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D'oh, already mentioned in the header.


* ''VideoGame/WingCommander'' is noted for being one the few series with [=FMVs=] that actually did them well, using quality movie actors and solid writing, with Wing Commander IV being a particular standout (unlike III, it was shot on film with actual sets, and had a stronger script than Prophecy). Functionally, the FMV was completely segregated from the gameplay: all FMV was in the form of cutscenes in between missions.

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* ''VideoGame/WingCommander'' is noted for being one the few series with [=FMVs=] that actually did them well, using quality movie actors and solid writing, with Wing Commander IV being a particular standout (unlike III, it was shot on film with actual sets, and had a stronger script than Prophecy). Functionally, the FMV was completely segregated from the gameplay: all FMV was in the form of cutscenes in between missions.
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* ''VideoGame/WingCommander'' is noted for being one the few series with [=FMVs=] that actually did them well, using quality movie actors and solid writing, with Wing Commander IV being a particular standout (unlike III, it was shot on film with actual sets, and had a stronger script than Prophecy)

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* ''VideoGame/WingCommander'' is noted for being one the few series with [=FMVs=] that actually did them well, using quality movie actors and solid writing, with Wing Commander IV being a particular standout (unlike III, it was shot on film with actual sets, and had a stronger script than Prophecy)Prophecy). Functionally, the FMV was completely segregated from the gameplay: all FMV was in the form of cutscenes in between missions.
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* ''[[VideoGame/TheLegendOfZeldaCDiGames Zelda's Adventure]]'' has live-action cutscenes instead of its two predecessors' OffModel animation.

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fixing indexing, namespacing


* 428: Fusa Sareta Shibuya de was created by Chunsoft in 2008. It is a rare hybrid of live action FMV and VisualNovel.

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* 428: Fusa Sareta Shibuya de ''VisualNovel/FourTwoEightShibuyaScramble'' was created by Chunsoft in 2008. It is a rare hybrid of live action FMV and VisualNovel.



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* ''CorpseKiller'', an attempt at marrying this genre to the RailShooter. It fails on both fronts. The developers of this game later tried to take the same concept and apply it to {{Wuxia}}, clearly [[FollowTheLeader riding]] the ''MortalKombat'' wave.

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* ''CorpseKiller'', ''VideoGame/CorpseKiller'', an attempt at marrying this genre to the RailShooter. It fails on both fronts. The developers of this game later tried to take the same concept and apply it to {{Wuxia}}, clearly [[FollowTheLeader riding]] the ''MortalKombat'' ''VideoGame/MortalKombat'' wave.



* Creator/{{Cyberflix}} made a number of these, ranging from their gimmicky but still advanced and fun early efforts (''VideoGame/{{Lunicus}}'', ''VideoGame/JumpRaven'', ''[[VideoGame/DustATaleOfTheWiredWest Dust]]'') to their later genuinely stunning masterpieces (''VideoGame/TitanicAdventureOutOfTime'', ''[[VideoGame/RedjackRevengeOfTheBrethren Redjack]]''.)

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* Creator/{{Cyberflix}} made a number of these, ranging from their gimmicky but still advanced and fun early efforts (''VideoGame/{{Lunicus}}'', ''VideoGame/JumpRaven'', ''[[VideoGame/DustATaleOfTheWiredWest Dust]]'') to their later genuinely stunning masterpieces (''VideoGame/TitanicAdventureOutOfTime'', ''[[VideoGame/RedjackRevengeOfTheBrethren Redjack]]''.)masterpieces.
** ''VideoGame/DustATaleOfTheWiredWest''
** ''VideoGame/JumpRaven''
** ''VideoGame/{{Lunicus}}
** ''VideoGame/RedjackRevengeOfTheBrethren''
** ''VideoGame/TitanicAdventureOutOfTime''



* Darkstar: A game created by the producers and actors of Mystery Science Theater 3000.

