History Main / NoCutsceneInventoryInertia

26th May '16 10:03:26 PM Kadorhal
Is there an issue? Send a Message


** 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. 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, [[TheDevTeamThinksOfEverything Raiden will not carry a weapon in that cutscene]].
** 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 sidecare of EVA's bike.

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 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. 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 in that cutscene]].
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 sidecare sidecar of EVA's bike.bike, right next to the [[BottomlessMagazines piles and piles of ammo for what you do have]] for the ChaseSequence before then.



** ''VideoGame/MetalGearSolidPeaceWalker'' has Big Boss or members of his private army begin EVERY boss battle by pointing the M16 rifle that you probably stopped using within 20 missions of the beginning at the enemy vehicle. Even if it's a giant tank the size of the shuttle transporter.

to:

** ''VideoGame/MetalGearSolidPeaceWalker'' has Big Boss or members of his private army begin EVERY ''every'' boss battle by pointing the M16 rifle that you probably stopped using within 20 missions of the beginning at the enemy vehicle. Even if it's a giant tank the size of the shuttle transporter.



* Averted Entirely during ''LightningReturnsFinalFantasyXIII''. Lightning will wear whatever Garb, Weapon and Sheild are equipped at all times, even if it's hilariously innapropirate for the scene. (An action packed sequence while dressed as [[VideoGame/FinalFantasyX Yuna]] or wearing an outfit made of Moogle plushies for example) Only the opening averts this due to being prerendered and happening before the player has acess to schema.

to:

* Averted Entirely entirely during ''LightningReturnsFinalFantasyXIII''.''VideoGame/LightningReturnsFinalFantasyXIII''. Lightning will wear whatever Garb, Weapon and Sheild are equipped at all times, even if it's hilariously innapropirate for the scene. (An action packed sequence while dressed as [[VideoGame/FinalFantasyX Yuna]] or wearing an outfit made of Moogle plushies for example) Only the opening averts this due to being prerendered and happening before the player has acess to schema.



** Fixed in the UsefulNotes/{{PS3}} [[NoExportForYou version]].

to:

** Fixed in the UsefulNotes/{{PS3}} [=PS3=] [[NoExportForYou version]].
22nd May '16 6:07:16 PM nombretomado
Is there an issue? Send a Message


** Fixed in the {{PS3}} [[NoExportForYou version]].

to:

** Fixed in the {{PS3}} UsefulNotes/{{PS3}} [[NoExportForYou version]].
10th May '16 6:05:53 PM Steven
Is there an issue? Send a Message


* Averted in ''VideoGame/FinalFantasyXIV''. When your character appears in any cutscene, they are always shown wearing exactly what they had equipped in the game at that point, including full face-covering headgear. This is made somewhat hilarious for cutscenes that include close-ups of your character for the purpose of showing off their expressions in reaction to a plot twist... as you will get a nice detailed close-up of a completely masked face instead. Taken {{Up to Eleven}} when you use the Story Journal feature to revisit cutscenes from throughout the game, as the cutscenes will always render based on what your character is wearing at the time you view them. This makes it possible to watch a main story cutscene with your character wearing a full set of crafting class gear if you feel like it.

to:

* Averted in ''VideoGame/FinalFantasyXIV''. When your character appears in any cutscene, they are always shown wearing exactly what they had equipped in the game at that point, including full face-covering headgear. This is made somewhat hilarious for cutscenes that include close-ups of your character for the purpose of showing off their expressions in reaction to a plot twist... as you will get a nice detailed close-up of a completely masked face instead. Taken One exception is made for a cutscene showing the death of an NPC where your character's headgear is suddenly removed just so you can see their reaction to the person dying (if the headgear is a part of something that takes up multiple slots, then the headgear will stay on since removing that means removing everything else with it). {{Up to Eleven}} when you use the Story Journal feature to revisit cutscenes from throughout the game, as the cutscenes will always render based on what your character is wearing at the time you view them. This makes it possible to watch a main story cutscene with your character wearing a full set of crafting class gear or even nothing but your underwear if you feel like it.


Added DiffLines:

* In most of the ''Franchise/TombRaider'' games, Lara will always use her pistols in cutscenes no matter how many other guns she had found and used.
2nd May '16 9:24:41 PM Liverwurst
Is there an issue? Send a Message

Added DiffLines:

**Flip-flops several times in ''VideoGame/{{Fire Emblem Fates}}: Birthright''. Early in the story, the player character is given a unique sword and is, by default, a sword-wielding class. However, you can reclass the player character into a non-sword-wielding class. Averted in certain cutscenes where the camera is built to show the player character using his/her unique sword but the class chosen cannot equip said sword (amusingly showing different animations - like those for the Basara, for instance - that either clip other models or are played halfway off the screen); played straight in the final chapter, where the player character will wield the unique sword regardless of current class.
17th Apr '16 8:58:29 AM SAMAS
Is there an issue? Send a Message

Added DiffLines:

* Likewise averted in ''VideoGame/XenobladeChroniclesX'', with the odd exception of some characters occasionally pulling out a "Murder Pistol" like in ''Franchise/MassEffect'' to shoot or even just threaten others. This pistol, used by both NPCs and party members, however is not obtainable by the player and is never seen otherwise. In one particular example, the player defeats a powerful monster, only to be confronted by it's babies. The player, having possibly run into this very situation before[[spoiler: (and possibly learned a hard lesson from it)]] can choose to kill them, and if they do, their character will aim at them with their normal weapon, only for another party member to stop them and shoot them himself with the Murder Pistol.
31st Mar '16 10:30:04 AM MrUnderhill
Is there an issue? Send a Message


*** Characters will routinely wield an Avenger assault rifle or a Predator pistol, regardless of what weapons they were equipped with before a mission (or even if they are able to equip that weapon class). Shepard can be carrying five weapons on his/her back during the Grissom Academy mission, yet s/he fires on a heavy mech with the Avenger while having multiple weapons strapped to his/her back. James routinely carries a pistol in cutscenes, even though he's a heavy weapons expert. The game sometimes replaces your weapons ''with the same weapons'', as Shepard might holster his/her Avenger rifle to pull out a completely different Avenger rifle. Interestingly enough, weapon mods ''do'' carry over into cutscenes, so long as they're put on the Avenger rifle and Predator pistol (AKA the [[FanNIckname Cutscene Pistol of Doom]]).

to:

*** Characters will routinely wield an Avenger assault rifle or a Predator pistol, regardless of what weapons they were equipped with before a mission (or even if they are able to equip that weapon class). Shepard can be [[WalkingArmory carrying five weapons on his/her back back]] during the Grissom Academy mission, yet s/he fires on a heavy mech with the an Avenger while having multiple weapons strapped to his/her back. that magically appears from nowhere if it's not one of those weapons. James routinely carries a pistol in cutscenes, even though he's a heavy weapons expert.expert and can only use rifles and shotguns in gameplay. The game sometimes replaces your weapons ''with the same weapons'', as Shepard might holster his/her Avenger rifle to pull out a completely different Avenger rifle. Interestingly enough, weapon mods ''do'' carry over into cutscenes, so long as they're put on those weapons are the Avenger rifle and Predator pistol (AKA the [[FanNIckname Cutscene [[FanNickname "Cutscene Pistol of Doom]]). Doom"]]).
1st Feb '16 6:42:16 AM EarlOfSandvich
Is there an issue? Send a Message


* Generally averted in the ''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.

to:

* Generally averted in the ''NoMoreHeroes'' ''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.
11th Jan '16 6:33:39 PM phoenix
Is there an issue? Send a Message


** Averted in [[AssassinsCreedII Assassin´s Creed II]], [[AssassinsCreedBrotherhood Brotherhood]] and [[AssassinsCreedRevelations Revelations]]. Every change in armor or weapons is properly represented in the cutscenes due to the majority of them being ingame.
** {{DownplayedTrope/Downplayed}} in [[AssassinsCreedIII Assassin´s Creed III]] where the weapons you have do appear in cutscenes but armor and dyes don´t.
** Averted once again in [[AssassinsCreedIVBlackFlag Assassin´s Creed IV]] where your weapons, armor and cosmetic changes are reflected in cutscenes. The scenes still play out like they would with the normal model, though: Edward will still try to put his hood on while using costumes that don´t have them and will try to put his hood down while using costumes that have them fixed.

to:

** Averted in [[AssassinsCreedII Assassin´s Creed II]], [[AssassinsCreedBrotherhood Brotherhood]] ''VideoGame/AssassinsCreedII'', ''[[VideoGame/AssassinsCreedBrotherhood Brotherhood]]'' and [[AssassinsCreedRevelations Revelations]].''[[VideoGame/AssassinsCreedRevelations Revelations]]''. Every change in armor or weapons is properly represented in the cutscenes due to the majority of them being ingame.
** {{DownplayedTrope/Downplayed}} in [[AssassinsCreedIII Assassin´s Creed III]] ''VideoGame/AssassinsCreedIII'' where the weapons you have do appear in cutscenes but armor and dyes don´t.
** Averted once again in [[AssassinsCreedIVBlackFlag ''[[AssassinsCreedIVBlackFlag Assassin´s Creed IV]] IV]]'' where your weapons, armor and cosmetic changes are reflected in cutscenes. The scenes still play out like they would with the normal model, though: Edward will still try to put his hood on while using costumes that don´t have them and will try to put his hood down while using costumes that have them fixed.
9th Jan '16 4:21:10 AM Xlsfd
Is there an issue? Send a Message

Added DiffLines:

*** While most Drive Forms will be shown in cutscenes if Sora was in one when the cutscene starts, Anti Form will be immediately canceled.
18th Dec '15 12:19:28 AM UraRenge
Is there an issue? Send a Message

Added DiffLines:

*** Justified in-universe as the Kingdom Key is the base form of the Keyblade. The keychains are what transforms it, and Sora still has those.
This list shows the last 10 events of 253. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.NoCutsceneInventoryInertia