Follow TV Tropes

Following

History Main / ExpositionBreak

Go To

OR

Added: 407

Changed: 382

Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Xenogears}}'' in general. The cutscenes are very long, very frequent, and generally important. While the second disc is infamous for the developers running out of time/money and having the characters narrate instead of having gameplay, this actually ''sped things up'', since the summarized cutscenes went by much faster than they would have otherwise, and most of the dungeons are still there.

to:

* ''VideoGame/{{Xenogears}}'' in general. ''VideoGame/{{Xenogears}}'':
**
The cutscenes are very long, very frequent, in [[{{Textplosion}} text format]], and generally important. While the second disc is infamous for the developers running out of time/money and having the characters narrate instead of having gameplay, this actually ''sped things up'', since the summarized cutscenes went by much faster than they would have otherwise, and most of the dungeons are still there.

Changed: 578

Removed: 484

Is there an issue? Send a MessageReason:
None


* ''VideoGame/HalfLife2'' twice locks the player in a warehouse to watch the rest of the cast [[MrExposition infodump]] at one another for over ten minutes. Towards the end of the game, the plot abandons subtlety and locks the player character in a restraint chair for the same purpose.
** The original ''VideoGame/HalfLife1'' did the same. It was billed and hyped as having no cutscenes because you are always in control of the player, but there are several spots in the game where you have to wait for an NPC to say his/her piece before the door behind will magically open.
*** But at least you can amuse yourself by jumping around or smashing crates
*** Not anymore! Episode Two gets very inventive finding excuses to completely stop the player moving or looking around.

to:

* The ''VideoGame/HalfLife'' series occasionally features breaks in the action where an NPC explains the player character's next objective before opening the way ahead. In ''VideoGame/HalfLife2'' twice locks and the player in a warehouse to watch Episodes these breaks are often longer and lean more towards infodumps and conversations between the rest of supporting cast, especially the cast [[MrExposition infodump]] at one another for over ten minutes. Towards the end of the game, the plot abandons subtlety and locks the player character in a restraint chair for the same purpose.
** The original ''VideoGame/HalfLife1'' did the same. It was billed and hyped as having no cutscenes because you are always in control of the player, but there are several spots
ones taking place in the game where you have Resistance's bases and labs. The one consolation is that you're still allowed to wait for an NPC to say his/her piece before the door behind will magically open.
*** But at least you can amuse yourself by jumping
move around or smashing crates
*** Not anymore! Episode Two gets very inventive finding excuses to completely stop
and mess with the player moving or looking around.environment while these sequences play out.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/TheMessenger2018'' drop a several-minute long cutscene that dumps all the info about the world myth, why the Messengers exist, and why you've been collecting music notes in the first place all at once, right before the VeryDefiniteFinalDungeon.
Is there an issue? Send a MessageReason:
Spacing


[[folder: Action Adventure Game]]

to:

[[folder: Action [[folder:Action Adventure Game]]



[[folder: Adventure Game]]

to:

[[folder: Adventure [[folder:Adventure Game]]



[[folder: First Person Shooter]]

to:

[[folder: First [[folder:First Person Shooter]]



[[folder: Role Playing Game]]

to:

[[folder: Role [[folder:Role Playing Game]]



[[folder: Shooting Game]]

to:

[[folder: Shooting [[folder:Shooting Game]]



[[folder: Survival Horror]]

to:

[[folder: Survival [[folder:Survival Horror]]



[[folder: Visual Novels]]

to:

[[folder: Visual [[folder:Visual Novels]]



[[folder: Wide Open Sandbox]]

to:

[[folder: Wide [[folder:Wide Open Sandbox]]
Is there an issue? Send a MessageReason:


* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' feels the same way as FFX for people who are fast readers. There's always the risk of saying "Yes" when MrExposition asks, "[[ShallIRepeatThat Do you want to hear what I said again?]]" NO.
* In ''VideoGame/TheLegendOfZeldaMajorasMask'', you earn a heart piece by using the All-Night Mask to stay awake during an old lady's long, rambling speech (but not using it and dozing off is also a fast way to skip all the way to the Third Day without spamming the Song of Double Time)
* In ''VideoGame/TheLegendOfZeldaTwilightPrincess'', there're a couple of these, but there's generally something interesting going on while it happens. In one case, it was a ''huge'' mindfuck.

to:

* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' feels the same way as FFX ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': Long dialogues get tricky for people who are fast readers. There's always the risk of saying "Yes" when MrExposition asks, "[[ShallIRepeatThat Do you want to hear what I said again?]]" NO.
again?]]"
* In ''VideoGame/TheLegendOfZeldaMajorasMask'', you ''VideoGame/TheLegendOfZeldaMajorasMask'': You earn a heart piece by using the All-Night Mask to stay awake during an old lady's long, rambling speech (but not using it and dozing off is also a fast way to skip all the way to the Third Day without spamming the Song of Double Time)
* %%* In ''VideoGame/TheLegendOfZeldaTwilightPrincess'', there're ''VideoGame/TheLegendOfZeldaTwilightPrincess'': There're a couple of these, but there's generally something interesting going on while it happens. In one case, it was a ''huge'' mindfuck.happens.

Top