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* ''VideoGame/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 ''VideoGame/MegaRace2'', since the FixedCamera was [[CameraScrew 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.

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* ''VideoGame/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 ''VideoGame/MegaRace2'', since the FixedCamera was [[CameraScrew obviously not intended]] 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.
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* The [=PS1=] version of ''VideoGame/KlonoaDoorToPhantomile'' 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 remake, all of these cutscenes were rendered with the in-game graphics.

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* The [=PS1=] version of ''VideoGame/KlonoaDoorToPhantomile'' 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 remake, and ''Phantasy Reverie'' remakes, all of these cutscenes were rendered with the in-game graphics.

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* ''VideoGame/ZeldasAdventure'' features a pre-rendered world viewed from the top-down, similar to the classic Legend of Zelda games.

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* ''Franchise/TheLegendOfZelda'':
**
''VideoGame/ZeldasAdventure'' features a pre-rendered world viewed from the top-down, similar to the classic Legend of Zelda games.games.
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' used pre-rendered backgrounds to depict some locations, such as Hyrule Castle Town and building interiors.
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* The first ''VideoGame/Vectorman'' game makes extensive use of prerendered graphics, making for one of the most visually impressive games of its generation. The second game uses sprite art for the most part, though the main character keeps his prerendered sprites from its predecessor.

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* The first ''VideoGame/Vectorman'' ''VideoGame/{{Vectorman}}'' game makes extensive use of prerendered graphics, making for one of the most visually impressive games of its generation. The second game sequel uses sprite art for the most part, though but the main character keeps retains his prerendered sprites from its predecessor.

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** ''VideoGame/Sonic3AndKnuckles'': The title screen and 3D special stages use prerendered graphics.
** ''VideoGame/Sonic3DBlast'': The whole game uses prerendered graphics.
** ''VideoGame/SonicBlast'': A rare 8-bit example of a game with prerendered graphics. It helps that the ''UsefulNotes/SegaMasterSystem'' could output more colors other consoles of its generation.


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[[folder:Platformer]]
* ''Franchise/SonicTheHedgehog'':
** ''VideoGame/Sonic3AndKnuckles'': The title screens and special stages use prerendered sprites.
** ''VideoGame/Sonic3DBlast'': The whole game uses prerendered graphics to go with its faux-3d gameplay.
** ''VideoGame/SonicBlast'': A rare 8-bit example of a game with prerendered graphics. It helps that the ''UsefulNotes/SegaMasterSystem'' could output more colors other consoles of its generation.
* The ''VideoGame/DonkeyKongCountry'' 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.
* The first ''VideoGame/Vectorman'' game makes extensive use of prerendered graphics, making for one of the most visually impressive games of its generation. The second game uses sprite art for the most part, though the main character keeps his prerendered sprites from its predecessor.
* ''VideoGame/ToyStory'' similarly uses prerendered graphics to go with the movie it's based on.
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** ''VideoGame/Sonic3AndKnuckles'': The title screen and 3D special stages use prerendered graphics.
** ''VideoGame/Sonic3DBlast'': The whole game uses prerendered graphics.
** ''VideoGame/SonicBlast'': A rare 8-bit example of a game with prerendered graphics. It helps that the ''UsefulNotes/SegaMasterSystem'' could output more colors other consoles of its generation.
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AoD did have pre-rendered FMVs


* ''VideoGame/TombRaider'': Every game developed by Creator/CoreDesign (save ''[[VideoGame/TombRaiderTheAngelOfDarkness Angel of Darkness]]'') used pre-rendered cutscenes, though some were rendered using the gameplay engine instead.

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* ''VideoGame/TombRaider'': ''Franchise/TombRaider'': Every game developed by Creator/CoreDesign (save ''[[VideoGame/TombRaiderTheAngelOfDarkness Angel of Darkness]]'') used pre-rendered cutscenes, though some were rendered using the gameplay engine instead.
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[[folder:Shoot-'em-up]]
* Both of the ''VideoGame/{{Iridion}}'' games use pre-rendered looping movies as backgrounds, with the action being rendered as 2D sprites. In one stage in ''Iridion II'' that features spinning exhaust fans in the background, this is most notable when the stage is cleared, as the ship accelerates as part of the stage clear cutscene and the fans inexplicably spin faster.
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* ''VideoGame/{{Galaxian}}³'' 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.