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* Darkstar: ''{{Darkstar}}'': A game created by the producers and actors of Mystery Science Theater 3000.''Series/MysteryScienceTheater3000''.



* ''FateByNumbers ([[http://www.fatebynumbers.com/ link]])'', a freeware game produced as a graduation project by a group of students in the Netherlands, filmed in classic FilmNoir style.

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* ''FateByNumbers ([[http://www.fatebynumbers.com/ link]])'', ''VideoGame/FateByNumbers'', a freeware game produced as a graduation project by a group of students in the Netherlands, filmed in classic FilmNoir style.



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* ''The Lawnmower Man'' [[/index]](not the cartridge-based console game) used ''Dragon's Lair''-style PressXToNotDie gameplay minus the on-screen prompts (thereby requiring [[TrialAndErrorGameplay trial and error]]) interspersed with [[TimedMission time-limited]] puzzle solving. (This kind of gameplay combined with limited [[VideoGameLives lives]] makes for ''extreme'' FakeDifficulty.) It had 3D graphics (like in the film) that were pre-rendered to fit the limits of the Sega Genesis color palette (64 onscreen, 512 total), even in the PC version despite the hardware allowing for more colors (256 onscreen, 2^24 total).[[index]]

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* ''The Lawnmower Man'' ''VideoGame/TheLawnmowerMan'' [[/index]](not the cartridge-based console game) used ''Dragon's Lair''-style PressXToNotDie gameplay minus the on-screen prompts (thereby requiring [[TrialAndErrorGameplay trial and error]]) interspersed with [[TimedMission time-limited]] puzzle solving. (This kind of gameplay combined with limited [[VideoGameLives lives]] makes for ''extreme'' FakeDifficulty.) It had 3D graphics (like in the film) that were pre-rendered to fit the limits of the Sega Genesis color palette (64 onscreen, 512 total), even in the PC version despite the hardware allowing for more colors (256 onscreen, 2^24 total).[[index]]



* The ''MakeMyVideo'' series on Sega CD, a set of utilities released at the height of the multimedia boom that let players edit their own versions of music videos from artists such as Marky Mark & The Funky Bunch, Kriss Kross, INXS and C+ C Music Factory. Especially notable for their terrible cutscenes, being generally considered some of the worst "games" ever made, and also being considered the worst games on the Sega CD (and that's saying something, because the Sega CD is infamous for having a horrid selection of games).

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* The ''MakeMyVideo'' ''VideoGame/MakeMyVideo'' series on Sega CD, a set of utilities released at the height of the multimedia boom that let players edit their own versions of music videos from artists such as Marky Mark & The Funky Bunch, Kriss Kross, INXS and C+ C Music Factory. Especially notable for their terrible cutscenes, being generally considered some of the worst "games" ever made, and also being considered the worst games on the Sega CD (and that's saying something, because the Sega CD is infamous for having a horrid selection of games).



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* ''VideoGame/RebelAssault'' (both it, and its sequel were actually quite fun)

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* ''VideoGame/RebelAssault'' (both it, and its sequel were actually quite fun)''VideoGame/RebelAssault''



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* The first ''VideoGame/{{SWAT}}''-titled spinoff of the ''VideoGame/PoliceQuest'' series, ''Daryl F. Gates' Police Quest : SWAT''. It was also the beginning of a GameplayRoulette. It's basically a FirstPersonShooter with Full Motion Video instead of 3D graphics. It came on three [=CDs=], and unfortunately was not worth the trouble.

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* The first ''VideoGame/{{SWAT}}''-titled spinoff of the ''VideoGame/PoliceQuest'' series, ''Daryl F. Gates' Police Quest : Quest: SWAT''. It was also the beginning of a GameplayRoulette. It's basically a FirstPersonShooter with Full Motion Video instead of 3D graphics. It came on three [=CDs=], and unfortunately was not worth the trouble.



