Rekomenduojami pranešimai

L.A. Noire

L.A. Noire

  • Platformos

    • Xbox 360
    • PlayStation 3
    • Xbox 360 Games Store
    • PlayStation Network (PS3)
    • +4
  • Kūrėjas

    • Team Bondi
    • Rockstar Leeds
    • Virtuos Ltd.
  • Leidėjas

    • Rockstar Games
  • Temos

    • World War II
    • Crime
  • Išleidimo data


  • Apie žaidimą

    L.A. Noire is a detective thriller developed by Team Bondi in Australia and published by Rockstar Games.

L.A. Noire

Apie žaidimą

L.A. Noire is a detective thriller developed by Team Bondi in Australia and published by Rockstar Games.

Aprašymas

Overview

L.A. Noire is an action-adventure open world game developed by Team Bondi and published by Rockstar Games. It was released for PlayStation 3 and Xbox 360 in May, 2011, and PC in November, 2011, following a development period of more than 6 years.

The game centers on the character of Cole Phelps as he rises through the ranks of the LAPD, solving cases and arresting criminals. The game features an open world rendition of 1947 Los Angeles and uses motion scan technology to produce facial models on the game characters capable of expressing nuanced realistic emotions.

Gameplay

The gameplay is more or less described as an adventure game, rather than the usual Rockstar open world killfest. In this sense, it's more like Bully--still free roaming but with a stronger set of rules over the player. While searching for clues and interrogating,occasional gunplay sequences crop up. Unlike most games, the player's health is not displayed by an HUD. Instead, when the player takes damage, the game screen fades into a black and white tone. The player recovers health by taking cover and waiting a few seconds.

The first mission revealed to the press was called "The Driver's Seat". It involved the police finding an abandoned car that had its interior covered in blood. In order to carry out the investigation, the player must find clues. Unlike other games, clues don't just pop up on the HUD, but it is up to the player to search for them. Different people can find different clues, a detail that changes the way the investigation plays out. This will also affect the length of certain investigations.

Discovering clues is an important gameplay element in L.A. Noire
Discovering clues is an important gameplay element in L.A. Noire

Like your cellphone in GTA 4, the player always carries around a little notebook. Each clue, testimony and anything related to the investigation is added to the detective's little book. It will also serve as a way to display the current objectives and, like in Uncharted 2, players are able to flip through it in order to pull out viable information during testimonies, for example.

During cases the player will always start off at a crime scene. There, the player must find clues and interview victims. Most clues usually lead up to the next event in the case. Some clues can further progress the case's finish. One major clue can change the outcome of the case.

As the player progresses through the ranks, they earn "intuition points". With this they have the option to, remove an answer, show all clues, and "ask the community" (online connection required). The "show all clues" option usually can help by highlighting evidence at a crime scene. The "remove an answer" option removes wrong answers to give more chances at succeeding in interviewing a person.

Crime Desks

As the character progresses through the game, Phelps will be assigned to new desks and partners.

  • Patrol: The Patrol desk is a department of the LAPD concerned with monitoring assigned areas in Los Angeles. Phelps starts off as a police officer in this department as a "beat cop". Phelps is partnered with Ralph Dunn at the Patrol Desk.
  • Traffic: The Traffic desk is a department of the LAPD concerned with hit-and-run, felony driving, car burglaries, and car thefts. "The Fallen Idol" is one case that hits the traffic desk. This is also where Phelps is partnered with Stefan Bekowsky.
  • Homicide: The homicide desk is one of the most brutal and harrowing desks within the game, dealing with homicide. "The Silk Stocking Murder" is one of the cases at the homicide desk. Rusty Galloway is Phelps' homicide partner.
  • Vice: The Vice desk is a department of the LAPD concerned with offenses involving prostitution, drugs, lewdness, lasciviousness, and other related obscenities. Phelps is partnered with Roy Earle at the vice desk.
  • Arson: The Arson desk is a department of the LAPD concerned with maliciously, voluntarily, and willfully setting fire to another's property, or of the act of burning one's own property for an improper purpose, such as to collect the insurance. Phelps is partnered with Herschell Biggs at the arson desk.

Story

Overview

In a departure from previous Rockstar games, the main protagonist of L.A. Noire is righteous, and regularly finds himself in conflict with others who are less inclined to follow the rules. Cole Phelps is an honest detective, out to solve crimes and let the law do what it does best -- prosecute the offenders. In spite of that, he's not perfect. He has his failings, like any man, and it is they that drive him to try to hold himself and the world around him to the highest possible standard.

Cole doesn't start the game as a successful detective. His beginnings lie in the role of a street cop working the beat, responding to everyday crimes whenever they happen. The more he works, though, the more opportunities he has to hone his investigative skills and impress his superiors, earning him progressively nicer desks back at Police HQ. With each promotion comes new responsibilities in new areas of police expertise, taking him from traffic all the way through arson. Each change in desk also brings a new partner, some of who are more trustworthy than others.

Setting

L.A. Noire is set in 1947 Los Angeles and draws heavily from both plot and aesthetic elements of film noir--stylistic films from the 1940s and 1950s that shared similar visual styles and themes including crime, sex, and moral ambiguity, and were often shot in black and white with harsh, low-key lighting. The game uses a distinctive coloring-style that pays homage to the visual style of film noir. A post-war setting is the backdrop for plot elements that reference the detective films of the '40s, such as political corruption and drugs, with a classic jazz soundtrack.

Ninety percent of Los Angeles' buildings and signage are recreated in the game, with design and typography choices hearkening back to the advertising of the time period. Additionally, even the jingles playing on the car radios are authentic to that time, advertising products and offering public service messages one would have heard while listening to the radio during the 40's.

Cases

Patrol Desk

Cole Phelps, before he becomes a detective.
Cole Phelps, before he becomes a detective.

Cole Phelps starts out as a beat cop, working the streets after being awarded the Silver Star during the second World War. This part of the game serves as a tutorial, teaching players about the game's different mechanics.

Buyer Beware

A shooting happens in broad daylight in front of a shoe store, and Phelps takes the Case. The victim is Everett Gage, the owner of the shoe shop. After interrogating one of the clerks, Clovis Galletta, it is revealed that a man by the name of Edgar Kalou may be behind it. After a short chase sequence, Phelps catches Kalou and proceeds to interrogate him. It is revealed that Galletta was about to buy something at Kalou's jewelry store before Gage sent her back to work. That Gage had just ruined his sale paired with Gage's reputation for being anti-jewish, Kalou murdered him in cold blood. It is implied that Kalou is sentenced to the gas chamber.

Impressed by Cole's skills, James Donnelly, captain of the homicide division, promotes Phelps to the traffic division.

Traffic Desk

Promoted to Traffic, Phelps is paired with Stefan Bekowsky.

The Driver's Seat

The case begins with an abandoned, blood-filled vehicle found in a train yard. After some research, Phelps discovers that the car is owned by one Adrian Black. His research also yields a bloody pipe and a receipt for a live hog. Phelps and Bekowsky go and visit the owner's wife, Margaret Black. There the two officers discover that the couple have a miserable marriage and that Mr. Black is having an affair. It's also made clear at this point that the bloodied pipe actually came from the house. The two detectives then go to interrogate Frank Morgan, the man who sold the hog to Black. Here players learn that Adrian Black is not dead, but instead faked his own death by covering his car in swine blood with plans to flee town. Phelps catches Black before he can leave town, and jails him for wasting police resources.

Consul's Car (PS3 Exclusive)

Phelps and Bekowsky must investigate on the disappearance of L.A.'s consul of Argentina's car.

A Marriage Made in Heaven

A hit and run is reported at Ray's Cafe. A married man, Lester Pattison, is found dead after being hit by a car. After snooping around, Phelps finds a an insurance letter inside the man's coat and a bloodied knife in a garbage can. He also learns that Lester and his wife, Lorna, were having an argument just before the accident. The detectives visit Lorna Pattison who seems unfazed with the news of her husband's death. Phelps eventually hunts down the driver who killed Lester who reveals that Lester was already dead before the car hit him. The morgue confirms that Lester's cause of death was from knife wounds. Phelps goes back to the Pattison residence and deduces that Lorna killed her husband with another man, Leroy Sabo, so the two could get the insurance and start a joint business venture. Sabo kills Lorna after she spills the beans, but is either arrested or killed by Phelps.

A Slip of the Tongue (DLC)

[external image]
One of the pre-order DLC cases (also available for separate purchase)

A stolen car is spotted and Phelps and Bekowsky are sent to intercept it. After a short car chase, the detectives manage to stop the car, owned by a young man named Cliff Harrison. He assures the police that he legally bought the car at a used car dealership and produces the pink slip to prove it, but fled because of drugs stored in the glove compartment. Phelps investigates the used car dealership where he finds out that the car was sold by a woman named Jean Archer, and that the pink slips were made by the Marquee Printing Company. The car sold by Jean was also registered to an empty lot. A man named Belasco is arrested for grand theft auto and it becomes clear that he and Jean belong to the same car smuggling ring. Phelps later finds and arrests Jean who was trying to scam the smuggling ring by selling the cars. She tells the detectives where the cars are stored and after a shoot out, they find and interrogate the chief of the warehouse who reveals that Marquee Printing Company is behind the smuggling ring. Due to the fact that the company's boss, Levitol, is neck deep in gambling debts, he started to sell pink slips to the mafia for profit. He is later arrested for fraud.

The Fallen Idol

The case opens with a car being driven over a cliff. The two passengers, B-movie actress June Ballard and 15 year old Jessica Hamilton, survive the crash. June tells the detectives she thinks that movie producer Mark Bishop is behind the murder attempt since he didn't want to cast her in his new movie. Jessica also points at Bishop as the culprit, but she adds an accusation of rape to June's attempted murder allegation. Phelps goes to the Hamilton residence only to find it ransacked, the wife explaining that she does not know the whereabouts of her husband. The detectives go to prop set where they discover that Bishop is running an underground pornographic network. Before they can learn more, Roy Earle from Ad Vice intervenes, saying that the owner of the prop shop is in fact an informant. Phelps isn't the only one looking for Bishop, but so is the local mafia. Bishop is finally found on the set for a movie titled "Intolerance" and after a shoot out with the mob, he's arrested for rape.

Due to Phelps' successes, he is promoted to homicide.

Homicide Desk

[external image]
A grisly murder scene.

The cases on the homicide desk share the same theme, centering around a single serial killer who focuses on drunk women. In the process of murdering his victims, the killer also strips them of their clothes and leaves weird writings on their bodies. Nicknamed the "Werewolf", this killer is based on a real life serial killer who terrorized L.A. in the late 40's. He was also commonly referred to as the Dahlia killer.

Phelps investigates the murder of 4 women during the cases "The Red Lipstick Murder", "The Golden Butterfly", "The Silk Stocking Murder", "The White Shoe Slaying" and "The Studio Secretary Murder". Each time the victims are women who were having conflictual relationships with their husbands, and were murdered late at night while drunk. Because the murder weapon is always found, Phelps always convicts someone. He is pushed by Donnelly to convict communists and child molesters to grab headlines, while the evidence usually points more towards the husbands of the victims. It is worth noting that enough evidence exists for a conviction to go either way.

The murder mystery ends with the case called "The Quarter Moon Murders". The killer, to show his power and cunning, as well as test both the mental and physical skills of Detective Phelps, leads him through L.A. with poems and personal items that belong to each of his victims. He leaves these things in dangerous, difficult to reach places in famous Los Angeles landmarks, such as the Hall of records and the Westlake Tar Pits. The case ends in the Christ Crown of Thorns church, where it's revealed that a bartender, who worked at different jobs through a temp agency and had been interviewed briefly by Phelps earlier in the investigation, is in fact the murderer. He studied each of the victims before murdering them, a process that allowed him to pin the crime on someone else. The killer is shot dead by Phelps but Donnelly arrives and tells Phelps that the public can not know who the real killer was as the killer was the son of an important politician running for election.