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* The arcade version of ''VideoGame/{{Galaxian}}³'' 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.

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''VideoGame/{{Starblade}}'': The arcade version was 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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* ''VideoGame/{{Galaxian}}³'' 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.
*
''VideoGame/{{Starblade}}'': The arcade version was 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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* VideoGame/WarcraftIII: The in-game cutscenes use standard unit models, while every campaign ends on a cinematic cutscene. The expansion only uses in-game cutscenes except for the very beginning when Illidan summons naga from the seas and ends on a much more complicated animated instead of a cinematic.

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* VideoGame/WarcraftIII: ''VideoGame/WarcraftIII'': The in-game cutscenes use standard unit models, while every campaign ends on a cinematic cutscene. The expansion only uses in-game cutscenes except for the very beginning when Illidan summons naga from the seas and ends on a much more complicated animated instead of a cinematic.



* VideoGame/DragonQuestIX: 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, [[https://youtu.be/6mZ3QmsNZJA?t=246 it's a pretty awesome cutscene]].

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* VideoGame/DragonQuestIX: ''VideoGame/DragonQuestIX'': 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, [[https://youtu.be/6mZ3QmsNZJA?t=246 it's a pretty awesome cutscene]].


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** ''VideoGame/FinalFantasyX'' uses a mix of pre-rendered and in-game cutscenes. The more impressive ones are usually the former.
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** ''VideoGame/FinalFantasyXII'' pre-rendered several important cutscenes. Notably, Vaan's infamous [[SpecialEffectsFailure "Halloween-style" abs]] (which make him look like a victim of severe malnutrition) are rendered correctly in the [=FMVs=].


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** Even though they look in-game, ''all'' cutscenes in ''[[VideoGame/KingdomHeartsChainOfMemories Kingdom Hearts: Re:Chain of Memories]]'' are actually prerendered. This explains the English dub's SesquipedalianLoquaciousness, awkward pacing, and lack of LipLock, 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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[[folder:Adventure Game]]
* ''VideoGame/{{Syberia}}'' uses pre-rendered cutscenes.
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[[folder:Adventure Game]]
* ''VideoGame/{{Syberia}}'' uses pre-rendered cutscenes.
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* ''VideoGame/{{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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As [[TechnologyMarchesOn game engines 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.

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As [[TechnologyMarchesOn game engines 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.
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.

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Smash Bros entry mentioned openings, but not cutscenes in Brawl, so I added a mention of them.


* The ''VideoGame/SuperSmashBros'' series starting from ''[[VideoGame/SuperSmashBrosMelee Melee]]'' have pre-rendered opening videos.

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* The ''VideoGame/SuperSmashBros'' series starting from ''[[VideoGame/SuperSmashBrosMelee Melee]]'' have pre-rendered opening videos.videos, and ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'' has pre-rendered cutscenes in its Subspace-Emissary campaign.
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* ''VideoGame/TheLEGOMovieVideogame'' uses clips from [[WesternAnimation/TheLEGOMovie the movie]] for its cutscenes.

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* ''VideoGame/Stinkoman20X6'' has a fully-animated {{Animesque}} intro, presented in extremely low resolution to mimic the kind of cutscenes consoles like the UsefulNotes/SegaCD could render.



* ''VideoGame/SpaceChannel5'' All areas in the game were pre-rendered video footage, and the characters are 3D models put in front of the video. [[SpecialEffectFailure 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]].

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* ''VideoGame/SpaceChannel5'' ''VideoGame/SpaceChannel5'': All areas in the game were pre-rendered video footage, and the characters are 3D models put in front of the video. [[SpecialEffectFailure 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]].
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[[folder:Multigenre]]
* ''VideoGame/MrBones'' had both pre-rendered cutscenes, and pre-rendered animated level backgrounds.
[[/folder]]
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* ''VideoGame/FiveNightsAtFreddys'': Every single frame in the games in pre-rendered, any animations that play are in fact just large video files.

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* ''VideoGame/FiveNightsAtFreddys'': 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.
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* The ''VideoGame/CommandAndConquer'' 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.