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* ''Dune 2000'' replaced the drawn cutscenes of ''VideoGame/DuneII'' with FMV, as does the sequel ''VideoGame/EmperorBattleForDune''.

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* ''Dune 2000'' replaced and ''VideoGame/EmperorBattleForDune'' replace the drawn cutscenes of ''VideoGame/DuneII'' with FMV, as does the sequel ''VideoGame/EmperorBattleForDune''.FMV.



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* ''Franchise/KingdomHearts'' had them at the beginning and end of the games.

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* ''Franchise/KingdomHearts'' had has them at the beginning and end of the games.
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* ''VisualNovel/ManEnough''
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* ''VideoGame/KidsOnSite''
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* ''VideoGame/AceCombatZero'', uniquely among the series, uses FMV cutscenes, justified by the FauxDocumentary format of the FramingStory: a journalist is interviewing retired Belkan War veterans and the "missions" you play are actually stories they tell about the [[PlayerCharacter Demon Lord]].

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* ''VideoGame/AceCombatZero'', ''VideoGame/AceCombatZeroTheBelkanWar'', uniquely among the series, uses FMV cutscenes, justified by the FauxDocumentary format of the FramingStory: a journalist is interviewing retired Belkan War veterans and the "missions" you play are actually stories they tell about the [[PlayerCharacter Demon Lord]].
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* ''VideoGame/PsychoKiller''
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* ''VideoGame/{{Strafe}}'' features live-action cutscenes in its tutorial, fitting with its 90's look.
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* ''VideoGame/NeedForSpeedMostWanted'' (2005) and ''Carbon'' had a few FMV cutscenes each.
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* ''VideoGame/TheInfectiousMadnessOfDoctorDekker''
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* ''[[VideoGame/AlanWake Alan Wake's American Nightmare]]'' uses [=FMV=] on cutscenes and in-game videos.

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* ''[[VideoGame/AlanWake Alan Wake's American Nightmare]]'' ''VideoGame/AlanWakesAmericanNightmare'' uses [=FMV=] on cutscenes and in-game videos.
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In arcades, the genre really began in 1983 with the release of ''VideoGame/DragonsLair'', a laserdisc-based game with animation by Don Bluth. The game typically cost twice as much to play as any other game, and gameplay consisted of pressing a button or direction at the appropriate point, but it was very popular, and inspired countless imitators. The fad died after a year or so because of the sameness of the gameplay and the difficulty in maintaining expensive laserdisc players. Plus, laserdisc games were prone to skipping and even outright malfunctions, due to factors such as the disc or reader wearing out after extensive play. Regardless, arcade laserdisc games were sporadically produced even through the 1990s. There were also attempts to bring laserdisc games into the home in the 1980s with the Palcom PX-7 {{MSX}} computer and the incredibly obscure [[http://www.videogameconsolelibrary.com/pg80-rdi.htm RDI Halcyon]] console, and in the 1990s with the Pioneer [=LaserActive=]. Many old laserdisc games were simple enough that they can be played nowadays on an ordinary DVD player.

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In arcades, the genre really began in 1983 with the release of ''VideoGame/DragonsLair'', a laserdisc-based game with animation by Don Bluth. The game typically cost twice as much to play as any other game, and gameplay consisted of pressing a button or direction at the appropriate point, but it was very popular, and inspired countless imitators. The fad died after a year or so because of the sameness of the gameplay and the difficulty in maintaining expensive laserdisc players. Plus, laserdisc games were prone to skipping and even outright malfunctions, due to factors such as the disc or reader wearing out after extensive play. Regardless, arcade laserdisc games were sporadically produced even through the 1990s. There were also attempts to bring laserdisc games into the home in the 1980s with the Palcom PX-7 {{MSX}} {{UsefulNotes/MSX}} computer and the incredibly obscure [[http://www.videogameconsolelibrary.com/pg80-rdi.htm RDI Halcyon]] console, and in the 1990s with the Pioneer [=LaserActive=]. Many old laserdisc games were simple enough that they can be played nowadays on an ordinary DVD player.
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* VideoGame/OffWorldInterceptor had arguably the worst in this subcategory.
* VideoGame/DeusExHumanRevolution, VideoGame/CallOfDutyBlackOps and VideoGame/TheElderScrollsVSkyrim are some of the titles that have used FMV or a [[MediumBlending combination]] of FMV and in-game renders for their trailers, marketing campaigns and commercials.
** VideoGame/CallOfDutyBlackOps also uses FMV during the game itself multiple times, though this is mostly to get around the ageing id Tech 3's inability to load multiple levels at a time.