At the personal request of vice detective Roy Earle, Phelps is moved off the homicide desk to administrative vice where he becomes Earle's partner.

Vice Cases

[external image]
Another investigation.

The Black Caesar

Two junkies are found dead after taking army surplus morphine and seemed to have been engaged in illegal rackets. Phelps tracks the morphine back to a popcorn stand just outside the Hotel and gets into a small chase when the owner decides to make a run for it rather than answer some questions. After a short interrogation the stand owner fingers his supplier as Jermaine Jones a talent agent. In addition to giving up his supplier when put under a bit more pressure he also mentions the owner of the racketeering business as a slick fellow by the name of Merlon. Phelps and Roy visit the talent agency and find out Jermaine Jones buys his morphine from Merlon Otis who runs an illegal betting operation for a Jewish mobster by the name of Finkelstein. They also find out that Ramez Removals has close links to Vinny the Fink and clues Phelps onto another line of investigation. Next they visit Merlon Otis who also makes a run for it and has to be to chased down before they can interrogate him. Otis says that he moves the dope that Jose Ramez brings around who in turn gets the dope from the mob. The next stop is Ramez Removals where the detectives pick up some clues leading them to an ice company. The ice company in turn is just a front for the local mob, and is run by Mickey Coen's brother in law, Finkelstein. Phelps kills all the mobsters and finds the stash of army surplus morphine that was stolen off the navy ship in the beginning of the year, putting an end to the illegal morphine distribution.

The Set-Up

Boxer Albert Hammond wins a match that he was originally supposed to lose. He quickly takes flight, and Phelps must try to find him before the mob guns him down. Through some detective work at Hammonds hotel Phelps makes a connection between the boxer and a Candy Edwards with whom he had been having relations. Upon visiting the girl the two detectives find her in an altercation with an Italian gangster that Phelps knocks out in a fist fight. A quick sweep of the room reveals travel tickets, a packed suitcase and a list of possible bookies found in the jacket of the unconscious goon, along with a nasty looking knife. The duo question Candy, but as she proves uncooperative they decide to tail her instead hoping she'll lead them to Hammond. It's revealed that Candy visits all the bookies in town and cleans them out. She is the one who planned on Hammond throwing the match, and bet the other way. After tailing Candy to a bus station Cole observes her from afar while Roy suggests he had seen Hammond and goes after him. Shortly after she walks into the station bathroom a gunshot is heard . Quickly arriving at the scene Candy is found bleeding profusely from a chest wound and shortly after dies - an open window suggesting the way of the killers getaway. The two suspect that Hammond got greedy and used his girl as a baglady then killed her to collect all the winnings for himself. While heading towards the last clue pointing to Hammonds location, the coroner radios Cole to let him know that Candy died as a result of a knife wound, making the pistol found at the scene hers and pointing out the killer as a certain Italian goon with a knack for beating women and carrying switchblades. After a quick gun fight with the Italian mob intent on killing Hammond and making off with all the money themselves the detectives confronts Albert who explains his past in the military and how his honor, the last thing he had left, wouldn't let him lose. Having experienced a similar situation himself in the past, Phelps understands how important second chances are to a man and decides to let him go, ending the case.

The Naked City (DLC)

Phelps and Earle must investigate the death of Julia Randall, a beautiful model who appears to have overdosed on morphine. However, the bruises all over her body lend a suspicion of murder, and despite being single she wears a suspicious looking ring on her hand. After learning that Randall was on medication, Phelps and Earle pay a visit to her physician, a Dr. Stoneman who at first lies about her prescription, then reveals that Julia was one of the self-destructive types who tried to live life fast and make a name for herself in the City of Angels. The detectives then visit a tailor where Julia did modeling. Heather Swanson, one of the employees at the shop reveals that Julia was modeling for her fiancee, Henry Arnett. After interrogating Henry, it's revealed that Julia was both having an affair with Henry, and she was murdered. Phelps decides to tail Henry and finds out that he's trying to pawn contraband and leave for New Mexico. The contraband used to belong to Mrs Evestrom, who is also Heather Swanson's mother. Her things were robbed from her home while she was at Dr Stoneman's party. Phelps senses that something is wrong and goes to Arnett's apartment just in time to see a man who goes by "Willy" first beat up Arnett and then escape. Arnett spills the beans, explaining that he, Julia, Stoneman and Willy were all part of a robbery ring. The doctor would organize parties while the 3 others would rob the guests' homes. However, Julia wanted out, leading Arnett and Willy to murdering her, and Willy beating up Arnett in fear that he would give him up. Arnett is arrested, Stoneman commits suicide and Willy is killed by Phelps.

Manifest Destiny

A shooting occurs in the 111 Club where a former squadmate of Phelps who had just purchases the establishment is shot dead. Here it is revealed that the morphine is still in circulation and has started a war between the gang controlled by Mickey Cohen and a former marine unit. It's discovered that the morphine was in fact stolen from the army by a soldier named Courtney Sheldon and a group of his former squadmates from Okinawa. Through the manipulation of Dr. Harlan Fontaine, Sheldon gives up the morphine thinking Fontaine will use it to aid returned soldiers by building homes for them where they can rest after the horrors of war. However, he wound up involved with crime boss Mickey Cohen who wishes to turn a profit by watering the morphine down and selling it on the streets. Through the course of the early investigation Phelps meets and questions Elsa Lichtman whom he becomes enamored with leading to an affair. Meanwhile Sheldon enacts the help of his former squadmates as well as that of Jack Kelso to scare off the mobsters from moving in on the morphine - which prompts the mob to put out a hit list on all the former servicemen. Phelp's former squad mates begin getting killed off by mobsters one by one and through various clues picked up along the way he's able to make a connection back to Sheldon with proof to pin the morphine heist on him. Meanwhile a man by the name of Stoker is leaking information about LA's famous madame Brenda and the services she provides for both the LAPD and high officials alike. In a secret meeting with the chief of police and district attorney among others, Roy proposes to make Phelps the sacrificial lamb for the press by airing his infidelity with the German singer Elsa Lichtman which would draw the heat away from the LAPD and other officials involved in the prostitution Brenda scandal. Just as Phelps is about to crack Sheldon and get a confession out of him he's summoned by top ranking LAPD officials and suspended for adultery, stating that a criminal cannot be an LAPD officer. The information is leaked to the journalists and his wife throws him out of the house, leaving him no other place to turn to than the source of all this trouble - the apartment of Elsa Lichtman. While awaiting a peer review Phelps is demoted to the undesirable arson desk assignment and partnered with Herchel Biggs, who much like the rest of the LAPD that has found out about his infidelity with a German woman treats him with open hostility and disregard.

Arson Desk

The Gas Man

[external image]
Phelps and Biggs

Phelps investigates the burning of two houses. He learns that both houses were in the way of a redevelopment fund planning to build houses for GIs. Both houses also used the same gas filters that came from Instaheat factory. While investigating at the factory, Phelps learns that Instaheat is hiring criminals and that one of the employees burned the houses by reversing the gas filters and mosquito coils. Phelps arrests Walter Clemens and Matthew Ryan. Both are anarchists and both have a criminal past. The player must choose which of the two criminals that he wants to convict.

A Walk in Elysian Fields

Another house fire is assigned to Phelps and looks extremely familiar to the last two arsons. Like before, the house was supposed to be bought by Elysian Fields for the redevelopment fund. Phelps decides to go and investigate Elysian Fields and meets Leland Monroe, the CEO. He denies trying to chase away the final home owners by burning their houses. Meanwhile, the police department presses Cole to stop following the Elysian lead. Cole ends up killing the arsonist after an epic tram chase. However, he is unable to link the arsonist to Elysian.

After the case, Roy visits Phelps to tell him to stay away from Elysian. Frustrated, Phelps discovers that one of Elsa's friends died while working for Elysian on the GI redevelopment fund. Because Elsa was his beneficiary, she received a large sum of money from the insurance company. Phelps decides that Elsa should go see Jack Kelso, a private investigator working for an insurance company called California Life and Fire to discover how her friend died, and why such a big sum of money was offered to her. At this point, the player plays as Kelso.

House of Sticks

Jack makes an investigation into the houses built by the redevelopment fund and discovers that they are constructed from bad wood found in an abandoned movie studio. Jack also discovers that many of L.A.'s top men are involved, including the mayor, Kelso's boss Curtis Benson, the chief of police, and Dr. Harlan Fontaine. As he is investigating however, Jack is kidnapped by Benson's men but he manages to escape before they can execute him.

Nicholson Electroplating (DLC)

At 9:45 in the morning, a thunderous explosion rocks Los Angeles. City blocks are flattened while smoke and ash fill the air. Detectives Phelps and Biggs race to the site of the former Nicholson Electroplating plant to find a pile of unanswered questions. What caused the explosion? What was the current project being worked on by Nicholson's employees? And where are chief chemist Dr Harold McLellan and his mysterious female assistant?

A Polite Invitation

[external image]
Jack Kelso

Jack pays a visit to Benson and discovers the conspiracy behind the redevelopment fund. The houses are being built out of crap wood so they can then be burned down. Thanks to an extremely high insurance rate, Elysian Fields hits the jackpot each and every time. They hand the money out to their stock owners, who just happen to be the mayor, Benson and the other top men. The redevelopment fund was financed thanks to the stolen morphine given to Dr. Fontaine by Courtney, who entrusted him with it to avoid trouble with the mob. Kelso enlists the help of Phelps and together, they plan to stop the dastardly plan and save Elsa, who's been kidnapped by Elysian's arsonist. The arsonist also also kills Dr. Fontaine.

A Different Kind of War

Jack attempts to find the person who kidnapped Elsa. He goes to Westlake Pest Control to find the address of the kidnapper. The story then switches to Phelps' investigation on the kidnapping of Elsa, which occurred on the day before Jack's investigation. During the investigation, Phelps learns that the matchstick houses are being built along the patch of the to-be-built freeway. He realizes that the housing fraud is not about insurance, it's about eminent domain.

The story then switches back to Jack, as he arrives at the kidnapper's house in Rancho Rincon. Jack investigates the empty house and discovers the kidnapper-arsonist is Ira Hogeboom, a former war buddy. Jack calls Phelps, telling him to rendevous at the LA river tunnels where Ira is hiding out. Phelps meets up with Jack en route to the tunnels, as Jack is being hunted by the police. Together they escape their pursuers, and then split up to search the tunnels for Ira and Elsa. Shortly thereafter, the assistant DA arrives, followed by the police chief who confronts him. The assistant DA threatens the chief over being potentially involved in the ballooning scandal, to which the chief offers to make a deal. The assistant DA steps in to listen.

Meanwhile, once caught up with Ira, Jack understands that Ira, still wearing his full combat gear, is suffering from uncontrollable flashbacks from the Battle of Okinawa. Cole then arrives and leads Elsa to safety, while Ira consents to let Jack shoot him dead to put him out of his misery. As the sewer begins to rapidly flood with torrential rainwater, the group manage to locate a manhole above them. Cole refuses to leave until he has helped everyone else climb out of the flooding tunnel, and then having no one left to lift him to safety, only looks up and says goodbye. He is then swept away by the water for good.

At Cole's funeral, Roy, barely able to supress his snear, gives a speech full of phony condolences and tributes to the late Cole Phelps, as though Cole were his dear friend. Unable to stand it, Elsa jumps to her feet, curses Roy, and storms out in tears and disgust. The Chief of Police, the new DA, Roy, and the other conspirators comfortably disregard her. Biggs rises to go after her, and Jack can only sit and watch.

