...it's like TV Tropes, but LINKED DATA!
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In the early days of the Video Game 3D Leap, Game Engines were not capable of rendering 3D models with the level of detail that they can today in real-time, and developers had no choice but to use extremely low-polygon models that only vaguely resembled the shapes of characters and objects in the game's world, in order for the games to still perform well. One way around this was the concept of "pre-rendering", where higher-polygon 3D models were rendered once and used as still images. Sometimes the pre-rendered images could still be interacted with, and other times they only functioned as fancy backdrops. In both cases, this required the games to have a Fixed Camera, as a more dynamic camera would require more angles for the images to be rendered from, which would've largely defeated the point of pre-rendering them. Pre-rendering wasn't limited to just in-game graphics, however, many games also pre-rendered their cutscenes, in order to improve the presentation of the story, and from that, players' investment in said story. In Licensed Games, cutscenes often took the form of (heavily-compressed) clips of the work they were licensed from. Not all pre-rendered cutscenes used 3D modeling, some took full advantage of the looser limitations and used fully-animated 2D cartoons, others even used live-action actors. Pre-Rendered Cutscenes are also known as "Full Motion Videos" (or "FMVs" for short), though the term isn't widely used today, and is mostly used to refer to Live Action Cutscenes and Interactive Movies. See those pages for more detail. As game engines and the hardware they ran on got more powerful, pre-rendering saw a significant decline in use, though it is by no means gone entirely. Announcement trailers for new games are still often pre-rendered and feature no in-game footage at all, and some games still use pre-rendering for budget or presentation reasons. For technical reasons as well, playing a video is easy to process and doesn't take up much storage bandwidth, allowing for FMVs to mask or ease loading sequences. This is similar to the fancy loader screens on computers that used tapes to load programs from. Sister Trope to Live-Action Cutscene. See also: Interactive Movie, Digitized Sprites. |
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inFAMOUS: Every major cutscene is illustrated as a Motion Comic. | |
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Toy Story similarly uses prerendered graphics to go with the movie it's based on. | |
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Starblade: The arcade version is rendered in real-time, but the home ports instead used pre-rendered backgrounds with real-time enemy models and projectiles overlaid. | |
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Resident Evil (Remake): The opening cutscene and the environments in-game are pre-rendered, while the player character, enemies, and NPCs are rendered in real-time. Interacting with certain objects or solving certain puzzles will also trigger a pre-rendered cutscene. | |
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The PlayStation 2 and Wii ports of Rock Band, and the PS2 port 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 videos 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. | |
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Though most cutscenes in Kingdom Hearts II were done in-engine, the cutscene before the Battle of the 1,000 Heartless was pre-rendered. It shows in that the characters in the player's party have their default equipment, unlike other cutscenes where Sora, Donald, and Goofy use the weapons the player equipped them with. This is probably because more than 1,000 objects would have been far too many for the PlayStation 2 to render all at once. | |
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Sonic 3 & Knuckles: The title screens and special stages use prerendered sprites. | |
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The Donkey Kong Country trilogy is one of the most famous examples of the trope, often credited with popularizing the technique. Possibly the first example of a console game to make extensive use of prerendered 3d models. | |
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Stinkoman 20X6 has a fully-animated Animesque intro, presented in extremely low resolution to mimic the kind of cutscenes consoles like the Sega CD could render. | |
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The first Vectorman game makes extensive use of prerendered graphics, making for one of the most visually impressive games of its generation. The sequel uses sprite art for the most part, but the main character retains his prerendered sprites from its predecessor. | |
