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Quiz about Two Thumbs Up Gamers
Quiz about Two Thumbs Up Gamers

Two Thumbs Up, Gamers! Trivia Quiz


Welcome to the Viddies, the annual awards ceremony for video games that do a wonderful job at being cinematic. Your hosts this evening are the famous critics, Q*bert and Roeper, who give these titles two gamer's (i.e. sprained) thumbs up!

A multiple-choice quiz by trident. Estimated time: 7 mins.
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Author
trident
Time
7 mins
Type
Multiple Choice
Quiz #
355,218
Updated
Dec 03 21
# Qns
10
Difficulty
Average
Avg Score
7 / 10
Plays
309
Awards
Top 35% Quiz
- -
Question 1 of 10
1. Early video games often lacked the capacity for the cinematic, but technology has solved that problem. Now games can be virtual movies where their players *are* the characters involved, leading some of us to develop more intensive relationships with our video game characters than the characters in movies.

Perhaps the earliest pioneers of cinematic gaming were the creators of the "Metal Gear" and "Metal Gear Solid" series, with their infamous infiltrator Solid Snake. Cinematic cut scenes, enemies with field-of-vision detection, and third-person camera angles all contributed to its gameplay genius. With the release of "Metal Gear Solid" for Playstation, it led to the explosion of popularity of what gaming genre?
Hint


Question 2 of 10
2. Video games can be artistic as this next title proves; it was even featured by the Smithsonian Institution as an example of gaming artistry. We get to see the protagonist, Jack, on an adventure in the 1960s, submerging to the underwater city of Rapture where an objectivist utopia was meant to thrive. Humans being humans, they mess everything up. With characters such as Andrew Ryan and Atlas and carrying a storyline with apparent moralism, which video game takes the ideal society of Ayn Rand to its philosophical and technological extreme? Hint


Question 3 of 10
3. Carrying around a crowbar might be for fans of "Half-Life", which was released in 1998, having taken a large amount of influence from the early computer game "Doom". Instead of cut scenes, the game relied on a continuous series of scripted sequences and the game progresses in "chapters" as opposed to levels. From the shadowy government complexes to the flourishing alien world of Xen, developer Gabe Newell's hope for "Half-Life" was that "building worlds and characters would be more compelling than" what? Hint


Question 4 of 10
4. Sometimes movies are made into video games, and sometimes video games are made into movies. One could argue over which crossing of the two media is worse. With "Silent Hill" and "Resident Evil", I find you have two masterful games that should have stayed as such. Because of their nature, what genre of film were they adapted into? Hint


Question 5 of 10
5. Borrowing from a classic movie theme, film noir, the game "L.A. Noire" invites players to solve crimes in 1940s Los Angeles. It can be played with a pre-made color scheme, or in black-and-white as a tribute to its roots.

Displayed at the Tribeca Film Festival, the game is revolutionary in that a series of thirty-two cameras were used in development for what purpose?
Hint


Question 6 of 10
6. A column in the "Chicago Sun-Times" written by Roger Q*bert...er, Roger Ebert, enraged gamers when he said "as an axiom that video games can never be Art". A friend, who turned the generous amount of comments that were left on the blog into a readable text, said that reading just the comments on that article would be "more than 'Anna Karenina', 'David Copperfield' and 'The Brothers Karamazov'"combined.

These empowered gamers told him repeatedly that he ought to just give video games a try, and since he hadn't played any, he couldn't possibly judge their artistic value. The result was an apology by Ebert and a promise to *think* about playing what artistic action-adventure game? (Hint: Think "big", like Ebert's comments log!)
Hint


Question 7 of 10
7. A predecessor of the cinematic video game, the text-based "Zork" was written in 1977 and let players tell their character what to do by typing. As it was text-based, it was more like an interactive book than a movie, but its storyline is what made it such an intriguing game. Players could rush through the game quickly, or go slowly and read every detail. When a player wanted to do the latter and go slowly, they typed in a command that omitted no details, even ones that had already been given to the player. What command would they type? Hint


Question 8 of 10
8. The "Mass Effect" trilogy is known for players' ability to make choices that affect the outcome of their character. It's beautifully cinematic in nature, and the writing is some of the best in the gaming world. The third game in the series, "Mass Effect 3", received high gaming scores and certainly more than a few nods at the various Game of the Year awards given out.

