[[quoteright:350:[[VideoGame/NightTrap http://static.tvtropes.org/pmwiki/pub/images/night_trap_theme_song_dana_plato_dance_thumb.jpg]]]]
[[caption-width-right:350:Hey, this game has lifelike graphics! Too bad it barely qualifies as a video game.]]

->''"[=CD-ROMs=] were a major technological leap back in the early [[TheNineties nineties]]. All of a sudden our portable storage capacity jumped from the three-and-a-half megabyte floppies [[[FunWithSubtitles Subtitle:]] you mean 1.44MB? [[SelfDeprecation Thought so.]][[note]]Three-and-a-half is the width of the floppy disk, in inches[[/note]]] we were using, to over seven hundred megabytes crammed on this little disk, and it didn't take long for game designers to stop and think: Hey, these things are like little Laserdiscs, we could put movies and stuff on 'em! And we could make kickass games out of that!"''
-->-- '''Noah "The Spoony One" Antwiler''', ''WebVideo/TheSpoonyExperiment'', on the origin of Full Motion Video games

A "full motion video"[[note]][[WebVideo/{{Benzaie}} "Full Motion Video! A nice-sounding name that could be shortened as just…]] [[DepartmentOfRedundancyDepartment video."]][[/note]] ("FMV" for short) is a video game term, used back in TheNineties for {{Cutscene}}s which use pre-rendered or live-action video, as opposed to playing in-engine.

Today, however, the term is mainly remembered as lending its name to a particular type of video games (also called "interactive movies") which are entirely based around video clips. Gameplay consisted mostly of pressing buttons at the right time, choosing correct sequences of clips, or playing other games that just used the video as a backdrop. Nowadays these games are best remembered for a lack of interactivity -- as ''WebVideo/TheAngryVideoGameNerd'' once put it, "It doesn't even feel like you're playing a game. It feels like you're watching a movie. A ''bad'' movie."

Part of the logical reason the games were so poorly received, was that in addition to their lack of interactivity, they were also badly written and poorly acted -- the task of programming a whole new genre of a game had to be balanced with hiring scriptwriters and actors. Naturally quality suffered, with camp movies, hammy actors, bad plots or just a lousy game.

In arcades, the genre really began in 1983 with the release of ''VideoGame/DragonsLair'', a laserdisc-based game with animation by Don Bluth. The game typically cost twice as much to play as any other game, and gameplay consisted of pressing a button or direction at the appropriate point, but it was very popular, and inspired countless imitators. The fad died after a year or so because of the sameness of the gameplay and the difficulty in maintaining expensive laserdisc players. Plus, laserdisc games were prone to skipping and even outright malfunctions, due to factors such as the disc or reader wearing out after extensive play. Regardless, arcade laserdisc games were sporadically produced even through the 1990s. There were also attempts to bring laserdisc games into the home in the 1980s with the Palcom PX-7 {{UsefulNotes/MSX}} computer and the incredibly obscure [[http://www.videogameconsolelibrary.com/pg80-rdi.htm RDI Halcyon]] console, and in the 1990s with the Pioneer [=LaserActive=]. Many old laserdisc games were simple enough that they can be played nowadays on an ordinary DVD player.

Full motion video games really became popular on home computers with the introduction of CD-ROM drives in TheNineties, and CD-equipped console systems like the UsefulNotes/SegaCD, UsefulNotes/ThreeDOInteractiveMultiplayer and UsefulNotes/PhilipsCDi rushed to exploit the trend. Gameplay on home systems was no better than in the arcade, with the extra problem that early CD-based home systems, especially the Sega CD, weren't powerful enough to produce good quality video.

Not every FMV game was bad, though. Some, especially the VideoGame/TexMurphy series, are considered classics of the adventure genre. It's just that for every ''Tex Murphy'', ''Phantasmagoria'', or ''Gabriel Knight'', there were [[SturgeonsLaw 10 ''Double Switch'' or ''Johnny Mnemonic''-level]] games, and at $60+ a pop, the audience quickly became bored. Of course, many people still enjoy the lesser-quality games for the [[SoBadItsGood camp value]].