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The Tales Series is known for having anime cutscenes, including an anime intro with an Anime Theme Song, since the first PlayStation installment. However, the original Nintendo DS release of Tales of Hearts came in two versions, where one had the standard anime cutscenes, the other version had 3D pre-rendered CG cutscenes. Needless to day, the version with the 3D CG cutscenes wasn't a big seller, and thus it remains the only release in the franchise to feature that style. | |
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Donkey Kong Country Returns uses pre-rendering for the intro, the Final Boss's introduction, the ending, the reveal of the Golden Temple, and the transition from the opening area of the Golden Temple to the main level. Three of these cutscenes have three variations depending on which Kongs were present, making a total of twelve pre-rendered cutscenes. | |
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Sonic the Hedgehog (2006): The opening cutscenes for each of the three hedgehogs' stories, the flashback of the Solaris Experiment, the ending cutscenes of each campaign, and half the cutscenes in the Last Story are pre-rendered. | |
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Most Mario sports games have intro cutscenes that are rendered using the in-game engine. However, Mario Kart 64, Mario Golf Toadstool Tour, Mario Power Tennis, both Mario baseball games, and Mario Kart Wii use pre-rendered intros (although for MK64, the in-game engine was used to create the intro, but was still pre-rendered video). | |
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Dragon Ball: In the first Dragon Ball Z: Budokai game, the opening video is an opening movie rendered using the game's in-engine models and environments, used to recreate the first opening of Dragon Ball Z in 3D. In Budokai 2 and 3, both games got pre-rendered 2D animated opening videos. The Dragon Ball Z: Budokai Tenkaichi series had pre-rendered 3D opening cutscenes that showed some of the heroes and villains fighting each other, using a different graphical style and models than the ones used in-game. Both Dragon Ball: Raging Blast games did the same thing. The first Dragon Ball Xenoverse game features a 2D animated opening that plays before the title and as a lead-in to the story, though many of its story cutscenes are rendered in-engine. 2 The sequel uses pre-rendered 3D videos along with 2D animated cutscenes when playing the story mode. |
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Assassin's Creed: Valhalla: The "First Look Gameplay Trailer" is, in fact, just a montage of pre-rendered cutscenes that have been misleadingly advertised as gameplay. It is unclear if the scenes featured in the trailer will even be in the final game, as a disclaimer at the bottom of the trailer reveals that the footage is only what is "expected" of the final product. | |
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Final Fantasy VII: The in-game environments and cutscenes are all pre-rendered, and characters' in-game 3D models are extremely primitive. "Seamless" cutscenes (like some elevators or perspective shifts) have the in-game models rendered on top of them,note and on the first PC version, it was possible for them to desync while the "flashier" cutscenes would have characters pre-rendered in the cutscene with higher-detailed 3D models. Strangely, some (like Cloud jumping atop a train) use the in-game models, prerendered. | |
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Final Fantasy XII pre-rendered several important cutscenes. Notably, Vaan's infamous "Halloween-style" abs (which make him look like a victim of severe malnutrition) are rendered correctly in the FMVs. | |
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Virtue's Last Reward: Any scene where a major revelation plays out — dubbed "Event" scenes — is typically depicted with a series of pre-rendered shots, though a handful of them are fully-animated. | |
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EarthSiege and its plethora of oddly named sequels used live-action portraits for mission briefings, but the majority of the cutscenes were pre-rendered. | |
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The original arcade version of Killer Instinct featured prerendered backgrounds, sprites, and ending cutscenes. | |