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* VideoGame/OffWorldInterceptor ''VideoGame/OffWorldInterceptor'' had arguably the worst in this subcategory.
* VideoGame/DeusExHumanRevolution, VideoGame/CallOfDutyBlackOps ''VideoGame/DeusExHumanRevolution'', ''VideoGame/CallOfDutyBlackOps'' and VideoGame/TheElderScrollsVSkyrim ''VideoGame/TheElderScrollsVSkyrim'' are some of the titles that have used FMV or a [[MediumBlending combination]] of FMV and in-game renders for their trailers, marketing campaigns and commercials.
** VideoGame/CallOfDutyBlackOps ''VideoGame/CallOfDutyBlackOps'' also uses FMV during the game itself multiple times, though this is mostly to get around the ageing id Tech 3's inability to load multiple levels at a time.
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* ''AceCombat Zero'', uniquely among the series, uses FMV cutscenes, justified by the FauxDocumentary format of the FramingStory: a journalist is interviewing retired Belkan War veterans and the "missions" you play are actually stories they tell about the [[PlayerCharacter Demon Lord]].

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* ''AceCombat Zero'', ''VideoGame/AceCombatZero'', uniquely among the series, uses FMV cutscenes, justified by the FauxDocumentary format of the FramingStory: a journalist is interviewing retired Belkan War veterans and the "missions" you play are actually stories they tell about the [[PlayerCharacter Demon Lord]].
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** ''VideoGame/MystVEndOfAges'' has a variation: video of the actors' performances is wrapped onto digital models, which unfortunately dips into the UncannyValley, especially with low graphic settings.


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* ''VideoGame/{{Obduction}}'': The SpiritualSuccessor to ''VideoGame/{{Myst}}'', it follows the tradition of that series by having the characters portrayed in full video. To reduce visual confusion with the 3D environment, these characters are always using a communication device or standing behind a window.
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A type of video game based around video clips [[note]][[WebVideo/{{Benzaie}} "Full Motion Video! A nice-sounding name that could be shortened as just…]] [[DepartmentOfRedundancyDepartment video."]][[/note]]. Nowadays they are best remembered for a lack of interactivity - as ''WebVideo/TheAngryVideoGameNerd'' once put it, "It doesn't even feel like you're playing a game. It feels like you're watching a movie. A ''bad'' movie." Gameplay consisted mostly of pressing buttons at the right time, choosing correct sequences of clips, or playing other games that just used the video as a backdrop.

Part of the logical reason the games were so poorly received, was that in addition to their lack of interactivity, they were also badly written and poorly acted - the task of programming a whole new genre of a game had to be balanced with hiring scriptwriters and actors. Naturally quality suffered, with camp movies, hammy actors, bad plots or just a lousy game.

''Note: There was a period in TheNineties during which {{Cutscene}}s in normal games exclusively used pre-rendered or live-action video and were sometimes referred to as "[=FMVs=]".''

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A type of video game based around video clips [[note]][[WebVideo/{{Benzaie}} "full motion video"[[note]][[WebVideo/{{Benzaie}} "Full Motion Video! A nice-sounding name that could be shortened as just…]] [[DepartmentOfRedundancyDepartment video."]][[/note]]. "]][[/note]] ("FMV" for short) is a video game term, used back in TheNineties for {{Cutscene}}s which use pre-rendered or live-action video, as opposed to playing in-engine.

