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4[[quoteright:350:[[VideoGame/DanganronpaUltraDespairGirls https://static.tvtropes.org/pmwiki/pub/images/92c3df7a_e5c7_46d9_a774_5f20c4f1d3ac.png]]]]
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6In some action games, there are many different kinds of {{Mook}}s and you're often too absorbed into the action to notice you meet a certain type for the first time. So if the developers really want to make sure you notice them and don't forget them, what should they do? Well, make a special presentation for each one of them! Or at least a good part of them.
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8Thus, the unsuspecting player will often run in a seemingly deserted area and be interrupted by a cutscene. [[RandomEncounter Cue a mook]] appearing stylishly from nowhere and maybe doing some threatening moves before the fight begins. The sequence is usually wordless but may feature a warcry of some sort. Naturally {{Elite Mook}}s tend to have a debut scene more often than minor mooks.
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10Will often overlap with BossSubtitles, but not always.
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12Compare DegradedBoss, where an enemy is a boss at first but reappears as a regular enemy later.
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14And remember: Please do not even ''think'' about trying to list boss debuts in examples, as bosses usually get their own introductory cutscenes by default.
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16----
17!! Video Game Examples:
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19[[foldercontrol]]
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21[[folder: Action Adventure ]]
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23%%* ''VideoGame/AliceMadnessReturns'' does this.
24* ''VideoGame/{{Okami}}'' introduces mooks with a short entrance scene followed by a scroll identifying the mook by name, except for a few late mooks (mostly variants of previously encountered ones).
25* In ''VideoGame/JediOutcast'', when you first encounter a Reborn (artificially-empowered Force users; far more badass than most Imperial {{Mooks}}, though nothing compared to those who properly learned Jedi and Sith techniques), you get a brief cutscene of his arrival.
26* In ''VideoGame/BatmanArkhamCity'', the first time you meet a new kind of mook, the camera zooms in and Batman describes the new enemy.
27* In ''VideoGame/Killer7'', upon first encountering any type of [[ActionBomb Heaven Smile]], the screen zooms in and the name is displayed for a short time.
28* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has a cutscene to introduce one of the decrepit, stationary Guardians blocking one of the routes to a [[MiniDungeon Shrine]]. It's only after you complete the Great Plateau section that you find out about their significance to the plot. Also, the Zora's Domain section tasks you with retrieving Shock Arrows used by a Lynel, who gets an introductory cutscene (though you can encounter other Lynels before this point).
29* ''Franchise/{{Metroid}}'':
30** ''VideoGame/MetroidZeroMission'': When you first enter Tourian, there's a short cutscene of Metroids draining a space pirate of its energy.
31** ''VideoGame/MetroidPrime'': The game uses cutscenes to introduce bosses, mid-bosses, and major enemies such as [[SpacePirate space pirates]], baby Sheegoths, [[EliteMooks beam troopers]], and the Metroids themselves. However, the only time you'll see any text is if you use the Scan Visor.
32* In ''VideoGame/IttleDew1'', all enemies (plus some statues) have a short dialogue with Ittle and Tippsie when they're first encountered.
33* In ''VideoGame/{{Skylanders}}'', the first time you encounter a new enemy type in Story mode the camera cuts to the enemy in question and displays their name with a brief, slightly witty description attached. E.g, "Drow Spearman: Watch out for the pointy end." They removed the brief description in ''Swap Force'', brought it back for only trappable enemies in ''Trap Team'', and did comical cutscenes for ''Superchargers'' and ''Imaginators''.
34* ''VideoGame/{{Geist}}'' introduces the Spirit Hunters, the topmost {{Elite Mook}}s of the game, via a cutscene. They are capable of seeing ghosts and harming them with their weapons, and can also slow down time to catch up with the ghosts' speedy movement. When you, a ''ghost'' yourself, meet them for the first time, the only thing you can do is run away for your life. The second time, you're possessing Rourke, who is equipped with Spirit Hunter gear, allowing you to evenly fight them.
