History Main / NoCutsceneInventoryInertia

29th Mar '17 10:08:30 AM crazysamaritan
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** Cutscenes in ''VideoGame/MetalGearSolid2SonsOfLiberty'' will nearly always have Raiden using the SOCOM pistol when he's brandishing a weapon. If he fires it in said cutscene, it will make the normal gunshot noise regardless of whether the player found the suppressor. The exception is if the player equips the slide-locked, always-suppressed, non-lethal M9 before entering the cutscene, at which point things get especially silly as it will also act like it's the SOCOM, complete with firing loudly and semi-automatically at, and drawing blood from, the [[NighInvulnerable otherwise invincible Vamp]] on two separate occasions[[note]]the ''Substance'' rerelease seems to have fixed the first case, but not the second[[/note]]. If the player hasn't acquired the M9 before meeting Vamp (admittedly, you have to actively avoid grabbing it from the roof, as it's ''very'' conveniently located) for the first time, or simply leaves it unequipped when entering that cutscene, [[TheDevTeamThinksOfEverything Raiden will not carry a weapon during it]].

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** Cutscenes in ''VideoGame/MetalGearSolid2SonsOfLiberty'' will nearly always have Raiden using the SOCOM pistol when he's brandishing a weapon. If he fires it in said cutscene, it will make the normal gunshot noise regardless of whether the player found the suppressor. The exception is if the player equips the slide-locked, always-suppressed, non-lethal M9 before entering the cutscene, at which point things get especially silly as it will also act like it's the SOCOM, complete with firing loudly and semi-automatically at, and drawing blood from, the [[NighInvulnerable otherwise invincible Vamp]] on two separate occasions[[note]]the ''Substance'' rerelease seems to have fixed the first case, but not the second[[/note]]. If the player hasn't acquired the M9 before meeting Vamp (admittedly, you have to actively avoid grabbing it from the roof, as it's ''very'' conveniently located) for the first time, or simply leaves it unequipped when entering that cutscene, [[TheDevTeamThinksOfEverything Raiden will not carry a weapon during it]].it.
8th Mar '17 1:44:31 PM Kadorhal
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* Generally averted in the ''VideoGame/NoMoreHeroes'' games, where the cutscenes will show Travis wearing whatever he's wearing and wielding whatever weapon he's using in gameplay. The only way this is even touched on is with the Rose Nasty, the last weapon in the sequel, which unlike all of the other weapons in the series, requires Travis to DualWield. Since the cutscenes are all scripted with Travis using one sword, the off-hand sword will disappear if Travis is using the Rose Nasty during a cutscene.

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* Generally averted in the ''VideoGame/NoMoreHeroes'' games, where the cutscenes will show Travis wearing whatever he's wearing and wielding whatever weapon he's using in gameplay. gameplay, even getting entirely different animations for activating his beam katana before gameplay actually starts depending on the sword. The only way this is even touched on is with the Rose Nasty, the last weapon in the sequel, ''[[VideoGame/NoMoreHeroes2DesperateStruggle Desperate Struggle]]'', which unlike all of the other weapons in the series, requires Travis to DualWield. Since the cutscenes are all scripted with Travis using one sword, the off-hand sword will disappear if Travis is using the Rose Nasty during a cutscene.



** ''VideoGame/CallOfDutyBlackOps2'' does this often due to its more cinematic nature than previous games in the series. An early instance is in the opening level, "Pyrrhic Victory", in which Mason, for the cutscene confrontation with Menendez, pulls out a Hi-Power pistol to threaten him and ultimately [[EyeScream shoot out his eye]], in spite of the fact that the Hi-Power is never used by any enemies he could have conceivably grabbed one off of and it isn't available for the player's loadout until three missions later. Another one is halfway through "Achille's Veil", the first half of which is played as deep-cover agent Farid instead of primary protagonist David Mason; when the latter shows up in the cutscene bisecting the level, he has an [=MP7=] in his hands, which like the above is not available until the next mission - when control shifts to him here, he ends up with whatever Farid had, even stuff like the suit of optical camo.

