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1[[quoteright:302:[[VideoGame/FinalFantasyVII https://static.tvtropes.org/pmwiki/pub/images/aerithprerendered2.png]]]]
2[[caption-width-right:302:'''Left:''' Aerith in a cutscene.\
3'''Right:''' Aerith's actual in-game model.]]
4
5In the early days of the VideoGame3DLeap, MediaNotes/{{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.
6
7One 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.
8
9Pre-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.
10
11Pre-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.
12
13As [[TechnologyMarchesOn 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.
14
15SisterTrope to LiveActionCutscene. See also: InteractiveMovie, DigitizedSprites.
16
17----
18[[foldercontrol]]
19
20!!Pre-Rendered In-Game Graphics
21
22[[folder:Action-Adventure]]
23* ''Franchise/TheLegendOfZelda'':
24** ''VideoGame/ZeldasAdventure'' features a pre-rendered world viewed from the top-down, similar to the classic Legend of Zelda games.
25** The Platform/Nintendo64 version of ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' used pre-rendered backgrounds to depict some locations, such as Hyrule Castle Town and building interiors. The Platform/Nintendo3DS remake would replace them with real-time 3D, but kept the fixed camera angles.
26[[/folder]]
27
28[[folder:Rail Shooter]]
29* 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.
30* ''VideoGame/{{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.
31[[/folder]]
32
33[[folder:Shoot-'em-up]]
34* 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.
35[[/folder]]
36
37[[folder:Survival Horror]]
38* ''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.
39[[/folder]]
40
41[[folder:Visual Novel]]
42* ''VisualNovel/NineHoursNinePersonsNineDoors'': The backdrops are pre-rendered 3D models, while the characters are depicted with a handful of static 2D illustrations.
43[[/folder]]
44
45!!Pre-Rendered Cutscenes
46
47[[folder:Action Game]]
48* ''VideoGame/MegaMan8'' and ''VideoGame/MegaManX4'' were developed alongside each other, and both used fully-animated anime cutscenes for important plot cutscenes.
49* ''VideoGame/NightsIntoDreams'' used pre-rendering for its opening and closing cutscenes. ''VideoGame/ChristmasNights''[='=]s cutscenes were static sketchbook-style 2D illustrations.
50[[/folder]]
51
52[[folder:Action-Adventure]]
53* ''VideoGame/BramStokersDracula'' on the Sega CD used pre-rendered video for the backdrops in-game, with DigitizedSprites overlaid.
54* ''VideoGame/InFamous'': Every major cutscene is illustrated as a MotionComic.
55* ''VideoGame/TheLEGOMovieVideogame'' uses clips from [[WesternAnimation/TheLEGOMovie the movie]] for its cutscenes.
56* ''VideoGame/SolatoroboRedTheHunter'' uses anime cutscenes.
57* ''VideoGame/TailConcerto'' uses anime cutscenes.
58* ''Franchise/TombRaider'': Every game developed by Creator/CoreDesign used pre-rendered cutscenes, though some were rendered using the gameplay engine instead.
59[[/folder]]
60
61[[folder:Action RPG]]
62* ''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.
63[[/folder]]
64
65[[folder:Fighting Game]]
66* ''Franchise/DragonBall'':
67** In the first ''VideoGame/DragonBallZBudokai'' 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 ''Anime/DragonBallZ'' in 3D. In ''Budokai 2'' and ''3'', both games got pre-rendered 2D animated opening videos.
68** The ''VideoGame/DragonBallZBudokaiTenkaichi'' 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 ''VideoGame/DragonBallRagingBlast'' games did the same thing.
69** The first ''VideoGame/DragonBallXenoverse'' 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. [[VideoGame/DragonBallXenoverse 2 The sequel]] uses pre-rendered 3D videos along with 2D animated cutscenes when playing the story mode.
70* The ''VideoGame/SuperSmashBros'' series starting from ''[[VideoGame/SuperSmashBrosMelee Melee]]'' have pre-rendered opening videos, and ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'' has pre-rendered cutscenes in its Subspace-Emissary campaign.
71* The ''VideoGame/{{Tekken}}'' series is known for having a pre-rendered intro movie and pre-rendered ending videos for each character.
72[[/folder]]
73
74[[folder:First-Person Shooter]]
75* ''{{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.
76[[/folder]]
77
78[[folder:Mecha Game]]
79* ''[[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.
80[[/folder]]
81
82[[folder:Platformer]]
83* ''VideoGame/ABugsLife'' used clips from [[WesternAnimation/ABugsLife the movie]] as its cutscenes.
84* ''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.
85* ''VideoGame/DonkeyKongCountry'':
86** ''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.
87** ''VideoGame/DonkeyKongCountryTropicalFreeze'' has the only two pre-rendered cutscenes -- the intro and the ending.
88* ''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.
89''VideoGame/KirbyAndTheForgottenLand'' uses pre-rendered cutscenes for the intro and ending sequences.
90* 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 and ''Phantasy Reverie'' remakes, all of these cutscenes were rendered with the in-game graphics.
91* 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).
92* ''VideoGame/MonsterBoyAndTheCursedKingdom'' has an anime cutscene for the title sequence and another one for the ending.
93* ''VideoGame/PacManWorld'': Both opening cutscenes, both ending cutscenes, and the AnimatedOuttakes are all pre-rendered.
94* The ''VideoGame/SlyCooper'' series uses 2D [[MotionComic comic book-style]] cutscenes.
95* ''Franchise/SonicTheHedgehog'':
96** ''VideoGame/SonicCD'': Every cutscene is a fully-animated 2D-cartoon.
97** ''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.
98** ''VideoGame/SonicAdventure2'': 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''.
99** ''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.
100** ''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.
101** ''VideoGame/SonicTheHedgehog2006'': 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.