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Syberia: Syberia and Syberia II have both the cutscenes and the game backgrounds pre-rendered, with only characters and other moving parts being rendered in real time. Syberia 3 is in full 3D, but the cutscenes are still pre-rendered. | |
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Sonic Adventure 2: The scene of the Tornado escaping from the exploding Prison Island used a pre-rendered video of the island blowing up, and then the Tornado was a real-time 3D model placed in front of the video. The cutscenes of the Eclipse Cannon firing at the moon, Sonic and co. taking the shuttle to the ARK, and about half of the cutscenes in the Last Story are also all pre-rendered, as are the opening cutscenes before the title screen — both the logo splash screen on the original Dreamcast version and the extended opening cutscene on Sonic Adventure 2 Battle. | |
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Iron Helix: Every frame is pre-rendered, as you can only move forward and backward one screen at a time, and turn left or right 90-degrees at a time, so only a handful of screens and animations were necessary. The arm of the probe that the player can raise to interact with certain elements is pre-rendered, too, with only a handful of sprites for every possible position it can take on the screen. Cutscenes are a mixture of live-action and pre-rendered graphics, with the Sega CD version featuring a couple of exclusive cutscenes, one of which is entirely pre-rendered, the other is solely live-action. | |
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Sonic Heroes: Nearly every cutscene is pre-rendered, the only ones that aren't are the occasional level introductory cutscene, which not every stage even got. | |
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Pac-Man World: Both opening cutscenes, both ending cutscenes, and the Animated Outtakes are all pre-rendered. | |
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Tomb Raider: Every game developed by Core Design used pre-rendered cutscenes, though some were rendered using the gameplay engine instead. | |
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Toy Story 2 used clips from the movie as its cutscenes. | |
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NiGHTS into Dreams… used pre-rendering for its opening and closing cutscenes. Christmas NiGHTS's cutscenes were static sketchbook-style 2D illustrations. | |
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Silent Hill: The opening cutscene before the title screen and every cutscene that introduces a new character are all pre-rendered. The credits feature Animated Outtakes which are also pre-rendered. | |
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The Dragon Ball Z: Budokai Tenkaichi series had pre-rendered 3D opening cutscenes that showed some of the heroes and villains fighting each other, using a different graphical style and models than the ones used in-game. Both Dragon Ball: Raging Blast games did the same thing. | |
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A Bug's Life used clips from the movie as its cutscenes. | |
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The Legend of Zelda: Zelda's Adventure features a pre-rendered world viewed from the top-down, similar to the classic Legend of Zelda games. The Nintendo 64 version of The Legend of Zelda: Ocarina of Time used pre-rendered backgrounds to depict some locations, such as Hyrule Castle Town and building interiors. The Nintendo 3DS remake would replace them with real-time 3D, but kept the fixed camera angles. |
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Halo: Most of the games made by Bungie used in-engine cutscenes, but many of the games made by other studios used pre-rendered cutscenes. Sometimes this would create limitations for the story, like preventing the player characters Fireteam Crimson in Halo 4: Spartan Ops from appearing in cutscenes as Character Customization could not transfer to pre-rendered graphics. | |
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Sonic Blast: A rare 8-bit example of a game with prerendered graphics. It helps that the Sega Master System could output more colors other consoles of its generation. | |
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Sonic Mania: The opening and ending cutscenes are fully-animated 2D cartoons. | |
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Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_7e31a540 | comment |
In the first Dragon Ball Z: Budokai game, the opening video is an opening movie rendered using the game's in-engine models and environments, used to recreate the first opening of Dragon Ball Z in 3D. In Budokai 2 and 3, both games got pre-rendered 2D animated opening videos. | |