While pretty much a dead genre, as the video game industry has moved onto other ways of making money from nice graphics combined with crappy gameplay and mind-numbing tedium (see tropes like {{Freemium}}, DownloadableContent, AllegedlyFreeGame...), some newer titles have taken on to using this medium as part of their marketing campaign, perhaps giving it a niche to hold on to.

!!Arcade games:
* ''VideoGame/{{Badlands}}'' (Konami, 1984)
* ''Cliff Hanger'' (Stern, 1983)
* ''Crime Patrol'' (American Laser Games, 1993)
* ''VideoGame/DragonsLair'' (Cinematronics, 1983)
* ''VideoGame/EshsAurunmilla'' (Funai, 1984)
* ''VideoGame/EVRRace'' (Nintendo, 1975[[labelnote:*]]UrExample. Used '''E'''lectronic '''V'''ideo '''R'''ecord reels, an experimental precursor to the VHS tape.[[/labelnote]]
* ''VideoGame/{{Firefox}}'' (Atari, 1984)
* ''VideoGame/MadDogMccree'' (American Laser Games, 1990)
* ''M.A.C.H. 3'' (Mylstar, 1983)
* ''RoadBlaster'' (aka ''Road Avenger'' for the [[UsefulNotes/SegaGenesis Sega CD]])
* ''VideoGame/SpaceAce'' (Cinematronics, 1984)
* ''Space Pirates'' (American Laser Games, 1992)
* ''Star Rider'' (Williams Electronics, 1984)
* ''VideoGame/SuperDonQuixote'' (Universal, 1984)
* ''VideoGame/ThayersQuest'' (RDI Video Systems, 1984)
* ''VideoGame/TimeGal'' (Taito, 1985)
* ''VideoGame/TimeTraveler'' (Sega, 1991)
* ''Who Shot Johnny Rock?'' (American Laser Games, 1991)

...among many others. [[http://www.d-l-p.com The Dragon's Lair Project]] features an extensive repository of videos from these and other FMV arcade games among other things.

