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** Though, in most cutscenes that involved attacking/killing someone, the character would use a generic dagger instead of their equiped weapon(except [[spoiler: killing the archdemon, which uses a generic greatsword]] )), regardless of their class or standard WeaponOfChoice.
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* And the same with ''FinalFantasyX'', but for a different reason and for one scene only. The group shot as the team enters Zanarkand has the team put their weapons together. This will show default weapons and the Brotherhood, regardless of what is equipped. Why? The scene is actually the first scene of the game, and everything leading up to it is HowWeGotHere, so the game literally ''can't'' know what you'll have equipped when you catch up. It's otherwise averted; the FMV scenes typically don't show weapons (and are fairly rare), while the other scenes use the in-game engine.

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* And the same with ''FinalFantasyX'', but for a different reason and for one scene only. The group shot as the team enters Zanarkand has the team put their weapons together. This will show default weapons and the Brotherhood, regardless of what is equipped. Why? The scene is actually the first scene of the game, and everything leading up to it is HowWeGotHere, so the game literally ''can't'' know what you'll have equipped when you catch up. It's otherwise averted; the FMV scenes typically don't show weapons (and are fairly rare), while weapons--and one of the few that does, Auron's introduction, takes place before he's a party member, so he can't have anything but his default weapon. Most of the other scenes use the in-game engine.engine, and use what you have equipped.
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* Happens in {{Uncharted}}. In cutscenes Drake will always be carring his trusty pistol ecxept for maybe one or two scenes where he steals/uses/finds a weapon within the cutsene. Though when you exit the cutscene you still retain your current inventory with only one or two exeptions again.

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* Bioware's previous game, ''MassEffect'', handled this in an unusual way - all characters had to have one of each of the four types of guns, even though most characters would only ever use their favored type, and most classes would be useless with weapons they hadn't trained in. This was so the weapons used in the cutscenes were already equipped, even if the character would otherwise never use them. Although, the game let you toggle your helmet ([[BatmanCanBreatheInSpace provided it wouldn't kill you]]), and your choice stayed in effect while talking and in cutscenes.
** In Mass Effect 2 the characters can only carry weapons that they can use. Yet, characters will still pull out any gun they choose during cutscenes, even if they never normally touch that type.
** After the release of Mass Effect 2, many players [[TropesAreNotBad complained that helmets weren't removed for dialogue like they were in Dragon Age]], in particular because all the DLC armours come with a helmet which completely obscures your face and cannot be removed. Similar gripes have also been expressed about other [=RPG=]s; some players feel that being a faceless tin can makes it difficult to show emotion and undermines the feeling of playing a unique character, especially if the armour itself is generic (as in Oblivion, for instance).
*** This editor recently started playing ME2 as the Infiltrator class, which uses sniper rifles and [=SMGs=]. I was very amused to see Shepard wielding an assault rifle in an early cut scene mid-mission, especially since I didn't have any squad members recruited that actually USE the assault rifle at the time.

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* Bioware's previous game, ''MassEffect'', handled this in an unusual way - all characters had to have one of each of the four types of guns, even though most characters would only ever use their favored type, and most classes would be useless with weapons they hadn't trained in. This was so the weapons used in the cutscenes were already equipped, even if the character would otherwise never use them. Although, the game let you toggle your helmet ([[BatmanCanBreatheInSpace provided it wouldn't kill you]]), and your choice stayed in effect while talking and in cutscenes.
**
In Mass Effect 2 ''MassEffect2'' the characters can only carry weapons that they can are trained to use. Yet, Yet characters will still pull out any a pre-scripted gun they choose during cutscenes, even if they never normally touch don't carry that type.
type. Most noticeably, ''everyone'' will use assault rifles in the final mission cutscenes.
** After the release of Mass Effect 2, ''MassEffect2'', many players [[TropesAreNotBad complained that helmets weren't removed for dialogue like they were in Dragon Age]], in particular because all the DLC armours come with a helmet which completely obscures your face and cannot be removed. Similar gripes have also been expressed about other [=RPG=]s; some players feel that being a faceless tin can makes it difficult to show emotion and undermines the feeling of playing a unique character, especially if the armour itself is generic (as in Oblivion, for instance).
*** This editor recently started playing ME2 as the Infiltrator class, which uses sniper rifles and [=SMGs=]. I was very amused to see Shepard wielding an assault rifle in an early cut scene mid-mission, especially since I didn't have any squad members recruited that actually USE the assault rifle at the time.
instance).



