Cutscene: Difference between revisions

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* The phrase "Interactive Movie" is more associated with ''[[Wing Commander (video game)|Wing Commander]] III'', mentioned below, but the ''original'' game from [[The Nineties|1990]] was so labeled, with its animated cutscenes.
* ''[[Ninja Gaiden]]'' was one of the earliest games to use cinematics to tell an elaborate story, as part of a way to motivate players to finish the level. In the era of [[Save the Princess]], the relatively complex tale of Ryu's [[You Killed My Father|quest for vengeance]], his inheritance of the [[MacGuffin|Demon Statues]], and his [[Unresolved Sexual Tension]] with Irene Lew was something altogether new and different.
* ''[[The Lord of the Rings]]: The Two Towers'' alternated between FMV and in-engine cutscenes, and the very long intro was unskippable for some reason.
* ''[[Resident Evil Code: Veronica]]'', having true 3D backgrounds, used more in engine cutscenes, but still used pre-rendered videos when that was not feasible. ''[[Resident Evil 4]]'' and up used entirely realtime cutscenes, with many of them being unskippable and incorporating [[Press X to Not Die]] events.
* The first two ''[[Silent Hill]]'' games mostly used realtime scenes, with a few CGI videos. All subsequent games were exclusively realtime.
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* ''[[Gothic]]'' only has a few major cutscenes. All other exchanges use a clever camera that frequently switches being centered on speakers during their specific dialog and utilizes generic NPC body motion for emphasis.
* ''[[Ys]] IV: Mask of the Sun'' has a really long unskippable dialogue prior to fighting Gruda, [[That One Boss]].
* Toward the end of its original run, the now-defunct MMORPG ''[[City of Heroes]]'' had begun implementing cutscenes at key moments in certain missions. Interestingly, they wereare ''not'' pre-recorded video, but wereare dynamically rendered inby the game engine at the time they were're played -- and if the players wereare close enough to the event being shown, ''they wereare visible in the shot'' (and if they werenaren't, they couldcan still make their battle-cries appear in the scene). The best example of this wasis the cutscene of Romulus gaining a Nictus symbiote that playedplays when one gotgets close enough to the end of the last mission in the Imperious Task Force -- it wasis set up such that it hadhas a wide, deep vista behind it, and it wasis not uncommon for the entire team to actually be visible in mid-battle behind him when the scene triggeredtriggers.
** Another wasis the arrival of an archvillain near the end of one of the Praetorian Incarnate trials. Since this occurredoccurs when an on-screen timer ranruns down to zero, it wasis possible for the entire team to run up to the point where hethe villain wouldwill literally drop in, and standposition themselves such that they're standing next to him in the cutscene (-- often running emotes like bouncing a soccer ball) -- when he appearedappears and gavegives a lengthy speech about how he wasnisn't going to stand for their interference in his work.
 
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