!!Home games:
* ''VisualNovel/FourTwoEightShibuyaScramble'' was created by Chunsoft in 2008. It is a rare hybrid of live action FMV and VisualNovel.
* Episodes 11.5 and 15.5 of ''VideoGame/AsurasWrath'' count as these (while some have made the case for the whole game being a quasi-example of the interactive movie part of this trope.)
* ''VideoGame/BadMojo''
* ''VideoGame/{{Blackout}}'', though it notably uses puppets and miniature sets instead of actors on sets.
* ''VideoGame/BloodwingsPumpkinheadsRevenge''
* The (non-canon, and ''very'' {{NSFW}}) ''Manga/DeathNote'' {{Yaoi}} game ''Bound Prince'' is this. It tells a story of Light losing a bet to L and being his SexSlave for a week; it's basically an illustrated fanfic.
* ''VideoGame/BrainDead13''
* ''Film/BramStokersDracula'' on the Sega CD used FMV for its cutscenes, and for the actual game levels, DigitizedSprites were overlaid on FMV backdrops.
* ''VideoGame/TheBunker'' was created to bring FMV games back with modern gameplay sensibilities and production values.
* ''VideoGame/BurnCycle''
* ''VideoGame/{{Contradiction}}''
* ''VideoGame/CorpseKiller'', an attempt at marrying this genre to the RailShooter. It fails on both fronts. The developers of this game later tried to take the same concept and apply it to {{Wuxia}}, clearly [[FollowTheLeader riding]] the ''VideoGame/MortalKombat'' wave.
* ''VideoGame/CriticalPath'', essentially a SoBadItsGood B-Movie.
* Creator/{{Cyberflix}} made a number of these, ranging from their gimmicky but still advanced and fun early efforts to their later genuinely stunning masterpieces.
** ''VideoGame/DustATaleOfTheWiredWest''
* ''VideoGame/LateShift'' (2017)
** ''VideoGame/JumpRaven''
** ''VideoGame/{{Lunicus}}''
** ''VideoGame/RedjackRevengeOfTheBrethren''
** ''VideoGame/TitanicAdventureOutOfTime''
* ''VideoGame/{{D}}''
* ''VideoGame/TheDaedalusEncounter'', a SpiritualSuccessor to Critical Path.
* ''VisualNovel/DancingBladeKatteNiMomotenshi''
* ''{{Darkstar}}'': A game created by the producers and actors of ''Series/MysteryScienceTheater3000''.
* ''VideoGame/DoubleSwitch'', another FMV game similar to Night Trap, only instead of monsters, you're trapping mobsters and crooks after a treasure in a huge mansion. Notable for starring Corey Haim, and [[Music/{{Blondie}} Debbie Harry]].
* ''VideoGame/DraculaUnleashed''
* ''VideoGame/EnemyZero'' (although this game included movement between portions of the ship in a 3D polygonal engine, the bulk of the gameplay was FMV-based exploration like ''D'')
* ''VideoGame/FateByNumbers'', a freeware game produced as a graduation project by a group of students in the Netherlands, filmed in classic FilmNoir style.
* ''[[http://www.mobygames.com/game/fox-hunt Fox Hunt]]''
* ''[[Anime/MobileSuitGundam Gundam 0079]]: The War for Earth'', a Japan-exclusive title in which the player experiences the events of the the early parts of the TV series through a combination of live-action and CG sequences. Notable for having the live-action portions filmed in Canada with the actors' lines dubbed into Japanese by the original series' voice actors.
* The second ''VideoGame/GabrielKnight'' game
* ''VideoGame/GroundZeroTexas''
* ''VideoGame/GuitarHeroLive'' (a rare 2015 example)
* ''VideoGame/HerStory''
* ''VideoGame/TheHorde''
* ''VideoGame/HysteriaProject''
* ''VideoGame/TheInfectiousMadnessOfDoctorDekker''
* ''VideoGame/TheJourneymanProject'' (rough around the edges, but grew into the genre to become pretty good)
* ''The Masked Rider: Film/KamenRiderZO'', a game similar to the ''Mighty Morphin' Power Rangers'' Sega CD game, where a Dragon's Lair style game is played over scenes from the film, dubbed in English. [[NamesTheSame Surprisingly not related to]] ''Series/MaskedRider''.