After the credits end, a flashback plays depicting the fateful scene where Courney comes upon the idea of stealing the Army morphine to profit him and his unit, a group of men who otherwise have little to look forward to in civilian life. Courtney excitedly proclaims that the drug money will "give them the future they deserve". Jack is the only one among the group to reject the plot as betrayal of their honor, foreshadowing the eventual conflict that the drugs would bring, destroying nearly all of the men.

Street Crimes - Unassigned Cases

Along with the Crime Desks that are explained above, players have the option to respond to radio calls that allow them to go to crimes in progress throughout the open-world environment. Some may remember this mechanic from the True Crime series. This allows players to take on extra side missions that can be completed while they are also heavily involved in the story. Each case is usually resolved within about 5 minutes and vary from shoot outs to chase sequences.

Unlike the story cases, players are not graded according to performance, but just have to finish the case to gain 15 XP. All the cases can be done again in free roam and the different desk assignments have different cases. There are 40 unassigned cases in all. Cases can be replayed at any point and will remain on the map with a white street crime icon; but unplayed cases appear with a red icon. After completing all street crime cases on a desk while in Free Roam mode, a message will appear saying the desk is complete.

Traffic Desk

NameDetailsLocationImage
Amateur HourBurglary829 Olive Street (Sillman's Jewelry Store)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469818-amateur+hour.png">
Army Surplus 540 West Ninth Street (Uncle Sam's Army Surplus)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469820-army+surplus.png">
Boxing CleverBurglary267 South Main (Goldberg's Drug Store)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469821-boxing+clever.png">

Cosmic RaysDisturbanceSeventh and Flower Street
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469823-cosmic+rays.png">
Death from AboveShots FiredShatto and Valencia (Wilshire District)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469822-death+from+above.png">
GangfightDisturbance1624 West Third Street
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469824-gangfight.png">
Hotel BanditsArmed Robbery437 Eighnth Street (Bristol Hotel)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469825-hotel+bandits.png">
Hung Out to DryBurglary536 South Figueroa (Hoelcher's Textile)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469827-hung+out+dry.png">
Masked GunmanBurglarySixth and Ceres (Warehouse District)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469828-masked+gun+man.png">
Pawnshop HoldupArmed Robbery333 South Main Street (Globe Loan and Jewelry)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469829-pawnshop+holdup.png">
Shoo-Shoo BanditsArmed RobberyThird and Hill Street (Angels Flight)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469830-shooshoo+bandits.png">
Theater RobberyArmed Robbery933 South Broadway (United Artist Theatre)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469831-theater+robbery.png">

Homicide Desk

NameDetailsLocationImage
Bank JobArmed RobberySeventh and Olive (Bank of America)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469832-bank+job.png">
Bowling Lane RobberyArmed RobberyNinth and Grand (Rawling's Bowling Alley)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469833-bowling+lane+robbery.png">
Canned FishSuspicious Activity111 South Almeda
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469834-canned+fish.png">
Cop Killer ShotShot FiredSixth Street and Lindley Place
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469835-cop+killer+shot.png">
Death PlungeSuspicious ActivityEighth and Hope (First Methodist Church)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469836-death+plunge.png">
Honey BoyDisturbance313 Bunker Hill Avenue
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469837-honey+boy.png">
Killer BanditsSuspicious Activity943 South Broadway (Levine's Liqour Store)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469838-killer+bandits.png">
MisunderstandingSuspicious ActivityUnion and Rockwood Street
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469839-misunderstanding.png">
Running BattleArmed Robbery391 Broadway (Mallory's Cafe)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469840-running+battle.png">
Thicker Than WaterBurglaryLucas Avenue
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469841-thicker+than+water.png">
Unsuccessful HoldupArmed Robbery410 South Flower Street (Scott's Garage)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469842-unsuccesful+holdup.png">
Vengeful ExDisturbanceOlvera Street Plaza
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469843-vengeful+ex.png">
Would Be RobberPerson with a GunGrand between Fourth and Fifth Streets
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469844-would+be+robber.png">

Vice Desk

NameDetailsLocationImage
Against the OddsTheftSunset and Ivar
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469846-against+the+odd.png">
Bad DateHomicideUnion and Seventh
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469847-bad+date.png">
Camera ObscuraLewd ConductFountain and Bronson
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469848-camera+obscura.png">
CommiesArmed RobberyHollywood and Highland (Hollywood First National Gun)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469849-commies.png">
Daylight RobberyArmed RobberyThird and Union
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469850-daylight+robbery+%282%29.png">
Fatal PlungeDisturbanceSeventh and Central
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469851-fatal+plunge.png">
Secret KeepersSuspicious Activity6201 Santa Monica Boulevard (Southern California Auto Club)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469853-secret+keepers.png">
The Badger GameTheft3155 West Fourth Street
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469854-the+badger+game.png">
The Blue LineSuspicious Activity1825 North Highland Avenue
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469855-the+blue+line.png">
Zoot Suit RiotShootout539 South Los Angeles Street (The Valor Tobacco Co.)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469856-zoot+suit+riot.png">

Arson Desk

NameDetailsLocationImage
Accident ProneSuspicious ActivitySixth and Alvarado
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469857-accident+prone.png">
Bus Stop ShootingSuspicious ActivityBeverly and Union (Intersate Bus Station)
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469858-bus+stop+shooting.png">
Cafe HoldupArmed Robbery522 South Hill Street
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469859-cafe+holdup.png">
Hot PropertyBurglary38 North Catalina
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469860-hot+property.png">
Paper Sack HoldupArmed Robbery253 Main Street
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2469861-paper+sack+holdup.png">

Missions

Patrol Desk

  • Upon Reflection
  • Armed and Dangerous
  • Warrants Outstanding
  • Buyer Beware

Traffic Desk

  • The Driver's Seat
  • A Marriage Made in Heaven
  • A Slip of the Tongue
  • The Fallen Idol

Homicide Desk

  • The Red Lipstick Murder
  • The Golden Butterfly
  • The Silk Stocking Murder
  • The White Shoe Slaying
  • The Studio Secretary Murder
  • The Quarter Moon Murders

Vice Desk

  • The Black Caesar
  • The Set Up
  • Manifest Destiny

Arson Desk

  • The Gas Man
  • A Walk in Elysian Fields
  • House of Sticks
  • A Polite Invitation
  • A Different Kind of War

Collectibles

Like Grand Theft Auto's hidden packages, L.A. Noire also has collectibles. There are 4 categories of collectibles: gold film canisters, landmarks, newspapers, and police badges, which is a Gamestop pre-order bonus.

Newspapers:

Newspapers are a vital source of information in Los Angeles in the era when L.A. Noire takes place.

Newspapers give the player access to side missions, ambient events, and will report on gameplay events associated with player choices. Newspapers will also give the player a cutscene. There are 13 newspapers to collect in the game.

Newspaper TitleCase Found InLocation
SHRINK SAYS:
"The Mind is the Final Frontier"
Patrol:
Upon Reflection
In the Alleyway crime scene. On top of a crate to the right before the bloody door.
ALIENIST FONTAINE:
Provides Help to Troubled Vets
Traffic:
The Driver's Seat
In the Black's Residence on the dining table.
SHRINK TO THE STARS:
Promises Mental Breakthrough
Traffic:
A Marriage Made in Heaven
Inside Ray's Cafe on the bar near Dudley Lynch.
DOPE FLOODS STREETS:
Cops Chase War Surplus Contraband
Traffic:
The Fallen Idol
In the Silver Screen Prop Store on the workbench near the shrunken heads in the storage alley.
FAMILY BURNT TO DEATH:
Cops Say House Fire Deaths Are Suspicious
Homicide:
The Red Lipstick Murder
Right in front of the door in the Henry Residence.
MISSING MORPHINE:
Cops Say: Goons Fighting Dope War
Homicide:
The White Shoe Slaying
On a crate inside Stuart Ackerman's shack at the Hobo Camp.
MICKEY COHEN:
Heir Apparent to Bugsy Siegel
Vice:
The Black Caesar
Inside Ramez Removal warehouse, across from the desk with the ledger.
ALIENIST FONTAINE:
Working Selflessly to Help the Infirm
Vice:
The Set Up
Inside the American League Stadium on the training table in the locker room.
LAPD VICE SCANDAL:
Could Go All the Way to the Top
Vice:
Manifest Destiny
In the alley near Haskell's Finest Men's Wear. Near the first dead gunmen.
HOUSING DEVELOPMENT BURNS:
Ex Servicemen Irate as GI Houses Razed
Arson:
A Walk in Elysian Fields
On the lawn to the right of the Morelli house fire, near the privacy fence.
SUBURBAN REDEVELOPMENT:
Fund Promises 10,000 New Homes
Arson:
A Polite Invitation
On Leland Monroe's desk.
CRUSADE AGAINST CORRUPTION:
Peterson Pledges to Clean Up LAPD
Arson:
A Different Kind of War
On the front counter inside the Rapid Exterminators' store.
THE FACE OF PROGRESS:
Says Mayor of Developer Leland Monroe
Arson:
A Different Kind of War
On Harlan Fontaine's desk inside Doctor Fontaine's Surgery center.

Police Badges:

Police badges are exclusives to the Badge Pursuit Challenge, which was pre-order bonus at Gamestop/Game, but has since become DLC as well.

Police Badges are hidden around L.A. Noire's beautiful recreation of 1947 Los Angeles. There are 20 police badges to find and collect. Finding all 20 badges will reward the player with the dapper Button Man suit which provides extra ammo for all weapons. Each badge also provides 5 additional XP, which will help further unlock intuition points.

Landmarks:

Landmarks are special types of locations in L.A. Noire. There are 30 landmarks to discover in the game. Finding landmarks grant players an intuition point per landmark. Finding all 30 landmarks earns the Star Map achievement/trophy.

LandmarkLocation
The Mayfair HotelAlong 7th St., near Columbia Ave. and Witmer St.
The Good Samaritan HospitalSouth of 6th St., between Witmer St. and Lucas Ave.
Intolerance SetCorner of 8th and Francisco St.
Christ Crown of ThornsSouth of 9th St. and west of Francisco St.
LA Public LibraryAlong 5th St., between Flower St. and Grand Ave.
Pershing SquareSouth of 5th St., north of 6th street and between Olive and Hill St.
RKO TheatreCorner of Hill and 8th St.
Los Angeles ExaminerCorner of 11th and Broadway
Main St TerminalOn 6th and Los Angeles St.
The Bradbury BuildingCorner of 3rd and Broadway
Angels FlightOn 3rd and Hill St.
Hall of RecordsAlong Broadway, east of 2nd St. Approximately one block northeast of the Central Police Station
El Pueblo de Los AngelesBetween Main and Los Angeles St. Easily found by it's distinctive circle on the map
Union StationAlong Alameda St. Just south of El Pueblo de Los Angeles
ChinatownFar southeast of the map. Along Broadway
LA Cold Storage Cold Co.Between Central and Alameda Ave. South of 3rd St.
4th Street ViaductOn the 4th St. bridge crossing the Los Angeles River.
6th Street ViaductOn the Whittlier Blvd. bridge crossing the Los Angeles River.
National Biscuit CompanyCorner of Industrial and Mateo St.
MacArthur ParkOn Wilshire Blvd. between Park View and Alvarado St. Easily located by its big, distinctive square
Park PlazaCorner of 6th and Park View St. North of MacArthur Park
Westlake Tar PitsSouth of San Marino St.
LA County Art MuseumOn Hoover St., south of 8th St.
Bullocks WilshireCorner of Wilshire Blvd. and Westmoreland Ave.
Brown DerbySouth of Hollywood Blvd. and west of Argyle Ave.
Crossroads of the WorldAlong Sunset Blvd. and east of Las Palmas Ave.
Musso & FranksAlong Hollywood Blvd. and southeast of Las Palmas Ave.
Max Factor BuildingCorner of Hollywood Blvd. and Highland Ave.
Grauman's TheaterAlong Hollywood Blvd., between Orchid and Orange
Hotel RooseveltCorner of Hollywood Blvd. and Orange Dr.

