Cutscene: Difference between revisions

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(Cutscenes in the shooters aren't always in-game. Sure, all Combat Evolved's are in-engine, but a lot of cutscenes in the other shooters are pre-rendered, like Noble Actual and Halo 4's Epilogue and Prologue.)
 
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{{Era|RW}}
{{Status|RealWorld}}
{{Wikipedia}}
{{Wikipedia}}
In the [[Halo universe|''Halo'' series]], a '''cutscene''', often spelled '''cut scene''', is an in-game cinematic movie in which the player(s) temporarily loses control over their character(s). Cutscenes, often used to show storyline events, are usually played between [[campaign]] levels. They are sometimes played at a midpoint of a level.
In the [[Halo universe|''Halo'' series]], a '''cutscene''', often spelled '''cut scene''', is an in-game cinematic movie in which the player(s) temporarily loses control over their character(s). Cutscenes, often used to show storyline events, are usually played between [[campaign]] levels. They are sometimes played at a midpoint of a level.


== Overview ==
== Overview ==
Cutscenes in the ''Halo'' shooter games are not always pre-rendered movies; instead, they are rendered in real time, using in-game assets. Because of this, cutscenes can sometimes be altered by moving objects into the locations where the cutscenes are about to take place. In several cases, cutscenes are rendered in hidden areas that are (usually) totally inaccessible to players; the [[Secret Room On The Ark]] is an example of this. The [[Panoramic Camera Mode|Pan Cam]] in ''[[Halo 3]]'''s [[Theater]] mode can be used to "break into" some of these areas. In ''[[Halo 3: ODST]]'', the first cutscene "[[Prepare to Drop]]" is accessible through the Firefight lobby by means of a glitch. This will allow players to free roam around the entire area where the cutscene takes place. In ''Halo 3''<nowiki>'s</nowiki> theater mode when watching the player's pre-made campaign game when a cutscene plays, the viewer will not be able to watch it but simply will experience a flash and will continue from the view of the player.
Cutscenes in the ''Halo'' shooter games are not always pre-rendered movies; instead, they are rendered in real time, using in-game assets. Because of this, cutscenes can sometimes be altered by moving objects into the locations where the cutscenes are about to take place. In several cases, cutscenes are rendered in hidden areas that are (usually) totally inaccessible to players; the [[Secret Room On The Ark]] is an example of this. The [[Panoramic camera mode|Pan Cam]] in ''[[Halo 3]]'''s [[Theater]] mode can be used to "break into" some of these areas. In ''[[Halo 3: ODST]]'', the first cutscene "[[Prepare to Drop]]" is accessible through the Firefight lobby by means of a glitch. This will allow players to free roam around the entire area where the cutscene takes place. In ''Halo 3''<nowiki>'s</nowiki> theater mode when watching the player's pre-made campaign game when a cutscene plays, the viewer will not be able to watch it but simply will experience a flash and will continue from the view of the player.


''[[Halo 2]]'' cutscenes feature the ability where the playable characters will hold the weapon the player used before the cutscene. This is not seen in other games except for ''Halo 3'', but this situation usually appears in cutscenes that take place in the middle of the level, notably only "[[Sierra 117]]"'s ''Quid Pro Quo'' cutscene and "[[Floodgate]]"'s ''Shadow of Intent'' cutscene will do so.
''[[Halo 2]]'' cutscenes feature the ability where the playable characters will hold the weapon the player used before the cutscene. This is not seen in other games except for ''Halo 3'', but this situation usually appears in cutscenes that take place in the middle of the level, notably only "[[Sierra 117]]"'s ''Quid Pro Quo'' cutscene and "[[Floodgate]]"'s ''Shadow of Intent'' cutscene will do so.
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In ''Halo: Reach'', the armor permutation that the character is wearing in the campaign also shows up in cutscenes.
In ''Halo: Reach'', the armor permutation that the character is wearing in the campaign also shows up in cutscenes.
In "Halo Infinite", the weapon that you were holding and equipment you currently have equiped will always appear in cutscenes.


