second game]].''VideoGame/MetalGearSolid2SonsOfLiberty''. The player fights him on the rooftop of a large building, and when the player defeats him, both characters are magically teleported to the center of the rooftop for the dramatic finishing blow (which replaces [[TheBattleDidntCount the actual in-game finishing blow]]).
31st Mar '14 11:54:17 PM CountDorku
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** During Tali's loyalty mission in ''2'', you can trigger a cutscene by dropping a drone behind your enemies; this will cause you to teleport to the area and beams the mooks around you into space, although this does mean that the ensuing conversation will take place with guns welded into your hands.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.CutsceneDrop