Gold Film Canisters:

Gold film canisters are collectible items in L.A. Noire. There are 50 canisters scattered around Los Angeles, all of them with names of films from the 40s and 50s. Finding all of them reward with the Hollywoodland achievement/trophy.

Movie NameDescription
Notorious1946 thriller directed by Alfred Hitchcock starring Cary Grant
Double Indemnity1944 film noir directed by Billy Wilder starring Fred MacMurray
Body and Soul1947 film noir starring John Garfield
Detour1945 film noir starring Tom Neal
Scarlet street1945 film noir directed by Fritz Lang
Gun Crazy1950 film noir directed by Joseph H. Lewis
House of Bamboo1955 film noir that's in color
Pickup on South Street1953 film noir directed by Samuel Fuller
Leave her to Heaven1945 film noir starring Gene Tierney
Key Largo1948 film noir starring Humphrey Bogart
The Maltese Falcon1941 detective film starring Humphrey Bogart
Angels with Dirty Faces1938 gangster film starring James Cagney
Strangers on a Train1951 thriller directed by Alfred Hitchcock
The Big Heat1953 film noir starring Glenn Ford
Touch of Evil1958 crime film directed by Orson Welles
The Asphalt Jungle1950 film noir directed by John Huston
Out of the Past1947 film noir directed by Jacques Tourneur
The Big Carnival1951 drama film starring Kirk Douglas
Mildred Pierce1945 drama film starring Joan Crawford
This Gun for Hire1942 film noir directed by Frank Tuttle
Rififi1955 french crime film
Sweet Smell of Success1957 satirical film noir starring Burt Lancaster
Murder, My Sweet1944 film noir starring Dick Powell
Night and the City1950 film noir directed by Gerald Kersh
The Big Clock1948 film noir directed by John Farrow
The Naked City1948 film noir on which the DLC is based off.
Shadow of a Doubt1943 thriller film directed by Alfred Hitchcock
The Killing1956 film noir directed by Stanley Kubrick
The Set-Up1949 film noir on which the case of the same name is based off.
Laura1944 film noir starring Gene Tierney
The Lady from Shanghai1947 fim noir directed by Orson Welles
The Third Man1949 british film noir
The Killers1946 film noir based off a short story by Ernest Hemingway
M1951 thriller starring David Wayne
Crossfire1947 film noir starring Robert Young
Thieves' Highway1949 film noir directed by Jules Dassin
White Heat1949 film noir directed by James Cagney
The Narrow Margin1952 film noir starring Charles McGraw
Sunset Boulevard1950 film noir directed by Billy Wilder
The Woman in the Window1944 film noir directed by Fritz Lang
The Spiral Staircase1946 thriller film starring Dorothy McGuire
The Night of the Hunter1955 thriller film starring Robert Mitchum
Odd Man Out1947 film noir starring James Mason
In a Lonely Place1950 film noir starring Humphrey Bogart
Where the Sidewalk Ends1950 film noir starring Dana Andrews
Gilda1946 film noir starring Rita Hayworth
The Letter1940 film noir directed by William Wyler
Brute Force1947 film noir starring Burt Lancaster
Nightmare Alley1947 film noir starring Tyrone Power
The Big Sleep1946 film noir starring Humphrey Bogart

Weapons

There are a total of nine weapons available to players. Using all nine weapons (excluding pre-order exclusive weapons) while killing bad guys, at least one guy per weapon, rewards with the Roscoe and Friends achievement/trophy.

WeaponDescription
Colt M19171The Colt M19171 is the first weapon used by Phelps as an LAPD patrol officer. Use it on the Patrol case, Armed and Dangerous. In order to use this weapon, the player must drop the shotgun they take before entering the bank. The thugs here seem to also use M1917 revolvers, though with 'snub-nose' barrels instead of the version Cole Phelps uses.
[external image]
Colt M19171
Star Model PThe Star Model P is the standard pistol Phelps uses as a detective.
[external image]
Star Model P
Ithaca 37 (Shotgun)The Ithaca 37 is the standard shotgun for LAPD officers. It is always accessed by opening the trunk, although times that players can open the trunk of the patrol car are restricted. Typically the trunk can only be opened during a hostile situation where shots have already been fired. The shotgun is the only weapon in the vehicle trunk unless the player downloads the Chicago Piano, which is free.
[external image]
Ithaca 37 (Shotgun)
M1 GarandThe M1 Garand is a rifle used primarily in the army. It can be found in the street crime, "Death From Above" or in the Arson case, "A Different Kind of War". It is accurate, powerful, and probably the best choice for quick progression through the mission as it regularly kills with a single shot. Should it not, it is easy to follow up with a second shot, though a third shot is rarely, if ever, necessary. It has a clip capacity of eight rounds.
[external image]
M1 Garand
M1A1 ThompsonThe M1A1 Thompson is a machine gun used primarily in the army. It is the most common sub-machine gun used by criminals and is also known as the "Tommy Gun". While being known as the "Tommy Gun", the name is more commonly used to refer to the iconic M1 Thompson with a Round Drum, made famous by mafia films.
[external image]
M1A1 Thompson
Colt .45The Colt .45 is Jack Kelso's primary pistol. Use it in any case where the player gets to take control of Kelso.
[external image]
Colt .45
M1 ThompsonThe M1 Thompson is basically the M1A1 Thompson with a round drum. It can be found in the Vice case, Manifest Destiny.
[external image]
M1 Thompson with barrel
Browning Automatic Rifle (BAR)The Browning Automatic Rifle can be found in the Arson case, "A Different Kind of War" and in the street crime "Army Surplus". It can be found during the "Cafe Holdup" street crime, but cannot be used there. In this street crime it is depicted as being incredibly powerful, killing Cole in a second when exposed. This is to stop players simply shooting the target from the ground - in other cases, the gun is not as absurdly powerful. It boasts a 20-round magazine capacity.
[external image]
Browning Automatic Rifle
FlamethrowerThe flamethrower can only be found and used in the Arson case, A Different Kind of War. Used by Jack Kelso, should the player choose the weapon. It is often the final weapon players need to use in order to attain the 'Roscoe and Friends' achievement, for killing an enemy with every weapon in the game. Ira Hogeboom also makes use of the M2 Flamethrower, to deadly effect.
[external image]
Flamethrower
Chicago Piano GunThe Chicago Piano is a pre-order exclusive from HMV and Gamestop's PowerUp Rewards members. Visually, it shares a lot of similarities to the M1 Thompson, though is incorrectly depicted as having a magazine capacity of 100 rounds, despite using a 50-round drum. The Chicago Piano is available on both the PlayStation Store and the Xbox LIVE Marketplace for free, after Rockstar chose to release the weapon. It will be in the trunk of your patrol car, ready to be accessed when needed. It is generally much more useful than the Ithaca 37 due to its longer range of effectiveness.
[external image]
Chicago Piano Gun
Nickel Plated PistolThe Nickel Plated Pistol is a pre-order exclusive from Best Buy / Zavvi, and visibly appears to be a Colt M1911 or another derivative of it. It becomes Cole's standard weapon when wearing the downloadable suit 'The Broderick'.
[external image]
Nickel Plated Pistol

Vehicles

There are 95 vehicles appears in the game. These are the usable vehicles.

NameClassYearPowerTop Speed
American LaFrance Fire TruckService1941-1946160 hp80 mph
Buick 2DR Sedanette2 Door1947110 hp100 mph
Buick AmbulanceService1947144 hp100 mph
Buick Business Coupe2 Door193693 hp86 mph
Buick Coupe2 Door1941125 hp95 mph
Buick Custom2 Door1941125 hp110 mph
Buick Eight Convertible2 Door1939141 hp105 mph
Buick Eight Coupe2 Door1939141 hp105 mph
Buick SuperPolice1947110 hp96 mph
Cadillac LaSalle Series 504 Door1935150 hp95 mph
Cadillac Series 614 Door1942150 hp95 mph
Cadillac Series 61 Touring Coupe4 Door1947150 hp95 mph
Cadillac Series 62 ConvertiblePolice1947150 hp95 mph
Cadillac Series 75 Limousine4 Door1942150 hp90 mph
Cadillac Town CarBonus1936135 hp93 mph
Cadillac V16 ConvertibleSport1934185 hp90 mph
Chevrolet Civilian VanService194960 hp80 mph
Chevrolet Coroner's VanPolice194985 hp90 mph
Chevrolet Fleetmaster 2DR2 Door194790 hp86 mph
Chevrolet Fleetmaster 2DR (Police)Police194790 hp96 mph
Chevrolet Fleetmaster ConvertibleSport194790 hp86 mph
Chevrolet PickupService194790 hp72 mph
Chevrolet Pickup #2Service194085 hp70 mph
Chevrolet Sedan4 Door194085 hp78 mph
Chevrolet Styleline2 Door194990 hp87 mph
Chevrolet Tow TruckService1947140 hp85 mph
Chevrolet VanService193785 hp70 mph
Chrysler Airflow4 Door1934115 hp90 mph
Chrysler Town and Country2 Door1946135 hp110 mph
Chrysler WoodyBonus1946
Cisitaalia CoupeBonus193969 hp109 mph
Cord 810 SofttopBonus1936170 hp130 mph
Cord Harptop2 Door1936115 hp92 mph
Davis DeluxeBonus1948
Delage D8 120Bonus1937
Delage D8-120 S PoutoutBonus1937120 hp110 mph
Delahaye 135MS CabrioletBonus1947
DeSoto 2DR Custom2 Door1946109 hp96 mph
DeSoto Custom Suburban TaxiService194695 hp90 mph
DeSoto Suburban4 Door1946109 hp92 mph
Dodge Fuel TruckService1939150 hp65 mph
Duesenberg Walker CoupeBonus1934265 hp140 mph
Ford 2DR2 Door194790 hp90 mph
Ford AmbulanceService1948110 hp75 mph
Ford Business Coupe2 Door194060 hp80 mph
Ford Convertible2 Door193685 hp80 mph
Ford Custom2 Door194090 hp87 mph
Ford Deluxe ConvertibleSport193985 hp80 mph
Ford H BoyBonus1932130 hp115 mph
Ford Police SpecialPolice1947100 hp95 mph
Ford Tudor Convertible2 Door1947100 hp95 mph
Ford V8 Sedan2 Door194090 hp85 mph
Frazer Manhattan4 Door1947112 hp106 mph
GMC PickupService194793 hp76 mph
Heil Colecto-PakService194795 hp70 mph
Hudson CommodorePolice1948129 hp91 mph
Hudson Super Six4 Door194792 hp88 mph
International D SeriesService193982 hp75 mph
International D Series Sedan4 Door193982 hp75 mph
International KB5Service1946100 hp82 mph
International KB6Service1946100 hp82 mph
International KB8Service1946100 hp80 mph
International KB8 (Polar Bear Ice Truck)Service194796 hp76 mph
International Metro KB1MService194984 hp70 mph
International Police WagonPolice1940110 hp75 mph
LaSalle V8 Sedan2 Door1939125 hp88 mph
Lincoln Continental ConvertibleSport1946120 hp118 mph
Lincoln Continental Coupe2 Door1942130 hp118 mph
Lincoln Model K Convertible RoadsterSport1937150 hp122 mph
Lincoln Zephyr Touring4 Door1939110 hp95 mph
Mercury CustomSport1941110 hp105 mph
Nash Deluxe 600 ArmyService194299 hp90 mph
Nash La Fayette ConvertibleSport1939115 hp95 mph
Nash Super 6002 Door1948112 hp104 mph
Nash Super 600 (Police)Police1942112 hp98 mph
Oldsmobile Hydramatic 884 Door1948110 hp100 mph
Oldsmobile S98Sport1947110 hp100 mph
Oldsmobile Sedan4 Door1940110 hp92 mph
Packard Clipper Eight2 Door1946165 hp120 mph
Packard Clipper Eight (4 Door)4 Door1947130 hp102 mph
Packard Clipper Six2 Door1948130 hp104 mph
Packard Custom2 Door1940140 hp132 mph
Phantom CorsairBonus1938
Pontiac Sedan Six4 Door1937105 hp92 mph
Pontiac Torpedo Six2 Door194190 hp84 mph
Plymouth P54 Door193795 hp85 mph
Plymouth Sedan4 Door193982 hp76 mph
Plymouth Special Deluxe Six4 Door194795 hp89 mph
Stout ScarabBonus193685 hp75 mph
Studebaker Commander2 Door194794 hp86 mph
Studebaker Commander (Police)Police194794 hp90 mph
Talbot GS26Bonus1948190 hp125 mph
Tucker TorpedoBonus1948166 hp120 mph
Voisin C7Bonus193893 hp89 mph
Willys Overland4 Door193961 hp55 mph