Pre-Rendered Graphics / int_7e31a540 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_7e31a540 | featureConfidence |
1.0 | |
Dragon Ball Z: Budokai (Video Game) | hasFeature |
Pre-Rendered Graphics / int_7e31a540 | |
Pre-Rendered Graphics / int_7f069934 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_7f069934 | comment |
Final Fantasy VII Remake uses clips from Advent Children in the fight against the Whisper Harbinger. | |
Pre-Rendered Graphics / int_7f069934 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_7f069934 | featureConfidence |
1.0 | |
Final Fantasy VII Remake (Video Game) | hasFeature |
Pre-Rendered Graphics / int_7f069934 | |
Pre-Rendered Graphics / int_7f624b67 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_7f624b67 | comment |
The Sly Cooper series uses 2D comic book-style cutscenes. | |
Pre-Rendered Graphics / int_7f624b67 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_7f624b67 | featureConfidence |
1.0 | |
SlyCooper | hasFeature |
Pre-Rendered Graphics / int_7f624b67 | |
Pre-Rendered Graphics / int_7fcbadee | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_7fcbadee | comment |
Sonic 3D Blast: The whole game uses prerendered graphics to go with its faux-3d gameplay. | |
Pre-Rendered Graphics / int_7fcbadee | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_7fcbadee | featureConfidence |
1.0 | |
Sonic3DBlast | hasFeature |
Pre-Rendered Graphics / int_7fcbadee | |
Pre-Rendered Graphics / int_840a1985 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_840a1985 | comment |
Space Channel 5: All areas in the game were pre-rendered video footage, and the characters are 3D models put in front of the video. 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. | |
Pre-Rendered Graphics / int_840a1985 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_840a1985 | featureConfidence |
1.0 | |
Space Channel 5 (Video Game) | hasFeature |
Pre-Rendered Graphics / int_840a1985 | |
Pre-Rendered Graphics / int_86814ea1 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_86814ea1 | comment |
Final Fantasy XV: A short montage of scenes from Kingsglaive: Final Fantasy XV depicting the fall of Insomnia are used during Chapter 1, and a handful of other cutscenes are also pre-rendered. | |
Pre-Rendered Graphics / int_86814ea1 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_86814ea1 | featureConfidence |
1.0 | |
Final Fantasy XV (Video Game) | hasFeature |
Pre-Rendered Graphics / int_86814ea1 | |
Pre-Rendered Graphics / int_87056d17 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_87056d17 | comment |
Sonic Adventure: The opening cutscene before the title screen, most scenes involving the Egg Carrier, and Perfect Chaos's introductory cutscene are all pre-rendered. The remaining cutscenes are done in-engine. | |
Pre-Rendered Graphics / int_87056d17 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_87056d17 | featureConfidence |
1.0 | |
Sonic Adventure (Video Game) | hasFeature |
Pre-Rendered Graphics / int_87056d17 | |
Pre-Rendered Graphics / int_8fb3fde6 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_8fb3fde6 | comment |
World of Assassination Trilogy: The cinematics in Hitman (2016) are pre-rendered cutscenes, the briefings are a mix of both in-game slides and a pre-rendered presentation. In Hitman 2, the cinematics are still pre-rendered cinematics, but are stills instead of being in motion, while the briefings remain a mix of both, albeit using gameplay frequently. The final game, Hitman 3 uses pre-rendered in-game graphics almost everywhere, with gameplay being shown in briefings when neccesary. | |
Pre-Rendered Graphics / int_8fb3fde6 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_8fb3fde6 | featureConfidence |
1.0 | |
World of Assassination Trilogy (Video Game) | hasFeature |
Pre-Rendered Graphics / int_8fb3fde6 | |
Pre-Rendered Graphics / int_959e6cb | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_959e6cb | comment |
Dragon Quest IX: One plotline quest requirement is for the player character to show up alone and wearing a certain set of armor. It's a rather transparent justification for the fact that the following animated cutscene shows only one person wearing the all-encompassing armor, when in-game models allow for huge amounts of customization (and there are no preset party members, only random ones) and every weapon has its own model. Fortunately, it's a pretty awesome cutscene. | |
Pre-Rendered Graphics / int_959e6cb | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_959e6cb | featureConfidence |
1.0 | |
Dragon Quest IX (Video Game) | hasFeature |
Pre-Rendered Graphics / int_959e6cb | |