35* The very first MiniMecha encountered in ''VideoGame/{{Carrion}}'' is introduced at the end of the Leviathan Reef Base in a cutscene that zooms over to it walking around in a [[BossRoom rather large and otherwise deserted room]].
36* ''VideoGame/{{Psychonauts 2}}'' introduces each new enemy and each boss with a cutscene [[BossSubtitles displaying their name and some brief notes]] describing what they are or what they do.
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38[[/folder]]
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40[[folder: Beat Em Up ]]
41* ''VideoGame/DoubleDragonNeon'' has this for most mooks and bosses. They usually come with [[BossSubtitles a descriptive title]] too.
42* ''VideoGame/GrabbedByTheGhoulies'' introduces the first of each type of enemy with a brief close-up accompanied by their name.
43* All enemies from ''VideoGame/HiddenDragonLegend'' are introduced with a short clip, including their names and ranks. The Swordsman and Archer mooks notably debuts in the same level, their intro cutscenes playing back-to-back.
44* ''VideoGame/{{Spyborgs}}'' have one of these every time a new enemy appears, even the basic low-level goomba.
45* ''VideoGame/StreetsOfRage 4'' does this for the first time in the series. An EliteMook or BossInMooksClothing is introduced either demonstrating their attacks on an object, or by injuring nearby mook(s).
46[[/folder]]
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48[[folder: First Person Shooter ]]
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50* ''VideoGame/DeadIsland'' introduces new zombie types in the game via this trope.
51* Whenever a level in the ''VideoGame/{{Descent}}'' games would feature a new robot, before the level starts an info screen showing the robot and some data on it would appear.
52* ''Franchise/{{Doom}}'':
53** ''VideoGame/Doom3'' has this happen. When a new Mook shows up, a cutscene will kick in to let you know. This is only for demons, not zombies(except for the Commando). The Trite, the Cacodemon, and the Cherub, have no introduction cutscenes.
54** ''VideoGame/Doom2016'' also does this, albeit sparingly: the Imp, Pinky and Mancubus all get dramatic introductions.
55* ''VideoGame/FashionPoliceSquad'': The fashion criminal Mooks are often introduced in a cutscene where they walk into the area, followed by a scene that displays their code name and fashion crime (like Dull Suits being "Too Drab", Neon Brahs being "Too Flashy", Tourists having "Socks With Sandals", etc) while they give off a quote of their own.
56* New mook types in ''VideoGame/KissPsychoCircusTheNightmareChild'' are heralded in cutscenes, complete with their names showing up at the bottom of the screen.
57* ''VideoGame/QuakeIV'':
58** The Gunner is introduced in "Hangar Perimeter". When Kane proceeds through a door, he comes across a Gunner, who turns towards him and fires a grenade from its launcher.
59** The Harvester (an EliteMook for vehicle sections) is introduced in the "Aqueducts Annex" level. At the beginning, Kane is in a hovertank, and after exiting a tunnel, he sees two hovertanks near a hole. Cue one making light work with them before setting its sights on Kane.
60** The Stream Protector is introduced after Kane disables the Tetranode [[spoiler:while still a human]]: two of them, in fact, crawl from the ceilings of the area Kane's in, and then proceed to attack him.
61** The Gladiator is first featured in Perimeter Defense Station, but with a twist: From an UnbrokenFirstPersonPerspective, a marine on a separated lower-level stands in awe over how huge a Gladiator is and tries to fight them, only to be killed by the Gladiator's railgun. You eventually get to fight this Gladiator yourself.
62** The Strogg Medic is introduced in the Strogg Medical Facility first during [[spoiler:the Stroggification scene]] as just a servant working on him. But the proper introduction comes after Kane and Rhino Squad Medic Jeremiah Anderson are in an operations room. [[spoiler:Anderson goes to check a computer, and the glass doors of the area he's in close, then a Medic attacks from behind, killing or disabling him]], before setting his sight on Kane.
63** The Tactical Strogg are introduced in the Dispersal Facility level, hiding behind obstacles as they get notice of Kane's presence and communicate to one another over radio about sighting him.