* TalesOfSymphonia only shows Genis casting his basic fireballs, even if he has spells that can hit the whole battlefield, and the characters will typically wield their basic starting weapons. However, Lloyd will wield a generic steel sword instead of his starting [[WoodenKatanasAreEvenBetter wooden swords.]] At the end of the game, however, Lloyd will use his SwordOfPlotAdvancement, the Materia Blades. No, not ''[[FinalFantasyVII that]]'' materia.

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* TalesOfSymphonia only shows Genis casting his basic fireballs, even if he has spells that can hit the whole battlefield, and In ''TalesOfSymphonia'' the characters will typically wield their basic starting weapons. weapons in cutscenes. However, Lloyd [[TheHero Lloyd]] will wield switch to a generic steel sword instead of his starting [[WoodenKatanasAreEvenBetter wooden swords.]] At swords]] when you get to the end of the game, however, Lloyd first town where you can buy a set (even if you didn't actually buy much less equip one). And after he receives them, he will use his SwordOfPlotAdvancement, the Materia Material Blades. No, not ''[[FinalFantasyVII that]]'' materia.Again, regardless of what he's actually got equipped.
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* In the GBA port of ''DonkeyKongCountry 3'', if you defeat the final boss with just Kiddy Kong, Dixie will speak whether she's present or not.

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* In the GBA port of ''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 ''DonkeyKongCountry 3'', if you defeat the final boss with just Kiddy Kong, Dixie will speak whether she's present or not.
** Averted in ''DonkeyKongCountryReturns'' - cutscenes will play out differently depending on whether you have both DK and Diddy, just DK, or even just Diddy (which is only possible in multiplayer)
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* Averted in ''LostOdyssey'' - whatever accessory a character is wearing is visible on his or her person during cutscenes. they are mostly unobtrusive, but since the accessories include things like pink-framed glasses and a cat-ear headband, the effect can get silly.

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** What's more, the game forces you to leave all of your (also-custom) teammates behind for this scene, apparently just to avoid having to avoid explaining why they're not on the dragon too.

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** What's more, the game forces you to leave all of your (also-custom) teammates behind for this scene, apparently just to avoid having to avoid explaining why they're not on the dragon too.
** Also the first such scene shows bits of the hero's default outfit and the people in the series of events following the event make a big deal of the hero's outfit. Not normally an issue (you can't get anything else by then), except you can unequip it. One earlier scene (in-engine) refuses to progress until you get dressed, so it isn't clear why they didn't do it for this one as well.
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fixed a redlink (not a wikiword)


*** This editor recently started playing ME2 as the Infiltrator class, which uses sniper rifles and SMGs. I was very amused to see Shepard wielding an assault rifle in an early cut scene mid-mission, especially since I didn't have any squad members recruited that actually USE the assault rifle at the time.

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*** This editor recently started playing ME2 as the Infiltrator class, which uses sniper rifles and SMGs.[=SMGs=]. I was very amused to see Shepard wielding an assault rifle in an early cut scene mid-mission, especially since I didn't have any squad members recruited that actually USE the assault rifle at the time.
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** Actually, Halo 2 averted this at times.
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* From ''[[MegaManX Mega Man X4]]'' onward, any animated cutscene with X shows him in his base form, with whatever armor powerups you have being absent. In game scenes keep the armor on though, leading to continuity problems in X7 and X8 which go from in game to animated during the final boss fights.
* In ''MegaManZX Advent'', You always turn back to Model A before a cutscene. even if it is before a boss battle and being in that form wold help you, you always start the fight in model A.

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* From ''[[MegaManX Mega Man X4]]'' ''MegaManX 4'' onward, any animated cutscene with X shows him in his base form, with whatever armor powerups you have being absent. In game scenes keep the armor on though, leading to continuity problems in X7 and X8 which go from in game to animated during the final boss fights.
* In ''MegaManZX Advent'', You always turn back to Model A before a cutscene. cutscene, even if it is before a boss battle and being in that form wold help you, you always start the fight in model A.