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* ''VisualNovel/ZeroEscape'':
** ''VisualNovel/NineHoursNinePersonsNineDoors'': The backdrops are pre-rendered 3D models, while the characters are depicted with a handful of static 2D illustrations.
** ''VisualNovel/VirtuesLastReward'': The backdrops are pre-rendered 3D models, while the characters are 3D models rendered in real-time.

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* ''VisualNovel/ZeroEscape'':
**
''VisualNovel/NineHoursNinePersonsNineDoors'': The backdrops are pre-rendered 3D models, while the characters are depicted with a handful of static 2D illustrations.
** ''VisualNovel/VirtuesLastReward'': The backdrops are pre-rendered 3D models, while the characters are 3D models rendered in real-time.
illustrations.


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[[folder:Visual Novel]]
* ''VisualNovel/VirtuesLastReward'': 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.
[[/folder]]
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** ''VideoGame/FinalFantasyVII'': The in-game environments and cutscenes are all pre-rendered, and characters' in-game 3D models are extremely primitive. Strangely, most of the pre-rendered cutscenes use higher-detailed 3D models, but some still use the in-game models, even though that's unnecessary.

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** ''VideoGame/FinalFantasyVII'': The in-game environments and cutscenes are all pre-rendered, and characters' in-game 3D models are extremely primitive. Strangely, most of "Seamless" cutscenes (like some elevators or perspective shifts) have the in-game models rendered ''on top'' of them,[[note]]and on the [[PortingDisaster first PC version]], it was possible for them to desync[[/note]] while the "flashier" cutscenes would have characters pre-rendered cutscenes use in the cutscene with higher-detailed 3D models, but models. Strangely, some still (like Cloud jumping atop a train) use the in-game models, even though that's unnecessary.prerendered.
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[[folder:Action RPG]]
* ''VideoGame/AssassinsCreedValhalla'': 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.
[[/folder]]
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SisterTrope to LiveActionCutscene. See also: InteractiveMovie, DigitizedSprites, LimitedAnimation, {{Machinima}}, SpritePolygonMix, MediumBlending.

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SisterTrope to LiveActionCutscene. See also: InteractiveMovie, DigitizedSprites, LimitedAnimation, {{Machinima}}, SpritePolygonMix, MediumBlending.DigitizedSprites.
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** ''VideoGame/SonicAdventure2'': The scene of the Tornado escapeing 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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** ''VideoGame/SonicAdventure2'': The scene of the Tornado escapeing 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''.



* VideoGame/{{Starcraft}} started as VideoGame/WarcraftII InSpace, 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, [[http://www.codeofhonor.com/blog/starcraft-orcs-in-space-go-down-in-flames 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.

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* VideoGame/{{Starcraft}} ''VideoGame/StarcraftI'' started as VideoGame/WarcraftII InSpace, 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, [[http://www.codeofhonor.com/blog/starcraft-orcs-in-space-go-down-in-flames 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.
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* ''VideoGame/{{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.

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* The ''VideoGame/{{Tekken}}'' series is known for having a prerendered intro movie and prerendered ending videos for each character.

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* The ''VideoGame/SuperSmashBros'' series starting from ''[[VideoGame/SuperSmashBrosMelee Melee]]'' have pre-rendered opening videos.
* The ''VideoGame/{{Tekken}}'' series is known for having a prerendered pre-rendered intro movie and prerendered pre-rendered ending videos for each character.



* The original UsefulNotes/NintendoDS release of ''VideoGame/TalesOfHearts'' came in [[OneGameForThePriceOfTwo two versions]]. One had the standard anime cutscenes the the ''VideoGame/TaleSeries'' was known for. The other version were 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 of cutscenes.

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* The ''VideoGame/TalesSeries'' is known for having anime cutscenes, including an anime intro with an AnimeThemeSong, since the first UsefulNotes/PlayStation installment. However, the original UsefulNotes/NintendoDS release of ''VideoGame/TalesOfHearts'' came in [[OneGameForThePriceOfTwo two versions]]. One versions]], where one had the standard anime cutscenes cutscenes, the the ''VideoGame/TaleSeries'' was known for. The other version were 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 of cutscenes.style.
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[[/folder]]
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[[caption-width-right:302:'''Left:''' Aerith in a cutscene.