* ''VideoGame/KidsOnSite''
* ''VideoGame/TheLawnmowerMan'' [[/index]](not the cartridge-based console game) used ''Dragon's Lair''-style PressXToNotDie gameplay minus the on-screen prompts (thereby requiring [[TrialAndErrorGameplay trial and error]]) interspersed with [[TimedMission time-limited]] puzzle solving. (This kind of gameplay combined with limited [[VideoGameLives lives]] makes for ''extreme'' FakeDifficulty.) It had 3D graphics (like in the film) that were pre-rendered to fit the limits of the Sega Genesis color palette (64 onscreen, 512 total), even in the PC version despite the hardware allowing for more colors (256 onscreen, 2^24 total).[[index]]
* ''Maabus'' (1994), a first-person adventure game with some action elements, used pre-rendered 3D video clips to depict in-game actions, such as transitions between places (whereas some of its contemporaries, most notably the original ''Myst'', would instead just jump from one still image to another). This game had so much video data that it needed 3 [=CDs=] to hold it all.
* ''VideoGame/MadDogMccree''
* The ''VideoGame/MakeMyVideo'' series on Sega CD, a set of utilities released at the height of the multimedia boom that let players edit their own versions of music videos from artists such as Marky Mark & The Funky Bunch, Kriss Kross, INXS and C+ C Music Factory. Especially notable for their terrible cutscenes, being generally considered some of the worst "games" ever made, and also being considered the worst games on the Sega CD (and that's saying something, because the Sega CD is infamous for having a horrid selection of games).
* ''VisualNovel/ManEnough''
* ''VideoGame/MegaRace'', which used a live-action host combined with CG effects for cutscenes and had racetracks that played out as prerendered videos. Despite the heavy reliance on [=FMVs=], it's held to be a pretty fun arcade-style racing game with a respectable cult following.
* ''VideoGame/{{Metron}}''. Can beat MakeMyVideo example above in that nomination without any effort.
* ''Series/MightyMorphinPowerRangers'' on Sega CD.
* ''VideoGame/TheMuseumOfAnythingGoes''
* ''VideoGame/{{Myst}}'' and its sequels use live actors for every human character in the game.
** ''VideoGame/{{Riven}}''
** ''VideoGame/MystIIIExile''
** ''VideoGame/MystIVRevelation''
** ''VideoGame/MystVEndOfAges'' has a variation: video of the actors' performances is wrapped onto digital models, which unfortunately dips into the UncannyValley, especially with low graphic settings.
* ''VideoGame/NightTrap'' (notoriously a target of MoralGuardians)
* ''VideoGame/{{Obduction}}'': The SpiritualSuccessor to ''VideoGame/{{Myst}}'', it follows the tradition of that series by having the characters portrayed in full video. To reduce visual confusion with the 3D environment, these characters are always using a communication device or standing behind a window.
* ''VideoGame/{{Phantasmagoria}}''
* ''VideoGame/{{Phantasmagoria 2}}''
* ''VisualNovel/PlumbersDontWearTies'' is a ridiculous subversion. It looks like an InteractiveMovie which was originally in live-action, but when the ESRB was created, the creators were afraid the game would get an Adults-Only rating, so they changed it to a slide show of still images.
* ''VideoGame/PsychoKiller''
* ''VideoGame/RealmsOfTheHaunting''
* ''VideoGame/RebelAssault''
* ''VideoGame/{{Ripper}}'', a {{cyberpunk}} murder mystery notable for its AllStarCast, including Creator/ChristopherWalken, Scott Cohen, Burgess Meredith, Ossie Davis, Karen Allen, Creator/JohnRhysDavies, Jimmie Walker, David Patrick Kelly, and Creator/PaulGiamatti.