Today, however, the term is mainly remembered as lending its name to a particular type of video games (also called "interactive movies") which are entirely based around video clips. Gameplay consisted mostly of pressing buttons at the right time, choosing correct sequences of clips, or playing other games that just used the video as a backdrop.
Nowadays they these games are best remembered for a lack of interactivity - -- as ''WebVideo/TheAngryVideoGameNerd'' once put it, "It doesn't even feel like you're playing a game. It feels like you're watching a movie. A ''bad'' movie." Gameplay consisted mostly of pressing buttons at the right time, choosing correct sequences of clips, or playing other games that just used the video as a backdrop.

"

Part of the logical reason the games were so poorly received, was that in addition to their lack of interactivity, they were also badly written and poorly acted - -- the task of programming a whole new genre of a game had to be balanced with hiring scriptwriters and actors. Naturally quality suffered, with camp movies, hammy actors, bad plots or just a lousy game.

''Note: There was a period in TheNineties during which {{Cutscene}}s in normal games exclusively used pre-rendered or live-action video and were sometimes referred to as "[=FMVs=]".''
game.
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While pretty much a dead genre, as the video game industry has moved onto other ways of making games with nice graphics and bad gameplay, some newer titles have taken on to using this medium as part of their marketing campaign, perhaps giving it a niche to hold on to.

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While pretty much a dead genre, as the video game industry has moved onto other ways of making games with money from nice graphics combined with crappy gameplay and bad gameplay, mind-numbing tedium (see tropes like {{Freemium}}, DownloadableContent, AllegedlyFreeGame...), some newer titles have taken on to using this medium as part of their marketing campaign, perhaps giving it a niche to hold on to.to.
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Part of the logical reason the games were so poorly received, was that in addition to their lack of interactivity, they were also badly written and poorly acted - the task of programming a game had to be balanced with hiring scriptwriters and actors. Naturally quality for one or the other suffered, with camp movies, hammy actors, bad plots or just a lousy game.

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Part of the logical reason the games were so poorly received, was that in addition to their lack of interactivity, they were also badly written and poorly acted - the task of programming a whole new genre of a game had to be balanced with hiring scriptwriters and actors. Naturally quality for one or the other suffered, with camp movies, hammy actors, bad plots or just a lousy game.

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* ''Film/BramStokersDracula'' on the Sega CD used FMV for its cutscenes, and for the actual game levels, DigitizedSprites were overlaid on FMV backdrops.



* ''Franchise/SherlockHolmes: Consulting Detective'', VOlumes 1 and 2

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* ''Franchise/SherlockHolmes: Consulting Detective'', VOlumes Volumes 1 and 2



* ''VideoGame/NiGHTSIntoDreams'' had quite a few CGI cutscenes, all of which were very nicely animated.

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* ''VideoGame/NiGHTSIntoDreams'' ''VideoGame/NightsIntoDreams'' had quite a few CGI cutscenes, all of which were very nicely animated.
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* ''VideoGame/TheMuseumOfAnythingGoes''
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** The spinoff game ''Privateer 2: The Darkening'' is also widely praised for the FMV cutscenes. While the game itself is [[ObviousBeta notoriously glitchy]], the FMV is often considered its saving grace, thanks to its outstanding production value and acting. [[WebVideo/TheSpoonyExperiment Spoony]] even called it "the modern Dr. Who series ten years ahead of its time."

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** The spinoff game ''Privateer 2: The Darkening'' ''VideoGame/Privateer2TheDarkening'' is also widely praised for the FMV cutscenes. While the game itself is [[ObviousBeta notoriously glitchy]], the FMV is often considered its saving grace, thanks to its outstanding production value and acting. [[WebVideo/TheSpoonyExperiment Spoony]] even called it "the modern Dr. Who series ten years ahead of its time."