64** The Recomposition Center level introduces the Light Tank. After activating the barrel transference process, Kane exits this area and returns to the outside area, where a Tank waits in ambush. The Tank [[BadBoss clubs a guard]] who happens to be in their way, bats an ExplodingBarrel towards Kane, and the battle begins.
65** Finally, the Data Storage Security level introduces the Iron Maiden. After reactivating the Torso Unit, Kane goes near a pod containing what looks like a dead woman. Then said woman awakens and proceeds to attack him and his two escorts.
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69[[folder: Hack And Slash ]]
70* Enemies and bosses in ''VideoGame/{{Bayonetta}}'' and its sequel have (usually brief) introductory cutscenes that transition smoothly to an illustration of them in the Book of Angels with their name, rank, and sphere of influence beneath. The sequel introduces demonic enemies and bosses, whose illustrations instead come from the Book of Demons.
71* ''VideoGame/TheWonderful101'' has statistics pop up every time a new enemy or boss is introduced, showing tons of (ultimately useless) information about them: their title, gauges measuring their speed, power, and wisdom, a 3D turnaround of their weapons, a diagram showing their height and weight, a scale measuring their "danger quotient", a red circle highlighting their energy source, a closeup on part of their body, and even a scan of their footprints (regardless of if the enemy has feet).
72* Nearly every single enemy in the ''VideoGame/DevilMayCry'' series has a special introductory cutscene. The [[VideoGame/DevilMayCry1 first game]] has a gimmick wherein the enemies' attack at the end of the cutscene actually transitions into an immediate attack in-game that damages Dante if he doesn't dodge. Said gimmick is no longer present in later games, however. ''VideoGame/DMCDevilMayCry'' introduced the trend of showing the names after a dramatic pause, which is implemented again in ''VideoGame/DevilMayCry5'', though minor enemies also have some sort of [[RedBaron descriptive titles]] in that game.
73* Done in ''VideoGame/GodOfWar'', though the cutscenes aren't always without dialogue, like the first one introducing the minotaurs (which involves two soldiers trying to outrun the monsters).
74* ''[[VideoGame/{{Gauntlet}} Gauntlet Legends]]''! https://www.youtube.com/watch?v=ewTjygaoCMc
75* ''Videogame/DantesInferno'' has enemies (usually the various "sin demons") introduced by cutscenes.
76* In ''VideoGame/NoMoreHeroesIII'', each new appearing mook gets an introduction card with their name, description title, and [[NoFourthWall Travis and Jeanne commentating]] on their looks, or warning their style of attack.
77* In ''VideoGame/OnimushaDawnOfDreams'', whenever a new type of Genma appear you'll see a brief cutscene introducing said creature. In some cases, it will be followed by a written text about how to deal with it.
78* ''VideoGame/AstralChain'', being from the same developers as ''Bayonetta'' have these for each enemy, be it big or small, along with a robotic voice to introduce each of them.
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80[[/folder]]
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82[[folder: Platform Game ]]
83* ''VideoGame/{{Broforce}}'': When seen for the first time, nearly every variation of mook has a little cutscene showing a closeup and introducing them by name.
84* In ''VideoGame/KirbysReturnToDreamLand'', stages with a Super Ability will introduce the appropriate mooks this way (with the exception of Super Bonkers, who is a miniboss).
85* ''VideoGame/SpongebobSquarepantsBattleForBikiniBottom'' contained brief cutscenes of most robots when you first encounter them, as well as them showcasing their fighting techniques against harmless [=NPCs=] or other targets. ''VideoGame/SpongebobSquarepantsTheCosmicShake'' follows suit by introducing the jelly enemies in a similar way.
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89[[folder: Puzzle Game ]]
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91* ''VideoGame/DeadlyRoomsOfDeath'' does this a couple of times: Aumtlich in ''The City Beneath'' (this enemy type is itself plot-critical) and Gentryii in ''The Second Sky'' (their introduction coincides with that of an important NPC, Arky).