Pre-Rendered Graphics / int_9a8bf274 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_9a8bf274 | comment |
The Command & Conquer series, while famous for its live-action cutscenes (mission briefings), also used 3D-rendered cutscenes between most briefings and the mission start, or after the mission end. | |
Pre-Rendered Graphics / int_9a8bf274 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_9a8bf274 | featureConfidence |
1.0 | |
Command & Conquer (Video Game) | hasFeature |
Pre-Rendered Graphics / int_9a8bf274 | |
Pre-Rendered Graphics / int_a25325a5 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_a25325a5 | comment |
Donkey Kong Country: Tropical Freeze has the only two pre-rendered cutscenes — the intro and the ending. | |
Pre-Rendered Graphics / int_a25325a5 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_a25325a5 | featureConfidence |
1.0 | |
Donkey Kong Country: Tropical Freeze (Video Game) | hasFeature |
Pre-Rendered Graphics / int_a25325a5 | |
Pre-Rendered Graphics / int_a4514267 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_a4514267 | comment |
Gex: All three games feature elaborate cutscenes that show how Gex gets dragged into the plot of that particular game. Each game's ending cutscene is similarly pre-rendered, though they tend to be shorter. | |
Pre-Rendered Graphics / int_a4514267 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_a4514267 | featureConfidence |
1.0 | |
Gex (Video Game) | hasFeature |
Pre-Rendered Graphics / int_a4514267 | |
Pre-Rendered Graphics / int_a5f47de3 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_a5f47de3 | comment |
The PS1 version of Klonoa: Door to Phantomile had pre-rendered cutscenes for the intro, as well as the scene where Klonoa and Huepow go to Cress, and the ending. In the Wii and Phantasy Reverie remakes, all of these cutscenes were rendered with the in-game graphics. | |
Pre-Rendered Graphics / int_a5f47de3 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_a5f47de3 | featureConfidence |
1.0 | |
Klonoa: Door to Phantomile (Video Game) | hasFeature |
Pre-Rendered Graphics / int_a5f47de3 | |
Pre-Rendered Graphics / int_a81325d3 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_a81325d3 | comment |
Final Fantasy: Final Fantasy X uses a mix of pre-rendered and in-game cutscenes. The more impressive ones are usually the former. Final Fantasy XII pre-rendered several important cutscenes. Notably, Vaan's infamous "Halloween-style" abs (which make him look like a victim of severe malnutrition) are rendered correctly in the FMVs. Final Fantasy XIII: A handful of important cutscenes are pre-rendered, though most are done in-engine. Final Fantasy XV: A short montage of scenes from Kingsglaive: Final Fantasy XV depicting the fall of Insomnia are used during Chapter 1, and a handful of other cutscenes are also pre-rendered. Final Fantasy VII Remake uses clips from Advent Children in the fight against the Whisper Harbinger. |
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Pre-Rendered Graphics / int_a81325d3 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_a81325d3 | featureConfidence |
1.0 | |
Final Fantasy (Franchise) | hasFeature |
Pre-Rendered Graphics / int_a81325d3 | |
Pre-Rendered Graphics / int_a82ca160 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_a82ca160 | comment |
Pokémon: Starting from the Video Game 3D Leap, there are occasionally pre-rendered cutscenes. In Pokémon X and Y, these cutscenes were distinguished with full-sized models while the main game retains somewhat-chibified models. Later generations would use full-sized models in the overworld, so the cutscenes are distinguished by smoother animations and a larger range of expression (especially with the Heroic Mime player character). | |
Pre-Rendered Graphics / int_a82ca160 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_a82ca160 | featureConfidence |
1.0 | |
Pokemon | hasFeature |
Pre-Rendered Graphics / int_a82ca160 | |
Pre-Rendered Graphics / int_ab2a760 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_ab2a760 | comment |
Five Nights at Freddy's: Every single frame in the games in pre-rendered, any animations that play (namely when an animatronic attacks and jumpscares the player) are in fact just large video files. | |
Pre-Rendered Graphics / int_ab2a760 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_ab2a760 | featureConfidence |
1.0 | |
FiveNightsAtFreddys | hasFeature |
Pre-Rendered Graphics / int_ab2a760 | |
Pre-Rendered Graphics / int_ac4fcd09 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_ac4fcd09 | comment |
Solatorobo: Red the Hunter uses anime cutscenes. | |
Pre-Rendered Graphics / int_ac4fcd09 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_ac4fcd09 | featureConfidence |
