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What are the name of the cartoon-like interludes that interrupt videogame play to narrate the story?

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Cutscenes - games illustration
Cutscenes โ€” games

These non-interactive sequences are known as cutscenes, often interrupting gameplay to advance the narrative, introduce characters, or set the mood. They serve as cinematic interludes, allowing game developers to tell their stories in a more directed and visually rich way than might be possible during active gameplay. Essentially, when a game temporarily takes control away from the player to show a pivotal event or dialogue, you are experiencing a cutscene.

The term "cutscene" was reportedly coined by game designer Ron Gilbert in 1987 for the game *Maniac (Review) Mansion*. The name itself refers to the way these scenes "cut" away from the main action, much like scene changes in a film. While *Maniac Mansion* popularized the term, early forms of these narrative interruptions appeared much earlier. For instance, "The Sumerian Game" in 1966 featured an introductory slideshow, and arcade games like *Pac-Man* in 1980 used brief comical animations between levels to enhance the experience.

Over the years, cutscenes have evolved significantly in their presentation. Early examples often used the game's own graphics engine to render "in-engine" cutscenes, allowing for seamless transitions but with graphical limitations. With the advent of CD-ROMs in the 1990s, "pre-rendered" cutscenes became popular, offering stunning, high-quality video sequences that could rival animated films. There were also "full-motion video" (FMV) cutscenes, which incorporated live-action footage. Today, many games blend these approaches, often using real-time in-engine cinematics that dynamically reflect player choices, further blurring the line between gameplay and cinematic storytelling.