* In ''[[SuperMarioBros3 Super Mario Bros. 3]]'', ''SuperMarioWorld'' and ''[[NewSuperMarioBrosWii New Super Mario Bros. Wii]]'', Mario and Luigi (and the Toads in the latter game) are always Super Mario/Luigi/whoever in the ending cut scenes after beating Bowser (and in the latter, always Super Mario/Luigi/whoever in the credits mini game), despite whatever power up you're using at the time. You also begin the latter game's gameplay without the Super form, even though the player characters all don't actually lose it in the opening unlike the original ''NewSuperMarioBros.'' The latter does partly avert it though, Mario and company are wearing the clothing/using the powerups used against Bowser when gameplay resumes.

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* In ''[[SuperMarioBros3 Super Mario Bros. 3]]'', ''SuperMarioBros3'', ''SuperMarioWorld'' and ''[[NewSuperMarioBrosWii New Super Mario Bros. Wii]]'', ''NewSuperMarioBrosWii'', Mario and Luigi (and the Toads in the latter game) are always Super Mario/Luigi/whoever in the ending cut scenes after beating Bowser (and in the latter, always Super Mario/Luigi/whoever in the credits mini game), despite whatever power up you're using at the time. You also begin the latter game's gameplay without the Super form, even though the player characters all don't actually lose it in the opening unlike the original ''NewSuperMarioBros.'' The latter does partly avert it though, Mario and company are wearing the clothing/using the powerups used against Bowser when gameplay resumes.



* Averted in ''[[TheLegendOfZeldaTwilightPrincess The Legend of Zelda: Twilight Princess]]''. In the cutscenes, Link wears whatever armor he was wearing before. This can lead to some chuckles as Link clomps around in the Magic Armor during the ending.

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* Averted in ''[[TheLegendOfZeldaTwilightPrincess The Legend of Zelda: Twilight Princess]]''.''TheLegendOfZeldaTwilightPrincess''. In the cutscenes, Link wears whatever armor he was wearing before. This can lead to some chuckles as Link clomps around in the Magic Armor during the ending.

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* Many endings of ''FalloutNewVegas'' will show a final shot of The Courier walking off into the sunset wearing an Armored Vault 21 Suit and a Hunting Rifle, no matter what your actual weapon of choice was.
** Made even stranger as The Courier is in the foreground watching the ending montage and likely wearing gear that is entirely different.

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* Many endings of ''FalloutNewVegas'' will show a final shot of The Courier walking off into the sunset wearing an Armored Vault 21 Suit and a Hunting Rifle, no matter what your actual weapon of choice was.
** Made
Suit, even stranger as if you had obtained much better armor by the end of the game. The Courier is in the foreground watching picture is also seen from the ending montage back and likely wearing gear that is entirely different.using a default Male/Female hairstyle, so he/she may not even resemble the character you had designed.
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* Many endings of ''FalloutNewVegas'' will show a final shot of The Courier walking off into the sunset wearing an Armored Vault 21 Suit and a Hunting Rifle, no matter what your actual weapon of choice was.
** Made even stranger as The Courier is in the foreground watching the ending montage and likely wearing gear that is entirely different.

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* In ''{{Gothic}}'', no matter which armor/robe you wear, you are always shown wearing Ore Armor during cut-scenes.

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* In ''{{Gothic}}'', no matter which armor/robe you wear, you are always shown wearing Ore Armor during cut-scenes. cut-scenes.
** Similarly, in ''[[{{Gothic}} Gothic II]]'', your equipment in ending cutscenes is only determined by your faction.
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** And in ''MajorasMask'', Link will retain the same ''form'' during most cutscenes as well. This can lead to some funny moments if you make a last-second switch before the cutscene starts, which can cause you to act out a cutscene in a form that would have a hard time reaching the area where it takes place, which can lead to, say, the camera pointing at Goron Link's stomach when it's supposed to be pointing at regular Link's face. Notably, if you use the [[GoodBadBugs Sakon's Hideout glitch]] to become the Fierce Deity in the overworld, the enormous, demonic FD Link will act out all of the same motions as his other forms (assuming the game doesn't freeze first).
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* Happens to the point of [[DrinkingGame liver failure]] in [[FrontMission Front Mission Evolved]]; while your Wanzer will always match whatever parts/paint scheme you've chosen, your weapons will ''always'' switch to what the game assumes you ''should'' be carrying at the time despite the fact that all game cutscenes are rendered fully in-engine and on-stage ''and'' the fact that your Wanzer rarely fires a shot in such scenes.