1.0 | |
Solatorobo: Red the Hunter (Video Game) | hasFeature |
Pre-Rendered Graphics / int_ac4fcd09 | |
Pre-Rendered Graphics / int_b0d48fd6 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_b0d48fd6 | comment |
Ty the Tasmanian Tiger's story cutscenes are all pre-rendered, while its in-level cutscenes are done in-engine. | |
Pre-Rendered Graphics / int_b0d48fd6 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_b0d48fd6 | featureConfidence |
1.0 | |
Ty the Tasmanian Tiger (Video Game) | hasFeature |
Pre-Rendered Graphics / int_b0d48fd6 | |
Pre-Rendered Graphics / int_b4967d43 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_b4967d43 | comment |
Sonic the Hedgehog: Sonic 3 & Knuckles: The title screens and special stages use prerendered sprites. Sonic 3D Blast: The whole game uses prerendered graphics to go with its faux-3d gameplay. Sonic Blast: A rare 8-bit example of a game with prerendered graphics. It helps that the Sega Master System could output more colors other consoles of its generation. |
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Pre-Rendered Graphics / int_b4967d43 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_b4967d43 | featureConfidence |
1.0 | |
Sonic the Hedgehog (Franchise) | hasFeature |
Pre-Rendered Graphics / int_b4967d43 | |
Pre-Rendered Graphics / int_c2463c55 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_c2463c55 | comment |
Final Fantasy X: The backdrops and some cutscenes are pre-rendered. | |
Pre-Rendered Graphics / int_c2463c55 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_c2463c55 | featureConfidence |
1.0 | |
Final Fantasy X (Video Game) | hasFeature |
Pre-Rendered Graphics / int_c2463c55 | |
Pre-Rendered Graphics / int_c3c4f7b5 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_c3c4f7b5 | comment |
Buzz Lightyear of Star Command used clips from the series as its cutscenes, which lead to some repetitive dialogue as the same few clips were used every time you completed a level, despite the game also featuring new voice lines by the series' cast in other areas. | |
Pre-Rendered Graphics / int_c3c4f7b5 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_c3c4f7b5 | featureConfidence |
1.0 | |
Buzz Lightyear of Star Command (Video Game) | hasFeature |
Pre-Rendered Graphics / int_c3c4f7b5 | |
Pre-Rendered Graphics / int_c5b4417 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_c5b4417 | comment |
Mr. Bones had both pre-rendered cutscenes, and pre-rendered animated level backgrounds. | |
Pre-Rendered Graphics / int_c5b4417 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_c5b4417 | featureConfidence |
1.0 | |
Mr. Bones (Video Game) | hasFeature |
Pre-Rendered Graphics / int_c5b4417 | |
Pre-Rendered Graphics / int_d3671c40 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_d3671c40 | comment |
The arcade version of Galaxian³ uses pre-rendered graphics played back as videos on two discs (as the game uses two projection screens aligned side-by-side) for the backgrounds, with enemies and their attacks rendered in real-time. This is most notable if one or both of the discs or their drives is malfunctioning, as the backgrounds will be frozen but the real-time graphics will continue on. | |
Pre-Rendered Graphics / int_d3671c40 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_d3671c40 | featureConfidence |
1.0 | |
Galaxian (Video Game) | hasFeature |
Pre-Rendered Graphics / int_d3671c40 | |
Pre-Rendered Graphics / int_d935881c | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_d935881c | comment |
The LEGO Movie Videogame uses clips from the movie for its cutscenes. | |
Pre-Rendered Graphics / int_d935881c | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_d935881c | featureConfidence |
1.0 | |
The LEGO Movie Videogame (Video Game) | hasFeature |
Pre-Rendered Graphics / int_d935881c | |
Pre-Rendered Graphics / int_da38e8c | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_da38e8c | comment |
Tail Concerto uses anime cutscenes. | |
Pre-Rendered Graphics / int_da38e8c | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_da38e8c | featureConfidence |
1.0 | |
Tail Concerto (Video Game) | hasFeature |
Pre-Rendered Graphics / int_da38e8c | |
Pre-Rendered Graphics / int_dab32c3 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_dab32c3 | comment |
Mega Man 8 and Mega Man X4 were developed alongside each other, and both used fully-animated anime cutscenes for important plot cutscenes. | |
Pre-Rendered Graphics / int_dab32c3 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_dab32c3 | featureConfidence |
1.0 | |
Mega Man 8 (Video Game) | hasFeature |
Pre-Rendered Graphics / int_dab32c3 | |
