History Main / NoCutsceneInventoryInertia

16th Sep '17 11:16:48 PM Lightning4119
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* Played utterly straight in ''VideoGame/AlphaProtocol'' - no matter what sort of loadout Michael is carrying, if he feels the need to shoot someone in the face in a cutscene he'll suddenly be carrying a pistol in a holster across his chest. Even if he has a ''different'' pistol already equipped.
3rd Sep '17 7:24:36 AM HalcyonDayz
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* 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.

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* 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 {{Non Player Character}}s 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.
29th Aug '17 6:01:00 PM Kadorhal
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In recent years this has been minimized somewhat by the increased prevalence of in-engine cutscenes, which are complex sets of animations rendered in real-time as opposed to a video file that plays. That said, most games continue doing this for various reasons, most commonly because cutscenes use higher-quality models than gameplay does, and if the devs only bothered to make one cutscene-quality weapon model, then that's what everyone's gonna use.

to:

In recent years this has been minimized somewhat by the increased prevalence of in-engine cutscenes, which are complex sets of animations rendered in real-time as opposed to a video file that plays. That said, most even for games continue doing this for various reasons, most commonly because that handle cutscenes in this manner, this trope is still noticeably prevalent for many reasons. One is that in-engine cutscenes may use higher-quality models than gameplay does, for the characters and their weapons and equipment - if the devs only bothered to make made one cutscene-quality high-quality weapon model, then that's what everyone's gonna use.
you're always going to be seen with.



* ''Franchise/ResidentEvil'': ''VideoGame/ResidentEvil4'' has Leon always wielding his trusty handgun in the cutscenes, even though you can sell the gun whenever you please. The same goes for ''VideoGame/ResidentEvil5''. Other cutscenes have him going to town on Ganados with a TMP, even though you can completely skip buying the gun. In the [=PS2=] version of ''Resident Evil 4'', being pre-rendered CGI, Leon is always wearing his default costume in cutscenes as well. In the Wii version, Leon retains the RPD uniform in cutscenes, but not the [[BadassInANiceSuit mobster suit]].

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* ''Franchise/ResidentEvil'': ''VideoGame/ResidentEvil4'' has Leon always wielding his trusty handgun in the cutscenes, even though you can sell the gun whenever you please. The same goes for ''VideoGame/ResidentEvil5''. Other cutscenes have him There's also one cutscene in Ada's bonus "Separate Ways" mode that shows Leon going to town on Ganados with a TMP, even though you can completely skip buying the gun. In the [=PS2=] version of ''Resident Evil 4'', being pre-rendered CGI, Leon is always wearing his default costume in cutscenes as well. In the Wii version, Leon retains the RPD uniform in cutscenes, but not the [[BadassInANiceSuit mobster suit]].



** 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 leaves the M9 unequipped when entering the cutscene that introduces Vamp, 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 in specific cutscenes during the endgame) are given to the player if they hadn't already acquired 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 chase sequence before then.
** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' follows suit, showing whatever Octo-Camo or Face-Camo textures Snake was wearing in the cutscenes (and even letting you erase them mid-cutscene by shaking the controller). This is not always the case for weapons, however. All cutscenes that play before intense combat such as a boss battle have the cutscene ''transition'' into the gameplay, usually with a close-up on Snake that pans to an over-the-shoulder shot, where his health bar and such appear. While the transition is seamless and looks really nice, since all cutscenes show Snake using either the Operator handgun or the M4 carbine, the game will automatically place them into Snake's active inventory if they aren't already there, swapping them out with other guns, which can get really annoying if you suddenly lose a gun you need or prefer over those two. This means when you gain control, you immediately have to go into the Weapons menu and reselect it, which kind of takes away the cool factor of the transition. The cutscenes also don't reflect the player's weapon modifications, meaning you won't see a silencer on the Operator, or whatever accessories you have on the M4, except for during these transitions.

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** Cutscenes in ''VideoGame/MetalGearSolid2SonsOfLiberty'' will nearly always have Raiden using the SOCOM pistol when he's brandishing a weapon. If This game is at least consistent about depicting it with the suppressor if you found and attached it to the gun, but it will still make its normal unsuppressed gunshots 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 a cutscene. Things get especially silly if the player equips the slide-locked, always-suppressed, non-lethal tranquilizer-dart-firing M9 pistol before entering the cutscene, at which point things get especially silly as it Raiden will also act brandish it instead of the SOCOM but otherwise use it like it's it ''is'' 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 In one instance before getting the player leaves the M9 unequipped when entering SOCOM, though - namely, the cutscene that introduces Vamp, in which Raiden is introduced to Vamp - if you had the M9 equipped before triggering the cutscene, Raiden will not carry a weapon during it.
be holding it, while if you had it put away it'll be in his holster.
** 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 M1911; at the very least, like ''[=MGS2=]'', the game will actually depict it with a suppressor attached to it is shown, though. if you have one on it. 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. regardless (though since the cutscene is made with him using that pistol in mind, he only fires it one time without somehow turning it into a semi-automatic weapon). Notably, the few other weapons he uses in cutscenes (namely, the SVD and the RPG-7 in specific cutscenes during the endgame) are actually given to the player if they hadn't already acquired them at that stage, as they are required to beat for the game.sections immediately following when he uses them. 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 chase sequence before then.
** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' follows suit, showing whatever Octo-Camo or Face-Camo textures Snake was wearing in the cutscenes (and even letting you erase them mid-cutscene by shaking the controller). This is not controller), but always showing him brandishing either the case for weapons, however.Operator pistol he gets five minutes into the game or the M4 Custom rifle he acquires a while after that. All cutscenes that play before intense combat such as a boss battle have the cutscene ''transition'' into the gameplay, usually with a close-up on Snake that pans to an over-the-shoulder shot, where his health bar and such appear. While the transition is seamless and looks really nice, since all cutscenes show Snake using either the Operator handgun or the M4 carbine, the game will automatically place them the Operator or M4 into Snake's active inventory if they aren't already there, swapping them out with other guns, which can get really annoying if you suddenly lose a gun you need or prefer over those two. This means when you gain control, you immediately have to go into the Weapons menu and reselect it, which kind of takes away the cool factor of the transition. The cutscenes also don't reflect the player's weapon modifications, meaning you won't see modifications except during those transitions, so Snake will have a completely unmodified M4 in his hands during a regular cutscene, then in the camera angle change between that and the transition-into-gameplay, that M4 can suddenly sprout a big-ass scope on top, a silencer at the end of the barrel, a flashlight and laser sight on the Operator, or whatever accessories you have on the M4, except for during these transitions.left and right sides of it, and a shotgun underneath.
24th Aug '17 2:37:10 PM Kadorhal
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In recent years this has been minimized somewhat by the increased prevalence of in-engine cutscenes, which are complex sets of animations rendered in real-time as opposed to a video file that plays.