Other

These are non-usable vehicle

  • Cessna 195 Airplane
  • International Harvester TD-9 Crawler Tractor Bulldozer
  • Pacific Electric Baldwin V-1000 Locomotive
  • Pacific Electric Railway Streetcar
  • Union Pacific EMD F3 Locomotive
  • White Model 798 Bus

Outfits

Standard

Beat Cop UniformGolden BoySword of JusticeSunset StripThe OutsiderHawkshaw
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2466701-standard1.png">
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2466702-standard2.png">
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2466703-standard3.png">
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2466704-standard4.png">
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2466705-standard5.png">
<img src=
<img src="http://static.giantbomb.com/uploads/scale_small/17/171291/2466706-standard6.png">

Bonus

There are 4 bonus outfits that are unlocked when purchased pre-order bonuses or downloadable content.

  • The Sharpshooter
  • The Broderick
  • Button Man
  • Chicago Lightning

Downloadable Content

L.A. Noire has a variety of DLC for purchase, from new cases, to alternate weapons & outfits.

Released May 31, 2011

  • The Naked City (Vice case)
  • Slip of The Tongue (Traffic case)
  • Broderick Detective Suit
  • Sharpshooter Detective Suit & Gun
  • Chicago Piano Machine Gun
  • The Badge Pursuit Challenge

Released June 21, 2011

  • Nicholson Electroplating Disaster (Arson case)

Released July 12, 2011

  • Reefer Madness (Vice case)

"L.A. Noire Rockstar Pass"

Rockstar is offering the "L.A. Noire Rockstar Pass," which allows players to buy all the DLC at once for a discounted price. If players purchased the pass by June 21st, the price was $10. After that, the Pass went up to $12, which is still less expensive than buying all the DLC individually.

Pre-Order Bonuses

Certain major retailers offered different preorder bonuses. All of these items later became available to purchase as DLC:

RetailersPre-Order Bonuses
Walmart (US)/Play.com (UK)
  • The Traffic desk case "A Slip of the Tongue"
  • Downloadable Soundtrack
[external image]
A Slip Of The Tongue Case
AmazonThe Broderick suit, which boosts your resistance to damage and the damage you cause during fist fights.
[external image]
The Broderick Detective Suit
GameStop/EB Games/Game (UK)
  • The Vice case "The Naked City"
  • The "Badge Pursuit Challenge": the player must find 20 police badges around town. Each badge awards XP, finding all badges unlocks the "Button Man" suit, which provides extra ammo for weapons.
[external image]
The Naked City Case
Best Buy/Zavvi (UK)Pre-ordering from Zavvi or Best Buy results in receiving the Sharpshooter Detective Suit. The pack also includes the nickel-plated pistol, which will temporarily replace Cole's pistol until you select a different suit.
[external image]
The Sharpshooter Detective Suit
Rockstar WarehouseL.A. Noire T-Shirt
[external image]
L.A. Noire t-shirt

Development

Announcement and Release

L.A. Noire was officially announced on September 25, 2006 by a short teaser trailer and an announcement that Rockstar would be teaming up with Team Bondi to release it. The game was originally announced as a PS3 exclusive and a second trailer for the game was released on October 5, 2006.

[external image]
Early Teaser Image

The game then disappeared, its continuing existence only attested to in shareholder announcements by Take-Two, who continued to state that the game was still in development despite the fact that barely anything about the game had been revealed in nearly 4 years. The silence was finally broken by the March 2010 issue of Game Informer, which revealed that the game still existed and that it would be coming to both Xbox 360 and PS3 in late 2010. The game was then subsequently delayed and on November 11, 2010, a new trailer revealed cinematics, but no actual gameplay. A second trailer revealed that the game would be released on May 17, 2011 in the United States, while Rockstar Games' official website, announced Europe's release date to be May 20, 2011.

Attention to Detail

Team Bondi set out to develop a fully realized 1940s Los Angeles. Team Bondi used over 140 000 photos from the era to recreate certain streets and most of the important landmarks from the Chinese Theater to the Hollywoodland sign. The clothes are all era specific as well as the slang used by certain characters. In order to correctly model the clothes, clothing from the sets of King Kong and Saving Private Ryan were loaned to Team Bondi. Furthermore, the radio that plays during the game features songs from the era as well as ads that were played in the 40s. Furthermore, the cars in the game are all from the era and were modelled in game thanks to Jay Leno, who let Team Bondi into his private car collection.

The cases that Cole solves throughout the game are all based on real cases that happened during the 1940s and 50s around Los Angeles. The game even provides resolutions to previously unsolved cases such as the Dahlia murders.

Motion Scan

[external image]
Motion Scan

Team Bondi began to conduct research on motion scan technology 5 years before the game's release (which may explain why L.A. Noire was constantly delayed). The technology is said to let players see animations that traditional animation is unable to render. Motion scan focuses on rendering an extremely realistic face where cheekbones move as a character speak and eyes focus on points in the environment. Scenes were shot in two parts: first with motion capture, in order to render the body movements, and then with motion scan to render the dialogues (which was handled by sister company Depth Analysis). Shooting of the motion scan scenes was done in the "depth analysis room" where actors would wear make up in order to look like their 1940s character and recite their lines in front of cameras that were filming the front, the back and the top of their heads.

L.A. Noire uses motion scan during the game's lengthy interrogation sequences where players must determine if a suspect is lying or not.

The interrogation scenes as well as the detective scenes were handled by Team Bondi while Rockstar developed the shooting sequences.

Working Conditions at Team Bondi

In June 2011, several employees began speaking out about the allegedly horrible working conditions at Team Bondi, largely due to Brendan McNamara's poor management skills. According to the employees, they were forced to work overtime with no additional pay, and they were lied to about release dates in order to keep them working overtime. In addition, one source described McNamara as "the angriest person" he's ever met.

Furthermore, one source explained that management made excuses for creating new positions for the purpose of hiring new employees for less money. On paper the new positions were of less importance, but in reality they were essentially identical to the ones they supposedly fell under. The result was new hires doing the same job as those in higher positions but for less pay.

One source even offered an explanation as to why some critics described the game environment as "boring". According to this source, only one animator worked on gameplay during large parts of production, and Team Bondi literally had no one in their Lead Animator position from January 2008 all the way through until the final release date.

Music

[external image]

The L.A. Noire soundtrack is full of 40's jazz and blues music. The official soundtrack was released on May 17, 2011.

Recorded at Abbey Road by composer Andrew Hale, the soundtrack includes "modern takes on the classic torch songs of the period," as said by Rockstar's announcement of the soundtrack. Throughout the game itself, music helps notify players that clues are around; as they explore, players will hear more than 32 classic jazz tracks from musicians such as Billie Holiday, Dizzy Gillespie, Ella Fitzgerald, Louis Armstrong, and Thelonious Monk.

Track No.TitleArtistLength
1."Main Theme"Andrew Hale3:06
2."New Beginning, Pt. 1"Andrew Hale & Simon Hale1:06
3."New Beginning, Pt. 2"Andrew Hale & Simon Hale1:25
4."New Beginning, Pt. 3"Andrew Hale & Simon Hale3:18
5."Minor 9th"Andrew Hale2:50
6."Pride of the Job, Pt. 1"Andrew Hale & Simon Hale2:38
7."Pride of the Job, Pt. 2"Andrew Hale & Simon Hale2:32
8."Noire Clarinet"Andrew Hale2:33
9."Temptation, Pt. 1"Andrew Hale & Simon Hale1:14
10."Temptation, Pt. 2"Andrew Hale & Simon Hale2:12
11."Temptation, Pt. 3"Andrew Hale & Simon Hale0:52
12."J.J."Andrew Hale & Fly1:30
13."Redemption, Pt. 1"Andrew Hale & Simon Hale1:07
14."Redemption, Pt. 2"Andrew Hale & Simon Hale2:28
15."Redemption, Pt. 3"Andrew Hale & Simon Hale1:21
16."Slow Brood"Andrew Hale & Simon Hale2:20
17."Use and Abuse, Pt. 1"Andrew Hale & Simon Hale1:26
18."Use and Abuse, Pt. 2"Andrew Hale & Simon Hale0:49
19."Use and Abuse, Pt. 3"Andrew Hale & Simon Hale0:38
20."Use and Abuse, Pt. 4"Andrew Hale & Simon Hale1:21
21."Fall from Grace, Pt. 1"Andrew Hale & Simon Hale1:44
22."Fall from Grace, Pt. 2"Andrew Hale & Simon Hale1:13
23."Murder Brood, Pt. 1"Andrew Hale & Simon Hale2:34
24."Murder Brood, Pt. 2"Andrew Hale & Simon Hale2:18
25."Main Theme (Redux)"Andrew Hale1:25
26."(I Always Kill) The Things I Love"Claudia Brücken & The Real Tuesday Weld2:55
27."Guilty"Claudia Brücken & The Real Tuesday Weld2:14
28."Torched Song"Claudia Brücken & The Real Tuesday Weld4:12
Total length:55:21

L.A. Noire: Remixed

[external image]

L.A. Noire: Remixed is a remixed EP of six jazz standards reinterpreted by modern DJs, producers and remixers.

Track No.TitleArtistLength
1."Stone Cold Dead in the Market (Ticklah Remix)"Ella Fitzgerald & Louis Jordan4:16
2."Hey-Ba-Ba-Re-Bop (Midnight Sun Remix)"Lionel Hampton & his orchestra5:56
3."A Slick Chick (On the Mellow Side) (Maximum Balloon Remix)"Dinah Washington2:57
4."Ain't Nobody Here But Us Chickens (DJ Premier Remix)"Louis Jordan2:36
5."Sing Sing Sing (Truth & Soul Remix)"Gene Krupa4:19
6."That Ol' Devil Called Love (Moodymann Remix)"Billie Holiday4:15

PC Version

L.A. Noire's PC version, titled L.A. Noire The Complete Edition, was released on November 8th and contains all the DLC released for the console version up to that point. The Complete Edition was also released for PlayStation 3 and Xbox 360.

System Requirements

  • OS: Windows 7 / Windows Vista Service Pack 1 / Windows XP Service Pack 3
  • Intel CPUs: Core 2.2 GHz to Quad Core 3.2GHz
  • AMD CPUs: Dual Core 2.4Ghz to Quad Core 3.2Ghz
  • RAM: 2GB to 8GB
  • Hard Disk Space: 16GB
  • Video Card: NVIDIA GeForce 8600 GT 512MB to NVIDIA GeForce GTX 580 1536MB or Radeon HD3000 512MB to Radeon HD 6850 1024MB
  • Sound: 100% DirectX 9 Compatible

Addition Requirements

  • Initial activation requires internet connection and Rockstar Social Club (13+ to register); software installation required including GameShield IronWrap & Patcher; DirectX, and Microsoft's Windows .NET Framework, and Microsoft Visual C++ 2008 SP1 Redistributable Package (x86).

