seems like they're prerendered except when they quickly transfer in and out of gameplay for brief segments. i've noticed artifacting for both the 360 and ps3 version, and the fluid dynamics of the drinks in the game point to this, though i'd think that could easily be done in a real-time cutscene.
assuming that's correct, the question is "why?" i know it's less hassle, especially with scenes that aren't easily feasible in real-time, but there are too many games that pull this off. i assume the the former is the reason the likes of kotor and jade empire have their share of bink video'd cutscenes, with the effects in certain air/space battles. but that often ends up looking incongrous with the in-game/real-time assets to the point that real-time effects would've looked better and not too much for the engine to handle. even god of war 2 carried this trend from the first game with an engine that wouldn't necessitate video cutscenes.
if i'm wrong about stranglehold, it might just be artifacting from post-processing, a la lower-res lighting passes or whatever, but i don't know.
assuming that's correct, the question is "why?" i know it's less hassle, especially with scenes that aren't easily feasible in real-time, but there are too many games that pull this off. i assume the the former is the reason the likes of kotor and jade empire have their share of bink video'd cutscenes, with the effects in certain air/space battles. but that often ends up looking incongrous with the in-game/real-time assets to the point that real-time effects would've looked better and not too much for the engine to handle. even god of war 2 carried this trend from the first game with an engine that wouldn't necessitate video cutscenes.
if i'm wrong about stranglehold, it might just be artifacting from post-processing, a la lower-res lighting passes or whatever, but i don't know.