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** ''OcarinaOfTime'' also shows Link's current tunic and boots during cutscenes. In fact, the cutscene in the Chamber of the Sages following Bongo Bongo has a closeup on Link's feet. Since wearing the Iron Boots or Hover Boots can be helpful in the boss fight, this may have been done intentionally to showcase the boots.

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** ''OcarinaOfTime'' also shows Link's current tunic and boots during cutscenes. In fact, the cutscene in the Chamber of the Sages following Bongo Bongo has a closeup on Link's feet. Since wearing the Iron Boots or Hover Boots can be helpful in the boss fight, this may have been done intentionally to showcase the boots. (For extra fun, put on your Iron Boots before the cutscene of Kakariko on fire -- Link will somehow run at full speed while still wearing them.)
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  • Phantasy Star Zero

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*In "{{Phantasy Star Zero}}"'s end credits, a slideshow appears of you beating up hostiles with the weapon you used to defeat the final bosses...even if you didn't use that weapon until recently.
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* In ''{{Gothic}}'', no matter which armor/robe you wear, you are always shown wearing Ore Armor during cut-scenes.
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* No matter which weapons you bring with you on missions in [[DevilMayCry Devil May Cry 3]], Dante will always be using Rebellion and his pistols in cutscenes. The only other weapon to be seen was Cerberus, and only so he could use it to pull himself up.

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* Averting this caused problems in ''KingdomHeartsII'', since some very short keyblades would at times fail to connect, and very long keyblades would clip through models. Although the pictures you get of events that happened in a chapter always have you with the basic kingdom key.
** While most of the game was able to avert this, some scenes would not allow it. This is why the Battle of 1000 Heartless is the only cutscene where Sora always uses the Kingdom Key.
** Kingdom Hearts 1 did it as well. Except when Riku obtains it, at which point it defaults to the Kingdom Key as well, although this might be because he's only stealing the sword and not the actual key chains that transform it.
** Sort of played straight with the Drive Forms. Sora maintains his Form's clothing in cutscenes, but things like second Keyblades, missing partners, and (in the case of Final Form) levitating are ignored.

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* Averting this caused problems in ''KingdomHeartsII'', in the ''KingdomHearts'' series, since some very short keyblades would at times fail to connect, and very long keyblades would clip through models. Although the pictures you get of events that happened in a chapter always have you with the basic kingdom key.
** While most of the game was able to avert this, some scenes would not allow it. This is why the Battle of 1000 Heartless is the only cutscene where
Sora always uses the Kingdom Key.
** Kingdom Hearts 1 did it as well. Except when Riku obtains it, at which point it defaults to the Kingdom Key as well, although this might be because he's only stealing the sword and not the actual key chains that transform it.
** Sort of played straight with the Drive Forms. Sora
also maintains his Form's clothing in cutscenes, but things like second Keyblades, missing partners, and (in the case of Final Form) levitating are ignored.



** [=~Kingdom Hearts: Birth By Sleep~=] [[hottip:*:MASSIVE SPOILERS... sorta.]] [[spoiler:averts this except for two instances. Both have to do with scenes in Final Mix+. The first is Terra's Lingering Sentiment, which carries Ends of the Earth no matter what Terra had equipped before the fight. Second is when Aqua gives Terra-Nort her armor and keyblade, which will always be her Stormfall.]]

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** [=~Kingdom Hearts: Birth By Sleep~=] [[hottip:*:MASSIVE SPOILERS... sorta.]] [[spoiler:averts averts this except for two instances. Both have to do with scenes in Final Mix+. The [[spoiler:The first is Terra's Lingering Sentiment, which carries Ends of the Earth no matter what Terra had equipped before the fight. Second is when Aqua gives Terra-Nort her armor and keyblade, which will always be her Stormfall.]]
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** [=~Kingdom Hearts: Birth By Sleep~=] [[hottip:*:MASSIVE SPOILERS... sorta.]] [[spoiler:averts this except for two instances. Both have to do with scenes in Final Mix+. The first is Terra's Lingering Sentiment, which carries Ends of the Earth no matter what Terra had equipped before the fight. Second is when Aqua gives Terra-Nort her armor and keyblade, which will always be her Stormfall.]]

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* And the same with ''FinalFantasyX'', but for a different reason and for one scene only. The group shot as the team enters Zanarkand has the team put their weapons together. This will show default weapons and the Brotherhood, regardless of what is equipped. Why? The scene is actually the first scene of the game, and everything leading up to it is HowWeGotHere, so the game literally ''can't'' know what you'll have equipped when you catch up. It's otherwise averted; the CGI scenes typically don't show weapons (and are fairly rare), while the other scenes use the in-game engine.