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95[[folder: Real Time Strategy ]]
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97* ''VideoGame/DawnOfWar'' also does it for your own units in some cases (in the first two games, which had linear missions).
98* In ''VideoGame/{{Warcraft}}'' 3, several enemies are introduced in this way (of the "What the hell is that?" "Kill it first, we'll study it later" variety). Sometimes your own units are introduced by showing how they work (Crypt Fiends show up on the first level where the enemy has flying units, [[NoticeThis their intro shows them webbing the flyers to the ground]]).
99* ''VideoGame/StarcraftII'': Most of your units, to a greater or lesser extent, have a campaign mission specifically tailored to them, and chances are that you'll see a demonstration of the unit's capabilities either during the briefing or at the beginning of the mission. Sometimes, especially in ''Heart of the Swarm'', these are even playable; the seven "evolution missions" in the game introduce you to two variations of one of your core units and let you take them out for a spin, pitting [[BugWar your ravening minions]] against [[MookHorrorShow hapless Dominion troops]] before deciding which of the two you want to keep.
100* [[InvertedTrope Inverted]] in ''VideoGame/EmpiresOfTheUndergrowth''; when your ants meet a new type of enemy creature, the narrator talks about what they found and what that creature does.
101* ''VideoGame/HaloWars'' has a few:
102** The Covenant Locust gets an in-game introduction cutscene in the sixth mission (though they can be encountered in the fourth mission).
103** The Flood and many of their units are introduced in an in-game cutscene.
104** Sentinels are introduced in a pre-rendered cutscene prior to the eleventh mission where they are first encountered.
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110* In ''VideoGame/CrisisCore'', there is a cutscene played when Zack and Cloud are riding in Cissnei's motorbike to Gongaga, and they're confronted by Genesis. Some stuff that ([[ItMakesJustAsMuchSenseInContext sort of]]) [[ItMakesSenseInContext makes sense in context]] involving a Genesis copy eating Zack's hair, and it causes a genetic mutation in said copy which results in him spouting grotesque spindly legs from his back. That enemy type isn't encountered again in the main game, but several variations appear in side-missions from that point on.
111* ''Franchise/MassEffect'':
112** The first time you meet geth, husks (both on Eden Prime) and Collectors are all during cutscenes. Interestingly, in the first game, since you can do most of the story missions in any order, the two subtypes of geth, the large Prime units and wall-clinging Hopper units have debut cutscenes every time you run into them.
113** In the third game, the ordinary Cerberus troopers are first introduced on Mars attempting to interrogate Alliance personnel in a cutscene, and on Sur'Kesh, you're introduced first to the Cerberus Engineer in a cutscene laying down a turret to delay you, and then to the Atlas mech in a cutscene as the boss of that level. (However, the effect is somewhat ruined if you played either the Eden Prime DLC mission or the Grissom Academy mission before doing Sur'Kesh, both of which have Cerberus Engineers and Atlas Mechs without cutscenes, which can make players bemused at the build-up they receive on Sur'Kesh.)
114* ''VideoGame/KingdomsOfAmalurReckoning'' does this with many of the larger mooks. Annoyingly, the same enemy will generally get introduced in this manner in several zones.
115* ''VideoGame/FableI'' has a few, including a memorable one for balverines.
116* ''VideoGame/MonsterHunter'': While most games limit the introductory cut-scenes to large monsters (which are classified as bosses or minibosses), on rare occasions they'll also show a custscene introducing a new small monster. ''VideoGame/MonsterHunter4'', for example, does this with the Konchu and later with the Zamite.
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122* The first ''VideoGame/MaxPayne'' game does this during the very first level when you meet the V-heads, but it acts more as a kind of inverted EstablishingCharacterMoment for Max, who identifies himself as a cop and demands the junkie surrender. The contrast to his conduct in the rest of the game could scarcely be more stark; heck, his voice is even noticeably higher and less gravelly!