2017 Versions

In September 2017, Rockstar Games announced new versions of L.A. Noire would be coming to current consoles and the HTC Vive VR headset. All versions are being handled by Virtuos Ltd.

A Nintendo Switch version features contextual touch-screen controls for portable mode, a JoyCon mode with gyro-based gesture controls, HD-rumble support, and new wide and over-the-shoulder camera angles.

A remastered PS4 and Xbox One version featuring 4k support on PS4 Pro and Xbox One X contains new high resolution textures, new lighting and clouds, new cinematic camera angles and more.

On PC, L.A. Noire: The VR Case Files will let HTC Vive owners experience seven of the original game's cases rebuilt to specifically take advantage of the VR headset.

Daugiau...

Nuotraukos


Citata

Team Bondi's L.A. Noire is one of the most ambitious Rockstar titles to date, featuring a massive open world and a groundbreaking animation system. It's also one of the first Rockstar titles in some time that doesn't use Rockstar's RAGE engine, rather Team Bondi's proprietary engine. Today, we unveil a few more L.A. Noire screens that weren't featured in our cover story. The new images show cops preparing to storm a building, investigating a crime scene, and cruising the streets of 1940s Los Angeles, Check the L.A. Noire homepage for more extra content in the coming weeks. From what we've seen this is one of the most exciting upcoming games of 2010.

Rockstar Games is known for its ambitious projects, and L.A. Noire proves that the company’s reputation is safe. While the rumblings about the game have been heard for years, our world exclusive cover story is the only place you’ll be able to get concrete information on the gritty crime epic. Over the course of our 10-page feature we look at the game’s astonishing reconstruction of 1947 Los Angeles and learn how the team took on such a massive undertaking. We also talk to the team to see L.A. Noire’s groundbreaking facial-animation system in action, and learn how it might change the way we look at games from now on.

Taigi vienas ir mano laukiamiausiu zaidimu,nes panasus i GTA bei Mafia zaidimus ,nes kuriamas Rockstar kartu su Team Bondi`s ,nes yra masyvus open world tipo detektyvinis zaidimas,del ko tikiuosi maziau saudymu kaip Mafia2 ,o daugiau vazinejimo ir ieskojimu.ir idomu kad pirmas Rockstar zaidimas kuris nenaudoja ju RAGE variklio ,bet naudoja nauja Team Bondis sukurta varikliuka,kas bus tikrai idomu pamatyt,kol kas is screenu atrodo geriau nei GTA IV,bent jau realistiskiau.Zaidimas vyks 1940 uju Los Angele . Jus tirsite nusikaltimus,vaikysites po miesta nusikaltelius ir pan.. bent jau man skamba labai idomiai. Na laukiam daugiau info. :D

beje zaidimo kurimas prasidejo dar 2003 ir yra tikrai idomi istorija apie visa tai

Ne į temą

To McNamara [note: Brendan McNamara, creator of The Getaway and Team Bondi founder], The Getaway was a tainted brand by Sony's doing, and he cannot create a masterpiece with a tainted brand...The pressure led McNamara to eventually sign a deal with Sony for his new development studio, but he wouldn't have to deal with SCEE...McNamara had an idea that would fucking blow Rockstar out of the water; an interactive 3D noir. Stuff that actually isn't like other stuff...And McNamara would get a chance to create the launch title that completely defined a platform for its entire lifespan.

 

Work on this launch title began in 2003, and a lengthy three-year development plan would allow the game to be complete by his standards...By the next year, the game was well into development; the team grew into the dozens. Things were seemingly well...Then McNamara saw GTA: San Andreas; it was absolutely epic and went beyond the action basis. The present game plan would no longer suffice.

 

It became obvious that year that McNamara had little clue what he was doing and was just following his arbitrary whims...He had no clue how to manage a work environment—creating a horrible standard for quality of life with an ineffective human resources team...SCE's development structure changed that year, and McNamara found himself again under the more keen eye of his old SCEE superiors....The new bosses found that Team Bondi had little to show 2+ years of development, except an unplayable game filled with superfluous content...However, the project had already cost Sony USD 20 million+; a cost high enough that they attempted to spend the few months salvaging LAN.

 

The game was now titled L.A. Noire—the "e" came from a programmers typo of "noir."

 

After those few months, Sony dropped the game—a situation that threw the studio into disarray...Strangely, McNamara quickly found hospice in his former rivals—the Houser brothers—and L.A. Noire was picked up by Rockstar in spring 2006...Sony and Take-Two came to agreement that the former wouldn't pursue the costs incurred for development in exchange for a franchise exclusive...Obviously, Sony wrote off the costs associated with the development of L.A. Noire.

 

The 2006 LAN teaser was a target render done by an art outsourcing firm in Sydney...Since then, the game has been revamped, ported, and delayed four times. Rockstar spent more Sony in their efforts to make it not suck...Also, if you want to go to that Rockstar SD Spouse post and replace studio names and games, you have a good idea of Team Bondi as of present.

ss_f76d95ebe8940377460838a6e09d42120c921

ss_155cd1693d8c033395d388b83693b6100caec

ss_45b3bf7eb1728f88750a0e87601d2a3d6589a

ss_6118b481b60060602dc4159f89895cf00ecae

 

Redagavo Magnitas

Dalintis šiuo pranešimu


Nuoroda į pranešimą
Dalintis kituose puslapiuose

Beje sis zaidimas kuriamas ir ant xbox 360.

Ne į temą

 

kas temos pavadinime ir yra parasyta siaip,abi konsoles paminetos ;)

Dalintis šiuo pranešimu


Nuoroda į pranešimą
Dalintis kituose puslapiuose

Zaidziau neseniai mafijos pirma dali, tai buvo tokia nesamone, kad reikejo vazinet su kledaru, nei traukia nei ka, atsibodo greit vien del to ir istryniau, istorija visai nebloga buvo, grafika tai kaip 2003 metu zaidimui gera buvo.Cia man irgi kazkaip i panasiai nesa, grafika ne tokia ir gera atrodo, kazin ar bus kaip gta4, veikėjai tai gan graziai atrodo, detaliai padaryti, nu bet tos spalvos, aplinka kazkaip slabnai atrodo mano nuomone.Bet be viso to gal ir su antra mafija lyginsis, nes kolkas nieko tiksliau nezinom, tik tiketis galim.

Redagavo audriusvaldo

Dalintis šiuo pranešimu


Nuoroda į pranešimą
Dalintis kituose puslapiuose

Zaidziau neseniai mafijos pirma dali, tai buvo tokia nesamone, kad reikejo vazinet su kledaru, nei traukia nei ka, atsibodo greit vien del to ir istryniau, istorija visai nebloga buvo, grafika tai kaip 2003 metu zaidimui gera buvo.Cia man irgi kazkaip i panasiai nesa, grafika ne tokia ir gera atrodo, kazin ar bus kaip gta4, veikėjai tai gan graziai atrodo, detaliai padaryti, nu bet tos spalvos, aplinka kazkaip slabnai atrodo mano nuomone.Bet be viso to gal ir su antra mafija lyginsis, nes kolkas nieko tiksliau nezinom, tik tiketis galim.

Ne į temą

tai ar isivaizduoji bent jau kelintais metais vyksta Mafia1 veiksmas ? tai ir masinos atitinkamos,o siuzetas tai tirkai vertas auksciausio ivertinimo,tau griecio nera? idomu ar bent jau zinai koks grietis tu masinu buvo tais laikais.jei tau norejosi palakstyt su masinom po 1930 metu miesta,tai ne ta zaidima issirinkai tikrai. :)

beje su tais kledarais tavo vadinamais ir tai reikia dar nevirsyt greicio. iki 50 daugiau nevaziuot geriau. :)

Redagavo scalman

Dalintis šiuo pranešimu


Nuoroda į pranešimą
Dalintis kituose puslapiuose

Full L.A Noire Preview in the new EDGE – Scans + Full Magazine Transcribed

 

Nuotrauka

 

cia visas tas tekstas is zurnalo tik atskirai sudetas,kad nereiktu skaityt is zurnalo skanu.

Ne į temą

A car sits deserted in a dusty lot. One door hangs open. The driver’s seat and windscreen are bathed in gore- certainly way more blood then anyone could safely lose. A pipe lies nearby in the dirt, and elsewhere a pair of broken Spectacles. A receipt in the car’s trunk begs the question; who’s A Hogan, and why did he pick up a living pig yesterday?

 

Deduction is the core of LA Noire, an open-world detective game steeped in the fiction of Dashiell Hammett and James Ellroy, informed by the police records, newspapers and maps of the 40’s Los Angeles.

 

Evidence is gathered and examined, witnesses interrogated, suspects shaken down.

Though published by Rockstar and taking place in a open city ( a near street for street recreation of LA Circa 1947) those expecting GTA to turn up in a fedora have been following a bad lead.

 

As Cole Phelps, a cop working his way up through the LAPD, you’ll spend considerably more time thinking about the case before you, and the constellation of facts that compromises it, than you will mowing down band guys. The distinction is most obviously drawn by the fact that you are now on the other side of the law, but more profoundly because LA Noire follows a different rhythm to open-world action titles like GTA, a meditative pace in which detection rather than destruction in the propellent. There maybe be bodies aplenty, but most of the cadavers in question have cooled well before you encounter them, framed by chalk outlines.

 

Back at the parking lot, with it’s bloody abandoned car and missing pig, there is a distinct lack of chalk outlines.

The absence of an actual body means the case fails to Phelps, currently working the traffic desk.

As the game progresses, Phelps moves up from regular beat officer to dealing with traffic offences, and then trough robbery,vice and homicide, tussling with new partners each time. The late 40’s is a tumultuous period for the LAPD, and Phelps, a man of moral standing and ambition, finds himself embroiled in the tussle between bent cops and the anti corruption witch-hunts that seek to straighten out the force.

 

Australian development studio Team Bondi is tight lipped about how this larger narrative thread unravels, save for the fact that it is structured like a TV serial – each episode enclosing a single chase, while feeding in to the grand sweep of the overall story.

 

This particular episode has the name “The driver’s Seat” – words which splash across the screen in italics, like the title of an old cop show. But it’s deference to genre doesn’t, from what we’ve seen, lead it into simply regurgitating Bogart-flavoured clichés. Nor does it feel like you are being presented with a prescribed puzzle – perhaps because the case in question, like many of those in the game, is drawn from real police records and newspaper reports of the time.

 

Though Team Bondi has Massaged the nebulous detail of these crimes into clearer lines of inquiry, and the occasionally conceived solutions to cases that were never actually solved, there is a fidelity to the complex situations and the subtleties of detection.

Its element of sleuthing may owe as to Phoenis Wright as its vast urbanity does to GTA, but that sense of freedom familiar to open worlds is imported to the process of investigation differentiating LA Noire from point-and click mysteries. Depending on who you talk to, how much evidence you turn up and what you are able to deduce from these, cases might take any number of directions, or indeed fail altogether.

 

“With traditional adventure games, everything is based on what the designer wants you to figure out” Says Jeronimo Barrera, vice president of product development at Rockstar. “We’ve kind of gone for a different approach which is more like real-world detective work”

“You don’t have to find an anchor and combine it with a grapefruit” adds Brendan Mcnamara, co-founder of Team Bondi and the primary create force behind the game. “Everyone knows cop shows – I think that keeps it reasonably approachable.

 

Players know if you turn up at a crime scene you usually have to go and talk to someone and look at the clues around a dead body. Even if the game isn’t that familiar to them, that format is.

 

Nonetheless, the crime scene investigation is almost overwhelming in its possibilities, with myriad details inviting scrutiny but needing to be carefully sorted for their relevance to the case.