But poor Commander Shepard wasn't given any breaks as controversy erupted because many fans were utterly disappointed by what aspect of the game?
Hint


Question 9 of 10
9. "Indigo Prophecy" (also released under the title "Fahrenheit") came out in 2005, and was known for its game developer wishing to brand it as an "interactive film". The game follows the eerie plot in which normal people wake up from a trance, having found they have just murdered a complete stranger in public. The game is stylistically like a movie because of what feature as opposed to player-initiated progression? Hint


Question 10 of 10
10. First-person and third-person shooters are enormously popular these days, so much so that militaries across the world encourage their use as they tend to increase recruitment. But the advent of the cinematic video game has only improved such series as "Call of Duty" and "Medal of Honor", the latter of which Steven Spielberg himself is the creator.

Because of the increased cinematic features in video games there are often multiple modes to play these games in, one being multiplayer. Another usually features a storyline and is often referred to as "story mode" or what other type of mode?
Hint



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Quiz Answer Key and Fun Facts
1. Early video games often lacked the capacity for the cinematic, but technology has solved that problem. Now games can be virtual movies where their players *are* the characters involved, leading some of us to develop more intensive relationships with our video game characters than the characters in movies. Perhaps the earliest pioneers of cinematic gaming were the creators of the "Metal Gear" and "Metal Gear Solid" series, with their infamous infiltrator Solid Snake. Cinematic cut scenes, enemies with field-of-vision detection, and third-person camera angles all contributed to its gameplay genius. With the release of "Metal Gear Solid" for Playstation, it led to the explosion of popularity of what gaming genre?

Answer: Stealth-action

The "Metal Gear" series is one that will likely endure for some time. The first game of the series titled simply "Metal Gear" was the brainchild of Japanese creator Hideo Kojima, and was originally marketed only in Japan and Europe on the MSX2.

"Metal Gear Solid" was released in 1998 and became a huge hit, popular with fans and critics alike. Solid Snake was a solid moneymaker it seems.
2. Video games can be artistic as this next title proves; it was even featured by the Smithsonian Institution as an example of gaming artistry. We get to see the protagonist, Jack, on an adventure in the 1960s, submerging to the underwater city of Rapture where an objectivist utopia was meant to thrive. Humans being humans, they mess everything up. With characters such as Andrew Ryan and Atlas and carrying a storyline with apparent moralism, which video game takes the ideal society of Ayn Rand to its philosophical and technological extreme?

Answer: Bioshock

The philosophical ideas that are found in "Bioshock" set it apart from other video games, as one reviewer from the "Los Angeles Times" notes, "it also does something no other game has done to date: It really makes you feel."

The storyline earns the game its highest praise, but the graphics and soundtrack led the game to earn high marks from the gaming community, with several scores reaching over the 90s.
3. Carrying around a crowbar might be for fans of "Half-Life", which was released in 1998, having taken a large amount of influence from the early computer game "Doom". Instead of cut scenes, the game relied on a continuous series of scripted sequences and the game progresses in "chapters" as opposed to levels. From the shadowy government complexes to the flourishing alien world of Xen, developer Gabe Newell's hope for "Half-Life" was that "building worlds and characters would be more compelling than" what?

Answer: Building shooting galleries

With the iconic lambda symbol, which represents the decay constant in physics, "Half-Life" became a hit amongst science geeks and gamers who wanted something more than your average first-person shooter.

In response to a question about why he thought the game had succeeded Newell said, "'Half-Life' in many ways was a reactionary response to the trivialization of the experience of the first person genre. Many of us had fallen in love with videogames because of the phenomenological possibilities of the field, and felt like the industry was reducing the experiences to least common denominators rather than exploring those possibilities."
4. Sometimes movies are made into video games, and sometimes video games are made into movies. One could argue over which crossing of the two media is worse. With "Silent Hill" and "Resident Evil", I find you have two masterful games that should have stayed as such. Because of their nature, what genre of film were they adapted into?

Answer: Horror

Personally, not knowing what's in the shadows or fog is a lot more terrifying with a controller in hand than simply watching. And here might just be a case of where players of video games might have a little more invested in the protagonists than a movie-watcher. It's not just the character trying to survive, YOU are trying to survive!
5. Borrowing from a classic movie theme, film noir, the game "L.A. Noire" invites players to solve crimes in 1940s Los Angeles. It can be played with a pre-made color scheme, or in black-and-white as a tribute to its roots. Displayed at the Tribeca Film Festival, the game is revolutionary in that a series of thirty-two cameras were used in development for what purpose?