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* And the same with ''FinalFantasyX'', but for a different reason and for one scene only. The group shot as the team enters Zanarkand has the team put their weapons together. This will show default weapons and the Brotherhood, regardless of what is equipped. Why? The scene is actually the first scene of the game, and everything leading up to it is HowWeGotHere, so the game literally ''can't'' know what you'll have equipped when you catch up. It's otherwise averted; the CGI FMV scenes typically don't show weapons (and are fairly rare), while the other scenes use the in-game engine.


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** What's more, the game forces you to leave all of your (also-custom) teammates behind for this scene, apparently just to avoid having to avoid explaining why they're not on the dragon too.

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* And the same with ''FinalFantasyX''
** ''FinalFantasyX'' actually averts this, at least in the final boss scene. Logic of drawing a four-foot-long sword out of his back pocket aside, Tidus will draw the weapon he is equipped with as opposed to the Longsword.

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* And the same with ''FinalFantasyX''
** ''FinalFantasyX''
''FinalFantasyX'', but for a different reason and for one scene only. The group shot as the team enters Zanarkand has the team put their weapons together. This will show default weapons and the Brotherhood, regardless of what is equipped. Why? The scene is actually averts this, at least in the final boss scene. Logic first scene of drawing a four-foot-long sword out of his back pocket aside, Tidus will draw the weapon he game, and everything leading up to it is HowWeGotHere, so the game literally ''can't'' know what you'll have equipped with as opposed to when you catch up. It's otherwise averted; the Longsword.CGI scenes typically don't show weapons (and are fairly rare), while the other scenes use the in-game engine.
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sirkefka


* {{Dragon Quest IX}} has an animated cutscene late in the story. In this game you choose your hero's gender and looks. To reconcile this, the game forces you to wear a certain armour and helmet before riding a dragon, and this armour completely covers your hero's/heroine's face and body.

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* {{Dragon In ''{{Dragon Quest IX}} has an animated cutscene late in the story. In this game IX}}'' you choose your hero's gender and looks. looks, and so everyone's character will look different. Late in the story there is an animated cutscene involving your hero riding a dragon. To reconcile this, the game forces you to wear a certain armour and helmet before riding a dragon, and this armour completely covers your hero's/heroine's face and body.
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sirkefka

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*{{Dragon Quest IX}} has an animated cutscene late in the story. In this game you choose your hero's gender and looks. To reconcile this, the game forces you to wear a certain armour and helmet before riding a dragon, and this armour completely covers your hero's/heroine's face and body.
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* When the ''RatchetAndClank'' games started using prerendered cutscenes starting in ''Tools of Destruction'', Ratchet always switched to some generic armor for cutscenes. In ''A Crack in Time'', the developers worked around this by giving Ratchet an upgradeable HardLight armor suit that he was simply turned off during cutscenes.

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* When the ''RatchetAndClank'' games started using prerendered cutscenes starting in ''Tools of Destruction'', Ratchet always switched to some generic armor for cutscenes. In ''A Crack in Time'', the developers worked around this by giving Ratchet an upgradeable HardLight armor suit that he was simply turned off during cutscenes.
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* When the ''RatchetAndClank'' games started using prerendered cutscenes starting in ''Tools of Destruction'', Ratchet always switched to some generic armor for cutscenes, but they rendered the cutscenes with each type of armor in ''A Crack in Time''.

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* When the ''RatchetAndClank'' games started using prerendered cutscenes starting in ''Tools of Destruction'', Ratchet always switched to some generic armor for cutscenes, but they rendered the cutscenes with each type of armor in cutscenes. In ''A Crack in Time''.Time'', the developers worked around this by giving Ratchet an upgradeable HardLight armor suit that he was simply turned off during cutscenes.
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* When the ''RatchetAndClank'' games started using prerendered cutscenes starting in ''Tools of Destruction'', Ratchet always switched to some generic armor for cutscenes, but they rendered the cutscenes with each type of armor in ''A Crack in Time''.
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* Happens in ''{{STALKER}}: Shadow of Chernobyl'' with Strelok carrying an AK-47 in every cutscene. While it's justified for flashbacks that occur before the game begins, it makes no sense at the end of the game as that rifle cannot be obtained anywhere in the gameworld.

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