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* ''Crime Patrol'' (American Laser Games, 1993)



* ''Space Pirates'' (American Laser Games, 1992)




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* ''Who Shot Johnny Rock?'' (American Laser Games, 1991)
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* The (non-canon, and ''very'' {{NSFW}}) ''Manga/DeathNote'' {{Yaoi}} game ''Bound Prince'' is this. It tells a story of Light losing a bet to L and being his SexSlave for a week; it's basically an illustrated fanfic.
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* Episodes 11.5 and 15.5 of ''AsurasWrath'' count as these (while some have made the case for the whole game being a quasi-example of the interactive movie part of this trope.)

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* Episodes 11.5 and 15.5 of ''AsurasWrath'' ''VideoGame/AsurasWrath'' count as these (while some have made the case for the whole game being a quasi-example of the interactive movie part of this trope.)
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* ''Firefox'' (Atari, 1984)

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* ''Firefox'' ''VideoGame/{{Firefox}}'' (Atari, 1984)

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Removing the Asura's Wrath paragraphs because 1. if there's no full motion video, it's not a full motion video game (Square Peg Round Trope) and 2. recursive indexing


* ''VideoGame/AsurasWrath'' is something of a unique example. While there is actual gameplay in it like most other BeatEmUp's and ActionGames, a lot of the gameplay focuses on cutscene based QTE's, but usually each one synchronizes with every action taken on screen, and some of the presses synchronize with attacks similar to a RhythmGame. Episodes 11.5 and 15.5 are even straighter examples that still use the same synchronic attack principles, as it's based on button inputs that mimic all the hits on the screen of an Anime-like stage that acts as a stand in for Full Motion Video (Basically DragonsLair Or SpaceAce, but with Japanese Animation instead of Western Animation), and they are arguably even better examples of this than the main game.
** Also, unlike the other examples on this list, there's no actual FullMotionVideo involved, but it instead uses the main graphics engine to simulate FullMotionVideo, and instead of being more of an interactive movie, it's plot sturcture, episodic nature and running time of most of the episodes, it's more of an Interactive {{Anime}} than an interactive movie.


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* ''VideoGame/{{Roundabout}}'''s cutscenes are live-action clips specifically made to look like [[{{Retraux}} a 70s B-movie]].
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* ''VideoGame/GrandTheftAutoII'' played [=FMV=] of an angrier, more talkative Claude Speed.

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* ''VideoGame/GrandTheftAutoII'' ''VideoGame/GrandTheftAuto2'' played [=FMV=] of an angrier, more talkative Claude Speed.
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* The [=PlayStation=] 2 and Wii conversions of ''VideoGame/RockBand'', and the [=PS2=] conversion of ''Rock Band 2'', had the actual note highways and [=HUDs=] rendered in real-time, but in order to make the game look as good as its Xbox 360 and [=PS3=] counterparts, the backgrounds were pre-rendered [=FMVs=] from those versions rather than being rendered in real-time. Sadly, this meant the game lost all of its character customization features in the process.
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* Beginning with ''VideoGame/FinalFantasyVII'' on the PlayStation, the ''Franchise/FinalFantasy'' series became famous for its high quality [=FMV=] cutscenes that integrated flawlessly with the pre-rendered backgrounds. The high production values and visual spectacle of these [=FMVs=] were crucial to popularizing Japanese [=RPGs=] with western audiences, who found previous games' 2D sprites unappealing for conveying complex plots and characters.

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* Beginning with ''VideoGame/FinalFantasyVII'' on the PlayStation, UsefulNotes/PlayStation, the ''Franchise/FinalFantasy'' series became famous for its high quality [=FMV=] cutscenes that integrated flawlessly with the pre-rendered backgrounds. The high production values and visual spectacle of these [=FMVs=] were crucial to popularizing Japanese [=RPGs=] with western audiences, who found previous games' 2D sprites unappealing for conveying complex plots and characters.

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