Pre-Rendered Graphics / int_dad7776 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_dad7776 | comment |
MegaRace: In the first two games, the backdrops of the cutscenes, which feature live actors, and the racetracks themselves are pre-rendered. This is most noticeable if you drive backward on the tracks in MegaRace 2, since the Fixed Camera was obviously not intended for that. The first game is on-rails, so you cannot drive backward in that one. The third game is rendered entirely in real-time, though the cutscenes are still live-action. | |
Pre-Rendered Graphics / int_dad7776 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_dad7776 | featureConfidence |
1.0 | |
MegaRace (Video Game) | hasFeature |
Pre-Rendered Graphics / int_dad7776 | |
Pre-Rendered Graphics / int_df491a0c | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_df491a0c | comment |
Angry Birds Trilogy replaces the still-frame cutscenes with 2D animated cutscenes. | |
Pre-Rendered Graphics / int_df491a0c | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_df491a0c | featureConfidence |
1.0 | |
Angry Birds (Video Game) | hasFeature |
Pre-Rendered Graphics / int_df491a0c | |
Pre-Rendered Graphics / int_e26905cd | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_e26905cd | comment |
The Tekken series is known for having a pre-rendered intro movie and pre-rendered ending videos for each character. | |
Pre-Rendered Graphics / int_e26905cd | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_e26905cd | featureConfidence |
1.0 | |
Tekken | hasFeature |
Pre-Rendered Graphics / int_e26905cd | |
Pre-Rendered Graphics / int_e5da0fa0 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_e5da0fa0 | comment |
Myst: Every frame of gameplay is pre-rendered in every game except for Myst V: End of Ages. Every interaction with an object triggers a pre-rendered cutscene, and characters are portrayed by live actors. Myst V uses real-time rendering for everything, including characters. | |
Pre-Rendered Graphics / int_e5da0fa0 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_e5da0fa0 | featureConfidence |
1.0 | |
Myst (Video Game) | hasFeature |
Pre-Rendered Graphics / int_e5da0fa0 | |
Pre-Rendered Graphics / int_eb6802b4 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_eb6802b4 | comment |
Final Fantasy XIII: A handful of important cutscenes are pre-rendered, though most are done in-engine. | |
Pre-Rendered Graphics / int_eb6802b4 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_eb6802b4 | featureConfidence |
1.0 | |
Final Fantasy XIII (Video Game) | hasFeature |
Pre-Rendered Graphics / int_eb6802b4 | |
Pre-Rendered Graphics / int_ecc36299 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_ecc36299 | comment |
Shadow the Hedgehog: The opening cutscene before the title screen, and most cutscenes involving Shadow talking with Black Doom or learning about his past onboard the ARK are pre-rendered. | |
Pre-Rendered Graphics / int_ecc36299 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_ecc36299 | featureConfidence |
1.0 | |
Shadow the Hedgehog (Video Game) | hasFeature |
Pre-Rendered Graphics / int_ecc36299 | |
Pre-Rendered Graphics / int_f1aaf6d5 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_f1aaf6d5 | comment |
Virtually everything in Indivisible is a hand-drawn 2D illustration, including the characters, enemies, and backdrops. The game also features fully-animated 2D cutscenes by Studio TRIGGER and Titmouse. | |
Pre-Rendered Graphics / int_f1aaf6d5 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_f1aaf6d5 | featureConfidence |
1.0 | |
Indivisible (Video Game) | hasFeature |
Pre-Rendered Graphics / int_f1aaf6d5 | |
Pre-Rendered Graphics / int_f3dc974e | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_f3dc974e | comment |
Starcraft I started as Warcraft II IN SPACE!, until the devs saw a much more advanced RTS being showcased at a convention. They immediately rebuilt the game from the ground up to become the version known today, and only learned later that the "game" they'd been inspired by was actually pre-recorded footage, with an employee only moving his mouse around as though he were playing. | |
Pre-Rendered Graphics / int_f3dc974e | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_f3dc974e | featureConfidence |
1.0 | |
StarCraft (Video Game) | hasFeature |
Pre-Rendered Graphics / int_f3dc974e | |
Pre-Rendered Graphics / int_f41d2302 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_f41d2302 | comment |
The first Dragon Ball Xenoverse game features a 2D animated opening that plays before the title and as a lead-in to the story, though many of its story cutscenes are rendered in-engine. 2 The sequel uses pre-rendered 3D videos along with 2D animated cutscenes when playing the story mode. | |