102** ''VideoGame/SonicMania'': The opening and ending cutscenes are fully-animated 2D cartoons.
103** ''VideoGame/SonicSuperstars'': The opening, prologue, [[spoiler:Black Dragon awakening opening of Last Story]], and individual character ending cutscenes are all 2D cartoon animations.
104* ''VideoGame/Stinkoman20X6'' has a fully-animated {{Animesque}} intro, presented in extremely low resolution to mimic the kind of cutscenes consoles like the Platform/SegaCD could render.
105* ''VideoGame/ToyStory2'' used clips from [[WesternAnimation/ToyStory2 the movie]] as its cutscenes.
106* ''VideoGame/TyTheTasmanianTiger''[='=]s story cutscenes are all pre-rendered, while its in-level cutscenes are done in-engine.
107[[/folder]]
108
109[[folder:Puzzle Game]]
110* ''VideoGame/AngryBirds Trilogy'' replaces the [[MotionComic still-frame cutscenes]] with 2D animated cutscenes.
111[[/folder]]
112
113[[folder:Real-Time Strategy]]
114* 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.
115* ''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.
116* ''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.
117[[/folder]]
118
119[[folder:Rhythm Game]]
120* 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.
121* ''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]].
122[[/folder]]
123
124[[folder:Role-Playing Game]]
125* ''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]].
126* ''Franchise/FinalFantasy'':
127** ''VideoGame/FinalFantasyX'' uses a mix of pre-rendered and in-game cutscenes. The more impressive ones are usually the former.
128** ''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=].
129** ''VideoGame/FinalFantasyXIII'': A handful of important cutscenes are pre-rendered, though most are done in-engine.
130** ''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.
131** ''VideoGame/FinalFantasyVIIRemake'' uses [[spoiler:clips from ''Anime/AdventChildren'' in the fight against the Whisper Harbinger.]]
132* ''Franchise/KingdomHearts'' has them at the beginning and end of the games.
133** 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.
134** 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.
135* ''VideoGame/{{Pokemon}}'': Starting from the VideoGame3DLeap, there are occasionally pre-rendered cutscenes. In ''VideoGame/PokemonXAndY'', 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 HeroicMime player character).
136* The ''VideoGame/TalesSeries'' is known for having anime cutscenes, including an anime intro with an AnimeThemeSong, since the first Platform/PlayStation installment. However, the original Platform/NintendoDS release of ''VideoGame/TalesOfHearts'' came in [[OneGameForThePriceOfTwo 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.
137[[/folder]]
138
139[[folder:Survival Horror]]
140* ''VideoGame/ResidentEvil3Nemesis'' used pre-rendered cutscenes for its more important moments, such as [[spoiler:Nemesis killing Brad.]]
141* ''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.
142[[/folder]]
143
144[[folder:Turn-Based Strategy]]
145* ''VideoGame/FinalLiberationWarhammerEpic40000''[='=]s cinematics featured live-action mixed with pre-rendered graphics.
146[[/folder]]
147
148[[folder:Visual Novel]]
149* ''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.
150[[/folder]]
151
152!!Both
153
154[[folder:Action-Adventure]]
155* ''VideoGame/LinkTheFacesOfEvil'' and ''VideoGame/ZeldaTheWandOfGamelon'' both feature pre-rendered backgrounds for the in-game levels, and 2D animations for the cutscenes.
156[[/folder]]
157
158[[folder:Adventure Game]]
159* ''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 Platform/SegaCD version featuring a couple of exclusive cutscenes, one of which is entirely pre-rendered, the other is solely live-action.
160* ''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.
161* ''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.
162[[/folder]]
163
164[[folder:Driving Game]]
165* ''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 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.
166[[/folder]]
167
168[[folder:Fighting Game]]
169* The original arcade version of ''VideoGame/KillerInstinct'' featured prerendered backgrounds, sprites, and ending cutscenes.
170[[/folder]]
171
172[[folder:Platformer]]
173* ''Franchise/SonicTheHedgehog'':
174** ''VideoGame/Sonic3AndKnuckles'': The title screens and special stages use prerendered sprites.
175** ''VideoGame/Sonic3DBlast'': The whole game uses prerendered graphics to go with its faux-3d gameplay.
176** ''VideoGame/SonicBlast'': A rare 8-bit example of a game with prerendered graphics. It helps that the Platform/SegaMasterSystem could output more colors other consoles of its generation.
177* 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.
178* The first ''VideoGame/{{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.
179* ''VideoGame/ToyStory'' similarly uses prerendered graphics to go with the movie it's based on.
180[[/folder]]
181
182[[folder:Role-Playing Game]]
183* Beginning with ''VideoGame/FinalFantasyVII'' on the Platform/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.
184** ''VideoGame/FinalFantasyVII'': 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 [[PortingDisaster first PC version]], it was possible for them to desync[[/note]] 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.
185** ''VideoGame/FinalFantasyX'': The backdrops and some cutscenes are pre-rendered.
186* 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}}.
187[[/folder]]
188
189[[folder:Stealth-Based Game]]
190* ''VideoGame/WorldOfAssassinationTrilogy'': The cinematics in ''VideoGame/Hitman2016'' are pre-rendered cutscenes, the briefings are a mix of both in-game slides and a pre-rendered presentation. In ''VideoGame/Hitman2'', 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, ''VideoGame/Hitman3'' uses pre-rendered in-game graphics almost everywhere, with gameplay being shown in briefings when neccesary.
191[[/folder]]
192
193[[folder:Survival Horror]]
194* ''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.
195[[/folder]]
196
197[[folder:Multigenre]]
198* ''VideoGame/MrBones'' had both pre-rendered cutscenes, and pre-rendered animated level backgrounds.
199[[/folder]]

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