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** ''VideoGame/CallOfDutyBlackOps2'' does this often due to its more cinematic nature than previous games in the series. series (where mid-mission "cutscenes", at best, were typically just [=NPCs=] going through a scripted animation as the player's weapon was lowered so they couldn't interrupt it). An early instance is in the opening level, "Pyrrhic Victory", in which Mason, for the cutscene confrontation with Menendez, Mason pulls out a Hi-Power pistol to threaten him Menendez and ultimately [[EyeScream shoot out his eye]], in spite of the fact that the Hi-Power is never used by any enemies he could have conceivably grabbed one off of and it isn't available for the player's loadout until three missions later. Another one is halfway through "Achille's Veil", the first half of which is played as deep-cover agent Farid instead of primary protagonist David Mason; when the latter shows up in the cutscene bisecting the level, he has an [=MP7=] in his hands, which like the above is not available until the next mission - when control shifts to him here, he ends up with takes whatever Farid had, even stuff like the suit of optical camo.
6th Mar '17 9:16:30 PM Kadorhal
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->''"Well, it's finally happened. Shooters have been evolving for something like two decades, through thick and thin, through and gray, through showers of flailing ragdolls against a background of excessive bloom, but it was all worth it because shooters have reached the peak. Yes, with VideoGame/MaxPayne3, shooters have finally figured out how to have the main character holding the same guns in cutscenes that he was using in the preceding gameplay. Close up the shop and shine all those crazy diamonds; it's not getting any better than this."''

to:

->''"Well, it's finally happened. Shooters have been evolving for something like two decades, through thick and thin, through and gray, through showers of flailing ragdolls against a background of excessive bloom, but it was all worth it because shooters have reached the peak. Yes, with VideoGame/MaxPayne3, VideoGame/MaxPayne 3, shooters have finally figured out how to have the main character holding the same guns in cutscenes that he was using in the preceding gameplay. Close up the shop and shine all those crazy diamonds; it's not getting any better than this."''



** Cutscenes in ''VideoGame/MetalGearSolid2SonsOfLiberty'' will nearly always have Raiden using the SOCOM pistol when he's brandishing a weapon. If he fires it in said cutscene, it will make the normal gunshot noise whether the player found the suppressor. The exception is if the player equips the slide-locked, always-suppressed, non-lethal M9 before entering the cutscene, at which point things get especially silly as it will also act like it's the SOCOM, complete with firing loudly and semi-automatically at, and drawing blood from, the [[NighInvulnerable otherwise invincible Vamp]] on two separate occasions[[note]]the ''Substance'' rerelease seems to have fixed the first case, but not the second[[/note]]. If the player hasn't acquired the M9 before meeting Vamp (admittedly, you have to actively avoid grabbing it from the roof, as it's ''very'' conveniently located) for the first time, or simply leaves it unequipped when entering that cutscene, [[TheDevTeamThinksOfEverything Raiden will not carry a weapon during it]].
** In ''VideoGame/MetalGearSolid3SnakeEater'', Snake will usually keep whatever outfit or face-paint he has on in the following cutscene. This does not extend to his weaponry, however, as he'll usually just sport the M1911. Whether or not you have a suppressor attached to it is shown, though. Same for the tranquilizer gun in cutscenes from the prologue Virtuous Mission, though in the one occasion where he ''fires'' it in a cutscene it sounds loud regardless. Notably, the few other weapons he uses in cutscenes (namely, the SVD and the RPG-7) are given to the player if they hadn't received them at that stage, as they are required to beat the game. This can be {{Hand Wave}}d as the two weapons having been inside the sidecar of EVA's bike, right next to the [[BottomlessMagazines piles and piles of ammo for what you do have]] for the ChaseSequence before then.

to:

** Cutscenes in ''VideoGame/MetalGearSolid2SonsOfLiberty'' will nearly always have Raiden using the SOCOM pistol when he's brandishing a weapon. If he fires it in said cutscene, it will make the normal gunshot noise regardless of whether the player found the suppressor. The exception is if the player equips the slide-locked, always-suppressed, non-lethal M9 before entering the cutscene, at which point things get especially silly as it will also act like it's the SOCOM, complete with firing loudly and semi-automatically at, and drawing blood from, the [[NighInvulnerable otherwise invincible Vamp]] on two separate occasions[[note]]the ''Substance'' rerelease seems to have fixed the first case, but not the second[[/note]]. If the player hasn't acquired the M9 before meeting Vamp (admittedly, you have to actively avoid grabbing it from the roof, as it's ''very'' conveniently located) for the first time, or simply leaves it unequipped when entering that cutscene, [[TheDevTeamThinksOfEverything Raiden will not carry a weapon during it]].
** In ''VideoGame/MetalGearSolid3SnakeEater'', Snake will usually keep whatever outfit or face-paint he has on in the following cutscene. This does not extend to his weaponry, however, as he'll usually just sport the M1911. Whether or not you have a suppressor attached to it is shown, though. Same for the tranquilizer gun in cutscenes from the prologue Virtuous Mission, though in the one occasion where he ''fires'' it in a cutscene it sounds loud regardless. Notably, the few other weapons he uses in cutscenes (namely, the SVD and the RPG-7) are given to the player if they hadn't received them at that stage, as they are required to beat the game. This can be {{Hand Wave}}d as the two weapons having been inside the sidecar of EVA's bike, right next to the [[BottomlessMagazines piles and piles of ammo for what you do have]] for the ChaseSequence chase sequence before then.