Answer: Catching facial expressions on actors

As far as detective games go, this feature is simply unique. While evidence certainly plays a part in helping you to solve the crimes of the game, it is the facial features of the game's characters that help you decide if someone is lying or not!

Actors' faces were filmed with a whopping thirty-two cameras so that no angle was missed.
6. A column in the "Chicago Sun-Times" written by Roger Q*bert...er, Roger Ebert, enraged gamers when he said "as an axiom that video games can never be Art". A friend, who turned the generous amount of comments that were left on the blog into a readable text, said that reading just the comments on that article would be "more than 'Anna Karenina', 'David Copperfield' and 'The Brothers Karamazov'"combined. These empowered gamers told him repeatedly that he ought to just give video games a try, and since he hadn't played any, he couldn't possibly judge their artistic value. The result was an apology by Ebert and a promise to *think* about playing what artistic action-adventure game? (Hint: Think "big", like Ebert's comments log!)

Answer: Shadow of the Colossus

Because of its reputation of having an outstanding soundtrack and vast beautiful environments, a friend of Ebert's brought him "Shadow of the Colossus" to play, along with a console. The movie critic delayed and deferred, but at his age, at least he thought about it!
7. A predecessor of the cinematic video game, the text-based "Zork" was written in 1977 and let players tell their character what to do by typing. As it was text-based, it was more like an interactive book than a movie, but its storyline is what made it such an intriguing game. Players could rush through the game quickly, or go slowly and read every detail. When a player wanted to do the latter and go slowly, they typed in a command that omitted no details, even ones that had already been given to the player. What command would they type?

Answer: Verbose

If you typed "verbose" you got all the details and explanations for all game aspects. The "verbose" option was needed for players who were new or for those that tended to forget things easily. And easy it was to get confused by "Zork" as you basically had to create a geographic map in your head to remember where you were in the game. As for me, I usually just got eaten by a grue.
8. The "Mass Effect" trilogy is known for players' ability to make choices that affect the outcome of their character. It's beautifully cinematic in nature, and the writing is some of the best in the gaming world. The third game in the series, "Mass Effect 3", received high gaming scores and certainly more than a few nods at the various Game of the Year awards given out. But poor Commander Shepard wasn't given any breaks as controversy erupted because many fans were utterly disappointed by what aspect of the game?

Answer: Its ending

As choice was the game's selling point, the ending of "Mass Effect 3" was extremely disappointing to many fans for a few reasons. Some argued that no matter what choices were made in the game(s) over the approximate 30-90 hours of gameplay, the result was the same. Others believed the ending was simply bad writing.

The disappointing ending even led some brave souls to compile a theory together from game canon known as The Indoctrination Theory. It's really fascinating and just goes to show you how invested some players really are over these characters! I'm sure Shepard (if he were real) would be glad to know we care.
9. "Indigo Prophecy" (also released under the title "Fahrenheit") came out in 2005, and was known for its game developer wishing to brand it as an "interactive film". The game follows the eerie plot in which normal people wake up from a trance, having found they have just murdered a complete stranger in public. The game is stylistically like a movie because of what feature as opposed to player-initiated progression?

Answer: Time-based event triggers

Time-based event triggers cause a game to progress through observation of the game, and then a cue in which the player then makes a decision that alters the outcome of the game. There is usually limited movement and interactivity comes mostly at marked periods.

Those familiar with cinematic-style games can recognize that these event triggers often come during cut scenes and require players to hit a certain button timed out to get the desired result.
10. First-person and third-person shooters are enormously popular these days, so much so that militaries across the world encourage their use as they tend to increase recruitment. But the advent of the cinematic video game has only improved such series as "Call of Duty" and "Medal of Honor", the latter of which Steven Spielberg himself is the creator. Because of the increased cinematic features in video games there are often multiple modes to play these games in, one being multiplayer. Another usually features a storyline and is often referred to as "story mode" or what other type of mode?

Answer: Campaign mode

Campaign mode is really another name for story mode, one that allows a player to experience a storyline within these shooters. Some players ignore this mode in favor of sole multiplayer capabilities.

With the rise of the Internet, the division of video games into campaign mode and multiplayer mode was inevitable, and ultimately profitable. Instead of inviting a friend to your house to play one purchased copy of the game, marketers learned that they could sell two or more copies of a one-player game so that these friends could play together. Match that with a subscription service for server access and the game industry could make some real money.
Source: Author trident

This quiz was reviewed by FunTrivia editor eburge before going online.
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