Pre-Rendered Graphics / int_f41d2302 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_f41d2302 | featureConfidence |
1.0 | |
Dragon Ball Xenoverse (Video Game) | hasFeature |
Pre-Rendered Graphics / int_f41d2302 | |
Pre-Rendered Graphics / int_f4a04cd2 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_f4a04cd2 | comment |
Resident Evil 3: Nemesis used pre-rendered cutscenes for its more important moments, such as Nemesis killing Brad. | |
Pre-Rendered Graphics / int_f4a04cd2 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_f4a04cd2 | featureConfidence |
1.0 | |
Resident Evil 3: Nemesis (Video Game) | hasFeature |
Pre-Rendered Graphics / int_f4a04cd2 | |
Pre-Rendered Graphics / int_f5531aba | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_f5531aba | comment |
Monster Boy and the Cursed Kingdom has an anime cutscene for the title sequence and another one for the ending. | |
Pre-Rendered Graphics / int_f5531aba | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_f5531aba | featureConfidence |
1.0 | |
Monster Boy and the Cursed Kingdom (Video Game) | hasFeature |
Pre-Rendered Graphics / int_f5531aba | |
Pre-Rendered Graphics / int_f6a54e75 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_f6a54e75 | comment |
Kingdom Hearts has them at the beginning and end of the games. Though most cutscenes in Kingdom Hearts II were done in-engine, the cutscene before the Battle of the 1,000 Heartless was pre-rendered. It shows in that the characters in the player's party have their default equipment, unlike other cutscenes where Sora, Donald, and Goofy use the weapons the player equipped them with. This is probably because more than 1,000 objects would have been far too many for the PlayStation 2 to render all at once. Even though they look in-game, all cutscenes in Kingdom Hearts: Re:Chain of Memories are actually prerendered. This explains the English dub's Sesquipedalian Loquaciousness, awkward pacing, and lack of Lip Lock, because the dubbing team had to work around the limitations of the Japanese-language cutscenes, which were all what they got. |
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Pre-Rendered Graphics / int_f6a54e75 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_f6a54e75 | featureConfidence |
1.0 | |
Kingdom Hearts (Franchise) | hasFeature |
Pre-Rendered Graphics / int_f6a54e75 | |
Pre-Rendered Graphics / int_f6b79960 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_f6b79960 | comment |
Nine Hours, Nine Persons, Nine Doors: The backdrops are pre-rendered 3D models, while the characters are depicted with a handful of static 2D illustrations. | |
Pre-Rendered Graphics / int_f6b79960 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_f6b79960 | featureConfidence |
1.0 | |
Nine Hours, Nine Persons, Nine Doors (Visual Novel) | hasFeature |
Pre-Rendered Graphics / int_f6b79960 | |
Pre-Rendered Graphics / int_f6db149f | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_f6db149f | comment |
Sonic Superstars: The opening, prologue, Black Dragon awakening opening of Last Story, and individual character ending cutscenes are all 2D cartoon animations. | |
Pre-Rendered Graphics / int_f6db149f | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_f6db149f | featureConfidence |
1.0 | |
Sonic Superstars (Video Game) | hasFeature |
Pre-Rendered Graphics / int_f6db149f | |
Pre-Rendered Graphics / int_f9368d52 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_f9368d52 | comment |
Even though they look in-game, all cutscenes in Kingdom Hearts: Re:Chain of Memories are actually prerendered. This explains the English dub's Sesquipedalian Loquaciousness, awkward pacing, and lack of Lip Lock, because the dubbing team had to work around the limitations of the Japanese-language cutscenes, which were all what they got. | |
Pre-Rendered Graphics / int_f9368d52 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_f9368d52 | featureConfidence |
1.0 | |
Kingdom Hearts: Chain of Memories (Video Game) | hasFeature |
Pre-Rendered Graphics / int_f9368d52 | |
Pre-Rendered Graphics / int_fe85bfc8 | type |
Pre-Rendered Graphics | |
Pre-Rendered Graphics / int_fe85bfc8 | comment |
The Super Smash Bros. series starting from Melee have pre-rendered opening videos, and Brawl has pre-rendered cutscenes in its Subspace-Emissary campaign. | |
Pre-Rendered Graphics / int_fe85bfc8 | featureApplicability |
1.0 | |
Pre-Rendered Graphics / int_fe85bfc8 | featureConfidence |
1.0 | |
Super Smash Bros. (Video Game) | hasFeature |
Pre-Rendered Graphics / int_fe85bfc8 |
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