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The cutscene in the original Pac-Man game exaggerated the effect of the power pellet power-up[1]

A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game over which the player has no or only limited control, breaking up the gameplay and used to advance the plot, strengthen the main character's development, introduce enemy characters, and provide background information, atmosphere, dialogue, and clues. Cutscenes often feature on the fly rendering, using the gameplay graphics to create scripted events. Cutscenes can also be animated, live action, or pre-rendered computer graphics streamed from a video file. Pre-made videos used in video games (either during cutscenes or during the gameplay itself) are referred to as "full motion videos" or "FMVs". Other cutscenes can simply just be text interludes with speech bubbles over the characters' faces.

Contents

History[edit]

Pac-Man -first released in 1980- is frequently credited as the first game to feature cut scenes, in the form of brief comical interludes about Pac-Man and the ghosts chasing each other around during those interludes,[2] though Space Invaders Part II employed a similar technique that same year.[3]

In 1983, the laserdisc video game Bega's Battle introduced the use of animated full-motion video (FMV) cut scenes with voice acting to develop a story between the game's shooting stages, which would become the standard approach to video game storytelling years later.[4] The 1984 game Karateka helped introduce the use of cut scenes to home computers. Other early video games known to make use of cut scenes as an extensive and integral part of the game include Portopia Renzoku Satsujin Jiken in 1983; Valis in 1986; Phantasy Star, Maniac Mansion and La Abadía del Crimen in 1987; Ys II: Ancient Ys Vanished – The Final Chapter, and Prince of Persia and Zero Wing in 1989, with the poor translation in Zero Wing's opening cutscene giving rise to the (in)famous Internet meme "All your base are belong to us" in the 2000s. Since then, cutscenes have been part of many video games, especially in action-adventure and role-playing video games.

Types[edit]

Live-action cutscenes[edit]

Screenshot of a live-action cutscene from Command and Conquer: Red Alert

Live-action cutscenes have many similarities to films. For example, the cutscenes in Wing Commander IV utilised both fully constructed sets, and well known actors such as Mark Hamill and Malcolm McDowell for the portrayal of characters.

Some movie tie-in games, such as Electronic Arts' The Lord of the Rings and Star Wars games, have also extensively used film footage and other assets from the film production in their cutscenes. Another movie tie-in, Enter the Matrix, used film footage shot concurrently with The Matrix Reloaded that was also directed by the film's directors, the Wachowskis.

Some gamers prize live-action cutscenes for their kitsch appeal, as they often feature poor production values and sub-standard acting. The cutscenes in the Command & Conquer series of real-time strategy games are particularly noted for often hammy acting performances.

Live action cutscenes were popular in the early to mid 1990s with the onset of the CD-ROM and subsequent extra storage space available. This also led to the development of the so-called interactive movie, which featured hours of live-action footage while sacrificing interactivity and complex gameplay.

Increasing graphics quality, cost, critical backlash, and artistic need to integrate cutscenes better with gameplay graphics soon led to the increased popularity in animated cutscenes in the late 1990s. However, for cinematic effect, some games still utilize live-action cutscenes—an example of this is Black, which features interviews between main character Jack Kellar and his interrogator filmed with real actors.

Animated cutscenes[edit]

There are two primary techniques for animating cutscenes.

Like live-action shoots, pre-rendered cutscenes are also part of full motion video. Pre-rendered cutscenes are animated and rendered by the game's developers, and are able to take advantage of the full array of techniques of CGI, cel animation or graphic novel-style panel art. The Final Fantasy series of video games, developed by Square Enix, are noted for their prerendered cutscenes, which were introduced in Final Fantasy VII. Blizzard Entertainment is also a notable player in the field, with the company having a department created especially for making cinema-quality pre-rendered cutscenes, for games such as Diablo II and Warcraft III.

Screenshot of a pre-rendered cutscene from Warzone 2100, a free and open-source video game

In 1996 Dreamworks created The Neverhood, the only game to ever feature all-plasticine, stop-motion animated cutscene sequences. Pre-rendered cutscenes are generally of higher visual quality than in-game cutscenes, but have two disadvantages: the difference in quality can sometimes create difficulties of recognizing the high-quality images from the cutscene when the player has been used to the lower-quality images from the game; also, the pre-rendered cutscene cannot adapt to the state of the game: for example, by showing different items of clothing worn by a character. This is seen in the PlayStation 2 version of Resident Evil 4, where in cutscenes, Leon is seen always in his default costume because of processor constraints that were not seen in the GameCube version.

In-game cutscenes are rendered on-the-fly using the same game engine as the graphics in the game proper, this technique which is also known as Machinima. These are frequently used in the RPG genre, as well as in the Metal Gear Solid, Grand Theft Auto (both games making use motion capture), and The Legend of Zelda series of games, among many others. In newer games, which can take advantage of sophisticated programming techniques and more powerful processors, in-game cutscenes are rendered on the fly and can be closely integrated with the gameplay. Some games, for instance, give the player some control over camera movement during cutscenes, for example Dungeon Siege, Metal Gear Solid 2: Sons of Liberty, Halo: Reach, and Kane & Lynch: Dead Men.

Games such as Warcraft III: Reign of Chaos have used both pre-rendered (for the beginning and end of a campaign) and the in-game engine (for level briefings and character dialogue during a mission).

