History Main / NoCutsceneInventoryInertia

26th Apr '18 2:54:20 AM 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, 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 ''[[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.

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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, 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 ''[[VideoGame/NoMoreHeroes2DesperateStruggle Desperate Struggle]]'', which unlike all of the other weapons in the series, requires Travis to DualWield.{{Dual Wield|ing}}. 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/FiftyCentBloodOnTheSand'' goes to particularly extreme lengths with this trope, as even despite the pre-rendered nature of its cutscenes the game can't keep [[Music/FiftyCent Fiddy]]'s rifle consistent - literally every other time the camera changes angles, his weapon will switch between an AK and an M4, the latter of which will also be missing the suppressor it has in gameplay. Likewise, whenever he uses a pistol, he only ever uses the "Desert Hawk", and he doesn't even employ it [[GunsAkimbo the same way he does in-game]].

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* ''VideoGame/FiftyCentBloodOnTheSand'' goes to particularly extreme lengths with this trope, as even despite trope. The game already all but ensures this by only bringing four weapons over for the pre-rendered nature of its cutscenes (the Desert Eagle, the game can't keep Mossberg, the AK and the M4), but it goes above and beyond by not even keeping ''which'' rifle [[Music/FiftyCent Fiddy]]'s rifle Fiddy]] is using in the cutscene consistent - literally every other time the camera changes angles, angle changes, his weapon rifle will switch between from an AK and into an M4, the latter of which will also be missing the suppressor it has in gameplay. Likewise, whenever he uses a pistol, he only ever uses the "Desert Hawk", and he doesn't even employ it [[GunsAkimbo the same way he does in-game]].M4 or vice-versa.
25th Apr '18 2:01:40 AM Kadorhal
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** The loading screens for ''VideoGame/SaintsRow2'' take this further, showing still scenes from the cutscenes surrounding the most recently-played mission, with a default (male) character instead of the player's custom character.
** 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).

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** The loading screens for ''VideoGame/SaintsRow2'' take this further, showing still scenes from the cutscenes surrounding the most recently-played mission, with a default (male) character in a wife-beater instead of the player's custom character.
** 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 you have the explosive rounds upgrade).upgrade, it probably ''[[ComplacentGamingSyndrome is]]'' the .45 Shepherd).



* In [[Videogame/SilentHillHomecoming Silent Hill: Homecoming]], Alex will always be shown using the Mk. 23 handgun in cutscenes, even if you have the Chrome Hammer, the improved replacement for the Mk. 23.

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* In [[Videogame/SilentHillHomecoming Silent Hill: Homecoming]], ''Videogame/SilentHillHomecoming'', Alex will always be shown using the Mk. 23 handgun in cutscenes, even if you have the Chrome Hammer, the improved replacement for the Mk. 23.



* 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]], regardless of what car he was driving to do so.actually driving.



** [[AvertedTrope Averted]] in ''VideoGame/CallOfDutyBlackOps3'' despite its even heavier focus on cinematics, where the player's inventory loadout is reflected in all of the 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.

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** [[AvertedTrope Averted]] in ''VideoGame/CallOfDutyBlackOps3'' despite its even heavier focus on cinematics, where the player's inventory loadout and outfit is reflected in all of the 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.normally like characters in previous games in the series would typically do. There is, however, one rather silly instance of this in the very first mission, regarding the cutscene at the end wherein your character gets [[AnArmAndALeg ripped to shreds]] by an autonomous drone - you can wear whatever outfit you want to the mission, and your character's arms will be visible wearing the outfit throughout the mission, but the exact ''instant'' that drone actually starts ripping limbs off of them, your character model will switch back to the "Undercover" outfit you were forced to wear for the first time through that mission.


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* ''VideoGame/FiftyCentBloodOnTheSand'' goes to particularly extreme lengths with this trope, as even despite the pre-rendered nature of its cutscenes the game can't keep [[Music/FiftyCent Fiddy]]'s rifle consistent - literally every other time the camera changes angles, his weapon will switch between an AK and an M4, the latter of which will also be missing the suppressor it has in gameplay. Likewise, whenever he uses a pistol, he only ever uses the "Desert Hawk", and he doesn't even employ it [[GunsAkimbo the same way he does in-game]].
17th Apr '18 7:15:05 PM nombretomado
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* Happens in ''VideoGame/{{STALKER}}: Shadow of Chernobyl'' with Strelok carrying an AKS-74U in every cutscene. While it's justified for flashbacks that occur before the game begins, it doesn't make much sense that the player would be using one at the end of the game, as the player would most likely have a more powerful weapon by then. The final cutscenes are even more {{egregious}} as he is seen wearing armor that the player likely sold a long time ago after upgrading to better suits, especially if you went for the true ending where you get a [[PowerArmor powered exoskeleton]] for free (and would have had a hard time surviving the final level without it.)

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* Happens in ''VideoGame/{{STALKER}}: Shadow of Chernobyl'' with Strelok carrying an AKS-74U in every cutscene. While it's justified for flashbacks that occur before the game begins, it doesn't make much sense that the player would be using one at the end of the game, as the player would most likely have a more powerful weapon by then. The final cutscenes are even more {{egregious}} JustForFun/{{egregious}} as he is seen wearing armor that the player likely sold a long time ago after upgrading to better suits, especially if you went for the true ending where you get a [[PowerArmor powered exoskeleton]] for free (and would have had a hard time surviving the final level without it.)
12th Apr '18 12:43:28 PM PhantomDusclops92
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* ''VideoGame/SuperMarioOdyssey'' mostly subverts this, with cutscenes changing depending on what Mario is wearing at the moment: the only exception is the cutscene before the Robobrood fight on the Dark Side, which for some reason always shows Mario wearing the wedding suit.



