With the advent of each new generation in gaming, there are always numerous discussions that arise concerning how load times, graphics, gameplay, and other attributes will change. Ryse: Son of Rome found a way around long load times by utilizing a significant amount of pre-rendered cutscenes amid the gameplay.

"My entire rigging pipeline is predicated on the idea that I have to build rigs that can blend in and out of cutscenes seamlessly," Technical Art Director Christopher Evans told Edge, "so I would go to Peter and the guys and say, 'Hey, I see this loading video is now scheduled to be prerendered. Why?' We talked about it and it was, 'Well, we don’t want players to be waiting. If we’re rendering a scene live as well as trying to load the next scene, the engine will take probably three or four times longer.' In the end, we sided with the gamers. We didn’t feel they should have to wait through a big loading time."

Ryse: Son of Rome was developed by Crytek and published by Microsoft for the Xbox One on November 22nd, 2013.