to:

In recent years this has been minimized somewhat by the increased prevalence of in-engine cutscenes, which are complex sets of animations rendered in real-time as opposed to a video file that plays.
plays. That said, most games continue doing this for various reasons, most commonly because cutscenes use higher-quality models than gameplay does, and if the devs only bothered to make one cutscene-quality weapon model, then that's what everyone's gonna use.



* ''Franchise/ResidentEvil'': ''VideoGame/ResidentEvil4'' has Leon always wielding his trusty handgun in the cutscenes, even though you can sell the gun whenever you please. The same goes for ''VideoGame/ResidentEvil5''. In the [=PS2=] version of ''Resident Evil 4'', being pre-rendered CGI, Leon is always wearing his default costume in cutscenes as well. In the Wii version, Leon retains the RPD uniform in cutscenes, but not the [[BadassInANiceSuit mobster suit]].

to:

* ''Franchise/ResidentEvil'': ''VideoGame/ResidentEvil4'' has Leon always wielding his trusty handgun in the cutscenes, even though you can sell the gun whenever you please. The same goes for ''VideoGame/ResidentEvil5''. Other cutscenes have him going to town on Ganados with a TMP, even though you can completely skip buying the gun. In the [=PS2=] version of ''Resident Evil 4'', being pre-rendered CGI, Leon is always wearing his default costume in cutscenes as well. In the Wii version, Leon retains the RPD uniform in cutscenes, but not the [[BadassInANiceSuit mobster suit]].



* ''Franchise/MetalGear'':

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* ''Franchise/MetalGear'':''VideoGame/MetalGear'':



** 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, 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 chase sequence 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 leaves 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 the cutscene that cutscene, introduces Vamp, 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) RPG-7 in specific cutscenes during the endgame) are given to the player if they hadn't received already acquired 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 chase sequence 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'' 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.transporter that said M16 wouldn't do a thing to.
24th Aug '17 2:27:03 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/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."''

to:

->''"Well, it's finally happened. Shooters have been evolving for something like two decades, through thick and thin, through brown 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/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."''
24th Aug '17 2:21:09 PM Kadorhal
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* Similarly to the ''VideoGame/TalesOfVesperia'' example above, in ''VideoGame/SonicAdventure'', characters in cutscenes always have all of the Level-Up Items that you've collected for them, even if they didn't (or couldn't) have them at that point.

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* Similarly to the ''VideoGame/TalesOfVesperia'' ''Vesperia'' example above, in ''VideoGame/SonicAdventure'', characters in cutscenes always have all of the Level-Up Items that you've collected for them, even if they didn't (or couldn't) have them at that point.



* In ''VideoGame/SaintsRow2'', your character mostly wields a single low level handgun in cut scenes even if you have access to dual Kobras or [=GDHCs=]. On the other hand, it's completely averted with your clothes. It really puts a whole new spin on the game when you're gangbanging in a Santa Claus outfit, chains, and sunglasses.
** However, the loading screens show still scenes from the most recently played mission, using a default character instead of the player's custom character.

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* In ''VideoGame/SaintsRow2'', ''VideoGame/SaintsRow'', your character mostly wields a single low level handgun in cut scenes even if you have access to dual Kobras or [=GDHCs=]. On the other hand, it's completely averted with your clothes. It really puts a whole new spin on the game when you're gangbanging in a Santa Claus outfit, chains, and sunglasses.
** However, the The loading screens show for ''VideoGame/SaintsRow2'' take this further, showing still scenes from the cutscenes surrounding the most recently played recently-played mission, using with a default (male) character instead of the player's custom character.
3rd Aug '17 1:50:48 PM MarsJenkar
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** ''VideoGame/SilentHill3'' has an interesting aversion (or perhaps inversion). Generally when a cutscene starts that involves Heather, the game will shut off the flashlight and will de-equip your active weapon. When the cutscene ends, you will either have no weapon, or be equipped with whatever weapon Heather was holding at the end of the cutscene, and the flashlight will still be shut off.
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]].

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]].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.

to:

* ''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.
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