* ''VideoGame/SewerShark''
* ''Franchise/SherlockHolmes: Consulting Detective'', Volumes 1 and 2
* ''[[VideoGame/StarStrike1995 Star Strike]]''
* ''VideoGame/StarTrekKlingon''
* The first ''VideoGame/{{SWAT}}''-titled spinoff of the ''VideoGame/PoliceQuest'' series, ''Daryl F. Gates' Police Quest: SWAT''. It was also the beginning of a GameplayRoulette. It's basically a FirstPersonShooter with Full Motion Video instead of 3D graphics. It came on three [=CDs=], and unfortunately was not worth the trouble.
* ''Strahl'', AKA ''Triad Stone''.
* ''Street Fighter II: (The Interactive) Movie'': A [[NoExportForYou Japan-only]] ''StreetFighter'' game released for the UsefulNotes/PlayStation and UsefulNotes/SegaSaturn that combined footage from ''[[TheAnimeOfTheGame The Animated Movie]]'' with new animation made specifically for the game. Oddly enough, instead of controlling Ryu or one of the canon characters, the player character was a Shadowlaw Monitor Cyborg, who develops his abilities by watching said FMV footage and "analyzing" the characters' techniques.
* ''VideoGame/SuperAdventureRockman'': Remember those FMV scenes in ''VideoGame/MegaMan8''? Well this is pretty much what would happen if someone made an entire game with those scenes. Like the ''Street Fighter'' game above, it came out only in Japan for the PS and Saturn. Keiji Inafune is [[OldShame not exactly fond of this game.]]
* ''VideoGame/SurgicalStrike'' is a RailShooter using clips of real actors and battlefield sets that has you aiming at reticle-like targets overlaid in front of the footage; successful hits will trigger a brief cutscene of the objects exploding.
* The ''VideoGame/TexMurphy'' series
* ''[[http://www.mobygames.com/game/sega-cd/wirehead Wirehead]]'': One of the more amusing entries in FMV games that flew under the rader. You play a mild mannered family man that got a wireless device put into his brain and is now being tracked by a mad scientist and his goons. You control the man's every movement and try to steer him out of harm's way.
* ''VideoGame/TheSeventhGuest'' brought this to the PC, pioneering video compressing in the process. In fact, the whole game is in full motion video; all the animations of moving about the mansion are prerendered 3D video (they had originally planned to use a real mansion), and the cutscenes are live-action full motion video.
* ''VideoGame/MansionOfHiddenSouls'' was largely made as a response to the above's success.
* ''VideoGame/{{Mode}}''
* ''VideoGame/InThe1stDegree''.
* ''VideoGame/{{Voyeur}}''
* ''VisualNovel/{{Yarudora}}'' series: The first example of an Interactive Anime / VisualNovel hybrid. [[NoExportForYou Released in the Japanese and Chinese markets only]].
** ''VisualNovel/DoubleCast''
** ''VisualNovel/{{Kisetsu o Dakishimete}}''
** ''VisualNovel/{{Sampaguita}}''
** ''VisualNovel/YukiwariNoHana''
** ''VisualNovel/{{Scandal}}''
** ''Anime/BloodTheLastVampire''
* The original arcade version of ''VideoGame/{{Starblade}}'' technically isn't a FMV game due to being rendered in realtime, but its home ports used a single-continuous FMV with enemy models overlaid.
* The [=PlayStation=] 2 and Wii conversions of ''VideoGame/RockBand'', and the [=PS2=] conversion of ''Rock Band 2'', had the actual note highways and [=HUDs=] rendered in real-time, but in order to make the game look as good as its Xbox 360 and [=PS3=] counterparts, the backgrounds were pre-rendered [=FMVs=] from those versions rather than being rendered in real-time. Sadly, this meant the game lost all of its character customization features in the process.

