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Outcast/Unused Cinematics

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This is a sub-page of Outcast.

Hmmm...
To do:
  • More info on what these scenes are intended to look like is present in their .acts file, but more research needs to be done into how these are structured.
  • Check which of the "stairs_up" cinematics is actually used ingame in Shamazaar.
  • Find a way to rename the "copy of dance#" files and place them back into the game's files for in-engine viewing.

There are several cinematics inside CINEMA.PAK, all of which can be played through the game's "HOKKUSPOKKUS" cheat menu with the "play [NAME]" command if you know their filenames. The majority of these are separate duplicate segments of other, larger cinematics, sometimes with various tiny misalignments and errors.

"yr_" Cinematics

Three cinematic files specific to Ranzaar. "yr" likely stands for Yann Robert, who was the Project Manager, Programmer, and Technical Director at Appeal.

yr_cutter_wake and yr_test

These are identical versions of the opening cinematic ("cutter_wake") with different camera angles that seem to be trailing one or two steps behind the action. The only difference is that yr_test is accompanied by the opening credits music.
Both of them end after a long, awkward silence with Cutter turning his back on Zokrym.

(While the voices in the above recordings seem to be playing at a slightly different tempo from one another, this is a result of the original game not playing nice with modern operating systems - this effect persisted outside of the cinematics as well. Beyond the differing choice of music, both cinematics' ".acts" files are identical.)

yr_1

A segment of the opening that ordinarily plays after Cutter picks up his backpack, viewed from the camera angles from earlier in the sequence focused on Cutter's bed.

Motazaar Cinematics

mou_fly and temp_fly

"mou_fly" is the cinematic of saving Shamaz Keb from his secluded prison in Motazaar, but with VoVo's positioning completely misaligned to the point where she only appears onscreen after the crash-landing. The entire segment where Cutter and Shamaz Keb are flying on her back is cut as well.

"temp_fly" is the flight sequence that is missing from "mou_fly"; hangs at the crash landing. The name seems to imply the "temples" world, but is more likely meant to signify a "temporary" cinematic file.

The doors in both of these cutscenes would be open if the puzzle was completed prior to playing the cinematic.

The final version of the cinematic that combines these two is referred to internally as "real_mou_fly".

Okaar Cinematics

dialog

Evidently a test of the cinematic system. Plays out a nonsense conversation between Cutter and Zokrym in the Gamor arena in Okaar.

Note that while this is only plays properly in Okaar, every other region in the game must have been loaded once before playing the cinematic for the voice lines to play properly, as most of them do not belong to Okaar's files at all.

(The camera is unhooked at the 50-second mark of this video to explore the NPCs' positions. Otherwise, the cutscene hangs here indefinitely.)

foret_fly

The fly-through of Okaar that plays at the beginning of the final ending cinematic.

foret_end0, foret_end1, and foret_end2

Separated segments of the ending cinematic. Some oddities of note are that "foret_end1" is the only cinematic that plays the proper ending music, and the Probe in "foret_end2" is turned to face the opposite direction from its counterpart in the used ending cutscene.

rend1

The shot of the giant daoka in Okaar displaying your percentage of quests completed.

dance

The Dance Party from the ending, the only difference being that it crashes the game at the end unless the cinematic is skipped.

Identical to the used "dance0" and "dance1" - dance0 transitions to the credits and closes the game, while dance1 transitions into the 100% Completion bonus cinematic (known internally as "ha_ha").

As a result of the peculiarities of playing cinematics through the "HOKKUSPOKKUS" cheat menu, all of these cinematics seem to play the "Ulukai Dance" song at the wrong time.

Okasankaar Cinematics

rex_one, rex_two, and rex_up

  • "rex_one" is an incredibly glitchy version of the cinematic where Cutter and Oru travel to Gorgor Island. Cutter gets left behind in the water, and Oru's body convulses wildly for the duration of the trip as he talks to an imaginary Ulukai. Hangs when Oru arrives at the island.
  • "rex_two" is a continuation of rex_one, with Cutter and Oru on Gorgor Island. As with rex_one, the animations here are glitchy and jittery. Humorously, the Gorgor is seen making no effort to hide itself in the marsh. Hangs when the Gorgor is supposed to rise up.
  • "rex_up" is a continuation of rex_two, with Cutter walking off as the Gorgor rises up behind Oru, whose animations are timed incorrectly. After this, the normal Gorgor battle initiates.

Okriana Cinematics

rebel1, rebel2, and rebel3

  • "rebel1" is part of the Talan uprising sequence showing a soldier seeking help from the local Shamaz, with slightly different cinematography. Low -etail models can be seen very close to the camera, and the soldiers getting beat up produce no sound, unlike in the final version.
  • "rebel2" is part of the Talan uprising sequence where Cutter speaks with Jan before entering the Palace courtyard, and seems to be identical to the final version.
  • "rebel3" is part of the Talan uprising sequence where Cutter encounters Kroax in the Palace courtyard, and seems to be identical to the final version. Upon ending, this cutscene places Cutter in the courtyard, but neither Kroax nor his soldiers will spawn.

end0 through end5

These seem to be almost identical to the final ending cinematic, with some oddities as the scenes from a previous cinematic do not continue into the next.

  • "end0" - Visbily spawns Marion, Xue, and Jan in a wall in the corner of the palace and ending immediately after Kroax's death.
  • "end1" - The scenes after end0, starting from Cutter running up the stairs and hanging at Xue's appearance.
  • "end2" - The scenes after end1, starting from the slow-motion scene and hanging at Cutter threatening Xue.
  • "end3" - The scenes after end2, starting from Cutter turning to face Xue and hanging just before the Yods start intervening.
  • "end4" - The scenes after end3, starting from the moment the essence lights start rising from the ground and hanging as Cutter picks up Marion.
  • "end5" - The scenes after end4, starting from the palace exploding and hanging at... Well, the palace exploding.

Unknown Cinematics

These are cinematics that do not play properly in-game under any circumstances, and thusly have no clear region tied to them.

rend and rend2

Cinematics that seem to do nothing but aim the camera slightly above Cutter's head. "rend" eventually fades to black, whereas "rend2" eventually cuts back to gameplay after a few minutes.

Looking in the .acts files for these indicates that they are meant to print some text to the screen, but nothing happens when viewed in-game.

Likely related to "rend1", the zoom-in of the giant Daoka in Okaar that displays your completion percentage.

"copy of dance0" and "copy of dance1"

As the "HOKKUSPOKKUS" cheat menu cannot parse spaces in cinematic filenames, it is unclear what these are. Though the filenames imply these could be identical to "dance0" and "dance1", they are both 15 KB in size - dance0 is only 5 KB, and dance1 is only 6 KB.