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[[caption-width-right:302:'''Left:''' Aerith in a cutscene.\\
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[[quoteright:302:[[VideoGame/FinalFantasyVII https://static.tvtropes.org/pmwiki/pub/images/aerithprerendered2.png]]]]
[[caption-width-right:302:'''Left:''' Aerith in a cutscene.
'''Right:''' Aerith's actual in-game model.]]

In the early days of the VideoGame3DLeap, UsefulNotes/{{Game Engine}}s 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 FixedCamera, 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 Game}}s, 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 Cutscene}}s and {{Interactive Movie}}s. See those pages for more detail.

As [[TechnologyMarchesOn game engines 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.

SisterTrope to LiveActionCutscene. See also: InteractiveMovie, DigitizedSprites, LimitedAnimation, {{Machinima}}, SpritePolygonMix, MediumBlending.
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[[foldercontrol]]
!!Pre-Rendered In-Game Graphics
[[folder:Action-Adventure]]
* ''VideoGame/ZeldasAdventure'' features a pre-rendered world viewed from the top-down, similar to the classic Legend of Zelda games.
[[/folder]]
[[folder:Rail Shooter]]
''VideoGame/{{Starblade}}'': The arcade version was rendered in real-time, but the home ports instead used pre-rendered backgrounds with real-time enemy models and projectiles overlaid.
[[folder:Survival Horror]]
* ''VideoGame/FiveNightsAtFreddys'': Every single frame in the games in pre-rendered, any animations that play are in fact just large video files.
[[/folder]]
[[folder:Visual Novel]]
* ''VisualNovel/ZeroEscape'':
** ''VisualNovel/NineHoursNinePersonsNineDoors'': The backdrops are pre-rendered 3D models, while the characters are depicted with a handful of static 2D illustrations.
** ''VisualNovel/VirtuesLastReward'': The backdrops are pre-rendered 3D models, while the characters are 3D models rendered in real-time.
[[/folder]]
!!Pre-Rendered Cutscenes
[[folder:Action Game]]
* ''VideoGame/MegaMan8'' and ''VideoGame/MegaManX4'' were developed alongside each other, and both used fully-animated anime cutscenes for important plot cutscenes.
* ''VideoGame/NightsIntoDreams'' used pre-rendering for its opening and closing cutscenes. ''VideoGame/ChristmasNights''[='=]s cutscenes were static sketchbook-style 2D illustrations.
[[/folder]]
[[folder:Action-Adventure]]
* ''VideoGame/BramStokersDracula'' on the Sega CD used pre-rendered video for the backdrops in-game, with DigitizedSprites overlaid.
* ''VideoGame/InFamous'': Every major cutscene is illustrated as a MotionComic.
* ''VideoGame/{{Solatorobo}}'' uses anime cutscenes.
* ''VideoGame/TailConcerto'' uses anime cutscenes.
* ''VideoGame/TombRaider'': Every game developed by Creator/CoreDesign (save ''[[VideoGame/TombRaiderTheAngelOfDarkness Angel of Darkness]]'') used pre-rendered cutscenes, though some were rendered using the gameplay engine instead.
[[/folder]]
[[folder:Adventure Game]]
* ''VideoGame/{{Syberia}}'' uses pre-rendered cutscenes.
[[/folder]]
[[folder:Fighting Game]]
* The ''VideoGame/{{Tekken}}'' series is known for having a prerendered intro movie and prerendered ending videos for each character.
[[/folder]]
[[folder:First-Person Shooter]]
* ''{{Franchise/Halo}}'': Most of the games made by Creator/{{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 ''VideoGame/Halo4: Spartan Ops'' from appearing in cutscenes as CharacterCustomization could not transfer to pre-rendered graphics.
[[/folder]]
[[folder:Mecha Game]]
* ''[[Videogame/StarSiege EarthSiege]]'' and its plethora of [[OddlyNamedSequel2ElectricBoogaloo oddly named sequels]] used live-action portraits for mission briefings, but the majority of the cutscenes were pre-rendered.
[[/folder]]
[[folder:Platformer]]
* ''VideoGame/ABugsLife'' used clips from [[WesternAnimation/ABugsLife the movie]] as its cutscenes.