* ''VideoGame/DirgeOfCerberus'' has Vincent using the vanilla Cerberus pistol (how "vanilla" a triple-barreled gun is is relative) in cutscenes, no matter how [[GunAccessories pimped out]] you have it, or if you were using the machine gun or rifle a second ago. Avoided in cutscenes where Vincent is in his Chaos form and using Death Penalty, though this is more by accident as the player has no choice in the matter of armament in this form.

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* ''VideoGame/DirgeOfCerberus'' has Vincent using the vanilla Cerberus pistol (how "vanilla" a triple-barreled gun revolver is is relative) in cutscenes, no matter how [[GunAccessories pimped out]] you have it, or if you were using the machine gun or rifle a second ago. Avoided in cutscenes where Vincent is in his Chaos form and using Death Penalty, though this is more by accident as the player has no choice in the matter of armament in this form.
6th Mar '17 9:09:29 PM Kadorhal
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** You will always be carrying an assault rifle during cutscenes in ''VideoGame/HaloCombatEvolved'', no matter what weapon you had beforehand. Replaced with the battle rifle in ''VideoGame/{{Halo 2}}'' and the silenced submachine gun in ''Videogame/Halo3ODST'', though on rare occasions in ''Halo 2'' the Chief actually carried what you had equipped before a cutscene started, and other times a level's introduction cutscene has him holding something else (e.g. "Delta Halo" has you start with an SMG and a rocket launcher the Chief pulls out of his drop-pod). This is especially jarring in the start of the level ''Two Betrayals'', where the opening cutscene has Master Chief ''clearly'' holding an assault rifle, but when gameplay starts, you're given a shotgun and a plasma pistol.

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** You will always be carrying an assault rifle during cutscenes in ''VideoGame/HaloCombatEvolved'', no matter what weapon you had beforehand. Replaced with Later games only ever change what weapon takes the place of what you're using, such as the battle rifle in ''VideoGame/{{Halo 2}}'' and the silenced submachine gun in ''Videogame/Halo3ODST'', though on ''Videogame/Halo3ODST''. This is especially jarring in the start of the first game's level ''Two Betrayals'', where the opening cutscene has Master Chief ''clearly'' holding an assault rifle, but when gameplay starts, you're given a shotgun and a plasma pistol.
** On
rare occasions in ''Halo 2'' 2'', however, the Chief would actually carried carry what you had equipped before a cutscene started, and other times a level's introduction cutscene has started. Other instances would have him holding pick up something else other than a battle rifle in a cutscene, then start the mission it preceded with those same weapons (e.g. "Delta Halo" has you start with an carrying the SMG and a rocket launcher the Chief pulls he pulled out of his drop-pod). This is especially jarring drop-pod in "Delta Halo", having a needler he commandeered at the start of the level ''Two Betrayals'', where the opening cutscene has Master Chief ''clearly'' holding an assault rifle, but when gameplay starts, you're given a shotgun and a plasma pistol."Gravemind").



** ''VideoGame/{{Halo 4}}'' and ''VideoGame/Halo5Guardians'' also have default cutscene weapons.
6th Mar '17 8:58:29 PM Kadorhal
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** ''VideoGame/CallOfDutyBlackOps2'' has exactly one situation during gameplay where you see primary protagonist David Mason in third-person, from another character's viewpoint - it's at the halfway point through "Achille's Veil", which you start off playing as deep-cover agent Farid. When Section comes up to help Farid to his feet at the cutscene bisecting the mission, he is seen carrying an [=MP7=], but then after control switches over to him, he'll be using whatever you'd been carrying as Farid, even things acquired via the access kit like the pulwar sword and optical camo. The odd bit here is that the [=MP7=] isn't even available in your first run through the campaign until you ''complete'' this mission. The flashback missions set at the end of the Cold War also tend towards this during mid-mission cutscenes, such as Mason threatening Menendez with a Hi-Power in "Pyrrhic Victory" despite the suggested loadout including a battle rifle and a submachine gun and the Hi-Power not available for his loadout until after the next flashback mission.
** [[AvertedTrope Averted]] in ''VideoGame/CallOfDutyBlackOps3'', where the player's inventory loadout is reflected in all of the cutscenes, which are done in-engine. This even carries over to the various attachments players can equip on their firearms, which will alter the way the PlayerCharacter carries his/her gun in cutscenes, such as actually holding the vertical foregrip attached to their weapon rather than their hand phasing through it to grip the weapon normally.