An officer at the scene is informs us that the abandoned car is registered to a Eugene White, reported missing the previous evening, and as we pace round the vehicle we find a wallet lying the dirt, yielding his name, address and picture, along with that of his wife.

As Phelps pores over the scene his head automatically tracks to the items of interest; the player is able to pick up and articulate each one, the camera panning in as Phelps rotates a bloodied pipe to reveal the word ‘Instant-heat’. A pair of glasses throws up a brand name too, and Phelps observes that they’ve been broken and repaired – such commentary flags up possible clues, which are logged in your notebook. Tucked into the boot is a receipt for a pig, purchased by an A Hogan. The plot thickens.

 

Armed with this handful of disparate details, we turn to our first witness, Earl Wilkie, the local rail worker who called in the abandoned vehicle. It’s little exaggeration to say that the rest of the game was conceived around the idea of interrogation, and it’s quickly apparently why. Wilkie’s face shifts between impatient and nervously deferential, eyes flicking, every part of it as alive and mobile as a real human face – and, vitally, just as readable. La Noire’s facial animation, it seems, has scaled the precipitous slopes of the uncanny valley, leaving the likes of Heavy Rain still scrabbling at the escarpment below.

 

We open our questioning of Wilkie with a basic ice-breaker and he describes how he came across the car, his curiosity aroused by its odd positioning. He phoned the police when he saw the blood, he says.

We can now refer to a list of possible conversation topics scribbled in our notepad.

 

“Do you know a Eugene White, Mr Wilkie” We ask.

“No,sir. That ain’t a name I’m familiar with,” Wilkie replies, shaking his head, putting adamantly, with a slight roll of the shoulders – movement that is natural and subtly confident. After these first opening shot, the interrogation turns into a game of verbal strategy, albeit one in which the mechanics are covered by a credible flow of conversation. A dial on the right of the screen indicates that we can choose to force, accuse or coax: stances which determine the broad direction of your retort, but, like Mass Effect, not its specific content.

 

Barrera interjects: Do we believe Wilkie? We immediately second-guess ourselves- he seems perfectly convincing, but then maybe we’re just being credulous. La Noire’s faces are capable of such great subtlety that we worry we might be deceived.

 

We needn’t over-think Wilkie’s response, however, as McNamara explains: “we get people to do poker body language, like tells.

As much as we want it to be subtle and naturalistic as possible, we also want people who buy the game to be able to read it, so we really try and sell that people are lying – but it’s often not big enough for me. One of the actors will go: “I just told a massive lie” And I’ll ask if they can tell a bigger one.

We conclude that, give the absence of overt shiftiness, Wilkie is telling it straight, and opt to ‘coax’ him.

 

Consequently, we ask if he’d seen the car before.

“As a matter of fact, I did” he says.

“A couple of nights ago it was parked over there in the parking lot. I know most of the cars that park here regularly so it kind of stood out”

Next we bring up the wallet, coyly asking if there was anything in it when he arrived.

Wilkie is suitably indignant, chin jutting out as he says, “You accusing me of something, mister?” But he’s also wringing his hands. What could he be hiding?”

 

“Everyone is lying about something,”says McNamara. “When you talk to cops that’s what they say: You have to cut trough all the other bullshit before you get to the stuff about the case. When people talk to cops they naturally lie because they don’t want to get involved or whatever else – but what’s important to the case?

If you accuse someone too often without evidence, they’re going to clam up on you.”

Having weighed up the options, we decide to give Wilkie a taste of ‘Force.’ “Do you want the patrol man to hold you down while we turn out your pockets, MR Wilkie?” We ask with an aggressive swagger.

Wilkie decides that he doesn’t like the sound of that.

So, sure, he took a look in the wallet, but not because he intended to steal anything.

There wasn’t any money in there, anyway- “Not even change”

He’s emphatic and we can’t help but believe him, even if that means we’ve failed to squeeze a single lead out of the interrogation.

 

Underpinning the astounding facial fidelity on the display is a motion capture technology called ‘Motion- Scan’. It’s been developed at the Sydney-Based depth Analysis, a company McNamara founded with the explicit purpose of powering LA Noire. The result, as he describes it, is a ‘Lying Simulator’.

“This system allows subtle human emotion to come trough in a way which traditional animation doesn’t” Explains Oliver Bao, Depth Analysis head of research and development. “We can use this feature to get actors to lie, and players can detect that they’re trying to hide something. It’s like you’re talking to a real person – you can press their buttons and see how they react”

Motion scan is different from most other capture and animation systems which either use markers or video video analysis to match gross facial movements to a pre-existing model, moving it by a form of puppetry. The process Depth Analysis favours is to continuously scan the entire shape of the actor’s head, simultaneously capturing it’s texture and colour, not to mention the words coming out of it’s mouth.

“I’ve been doing mo-cap for 12 years, ” Says Mcnamara. “I’ve been pleased with what we got out of it – but what I really wanted to do was to capture the outside of the people and not their bones. ”

 

The Depth Analysis solution uses 32 camera’s acting in pairs as range scanners, and a small, sound proofed white room, evenly lit to remove all the shadows.

“It’s the same technique used by the Dam Busters” says Bao “They used tw eyes to work out what height they were from the water. It’s the same idea with our cameras – they’re all calibrated to they know where they are from each other, so when they see a feature point, they can estimate it’s depth.”

 

The result is not so much an animation – indeed, animators are required to do little more than compose the moving model in a scene – but a 3D film of the actor, make up and all. There’s barely 20 minutes spent on processing each piece of raw footage before it goes straight into the game.

 

“The way it works is that we have video editors working in the background as we record, so they can start editing straight away.” Bao explains as he shows us around the inauspicious warehouse that serves as Depth Analysis’ LA Studio.

“They cut off the junk bits, top and tail, and whenever there’s downtime, like at lunch, they can show the takes to the directors so he can select the best. It’s very much like a factory”

 

We peek inside the white capture booth, it’s array of glaring light panels and cameras making it look like the helm of a far-future spaceship. Michael McGrady from the cop drama Southland sits in the captain’s chair, patiently waiting for the final touches to his hair and make-up to be applied.

“We have to watch out for the son the face,” Bao explains, gently prodding McGrady’s period-accurate bouffant.

“Because we pick up colour and texture, we need to make it as a matt as possible so the camera’s don’t see hotspots. You’ve got the director’s camera at the front there, monitoring the character’s performance.

 

The director next door can talk to the actor and can pop up trough the webcam on that monitor and show the script to him or reference videos.” Today, MCGrady, who plays one of the Phelps’ partners, is doing cutaways: reaction shots for use when other characters are talking.

His hard-bitten police officer isn’t given to great displays of flamboyant emotion ( In the good cop-bad-cop routine he’s clearly the one cracking his knuckles) yet the fidelity of the capture process is such that McGrady is able to get away with the subtlest of facial movements to express hints of sadness or sympathy.

McNamara leans into the microphone which allows him tom communicate with the capture room. “Stop thinking about food” he instructs McGrady who raises an eyebrow.

“we do it line by line,” McNamara explains. “Sometimes they want the other part to read to them, then we do that. Mike is left in limbo and hast to listen to us for direction” He leans into the microphone again. “You have to listen for direction, don’t you, Mike? But you never take it.”

“Well, I pretend I take it,” McGrady shoots back.

 

Later, we talk to Aaron Station, who plays the protagonist Cole Phelps ( And also Ken Cosgrove in the TV series Mad Men) about the difference between this capture process and working on set.

“I think the biggest adjustment is the lack of an acting partner – not having another person there in the space” he says. “But part of being an actor is using your imagination to create the possibility of what a space could be and see something that isn’t there. ”

 

“It’s weird trying to humanise that process ” McNamara Agrees, “but the good part is that we’ve done all of it in mo-cap.”

“Yeah, there’s is definitely a frame of reference,” Staton says. “Almost everything we’re doing in here we’ve already done as an ensemble [For Full body mo-cap] so as far as the timing of it and a general sense of what’s going on, there’s definitely a concrete frame of reference, but the trick is recalling that in a n authentic way. We explore a few different options, do a few different takes on each line. Brendan will have his work cut out for him piecing it together.”

This is no exaggeration, but then it seems Team Bondi isn’t a studio to do things by halves.

“The script’s up to 22,000 pages,” McNamara explains. “That’s two full years of a TV series and probably 12 Feature films. It goes a lot of places!

 

While being able to tell if someone is lying was always central to the game, early designs saw the interrogations play out in somewhat less sophisticated way, as McNamara recalls: “Originally, we have it so that if you hit the people they gave you more information – it just became this slapothon. We tried all sorts of things with the conversations to make them into a game. We did loads of sophisticated AI to try and do natural language stuff but in the end people wanted to make choices themselves – it’s fundamental, we should have realised that quicker – and they wanted what they did to influence the outcome.

That meant taking the story different places. Depending on what you ask, we have branches in the story.

If you ask the right things you might get somewhere quicker, but if you get it wrong it might dead-end you and the story moves off somewhere else. You can play out the cases in different ways – some can play out in nine different ways.”

 

The player isn’t alone as he navigates the twisted branches of the narrative, however. Get stuck and you can always speak to your partner, who’ll offer a suggestion as to what the next step should be. In the case of The Driver’s Seat, our partner is the irascible Bukowsky.

He seems to resent Phelps’ rapid rise trough the force, but he’s helpful enough to suggest we go and talk to Eugene White’s wife, having exhausted the possibilities of the crime scene.

The drive to the White Residence is uneventful, but it needn’t to be missing out on potentially useful dialogue with your partner, not to mention the many distractions LA Has to offer. There is, for a one thing, the staggering detail with which Team Bondi has recreated the city and it’s population, who come and go with the natural cycle of day and night.

“I grew up in the post-Vietman generation,” McNamara says when we ask about this fascination with LA. “We were trying to get a sense of how a country could come out as the shinning knight of WWII and go on this constant slide trough Vietnam and all the rest. I think Hollywood is a good mirror for that, because it had this veneer: The American Dream which it sold to the world.”

 

But you don’t need to dig far to find dirt. Certainly not in Team Bondi’s LA, anyway – as you drive about you are likely to hear calls fro assistance on as -yet-unassigned cases through the police radio, or spot robberies or car-jacking in progress. WE manage to resist such distractions en route to the Whites’ House, directed trough the sprawl of LA by our partner.

While the game deigns to have a GTA-Style mini-map, an overlaid GPS route guide was presumably as step too far for the period dressing. Similarly, the game avoids Mafia’s stumbling block of rigorously recreating the unwieldy physics of 1940s vehicles – LA Noire’s cars might look the part, but they move with a bit more zip than their real-world counterparts ever did.

 

Upon arrival, we find Mrs White in a state of distress. She last saw her husband as he left to go for a drink with a colleague called Arty Hogan – a name familiar to use from the receipt in the car’s boot. But, as we take a look around the house, Mrs White’s insinuation of a happy marriage seems dubious. They sleep in different bedrooms. In Eugene’s Room, close to inspection of a picture frame reveals a dedication from a unknown woman.

More suspicious still is the fact that the pipe we found at the crime scene matches a part missing from a recently ordered boiler at the house.

Could Eugene White’s assailant be closer to home?

We ask Mrs White about the picture frame, but she claims there’s nothing to tell- it’s simply a photo taken during a recent business trip.

The questions go back and forth; when you accuse someone, there’s usually some resistance and you have to resort to your notebook to supply the correct piece of evidence.

When we accuse her of knowing more than she’s letting on, Mrs White doesn’t crumble until we point out the dedication written on the picture frame. Then it comes out: Eugene’s been having an affair, and his wife does not have an alibi for the previous evening.

