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Using a 2D sprite that always faces the camera within a polygonal 3D environment to fake a 3D effect.
A non-interactive sequence within a game most often used for plot advancement.
FMVs are pre-rendered videos used in place of real-time graphics. Using FMV was an attempt to make videogames look "more like movies", sometimes with CGI animation and others with live-action actors speaking directly to players. The downside is that FMV requires a lot of disk space, and live-action FMV in particular can look terrible by comparison.
A cutscene (usually using the in-game engine) which allows the user to contribute to or modify the action- such as changing camera angle, zooming in and out, or being able to move the player character around actors playing a scripted sequence.
Static background images that are not drawn in real time.
Common in old first person adventure games, the small pre-rendered movie that plays full screen to take the player from one static pre-rendered background to the next.
The limitations of early gaming hardware, especially in the 8-bit and 16-bit days, made animated story sequences impractical for many games. One popular alternative was to convey the story through a series of still images, often with text and music alongside them.
War is a series of organized conflicts carried on by force of arms between two or more nations or groups. Whether it never changes or has already changed is up for debate.
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