!!Regular games with "FMV cutscenes"
* ''VideoGame/AlanWakesAmericanNightmare'' uses [=FMV=] on cutscenes and in-game videos.
* ''Dune 2000'' and ''VideoGame/EmperorBattleForDune'' replace the drawn cutscenes of ''VideoGame/DuneII'' with FMV.
* The ''VideoGame/CommandAndConquer'' series has always (with the exception of ''[[VideoGame/CommandAndConquerGenerals Generals]]'', which put its video in a smaller window) used FMV for cutscenes. But, with the campy nature of the series, it works. The more recent games having actual, skilled actors involved helps too.
* ''[[VideoGame/DarkForcesSaga Star Wars: Jedi Knight: Dark Forces II]]'' (unique in its series as having FMV cutscenes)
* ''TabletopGame/{{Warhammer 40000}}: Final Liberation''
* Beginning with ''VideoGame/FinalFantasyVII'' on the UsefulNotes/PlayStation, the ''Franchise/FinalFantasy'' series became famous for its high quality [=FMV=] cutscenes that integrated flawlessly with the pre-rendered backgrounds. The high production values and visual spectacle of these [=FMVs=] were crucial to popularizing Japanese [=RPGs=] with western audiences, who found previous games' 2D sprites unappealing for conveying complex plots and characters.
* ''VideoGame/WingCommander'' is noted for being one the few series with [=FMVs=] that actually did them well, using quality movie actors and solid writing, with Wing Commander IV being a particular standout (unlike III, it was shot on film with actual sets, and had a stronger script than Prophecy).
** The spinoff game ''VideoGame/Privateer2TheDarkening'' is also widely praised for the FMV cutscenes. While the game itself is [[ObviousBeta notoriously glitchy]], the FMV is often considered its saving grace, thanks to its outstanding production value and acting. [[WebVideo/TheSpoonyExperiment Spoony]] even called it "the modern Dr. Who series ten years ahead of its time."
* ''Franchise/KingdomHearts'' has them at the beginning and end of the games.
* ''VideoGame/AceCombatZeroTheBelkanWar'', uniquely among the series, uses FMV cutscenes, justified by the FauxDocumentary format of the FramingStory: a journalist is interviewing retired Belkan War veterans and the "missions" you play are actually stories they tell about the [[PlayerCharacter Demon Lord]].
* ''VideoGame/GrandTheftAuto2'' played [=FMV=] of an angrier, more talkative Claude Speed.
* ''VideoGame/LocoCycle'' uses [=FMVs=] for cinematics between levels.
* The introductory movie for the original ''VideoGame/ResidentEvil'' is one of the more [[SoBadItsGood infamous]] examples.
* ''VideoGame/OffWorldInterceptor'' had arguably the worst in this subcategory.
* ''VideoGame/DeusExHumanRevolution'', ''VideoGame/CallOfDutyBlackOps'' and ''VideoGame/TheElderScrollsVSkyrim'' are some of the titles that have used FMV or a [[MediumBlending combination]] of FMV and in-game renders for their trailers, marketing campaigns and commercials.
** ''VideoGame/CallOfDutyBlackOps'' also uses FMV during the game itself multiple times, though this is mostly to get around the ageing id Tech 3's inability to load multiple levels at a time.
* ''VideoGame/MetalGearSolid'' and its sequels have a few live-action FMV sequences here and there.
* ''VideoGame/{{Warhawk}}'' A PSX lauch title has FMV's before missions.
* ''VideoGame/DonkeyKongCountryReturns'' uses FMV for the intro, the FinalBoss's introduction, the ending, the reveal of the [[SecretLevel Golden Temple]], and the transition from the opening area of the Golden Temple to the main level. Three of these [=FMVs=] have three variations depending on which Kongs were present, making a total of twelve [=FMVs=].
** On the other hand, ''VideoGame/DonkeyKongCountryTropicalFreeze'' has the only two [=FMVs=] -- the intro and the ending.
* ''VideoGame/AngryBirds Trilogy'' replaces the still-frame cutscenes with FMVs.
* The [=PS1=] version of ''VideoGame/{{Klonoa}}: Door to Phantomile'' had pre-recorded CGI cutscenes for the intro, as well as the scene where Klonoa and Huepow go to Cress, and the ending. In the Wii remake, all of these cutscenes were rendered with the in-game graphics.
* ''VideoGame/NightsIntoDreams'' had quite a few CGI cutscenes, all of which were very nicely animated.
* In ''VideoGame/SonicAdventure2'', the scene where the Tornado escapes from the exploding island used a pre-recorded video of the island blowing up, and then the Tornado was a 3D model placed in front of the video.
** The first ''VideoGame/SpaceChannel5'' did a trick just like this. All areas in the game were pre-recorded video footage, and the characters are 3D models put in front of the video. [[SpecialEffectFailure This would sometimes result in Ulala and the others looking as if they were floating, because sometimes their character models would not be properly aligned with the background]].
* The ''Franchise/SlyCooper'' series uses 2D comic book-style cutscenes.
* ''Videogame/MechCommander I and II'', and ''Videogame/MechWarrior IV'' used FMV for character portraits in mission briefings and for cutscenes. Earlier games never showed characters and had CGI cutscenes.
* ''[[Videogame/StarSiege EarthSiege]]'' and its plethora of [[OddlyNamedSequel2ElectricBoogaloo oddly named sequels]] used FMV for mission briefings, while the majority of the cutscenes were CGI.
* The fifth generation ''VideoGame/RoadRash'' game had plenty, ranging from loading up on weapons before a race to a BikerBabe dragging a cowboy by the belt after a win.
* ''VideoGame/TombRaider'', and every game through ''Chronicles''. Though some cutscenes were rendered using the gameplay engine instead.
* ''VideoGame/{{Shivers}}'' begins and ends with [=FMVs=] of your "friends" locking you on the museum grounds and arriving to find you, respectively.
* ''VideoGame/{{Roundabout}}'''s cutscenes are live-action clips specifically made to look like [[{{Retraux}} a 70s B-movie]].
* ''VideoGame/NeedForSpeedMostWanted'' (2005) and ''Carbon'' had a few FMV cutscenes each.
* ''VideoGame/{{Strafe}}'' features live-action cutscenes in its tutorial, fitting with its 90's look.
* ''[[VideoGame/TheLegendOfZeldaCDiGames Zelda's Adventure]]'' has live-action cutscenes instead of its two predecessors' OffModel animation.
* ''VideoGame/JurassicParkSegaCD'' usually uses FMV to demonstrate navigation between areas of the park, and a computer in the visitor's center provides you with video phone calls from an Emily Shimura. [[spoiler:As well as a representative of [=BioSyn=].]]