Exposition Break: Difference between revisions

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{{trope}}
[[Category:{{Video Game Examples Need Sorting]]}}
{{quote|"And that, as they say, is that."|'''Maechen, master of the [[Rambling Old Man Monologue]]''', ''[[Final Fantasy X]]''}}
 
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They often have valuable game or plot information, so it's best not to skip the Exposition Break during the first playthrough if you want to beat the game. That said, [[Shall I Repeat That?|many games will ask if you'd like to hear it again]] just to be sure you ''truly'' understood all of it, sometimes [[Stop Helping Me!|too much]].
 
There is often nothing ''visually'' interesting happening during a Exposition Break. In fact, most of them consist only of text or (in more modern games with voice acting) dialogue. If the period is too long, the player will be itching to get control back or else tune it out, valuable info be darned.
 
They can be especially annoying if they can never be skipped or if an important part of the gameplay is inextricably tied to one that is somewhat less than entertaining. This kind sometimes overlap with [[Forced Tutorial]].
 
Exposition Breaks often precede a [[Climax Boss]]. This is fine for purposes of drama but annoying from a gaming standpoint, since losing means you have to sit through it all over again.
 
See also [[Exposition]] and [[Intro Dump]].
 
{{examples}}
 
* [[Assassin's Creed]] is particularly bad with this. Even though you can move around (and occasionally change the camera position), the cutscenes are very long-winded and don't add much to the plot.
* Played for laughs in ''[[The Bards Tale|The Bard's Tale]]''; at one point, enduring an NPC's extremely long-winded, rambling story gets you a reward, though you're given the option to shut him up.
* Used to great and disturbing effect in ''[[BioshockBioShock (series)]]''. {{spoiler|Would you kindly?}} [[Post Modernism|Interesting]] that it really only takes control away in order to show {{spoiler|that the main character has no free will.}}
** There are also plenty of cases where you are trapped in a tiny featureless room with an indestructible window while something happens on the other side.
* ''[[Chrono Cross]]'' had a particularly infuriating one; before you fight [[That One Boss|Miguel]], you have to sit through a 5+ minute long [[Contemplate Our Navels|navel-gazing]] monologue about how he got here, what his past is, and how he's connected to Serge. It's interesting the first time you read it, but scrolling through it gets old fast. Thankfully, if you know that you can run from boss fights, you can run away, go save, and never read it again.
* The [[Sarcasm Mode|scary]] [[Pipe Shooter]] ''[[Clive Barker's Jericho]]'' hits mandatory 10 minute speedbumps in gameplay for [[Info Dump|Infodumps]].
* ''[[Custom Robo]],'' for the Gamecube, had an incredibly long cutscene toward the end. So long, in fact, that it actually had multiple save points in it. Oh, and that game had no voice acting, so it was all in text...
* In ''[[Doom]] 3'', among its many [[What Were You Thinking?|"What were they thinking?"]] moments id Software inexplicably chose to use cutscenes, which yank the control/camera away from the player in a FPS.
* ''[[Eternal Sonata]]'' has a 10-minute narration sequence recounting the love life of Frederick Chopin that consists entirely of words on the screen sloooooowly appearing while you see background pictures of...well, honestly, they're pictures of things that have NOTHING to do with Frederick Chopin or his girlfriend.
** You can skip these cutscenes and read them in the menu at your own pace though.
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* In ''[[The Legend of Zelda: Majora's Mask|The Legend of Zelda Majoras Mask]]'', you earn a mask by staying awake during an old lady's long, rambling speech (but dozing off is also a fast way to skip all the way to the Third Day without spamming the Song of Double Time)
* In ''[[The Legend of Zelda: Twilight Princess|The Legend of Zelda Twilight Princess]]'', there're a couple of these, but there's generally something interesting going on while it happens. In one case, it was a ''huge'' mindfuck.
* ''[[Metal Gear Solid 2: Sons of Liberty]]'' is a bad offender, with the final boss preceded by an hours worth of cutscenes, half of which takes place in the codec talking-heads screen. And by the end of it, [[Mind Screw|you]] ''[[Mind Screw|still]]'' [[Mind Screw|won't know what's going on]], even if you don't [[Bladder of Steel|skip out on any of it]].
* The ''[[Monkey Island]]'' series spiced these up by continuing to update the context-sensitive [[Action Bar]] during the sequence, often displaying silly possible actions.
** The first game was the undisputed champion of this - the scene where Guybrush steals the Idol Of Many Hands went haywire.
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* ''[[Odium]]''. Only at the very end of the game, when you finally defeat the final boss, a NPC provides a long explanation of what exactly happened in the monster-infested city, before dying.
* ''[[Okami]]'' has a few of these, perhaps most notably from the period around when you gain access to the Dragon Palace to when you {{spoiler|reach Oni Island}}, when there are 4 or 5 ''very'' long cutscenes for gameplay that amounts to one dungeon and a boss fight.
* ''[[Paper Mario: theThe Thousand -Year Door]]'' has one of these before the final boss fight, then halfway through the boss there's '''another''' one. Even better is that there's a non-standard game over after the first one, and neither cutscene is skippable.
* In ''Saw'' (the video game that is a sequel to Saw and a prequel to Saw II), this occurs numerous times through the game. Very often the door you need to go through is locked tight until you pick up a tape and listen to Jigsaw's exposition, or watch a piece of exposition between Jigsaw and one of his test subjects.
* There's somewhat of an example in ''[[Suikoden V]]'' with the character of Egbert, a rather eccentric man prone to long, rambling outbursts about people who have wronged him in the past. The thing is, to recruit him you need to sit through one of his speeches at the lowest text-reveal speed. If you press a single button during it (which would usually advance the text) then he refuses to join you, and you have to walk all the way out of the dungeon and come back in order to try again. A particularly annoying example of why ''[[Suikoden V]]'' is a [[Guide Dang It]] game.
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* The ''[[Baten Kaitos]]'' games often have these before boss fights, but they do try to avoid annoying you with them; if you die to a boss, the game gives you [[Anti-Frustration Features|the option to restart the fight from the beginning]], as opposed to kicking you out to the menu and making you sit through the cutscene again. Given how ferocious late-game bosses can get, this is a ''very'' good thing.
* ''[[Mother 3]]'' has {{spoiler|Leder's}} ten+ minute [[Info Dump]] in Chapter Eight, which explains the backstory of the Nowhere Islands, Tazmily Village, and how the world came to be. It's easily one of the game's most shocking scenes.
* In ''[[Thwaite]]'', Before a 1- or 2-player game begins, a short, skippable [[cutscene]] is shown explaining the game's object. During the game, each five waves represent one early morning, and after them, there's a short dialogue during the day.
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[[Mario and& Luigi: Superstar Saga|''...Or perhaps not.]] [[Final Fantasy X|Who knows?'']]
 
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[[Category:Exposition Break{{PAGENAME}}]]
[[Category:Exposition]]
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[[Category:Video Game Tropes]]
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