![]() In Halo: Reach your armor is completely customizable, but you will always be wielding either an Assault Rifle, DMR, or Pistol during cutscenes at the very least, the game will always actually start you with what the cutscene showed you carrying, and mid-mission cutscenes will reflect whatever you're actually carrying.Averted on rare occasions in Halo 2, however, where the Chief and Arbiter would actually carry what you had equipped before a cutscene started, such as the cutscene in "Oracle" where the Arbiter will actually fire on the Heretic Leader's Banshee with whatever weapon you were carrying, and other instances would have them pick up something other than a battle rifle/carbine in a cutscene, then start the mission it preceded with those same weapons, such as "Delta Halo" starting Chief with the SMG and rocket launcher he visibly pulls out of his drop-pod.The first game at least does seem to try to avert this by starting you with an assault rifle in almost every level, but then also ends up having the most jarring example of the trope in the "Two Betrayals" level, where his cutscene assault rifle suddenly morphs into a shotgun and plasma pistol in gameplay. Later games only ever change what weapon takes the place of what you're using, such as the battle rifle in Halo 2 and the silenced submachine gun in Halo 3: ODST. You will always be carrying an assault rifle during cutscenes in Halo: Combat Evolved, no matter what weapon you had beforehand.One is that in-engine cutscenes may use higher-quality models for the characters and their weapons and equipment - if the devs only made one high-quality weapon model, then that's what you're always going to be seen with.Ī subtrope of Story Overwrite, and, by extension, Gameplay and Story Segregation.Ĭompare Informed Equipment for worn or wielded items not being visible. That said, even for games that handle cutscenes in this manner, this trope is still noticeably prevalent for many reasons. In recent years this has been minimized somewhat by the increased prevalence of in-engine cutscenes, which are complex sets of animations rendered in real-time as opposed to a video file that plays. Usually, this is the default gear the character starts the game with. ![]() This can create some continuity issues, since there can be only one possible configuration of gear used in the cutscene. Often times, however (especially in earlier games), cutscenes are not rendered in real time. ![]() One of the benefits of using real-time-rendering and textures is that you can swap them out for other things to change the look and feel of a character's costume or give them different equipment. In Video Games, it's quite rare for your character to be limited to one weapon or costume. Ben "Yahtzee" Croshaw, Zero Punctuation
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