to:

** ''VideoGame/CallOfDutyBlackOps2'' has exactly does this often due to its more cinematic nature than previous games in the series. An early instance is in the opening level, "Pyrrhic Victory", in which Mason, for the cutscene confrontation with Menendez, pulls out a Hi-Power pistol to threaten him and ultimately [[EyeScream shoot out his eye]], in spite of the fact that the Hi-Power is never used by any enemies he could have conceivably grabbed one situation during gameplay where you see primary protagonist David Mason in third-person, from another character's viewpoint - it's at off of and it isn't available for the player's loadout until three missions later. Another one is halfway point through "Achille's Veil", the first half of which you start off playing is played as deep-cover agent Farid. When Section comes up to help Farid to his feet at instead of primary protagonist David Mason; when the latter shows up in the cutscene bisecting the mission, level, he is seen carrying has an [=MP7=], but then after control switches over to him, he'll be using whatever you'd been carrying as Farid, even things acquired via the access kit [=MP7=] in his hands, which like the pulwar sword and optical camo. The odd bit here above is that the [=MP7=] isn't even available in your first run through the campaign until you ''complete'' this mission. The flashback missions set at the end of the Cold War also tend towards this during mid-mission cutscenes, such as Mason threatening Menendez with a Hi-Power in "Pyrrhic Victory" despite the suggested loadout including a battle rifle and a submachine gun and the Hi-Power not available for his loadout until after the next flashback mission.
mission - when control shifts to him here, he ends up with whatever Farid had, even stuff like the suit of optical camo.
** [[AvertedTrope Averted]] in ''VideoGame/CallOfDutyBlackOps3'', ''VideoGame/CallOfDutyBlackOps3'' despite its even heavier focus on cinematics, where the player's inventory loadout is reflected in all of the cutscenes, which are done in-engine.cutscenes. This even carries over to the various attachments players can equip on their firearms, which will alter the way the PlayerCharacter carries his/her gun in cutscenes, such as actually holding the vertical foregrip attached to their weapon rather than their hand phasing through it to grip the weapon normally.
6th Mar '17 12:43:01 AM Kadorhal
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* ''VideoGame/ParasiteEve'' does this for both in game cut scenes and the FMV scenes. No matter what weapon you have equipped, Aya is always shown with a handgun outside of battles. The sequel mostly avoid the trope. In game cut scenes that show Aya pointing her weapon at someone or something will have her use whatever weapon she has equipped, which can lead to a hilarious moment in the start of the tower mall section where Aya steps out of the elevator and aims her billy club or [[VideoGame/FinalFantasyVIII Gunblade]] around, even though the scene treats this as Aya using her handgun. In an FMV, she will always use her handgun, regardless if you have it on you or not.

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* ''VideoGame/ParasiteEve'' does this for both in game cut scenes and the FMV scenes. No matter what weapon you have equipped, Aya is always shown with a handgun outside of battles. The sequel mostly avoid the trope. trope, though falls into different issues due to the animations usually still ''assuming'' she's always using a handgun. In game cut scenes that show Aya pointing her weapon at someone or something will have her use whatever weapon she has equipped, which can lead to a hilarious moment in the start of the tower mall section where Aya steps out of the elevator and aims her a billy club or [[VideoGame/FinalFantasyVIII Gunblade]] around, even though the scene treats this as Aya using her around like a handgun. In an FMV, she will always use her handgun, regardless if you have it on you or not.



* [[VideoGame/{{Warhammer40000Spacemarine}} Warhammer 40k Space Marine]] will use the Plasma Pistol in cut-scenes instead of the Bolt Pistol if you swapped the two weapons. However you will often end up with a Chainsword instead of the Thunder Hammer or Power Axe.

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* [[VideoGame/{{Warhammer40000Spacemarine}} Warhammer 40k Space Marine]] In ''VideoGame/Warhammer40000SpaceMarine'', Titus will use the Plasma Pistol in cut-scenes cutscenes instead of the Bolt Pistol if you swapped the two weapons. However you However, he will often end up with a continue holding the default Chainsword instead of the alongside it even if you've switched out for a Thunder Hammer or Power Axe.