* In the GBA port of ''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.]]

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* In the GBA port of ''VideoGame/DonkeyKongCountry3DixieKonsDoubleTrouble'', ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'', 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.]]
25th Feb '18 2:45:35 PM nombretomado
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* Due to [[RPGMaker graphical limitations]], ''VideoGame/AVeryLongRopeToTheTopOfTheSky'' does not have this problem per se. However, whenever [[TheHero Ivy]] draws a weapon in a cutscene, it is always referred to as being a sword (complete with an "unsheathing" sound effect), regardless of what weapon she actually has equipped.

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* Due to [[RPGMaker [[VideoGame/RPGMaker graphical limitations]], ''VideoGame/AVeryLongRopeToTheTopOfTheSky'' does not have this problem per se. However, whenever [[TheHero Ivy]] draws a weapon in a cutscene, it is always referred to as being a sword (complete with an "unsheathing" sound effect), regardless of what weapon she actually has equipped.
3rd Jan '18 4:23:33 AM Cryoclaste
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** ''[[VideoGame/SuperMarioBros3 Super Mario Bros. 3]]'' actively shows Mario turning to Super Mario between beating Bowser and entering the Princess' room. Also, in ''[[VideoGameRemake Super Mario Advance 4]]'', when you continue playing after beating Bowser, Mario will start as Super Mario.

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** ''[[VideoGame/SuperMarioBros3 Super Mario Bros. 3]]'' ''VideoGame/SuperMarioBros3'' actively shows Mario turning to Super Mario between beating Bowser and entering the Princess' room. Also, in ''[[VideoGameRemake Super Mario Advance 4]]'', when you continue playing after beating Bowser, Mario will start as Super Mario.



** If Colette is wearing an alternate costume during the scene where she suffers ClothingDamage (when she TakesTheBullet [[spoiler:from a dying Forcystus and her scale-covered arm is revealed]]), she will switch to her default outfit the instant it happens. It almost looks like she is losing a power-up, like ''[[SuperMario Mario]]''.

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** If Colette is wearing an alternate costume during the scene where she suffers ClothingDamage (when she TakesTheBullet [[spoiler:from a dying Forcystus and her scale-covered arm is revealed]]), she will switch to her default outfit the instant it happens. It almost looks like she is losing a power-up, like ''[[SuperMario ''[[Franchise/SuperMarioBros Mario]]''.
2nd Nov '17 8:19:28 PM ShorinBJ
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* Averted entirely during ''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.

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* Averted entirely during ''VideoGame/LightningReturnsFinalFantasyXIII''. Lightning will wear whatever Garb, Weapon and Sheild Shield are equipped at all times, even if it's hilariously innapropirate inappropriate 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 access to schema.



* ''VideoGame/{{Bayonetta}}'' is somewhat inconsistent on this, acknowledging any change in costume, including the variants that result from equipping a certain weapon and Umbran Elegance item, but the only weapons which Bayonetta ever uses in any cutscene are the starting pair of hand guns and the quartet of custom made pistols named Scarborough Fair given to her by Rodin following the prologue. No [[LaserSword Pillow Talk]] or [[RayGun Bazillions]] to go along with that snazzy nun costume outside of gameplay for you! One will have to leave that look (in the cutscenes, anyway) up to the StarWars games!

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* ''VideoGame/{{Bayonetta}}'' is somewhat inconsistent on this, acknowledging any change in costume, including the variants that result from equipping a certain weapon and Umbran Elegance item, but the only weapons which Bayonetta ever uses in any cutscene are the starting pair of hand guns and the quartet of custom made custom-made pistols named Scarborough Fair given to her by Rodin following the prologue. No [[LaserSword Pillow Talk]] or [[RayGun Bazillions]] to go along with that snazzy nun costume outside of gameplay for you! One will have to leave that look (in the cutscenes, anyway) up to the StarWars games!



* While ''Videogame/JadeEmpire'' doesn't have any changeable clothing (and with the player character being a BareFistedMonk, weapons are a non-issue), each of it's several pre-rendered cutscenes will show whichever of the several character models the player is using.

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* While ''Videogame/JadeEmpire'' doesn't have any changeable clothing (and with the player character being a BareFistedMonk, weapons are a non-issue), each of it's its several pre-rendered cutscenes will show whichever of the several character models the player is using.



* Gleefully averted with ''VideoGame/ResonanceOfFate'' (''End of Eternity'' in Japan). Not only it has a VirtualPaperDoll aspect to it, nearly every single cutscene is done ingame, so any changes you make to the costume (which includes the A "official" costume set, and B "casual" set) as well as hair color change, glasses and others, will ''always'' be [[http://www.gamereactor.es/media/68/resonancefatemoden_206859b.jpg accurately reflected in cutscenes]].

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* Gleefully averted with ''VideoGame/ResonanceOfFate'' (''End of Eternity'' in Japan). Not only does it has have a VirtualPaperDoll aspect to it, nearly every single cutscene is done ingame, in-game, so any changes you make to the costume (which includes the A "official" costume set, and B "casual" set) as well as hair color change, glasses and others, will ''always'' be [[http://www.gamereactor.es/media/68/resonancefatemoden_206859b.jpg accurately reflected in cutscenes]].
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.

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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 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.
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