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EXB'm Essent;als TEST PAPER You are going to read an article about videogames. Seven sentences have been removed fro

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EXB'm Essent;als

TEST

PAPER

You are going to read an article about videogames. Seven sentences have been removed from the article. Choose from the sentences A-H the one which fits each gap (9-15). There is on~ extra sentence which you do not need to use.

Use of English

APER 4 Llste n9' PAPER

Mark your answers, on the separate answer sheet.

Speakmg

In just a few decades the videogame industry has become a lot bigger than the-film business. In terms of turnover, what

Why do game players feel disappointed by films based on their favourite games?

is rather grandly called 'interactive entertainment' makes twice as much money as Hollywood cinema. Which oftourse leaves people in the film business wondering if they can harvest any of this new income. Is there any way of making

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I Videogames can show

the action from a number of perspectives easily, because everything is compl1ter generated. But filming a sequence _

from twenty different cameras wou ld cost a fortune, so it simply isn't done in the film version - leaving the game players feeling that the film didn't look as real as the

films more appealing to people who play videogames? •

videogame.

Making a film out of a best-selling videogame can certainly

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guarantee a large audience. 9 Ne~ videogames have stunning action sequences that rely on fantasy effects,

Cameras matter in another sense, too. In a film the director shows you the action from certain perspectives but makes sure he doesn't show you some things to keep you in "

and now films are being released with simila~ scenes. Gravity is discarded as heroes leap across huge gaps, while slow­ motion techniques shqw bullets movi'1g through the rippling



air.

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I tn suspense. Think of your favourite thriller. " ill ·films you are n.ot supposed to have access ,to all the information. Suspense and mystery are essential elements of film-making. "

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A major segment of the videogame market com prises science-fiction ,games, and film-makers hav~ started to

........" ' - - - - - ' When you playa game, you have to do certain

tasks to proceed to the next level. Therefore, you must be realise that they could 'set films in sim' ar sci-fi future worlds. . " Any attempt to borr~~ llJore than-the setti ~g " able to see everything in order t make your c ~C!ices. to from a videogame is probably doomed. decide what t o do next: which door to open, and so on. You

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There are many examples of successful film-vide.ogame.



must have access to all ~he information: You, 'as the player, " are always in control,. In 'the cinema you never control the

combinatio!"s. Rather tha(l making ~ film using (ha ~acters'

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C!ction. You just sit ·~nd, watch.

and stories from a videogame, the trick ,seems to be ~6 {Ilake a film that has a fast-moving action seq~nce and thenh(ing

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Ther~

can be some interaction between films and ­ videogames on a number of:aifferent :levels, but in the end, ..

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they . fU lfil



shouldn't forget that a"story-and a game are fundamentally different.

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out a videogame based on that ~eqllence. People Who enjoyed the film will probably want to buy the v.jdeogame.

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