* ''VideoGame/BuzzLightyearOfStarCommand'' used clips from [[WesternAnimation/BuzzLightyearOfStarCommand the series]] as its cutscenes, which lead to some [[WelcomeToCorneria 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.
* ''VideoGame/DonkeyKongCountry'':
** ''VideoGame/DonkeyKongCountryReturns'' uses pre-rendering for the intro, the FinalBoss's introduction, the ending, the reveal of the [[SecretLevel 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.
** ''VideoGame/DonkeyKongCountryTropicalFreeze'' has the only two pre-rendered cutscenes -- the intro and the ending.
* The [=PS1=] version of ''VideoGame/KlonoaDoorToPhantomile'' 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 remake, all of these cutscenes were rendered with the in-game graphics.
* Most Franchise/{{Mario}} sports games have intro cutscenes that are rendered using the in-game engine. However, ''VideoGame/MarioKart64'', ''VideoGame/MarioGolf Toadstool Tour'', ''[[VideoGame/MarioTennis Mario Power Tennis]]'', both Mario baseball games, and ''VideoGame/MarioKartWii'' use pre-rendered intros (although for [=MK64=], the in-game engine ''was'' used to create the intro, but was still pre-rendered video).
* ''VideoGame/MonsterBoyAndTheCursedKingdom'' has an anime cutscene for the title sequence and another one for the ending.
* ''VideoGame/PacManWorld'': Both opening cutscenes, both ending cutscenes, and the AnimatedOuttakes are all pre-rendered.
* The ''VideoGame/SlyCooper'' series uses 2D [[MotionComic comic book-style]] cutscenes.
* ''Franchise/SonicTheHedgehog'':
** ''VideoGame/SonicCD'': Every cutscene is a fully-animated 2D-cartoon.
** ''VideoGame/SonicAdventure'': The opening cutscene before the title screen, most scenes involving the [[CoolAirship Egg Carrier]], and Perfect Chaos's introductory cutscene are all pre-rendered. The remaining cutscenes are done in-engine.
** ''VideoGame/SonicAdventure2'': The scene of the Tornado escapeing 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''.
** ''VideoGame/SonicHeroes'': Nearly every cutscene is pre-rendered, the only ones that aren't are the occasional level introductory cutscene, which not every stage even got.
** ''VideoGame/ShadowTheHedgehog'': 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.
** ''VideoGame/SonicTheHedgehog2006'': The opening cutscene at the start of the game, the flashback of the Solaris Experiment, the ending cutscenes of each campaign, and half the cutscenes in the Last Story are pre-rendered.
** ''VideoGame/SonicMania'': The opening and ending cutscenes are fully-animated 2D cartoons.
* ''VideoGame/ToyStory2'' used clips from [[WesternAnimation/ToyStory2 the movie]] as its cutscenes.
* ''VideoGame/TyTheTasmanianTiger''[='=]s story cutscenes are all pre-rendered, while its in-level cutscenes are done in-engine.
[[/folder]]
[[folder:Puzzle Game]]
* ''VideoGame/AngryBirds Trilogy'' replaces the [[MotionComic still-frame cutscenes]] with 2D animated cutscenes.
[[/folder]]
[[folder:Real-Time Strategy]]
* VideoGame/{{Starcraft}} started as VideoGame/WarcraftII InSpace, 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, [[http://www.codeofhonor.com/blog/starcraft-orcs-in-space-go-down-in-flames 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.
* VideoGame/WarcraftIII: The in-game cutscenes use standard unit models, while every campaign ends on a cinematic cutscene. The expansion only uses in-game cutscenes except for the very beginning when Illidan summons naga from the seas and ends on a much more complicated animated instead of a cinematic.
[[/folder]]
[[folder:Rhythm Game]]
* The [=PlayStation=] 2 and Wii ports of ''VideoGame/RockBand'', 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.
* ''VideoGame/SpaceChannel5'' All areas in the game were pre-rendered video footage, and the characters are 3D models put in front of the video. [[SpecialEffectFailure 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]].
[[/folder]]
[[folder:Role-Playing Game]]
* VideoGame/DragonQuestIX: 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, [[https://youtu.be/6mZ3QmsNZJA?t=246 it's a pretty awesome cutscene]].