==Pre-rendered cutscenes==
==Pre-rendered cutscenes==
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*In Theater Mode, if one fast forwards during a cutscene, the dialogue will be cut short or overlapped with other lines, and nearly all non-dialogue sounds will not play.
*In Theater Mode, if one fast forwards during a cutscene, the dialogue will be cut short or overlapped with other lines, and nearly all non-dialogue sounds will not play.
*In ''Halo: Combat Evolved'', it is possible to manipulate enemies and relocate them in the areas where cutscenes play; they can also be [[Modding|modded]] into such positions. When this happens, the enemies will frequently interfere with the playback of the cutscene, performing such actions as pushing characters out of their scripted paths, blocking their scripted paths, or even killing the characters. Sometimes, this interference will pause the cutscene, as the characters involved wait for an action to be performed; other times, the cutscene will continue as if no error ever happened. Examples of such anomalies can be seen [http://www.youtube.com/watch?v=AGxNToePAM8 here]; the [[Shafted cinematic glitch|Shafted Cinematic Glitch]] also involves this phenomenon. In some cases, if the character gets killed immediately after the cutscene begins, the game engine may still try to animate the dead body, causing the body to stand up in a strange position but not move completely.
*In ''Halo: Combat Evolved'', it is possible to manipulate enemies and relocate them in the areas where cutscenes play; they can also be [[Modding|modded]] into such positions. When this happens, the enemies will frequently interfere with the playback of the cutscene, performing such actions as pushing characters out of their scripted paths, blocking their scripted paths, or even killing the characters. Sometimes, this interference will pause the cutscene, as the characters involved wait for an action to be performed; other times, the cutscene will continue as if no error ever happened. Examples of such anomalies can be seen [http://www.youtube.com/watch?v=AGxNToePAM8 here]; the [[Shafted cinematic glitch|Shafted Cinematic Glitch]] also involves this phenomenon. In some cases, if the character gets killed immediately after the cutscene begins, the game engine may still try to animate the dead body, causing the body to stand up in a strange position but not move completely.
*In ''Halo 3'', certain cutscenes can be altered by other [[glitches]], such as the [[Time Travel Glitch]].
*In ''Halo 3'', certain cutscenes can be altered by other [[glitches]], such as the [[Time travel glitch]].
*If the player skips certain cutscenes early during a campaign level, the events in the cutscene will still continue in-game. This can be observed in ''Halo 3'''s level "[[The Covenant (level)|The Covenant]]" when the player is deactivating the [[Barrier tower]]s. If the player skips the cutscene right away, the player can still see the towers deactivating when gameplay resumes.
*If the player skips certain cutscenes early during a campaign level, the events in the cutscene will still continue in-game. This can be observed in ''Halo 3'''s level "[[The Covenant (level)|The Covenant]]" when the player is deactivating the [[Barrier tower]]s. If the player skips the cutscene right away, the player can still see the towers deactivating when gameplay resumes.
*On ''Halo 3''<nowiki/>'s campaign level "[[Halo (Halo 3 level)|Halo]]", [[Forerunner automated turret|Auto-Turrets]] can be deployed right before triggering the [[Control Room]] cutscene. The Auto-Turrets actually turn on the [[John-117|Master Chief]] ''before'' the fight with Guilty Spark; during the cutscene, they will fire on the Chief, [[Thel 'Vadam|Arbiter]], and [[Avery Junior Johnson|Johnson]]. (They will only manage to drain the Arbiter's shield and damage the Chief's.) Apparently, deployed [[equipment]] is not removed before a cutscene.
*On ''Halo 3''<nowiki/>'s campaign level "[[Halo (Halo 3 level)|Halo]]", [[Forerunner automated turret|Auto-Turrets]] can be deployed right before triggering the [[Control Room]] cutscene. The Auto-Turrets actually turn on the [[John-117|Master Chief]] ''before'' the fight with Guilty Spark; during the cutscene, they will fire on the Chief, [[Thel 'Vadam|Arbiter]], and [[Avery Junior Johnson|Johnson]]. (They will only manage to drain the Arbiter's shield and damage the Chief's.) Apparently, deployed [[equipment]] is not removed before a cutscene.
*In ''Halo 3'', in single player, it is possible to duplicate the co-op cutscene that plays when the Flood arrive, and retain the Arbiter in the cutscene and level. On the level "The Covenant" inside the third Barrier Tower, the player can melee the Arbiter into the [[elevator]], kill all the Brutes, and finally push or melee the Arbiter to the window. Surprisingly, the Arbiter will not be removed from the cutscene and the level.
*In ''Halo 3'', in single player, it is possible to duplicate the co-op cutscene that plays when the Flood arrive, and retain the Arbiter in the cutscene and level. On the level "The Covenant" inside the third Barrier Tower, the player can melee the Arbiter into the [[elevator]], kill all the Brutes, and finally push or melee the Arbiter to the window. Surprisingly, the Arbiter will not be removed from the cutscene and the level.
*If ''Halo 3: ODST''<nowiki/>'s "Prepare To Drop" cutscene is accessed in [[Firefight (Halo 3: ODST)|Firefight]] over Xbox Live, the player's status will show that he/she is playing a Firefight match on an unknown map.
*If ''Halo 3: ODST''<nowiki/>'s "Prepare To Drop" cutscene is accessed in [[Firefight (Halo 3: ODST)|Firefight]] over Xbox Live, the player's status will show that they is playing a Firefight match on an unknown map.


==Sources==
==Sources==
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