Sunday, December 15, 2024


Flashy Graphics

 
It a common feature in visual novels to have an animated opening and credits sequences, but some titles take this further and sprinkle pre-rendered cutscenes throughout their play time. These come in a variety of different forms from imitations of the visual novel’s normal presentation to anime style scenes to cut out paper puppet theatre. Each one offers the game a distinct way to influence the player’s perception of certain elements of the narrative as it progresses. They can provide the developer with absolute control of the pace and visuals of a scene and by extension try to ensure a specific reaction from the player. Motion is key to the effectiveness of these cutscenes due to how it can be made to complement and contrast the rest of the visual novel. It can also function as a pay off to a climatic or emotional moment in order to underscore its importance while providing catharsis. These are all parts of the experience of Pre-rendered Cutscenes which can exist separately or come together to form new styles of presentation. Let’s watch a movie and find out how this all works in practice.
 

Absolute Control

 

As with all games, visual novels give a lot of control over their pace and progress to the player through their interactive nature. This presents a problem for developers where it can be difficult to make key moments have the impact they are aiming for with any degree of consistency as the player can choose way they engage with these scenes. If the player moves forward too slowly, takes a break from the game or simply chooses to go experience an entirely different route, can the developer guarantee the same emotions for that moment despite the player’s freedom? Many titles simply choose to accept the risk of these moments not having the right impact and keep the player firmly in the driving seat. However, others choose to assert a more direct control through Pre-rendered Cutscenes. These sit the player down and make them watch a predefined sequence in which the developer has the ability to shape the player’s perception without having to worry about anything interfering. Sometimes these cutscenes even take the form of game footage tailored to have the exact pacing and choreographed action needed to sell the developer’s vision for the scene. For the big and important moments of a narrative this control lends a weight to the events being depicted and is a powerful contrast with the content beforehand. This is not something every player is going to appreciate due to loss of the control which the game promised through all the systems they have already engaged with. As such it is important they not be overused and risk testing the patience. 
I/O really does love the moon

One visual novel which takes full advantage of the control offered by these Pre-rendered Cutscenes is I/O. It follows the rule of only having them at key points in the story where it is critical that the player’s experience be curated in order to keep the game’s complex plot threads feeling coherent. The web of interconnected character relationships and actions I/O uses to drive the player forwards make it difficult for the title to have clear climatic points or encourage the player to adopt a fast pace since the complexity often forces a slower and more thoughtful direction. Cutscenes offer the ability to force a change in how events are perceived as it dictates the elements which should be the focus going forwards and invoke a sense of emotion that might otherwise be lacking. There is a trend in I/O to use the style of the visual novel interface as the means of presentation before slowly transitioning out to a more abstract imagery. It creates a sense of the game melting away to reveal the truth behind the words and ideas. It becomes the sole focus as the player gets the sense they are seeing to the heart of what is going on. The impact of these cutscenes never diminishes due to the way they are spaced out at infrequent intervals and keep to a short runtime so the player will never become bored or overly familiar with them.
 

The Pay Off 

 
Sometimes a Pre-rendered Cutscene does not need a complex meaning or key narrative purpose, it can instead be a fun inclusion to spice up the expected formula. They are treated as a reward for the player’s progress and a suitable way of ramping up the feels these scenes being climaxes for their respective plot beats. Each one offers a dramatic or visually interesting continuation of events where the priority is to impress rather than to further any sort of greater narrative purpose. Instead they acts as means to motivate the player to continue engaging with the game or as a send off to leave them with an impactful memory. As such they tend to take forms vastly different from the visual novel they are a part of like animated shorts or dynamic 3D graphics. By shifting so far away from the material surrounding them, they can stand out in a striking manner so the excitement they invoke can help them better function as eye candy. Limited use is once again key to the power of these cutscenes since repeating the same pay off on a regular basis causes it to lose the special feeling so key to any type of reward. It also helps keep costs down given the expensive nature of these fancy animated cutscenes and allows more money to be put into each individual one rather than spreading the money too thin which could have led to a worse quality overall. 
Blazblue's mixture leads to an interesting use of cutscenes

The Blazblue games takes advantage of this form of pay off to great effect and allows them to play into the fighting game half of their play time. At certain key progression points throughout the series have utilised animated cutscenes to offer the player as a reward for their success in both a narrative and gameplay sense. The fighting game battles build up an expectation for a form of release that parallels the ramping up of the story where the fights get more challenging. Here the cutscenes provide a catharsis for this escalation which is appropriately memorable due to how different it is from the rest of what the player has experienced. It is a natural high point to the journey where the player can feel the momentum of their achievements push them forwards to the next major plot beat or the ending. Since the fighting gameplay already leans heavily into the animated style the game is based around the cutscenes do not have the dramatic contrast they have in a more static visual novel. Rather than diminish the power of these cutscenes, it instead offers an enhanced vision of what the player has been doing with a greater feeling of fluidity and organic interaction to its presentation.
 

Adding Motion

 
Not all pre-rendered cutscenes are a large and dramatic affair, they can focus on filling in specific feels and absences within a visual novel. A common way they can be used is to add a sense of movement to what is normally a static medium. This can be done through a constant steam of small cutscenes featuring heavily dynamic motion such as in Danganronpa. Here the aim is to add energy into each scene through framing them with the repeated appearance of cutscenes and keep feeling in the player’s mind so even the static moments seem to move. Danganronpa loves to insert cutscenes in every dramatic moment it can even if they only last a few seconds and this helps match the vibrant and over the top tone the game is aiming for. The motion on display still holds to the mixture of 2d and 3d which is the series’ hallmark and lends a context and physicality what might otherwise appear a little strange on its own. Presenting moments of a regular basis like this showcases how they occupy the space shown in the narrative and reinforces the idea they do not just exist within the flat plane of the visual novel. 
The use of real people and places gives Shibuya Scramble an interesting feel
 
In certain games this is a necessity in order to make the game appear natural and distract from its rigid construction. The live action stills and how they interplay with the cutscenes in 428: Shibuya Scramble are a good example of how important this can be. Real world places and people are not static and as such when using static photos for a visual novel there is the issue where the player will be distracted by the lack of the motion they would expect from the real world. So the solution provided by Shibuya Scramble is intermittent live action cutscenes where the actors in the stills play out specific motions. This helps overcome the player suspend their disbelief during the static content through showing what it is representing and showing the characters as the living people they would expect from the images.
 

Conclusion

 
The possibilities for using pre-rendered cutscenes in a visual novel are far more varied than their rigid form might indicate. Each one can be an important pay off for the narrative and gameplay as it rewards the player with a memorable spectacle to ensure it leaves a lasting impression. When used liberally they can provide a sense of motion and life to what would otherwise be a static medium and contextualise the game within a feeling of place. Through the control it offers a developer these cutscenes can give them the ability to have be precise in how a key moment is show and the emotions in invokes in the player. Despite their high cost, the pre-rendered cutscene allows visual novels to expand into an axis of perception not normally open to them and they are worth considering when developing your own work.
 

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