In the late 1990s and early 2000s, when most 3D game engines had pre-calculated/fixed Lightmaps and texture mapping, developers often turned to pre-rendered graphics which had a much higher level of realism. However this has lost favor in recent years, as advances in consumer PC and video game graphics have enabled the use of the game's own engine to render these cinematics. For instance, the id Tech 4 engine used in Doom 3 allowed bump mapping and dynamic Per-pixel lighting, previously only found in pre-rendered videos.

Interactive cutscenes[edit]

Interactive cutscenes involve the computer taking control of the player character while prompts (such as a sequence of button presses) appear onscreen, requiring the player to follow them in order to continue or succeed at the action. This gameplay mechanic, commonly called quick time events, has its origins in interactive movie laserdisc video games such as Dragon's Lair, Road Blaster,[5] and Space Ace.[6]

No cutscenes[edit]

A recent trend in video games is to avoid cutscenes completely. In a technique popularized by Valve's 1998 video game, Half-Life, the player retains control of the character at all times, including during non-interactive scripted sequences, and the player character's face is never seen. This technique has since been used by a number of other games. Ubisoft's Assassin's Creed also allows the player to retain limited control over the character during the "cutscenes", though their movement is severely limited. This is meant to immerse the player more in the game, although it requires more effort on the part of the developer to make sure the player cannot interrupt the scripted actions that occur instead of cutscenes. Scripted sequences can also be used that provide the benefits of cutscenes without taking away the interactivity from the gameplay.

Director Steven Spielberg, an avid video gamer, has criticized the use of cutscenes in games, calling them intrusive, and feels making story flow naturally into the gameplay is a challenge for future game developers.[7]

See also[edit]

References[edit]

  1. ^ Matteson, Aaron. "Five Things We Learned From Pac-Man". http://joystickdivision.com.  "This cutscene furthers the plot by depicting a comically large Pac-Man".
  2. ^ Gaming's Most Important Evolutions, GamesRadar
  3. ^ Space Invaders Deluxe, klov.com. Accessed on line March 28, 2011.
  4. ^ Fahs, Travis (March 3, 2008). "The Lives and Deaths of the Interactive Movie". IGN. Retrieved 2011-03-11. 
  5. ^ Rodgers, Scott (2010). Level Up!: The Guide to Great Video Game Design. John Wiley and Sons. pp. 183–184. ISBN 978-0-470-68867-0. 
  6. ^ Mielke, James (2006-05-09). "Previews: Heavenly Sword". 1UP.com. Retrieved 2007-12-19. "Some points in key battles (usually with bosses) integrate QTE (quick-time events), which fans of Shenmue and Indigo Prophecy might like, but which we've been doing since Dragon's Lair and Space Ace. Time to move on, gents." 
  7. ^ Chick, Tom (2008-12-08). "A Close Encounter with Steven Spielberg". Yahoo!. Retrieved 2008-12-11. 

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429 news items

games.on.net

games.on.net
Wed, 19 Jun 2013 20:07:06 -0700

A subsequent cutscene also revealed a hint of romance between the player and another character, but it felt out of place in the slightly wacky world. The sense of humour feels much more at home. After the player derails a train with a scientist inside ...

Globe and Mail

Globe and Mail
Wed, 19 Jun 2013 13:01:19 -0700

The gameplay is just one large vehicle for getting from one story-telling cutscene to another. Sounds terrible, doesn't it? So how the heck does The Last of Us warrant a nearly perfect review score of nine out of 10? The first reason is technological ...
 
Zam News
Tue, 18 Jun 2013 10:10:54 -0700

The introduction to Miss Delaqua features a new type of cutscene that ArenaNet is calling an Action Frame. This new cutscene is reminiscent of old noir style PI movies. Players will join Miss Delaqua as she tries to uncover the culprit behind the ...

PCGamesN

PCGamesN
Wed, 19 Jun 2013 12:07:10 -0700

Removed cutscene swords. Geralt will use his currently equipped sword in all cutscenes. Equipped enemies with swords according to their social status, wealth and current situation in the game. For example, soldiers patrolling areas near ghost fog in ...

Capsule Computers

Capsule Computers
Wed, 19 Jun 2013 02:25:00 -0700

This is the opening cutscene – the confrontation between Earth's protector and the evil doctor, where the side of good loses out and it becomes instantly clear that Earth's very existence is in serious danger. Cutting away from this event and focusing ...
 
Contra Costa Times
Wed, 19 Jun 2013 02:36:15 -0700

Crytek shows off the power of the Xbox One, which generates visuals that rivals CGI cutscene. Esteves pointed out the tearing cloth on the ship sails and the facial expression of characters in battle. It's one of the reasons that the camera is so tight ...
 
Shogun Gamer
Wed, 19 Jun 2013 08:30:30 -0700

Given how gamers want to see the actual game running on hardware these days, either in an in-engine cutscene or through gameplay, it seems like a complete dis-service to show a pre-rendered trailer, especially when it's after the fact when a gameplay ...
 
The Verge
Mon, 17 Jun 2013 07:40:18 -0700

Sure, there was a long and boring cutscene in which my comrades died with severed arms and arrows to the eye. Once I got through that, though, I was sweeping across a beach and up a tower, trying to time my strikes well enough to throw people off ...
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