123* ''[[VideoGame/Warhammer40000SpaceMarine Space Marine]]'': new types of Orks ([[spoiler:and later the forces of Chaos]]) are introduced in short cutscenes, especially the boss- and miniboss-types such as Ork Nobz.
124* Octoling and Octostriker stages in ''VideoGame/Splatoon1'' always do this after you move on from the starting area.
125* ''VideoGame/DanganronpaAnotherEpisodeUltraDespairGirls'' introduces each new type of Monokuma with a short video, complete with a robotic voice saying their name.
126* ''VideoGame/RedFactionArmageddon'' introduces each of the different alien types with a pre-rendered cutscene, with the exception of the Tentacle and the Monolith. The Cultist SHIVA is also introduced with a cutscene (the only non-alien enemy to do so), though the cutscene is in-engine instead of pre-rendered.
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130[[folder: Tower Defence ]]
131* ''[[VideoGame/KingdomRush Kingdom Rush: Vengeance]]'' has two of them:
132** The [[MiniMecha MechaDwarf MK.9s]] in the Clockwork Factory. On the start of the eighth wave, the right factory lights up as a platform extends and a dwarf pilot waddles in. Two mechanical arms extend into the factory, do some tinkering, and then your first [[GiantMook giant enemy]] in the game slowly marches out of it.
133** The [[TheBerserker Northern Berserker]] in the Frozen Rapids level. At the start of the second wave, a huge viking ship sails up to the junction area, as it opens up and a hulking brute with two axes marches out towards your troops.
134[[/folder]]
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138* ''VideoGame/XCOMEnemyUnknown'' have Dr Vahlen and Dr Shen comment on aliens that you meet for the first time.
139* ''VideoGame/MarioPlusRabbidsKingdomBattle'' gives each enemy type a brief animated introduction the first time it's encountered.
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143[[folder: Survival Horror ]]
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145* The game ''VideoGame/ParasiteEve'' has several cutscenes introducing new monsters, such as the first rat you fight; immediately before you're shown the gruesome transformation the rat undergoes, but subsequent encounters just have the rat showing up without any fanfare.
146* Damn near every ''Franchise/ResidentEvil'' game has at least one:
147** Zombies and Hunters are both introduced with an [[PreRenderedGraphics FMV cutscene]] when first encountered in [[VideoGame/ResidentEvil the original]].
148** Following a creepy "Did I just see that?" glimpse of one outside a window, the first Licker you run into in ''VideoGame/ResidentEvil2'' also gets its own FMV.
149** ''VideoGame/ResidentEvil3Nemesis'' uses mostly in-game cutscenes to do this, such as your first encounters with the Drain Deimos and Brain Suckers and the return of the Hunters, who make their reappearance by decapitating a shambling zombie.
150** ''VideoGame/ResidentEvilCodeVeronica'' gives Zombies a gruesome FMV debut where they start crawling out of shallow graves and grabbing at Claire. Your first Bandersnatch gets both this and a CoupDeGrace cutscene, and reappears as a DegradedBoss later.
151** ''VideoGame/ResidentEvil4'' and ''VideoGame/ResidentEvil5'' usually introduce minor enemies simply by having the camera zero in on one just before it goes on the attack. Your first Ganado and Majini are given their own cutscenes with dialogue and everything (both types of enemies are capable of speech). The {{Giant Mook}}s Dr. Salvador and Garrador are also introduced this way, as are the Plagas.
152* Used in ''VideoGame/ColdFear'' with basically every enemy.
153* Everytime you meet a new enemy in ''VideoGame/TheSuffering'', a cutscene will show them slithering out of the environment.
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159* ''VideoGame/SunsetOverdrive'' has this for each and every enemy in the game, utilizing an 80s-style freeze-frame so you know that they mean business. Taken even further by using the same technique for major characters!
160* ''VideoGame/GrandTheftAutoIII'''s Kingdom Come mission introduces the [[UniqueEnemy one-time]] [[ActionBomb SPANKed-up madmen]] through a cutscene, even with a message reading ''SPANKED-up madmen!''
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