* In ''[[VideoGame/{{Interstate76}} Interstate '82]]'', Taurus will be shown exiting his Ferrari Expy after defeating [[spoiler:Rank Dick]] regardless of what car he was driving to do so.

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* In ''[[VideoGame/{{Interstate76}} Interstate '82]]'', Taurus will be shown exiting his Ferrari Expy after defeating [[spoiler:Rank Dick]] Dick]], regardless of what car he was driving to do so.



* [[AvertedTrope Averted]] in ''VideoGame/CallOfDutyBlackOpsIII'', where the player's inventory loadout is reflected in all of the cutscenes, which are done in-engine. This even carries over to the various attachments players can equip on their firearms, which will alter the way the PlayerCharacter carries his/her gun in cutscenes.

to:

* ''VideoGame/CallOfDuty'':
** ''VideoGame/CallOfDutyBlackOps2'' has exactly one situation during gameplay where you see primary protagonist David Mason in third-person, from another character's viewpoint - it's at the halfway point through "Achille's Veil", which you start off playing as deep-cover agent Farid. When Section comes up to help Farid to his feet at the cutscene bisecting the mission, he is seen carrying an [=MP7=], but then after control switches over to him, he'll be using whatever you'd been carrying as Farid, even things acquired via the access kit like the pulwar sword and optical camo. The odd bit here is that the [=MP7=] isn't even available in your first run through the campaign until you ''complete'' this mission. The flashback missions set at the end of the Cold War also tend towards this during mid-mission cutscenes, such as Mason threatening Menendez with a Hi-Power in "Pyrrhic Victory" despite the suggested loadout including a battle rifle and a submachine gun and the Hi-Power not available for his loadout until after the next flashback mission.
**
[[AvertedTrope Averted]] in ''VideoGame/CallOfDutyBlackOpsIII'', ''VideoGame/CallOfDutyBlackOps3'', where the player's inventory loadout is reflected in all of the cutscenes, which are done in-engine. This even carries over to the various attachments players can equip on their firearms, which will alter the way the PlayerCharacter carries his/her gun in cutscenes.cutscenes, such as actually holding the vertical foregrip attached to their weapon rather than their hand phasing through it to grip the weapon normally.
5th Mar '17 7:51:51 PM nombretomado
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* In the original ''MarvelUltimateAlliance'', this happens with entire characters; whilst the player can theoretically choose any combination of characters to play during the game, the cutscenes pretty much all feature the original (and seemingly default) combination of Captain America, Spider-Man, Thor and Wolverine throughout the entire game.

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* In the original ''MarvelUltimateAlliance'', ''VideoGame/MarvelUltimateAlliance'', this happens with entire characters; whilst the player can theoretically choose any combination of characters to play during the game, the cutscenes pretty much all feature the original (and seemingly default) combination of Captain America, Spider-Man, Thor and Wolverine throughout the entire game.
25th Jan '17 9:44:51 PM TheCuza
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Added DiffLines:

** In ''VideoGame/SaintsRowTheThird'', one of the Brute takedown moves has the boss pull out the .45 Shepherd regardless of what pistol you actually have equipped (although let's be honest, it probably ''is'' the .45 Shepherd, especially if you've gotten the explosive rounds upgrade).
22nd Dec '16 10:13:12 PM gunslingerofgilead
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* [[AvertedTrope Averted]] in ''VideoGame/CallOfDutBlackOpsIII'', where the player's inventory loadout is reflected in all of the cutscenes, which are done in-engine. This even carries over to the various attachments players can equip on their firearms, which will alter the way the PlayerCharacter carries his/her gun in cutscenes.

to:

* [[AvertedTrope Averted]] in ''VideoGame/CallOfDutBlackOpsIII'', ''VideoGame/CallOfDutyBlackOpsIII'', where the player's inventory loadout is reflected in all of the cutscenes, which are done in-engine. This even carries over to the various attachments players can equip on their firearms, which will alter the way the PlayerCharacter carries his/her gun in cutscenes.
22nd Dec '16 10:12:46 PM gunslingerofgilead
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Added DiffLines:

* [[AvertedTrope Averted]] in ''VideoGame/CallOfDutBlackOpsIII'', where the player's inventory loadout is reflected in all of the cutscenes, which are done in-engine. This even carries over to the various attachments players can equip on their firearms, which will alter the way the PlayerCharacter carries his/her gun in cutscenes.
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