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Event CG

From VNDev Wiki
(Redirected from Cut-in)

Event CGs (often just referred to as CGs; sometimes event graphics or cutscene graphics) are full-screen images that represent a particular special moment in a visual novel scene. They are commonly used for intense moments such as first kisses, high-stakes action scenes, first encounters, and the like.

CGs may have multiple variations (ex: before kiss/during kiss, day/night, outfit A/outfit B; etc) or light animation (ex: blinking, hair moving, dust motes; etc) but are generally a single static image. Usually, CGs are reserved for special events, and are intended to highlight the importance of a moment.

Not all visual novels distinguish between CG and other visuals. In 1994's Policenauts, the entire game is done in pixelart 'CG', while the 1995 release is done with cel-shaded animation. In addition, some VNs forgo the inclusion of any event CGs, like 2002's When the Cicadas Cry.

Art style

Two images. The top shows a shadowy figure holding a staff with a skull on it. The background is monochromatic blue depicting an old building framed by black trees. The text box reads "We must learn about the guardian, once we have its name I can banish it." The second image on the bottom is drawn in heavy black lines and shows a young girl with dark skin wearing a red dress offering a pale blue mushroom to a skeleton wearing a black robe. The image is framed by a tangle of yellow roses and the background shows a shadowy graveyard in pale yellow and orange shades.
Necromance 2025. The top image shows the shadow puppet art style of the gameplay and the bottom image shows how a CG from the same game is made to look like a woodblock print.

CGs often feature a higher level of detail than the game play art. This is often used as a way to highlight important scenes or moments in the story depicted by the CG image. Historically (in part due to technical limitations), these were present in games most commonly as art that matched the style of the rest of the game.

In many modern visual novels, one of the elements of contrast utilized by CGs is a deliberate departure from the artstyle of the rest of the assets. This has been enabled by the advances in computer graphics and hardware, as well as the evolution of the medium to explore different presentations.

Super Deformed

One way developers express emotion in event CGs is leaning on the super deformed (also called 'Chibi') style. This type of CG may coexist in a VN with CGs of other styles, or may be the only style present in the game. Often, this style is used for comedy and display of exaggerated emotion, providing a medium for caricature.

High Fidelity

A primary way event CGs are used by developers is providing a higher level of detail than the sprites and background can provide alone. Character centric CGs are typically closer to the subject, who fills more of the frame. In addition, the background of a CG sometimes contains much more detail about the current room or scene than the narrative background image.

Cut-ins

A screenshot from Our Life: Beginnings & Always showing a character calling out from another room, represented by a cut-in

Cut-ins are small graphic elements that are introduced onto the screen, usually overlaying what was already there (and "cutting in" to the scene). Examples: items that characters are looking at/picked up, an off-screen character's reaction shot, a close-up detail of a CG or background, an action-pose character sprite with custom frame or special effect.

Etymology

In English visual novel spaces, the term "CG" is largely used as a word on its own and not usually seen as a shortened version of a longer phrase. The prevailing theory as to its origin is that it originated from a Japanese shortening of "computer graphics" (コンピューターグラフィックス, hepburn: konpyuutaa gurafikkusu), which at the time was a generic term for any illustration created via digital-only means. Some English visual novel developers assert that it does, or could, stand for "character graphics" or "cutscene graphics" as well. In Japanese otome fan spaces, CGs are sometimes called "stills" (スチル, hepburn: suchiru).