* ''Franchise/FinalFantasy'':
** ''VideoGame/FinalFantasyXIII'': A handful of important cutscenes are pre-rendered, though most are done in-engine.
** ''VideoGame/FinalFantasyXV'': A short montage of scenes from ''Anime/KingsglaiveFinalFantasyXV'' depicting the fall of Insomnia are used during Chapter 1, and a handful of other cutscenes are also pre-rendered.
** ''VideoGame/FinalFantasyVIIRemake'' uses [[spoiler:clips from ''Anime/AdventChildren'' in the fight against the Whisper Harbinger.]]
* ''Franchise/KingdomHearts'' has them at the beginning and end of the games.
** Though most cutscenes in ''VideoGame/KingdomHeartsII'' 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.
* The original UsefulNotes/NintendoDS release of ''VideoGame/TalesOfHearts'' came in [[OneGameForThePriceOfTwo two versions]]. One had the standard anime cutscenes the the ''VideoGame/TaleSeries'' was known for. The other version were 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 of cutscenes.
[[/folder]]
[[folder:Survival Horror]]
* ''VideoGame/ResidentEvil3Nemesis'' used pre-rendered cutscenes for its more important moments, such as [[spoiler:Nemesis killing Brad.]]
* ''VideoGame/SilentHill1'': The opening cutscene before the title screen and every cutscene that introduces a new character are all pre-rendered. The credits feature AnimatedOuttakes which are also pre-rendered.
[[/folder]]
[[folder:Turn-Based Strategy]]
* ''VideoGame/FinalLiberationWarhammerEpic40000''[='=]s cinematics featured live-action mixed with pre-rendered graphics.
[[/folder]]
!!Both
[[folder:Action-Adventure]]
* ''VideoGame/LinkTheFacesOfEvil'' and ''VideoGame/ZeldaTheWandOfGamelon'' both feature pre-rendered backgrounds for the in-game levels, and 2D animations for the cutscenes.
[[/folder]]
[[folder:Adventure Game]]
* ''VideoGame/IronHelix'': 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 [[MediumBlending a mixture of live-action and pre-rendered graphics]], with the UsefulNotes/SegaCD version featuring a couple of exclusive cutscenes, one of which is entirely pre-rendered, the other is solely live-action.
* ''VideoGame/{{Myst}}'': Every frame of gameplay is pre-rendered in every game except for ''VideoGame/MystVEndOfAges''. 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.
[[/folder]]
[[folder:Driving Game]]
* ''VideoGame/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 ''VideoGame/MegaRace2'', since the FixedCamera was [[CameraScrew 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.
[[/folder]]
[[folder:Fighting Game]]
* The original arcade version of ''VideoGame/KillerInstinct'' featured prerendered backgrounds, sprites, and ending cutscenes.
[[/folder]]
[[folder:Role-Playing Game]]
* Beginning with ''VideoGame/FinalFantasyVII'' on the UsefulNotes/PlayStation, the ''Franchise/FinalFantasy'' series became famous for its high quality pre-rendered cutscenes that integrated flawlessly with the pre-rendered backgrounds. The high production values and visual spectacle of these cutscenes were crucial to popularizing Japanese [=RPGs=] with western audiences, who found previous games' 2D sprites unappealing for conveying complex plots and characters.
** ''VideoGame/FinalFantasyVII'': The in-game environments and cutscenes are all pre-rendered, and characters' in-game 3D models are extremely primitive. Strangely, most of the pre-rendered cutscenes use higher-detailed 3D models, but some still use the in-game models, even though that's unnecessary.
** ''VideoGame/FinalFantasyX'': The backdrops and some cutscenes are pre-rendered.
* Virtually everything in ''VideoGame/{{Indivisible}}'' is a hand-drawn 2D illustration, including the characters, enemies, and backdrops. The game also features fully-animated 2D cutscenes by Creator/StudioTrigger and Creator/{{Titmouse}}.
[[/folder]]
[[folder:Survival Horror]]
* ''VideoGame/ResidentEvilRemake'': 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.
[[/folder]]
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