History Main / NoCutsceneInventoryInertia

7th Jul '16 9:12:58 PM easytorememberhandle
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* When you perform a KillEmAll run in ''{{VideoGame/Undertale}}'', no matter what weapon you have equipped, you will always be depicted as killing [[spoiler:Sans, Asgore and Flowey]] with the knife. It just wouldn't be as dramatic if you did it with, say, a torn notebook.
25th Jun '16 10:50:09 AM Chabal2
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* ''VideoGame/GoldenSun'': In the sequel, one cutscene starts when you cast Whirlwind on a tornado-shaped stone formation, a spell only Sheba has access to. It's possible to use another character with another spell (both have the same effect under a different name) thanks to the JobSystem, but the cutscene always plays out as if Sheba had cast it.
14th Jun '16 7:51:33 AM erforce
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* In the GBA port of ''VideoGame/DonkeyKongCountry 3'', if you defeat the final boss with just Kiddy Kong, Dixie will speak whether she's present or not. [[DudeWheresMyRespect She will also get all the praise.]]

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* In the GBA port of ''VideoGame/DonkeyKongCountry 3'', ''VideoGame/DonkeyKongCountry3DixieKonsDoubleTrouble'', if you defeat the final boss with just Kiddy Kong, Dixie will speak whether she's present or not. [[DudeWheresMyRespect She will also get all the praise.]]
12th Jun '16 2:03:29 AM jormis29
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->''"Well, it's finally happened. Shooters have been evolving for something like two decades, through thick and thin, through [[RealIsBrown brown and gray]], through showers of [[RagdollPhysics 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."''

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->''"Well, it's finally happened. Shooters have been evolving for something like two decades, through thick and thin, through [[RealIsBrown brown and gray]], through showers of [[RagdollPhysics 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'', 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."''
4th Jun '16 5:47:08 PM nombretomado
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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''. 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''. In the PS2 [=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]].



** ''VideoGame/KingdomHeartsII'' averts this except for one cutscene, immediately prior to the 1000 Heartless fight, which is an FMV as it was simply impossible for the PS2 to render the scene in real-time. On the flip side, the game also demonstrates one of the [[TropesAreNotBad unintended side effects]] of averting this trope; occasionally Sora's keyblade will clip through other objects (or people) during cutscenes because you're using a bigger keyblade than the game expects.

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** ''VideoGame/KingdomHeartsII'' averts this except for one cutscene, immediately prior to the 1000 Heartless fight, which is an FMV as it was simply impossible for the PS2 [=PS2=] to render the scene in real-time. On the flip side, the game also demonstrates one of the [[TropesAreNotBad unintended side effects]] of averting this trope; occasionally Sora's keyblade will clip through other objects (or people) during cutscenes because you're using a bigger keyblade than the game expects.
26th May '16 10:03:26 PM Kadorhal
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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 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.

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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 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.

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** ''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.

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* 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]].

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** Fixed in the UsefulNotes/{{PS3}} [=PS3=] [[NoExportForYou version]].
22nd May '16 6:07:16 PM nombretomado
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** Fixed in the {{PS3}} [[NoExportForYou version]].

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** Fixed in the {{PS3}} UsefulNotes/{{PS3}} [[NoExportForYou version]].
10th May '16 6:05:53 PM Steven
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* 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.

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* 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.


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* 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
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**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
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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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