 

Nonetheless, she seems an unlikely killer - hardly of the build required to bludgeon someone into jam and lug the body elsewhere. More importantly, her quivering lip is convincing enough of her genuine concern and upset. We decide to pay pig-purchaser Arty Hogan a visit – using a nearby phone to call up the records and Identification department for the address of the bar where he was to meet Eugene.

We find him in the back, the picture of guilt.

He nonetheless evades the questions, until we pin the receipt to him.

Finally he comes clean – and the truth is more farcical than sinister. Eugene hoped to cover up his elopement by faking his own death, persuading Hogan to help him kill a pig and splatter the car in it’s blood, while depositing a few personal possessions around the scene.

After a few more threats of less-than-orthodox interrogation techniques, Hogan reveals that Eugene is holed up at his house; but if your line of questioning fails here, you can always follow Hogan back home and surprise the pair of them.

 

While the pace of the game has been methodical so far, it’s evident that Team Bondi has worked out ways in which to add an action element to the climax of each case. Cas chases, fist fights or shoot-outs inject the adrenaline required to grab the attention of Rockstar’s existing action-fed audience. In this instance Eugene makes a run for it, diving out of a window and pelting across rooftops with you in pursuit.

The chase comes to an end when your partner skids around a corner in his car and heads Eugene off – but there are other possible outcomes; Draw your gun and fugitives may reassess their chances and give themselves up.

 

“We hope she was worth it, Eugene,” Phelps says as he slaps on the cuffs.

“You want to do projects that get you out of bed” McNamara says. “Whether it can get you out of bed for five years straight is another story” That’s a long time. Even [L.a Noire's ] technology is a huge challenge: There’s a huge data side to that. The risk Rockstar took was buying in to my idea – that we could make a huge genre in movies and literature work in games when no one else had.”

“For us it’s always good when you are crafting something and you don’t have a point of reference from other games” counters Barerra. “Even though you could say it’s like GTA because you have this open city you can run around in, it’s paced completely differently. To us that’s what we have to sell: “Look it’s not super-high action like GTA, though there is action, but it’s not as compelling because of the interactions the characters are having. ”

 

We wonder whether an audience trained by GTA and its wannabes to associate open worlds with mayhem will be able to settle into La Noire’s more sedate rhythm. It’s not yet clear what disincentives have been applied to stop the player ploughing through traffic and murdering the citizenry, but one thing it has in its favour is a powerful context, both in the careful drawing of setting and the characters in it.

The difference between this and GTA Is that you play a guy who’s out there trying to do good “Staton says.

“Everyone will initially want to punch a old ladies – I probably would – but people are then going to be interested in the story solving the cases.

And seeing what other old ladies they can punch”

 

“Hopefully we’ll make the audience take a few leaps” Agress McNamara.

“That’s always scary but I think a lot of people will appreciate that stuff too.

We’re never tying to dumb it down for people. I think you should assume your audience is pretty smart.

There’s no doubt that LA Noire is ambitious, a technical marvel and a thrilling hybrid of genres. At such a scale it is fair to wonder whether it can sustain the qualities evident in oru demonstration – being subtle , smart, and solidly produced – but if any company can oversee the radical evolution of the open world from chaotic sandbox to sprawling urban drama then it is surely Rockstar. Even without that reassuring name, Team Bondi’s evident ability to create human intrigue in this immense and painstakingly rendered vision of LA is already something that demands meticulous investigation.

 

Nuotrauka

 

 

 

Full L.A Noire Preview in the new EDGE – Scans + Full Magazine Transcribed

 

Nuotrauka

 

cia visas tas tekstas is zurnalo tik atskirai sudetas,kad nereiktu skaityt is zurnalo skanu.

Ne į temą

A car sits deserted in a dusty lot. One door hangs open. The driver’s seat and windscreen are bathed in gore- certainly way more blood then anyone could safely lose. A pipe lies nearby in the dirt, and elsewhere a pair of broken Spectacles. A receipt in the car’s trunk begs the question; who’s A Hogan, and why did he pick up a living pig yesterday?

 

Deduction is the core of LA Noire, an open-world detective game steeped in the fiction of Dashiell Hammett and James Ellroy, informed by the police records, newspapers and maps of the 40’s Los Angeles.

 

Evidence is gathered and examined, witnesses interrogated, suspects shaken down.

Though published by Rockstar and taking place in a open city ( a near street for street recreation of LA Circa 1947) those expecting GTA to turn up in a fedora have been following a bad lead.

 

As Cole Phelps, a cop working his way up through the LAPD, you’ll spend considerably more time thinking about the case before you, and the constellation of facts that compromises it, than you will mowing down band guys. The distinction is most obviously drawn by the fact that you are now on the other side of the law, but more profoundly because LA Noire follows a different rhythm to open-world action titles like GTA, a meditative pace in which detection rather than destruction in the propellent. There maybe be bodies aplenty, but most of the cadavers in question have cooled well before you encounter them, framed by chalk outlines.

 

Back at the parking lot, with it’s bloody abandoned car and missing pig, there is a distinct lack of chalk outlines.

The absence of an actual body means the case fails to Phelps, currently working the traffic desk.

As the game progresses, Phelps moves up from regular beat officer to dealing with traffic offences, and then trough robbery,vice and homicide, tussling with new partners each time. The late 40’s is a tumultuous period for the LAPD, and Phelps, a man of moral standing and ambition, finds himself embroiled in the tussle between bent cops and the anti corruption witch-hunts that seek to straighten out the force.

 

Australian development studio Team Bondi is tight lipped about how this larger narrative thread unravels, save for the fact that it is structured like a TV serial – each episode enclosing a single chase, while feeding in to the grand sweep of the overall story.

 

This particular episode has the name “The driver’s Seat” – words which splash across the screen in italics, like the title of an old cop show. But it’s deference to genre doesn’t, from what we’ve seen, lead it into simply regurgitating Bogart-flavoured clichés. Nor does it feel like you are being presented with a prescribed puzzle – perhaps because the case in question, like many of those in the game, is drawn from real police records and newspaper reports of the time.

 

Though Team Bondi has Massaged the nebulous detail of these crimes into clearer lines of inquiry, and the occasionally conceived solutions to cases that were never actually solved, there is a fidelity to the complex situations and the subtleties of detection.

Its element of sleuthing may owe as to Phoenis Wright as its vast urbanity does to GTA, but that sense of freedom familiar to open worlds is imported to the process of investigation differentiating LA Noire from point-and click mysteries. Depending on who you talk to, how much evidence you turn up and what you are able to deduce from these, cases might take any number of directions, or indeed fail altogether.

 

“With traditional adventure games, everything is based on what the designer wants you to figure out” Says Jeronimo Barrera, vice president of product development at Rockstar. “We’ve kind of gone for a different approach which is more like real-world detective work”

“You don’t have to find an anchor and combine it with a grapefruit” adds Brendan Mcnamara, co-founder of Team Bondi and the primary create force behind the game. “Everyone knows cop shows – I think that keeps it reasonably approachable.

 

Players know if you turn up at a crime scene you usually have to go and talk to someone and look at the clues around a dead body. Even if the game isn’t that familiar to them, that format is.

 

Nonetheless, the crime scene investigation is almost overwhelming in its possibilities, with myriad details inviting scrutiny but needing to be carefully sorted for their relevance to the case.

An officer at the scene is informs us that the abandoned car is registered to a Eugene White, reported missing the previous evening, and as we pace round the vehicle we find a wallet lying the dirt, yielding his name, address and picture, along with that of his wife.

As Phelps pores over the scene his head automatically tracks to the items of interest; the player is able to pick up and articulate each one, the camera panning in as Phelps rotates a bloodied pipe to reveal the word ‘Instant-heat’. A pair of glasses throws up a brand name too, and Phelps observes that they’ve been broken and repaired – such commentary flags up possible clues, which are logged in your notebook. Tucked into the boot is a receipt for a pig, purchased by an A Hogan. The plot thickens.

 

Armed with this handful of disparate details, we turn to our first witness, Earl Wilkie, the local rail worker who called in the abandoned vehicle. It’s little exaggeration to say that the rest of the game was conceived around the idea of interrogation, and it’s quickly apparently why. Wilkie’s face shifts between impatient and nervously deferential, eyes flicking, every part of it as alive and mobile as a real human face – and, vitally, just as readable. La Noire’s facial animation, it seems, has scaled the precipitous slopes of the uncanny valley, leaving the likes of Heavy Rain still scrabbling at the escarpment below.

 

We open our questioning of Wilkie with a basic ice-breaker and he describes how he came across the car, his curiosity aroused by its odd positioning. He phoned the police when he saw the blood, he says.

We can now refer to a list of possible conversation topics scribbled in our notepad.

 

“Do you know a Eugene White, Mr Wilkie” We ask.

“No,sir. That ain’t a name I’m familiar with,” Wilkie replies, shaking his head, putting adamantly, with a slight roll of the shoulders – movement that is natural and subtly confident. After these first opening shot, the interrogation turns into a game of verbal strategy, albeit one in which the mechanics are covered by a credible flow of conversation. A dial on the right of the screen indicates that we can choose to force, accuse or coax: stances which determine the broad direction of your retort, but, like Mass Effect, not its specific content.

 

Barrera interjects: Do we believe Wilkie? We immediately second-guess ourselves- he seems perfectly convincing, but then maybe we’re just being credulous. La Noire’s faces are capable of such great subtlety that we worry we might be deceived.

 

We needn’t over-think Wilkie’s response, however, as McNamara explains: “we get people to do poker body language, like tells.

As much as we want it to be subtle and naturalistic as possible, we also want people who buy the game to be able to read it, so we really try and sell that people are lying – but it’s often not big enough for me. One of the actors will go: “I just told a massive lie” And I’ll ask if they can tell a bigger one.

We conclude that, give the absence of overt shiftiness, Wilkie is telling it straight, and opt to ‘coax’ him.

 

Consequently, we ask if he’d seen the car before.

“As a matter of fact, I did” he says.

“A couple of nights ago it was parked over there in the parking lot. I know most of the cars that park here regularly so it kind of stood out”

Next we bring up the wallet, coyly asking if there was anything in it when he arrived.

Wilkie is suitably indignant, chin jutting out as he says, “You accusing me of something, mister?” But he’s also wringing his hands. What could he be hiding?”

 

“Everyone is lying about something,”says McNamara. “When you talk to cops that’s what they say: You have to cut trough all the other bullshit before you get to the stuff about the case. When people talk to cops they naturally lie because they don’t want to get involved or whatever else – but what’s important to the case?

If you accuse someone too often without evidence, they’re going to clam up on you.”

Having weighed up the options, we decide to give Wilkie a taste of ‘Force.’ “Do you want the patrol man to hold you down while we turn out your pockets, MR Wilkie?” We ask with an aggressive swagger.

Wilkie decides that he doesn’t like the sound of that.

So, sure, he took a look in the wallet, but not because he intended to steal anything.

There wasn’t any money in there, anyway- “Not even change”

He’s emphatic and we can’t help but believe him, even if that means we’ve failed to squeeze a single lead out of the interrogation.

 

Underpinning the astounding facial fidelity on the display is a motion capture technology called ‘Motion- Scan’. It’s been developed at the Sydney-Based depth Analysis, a company McNamara founded with the explicit purpose of powering LA Noire. The result, as he describes it, is a ‘Lying Simulator’.

“This system allows subtle human emotion to come trough in a way which traditional animation doesn’t” Explains Oliver Bao, Depth Analysis head of research and development. “We can use this feature to get actors to lie, and players can detect that they’re trying to hide something. It’s like you’re talking to a real person – you can press their buttons and see how they react”

Motion scan is different from most other capture and animation systems which either use markers or video video analysis to match gross facial movements to a pre-existing model, moving it by a form of puppetry. The process Depth Analysis favours is to continuously scan the entire shape of the actor’s head, simultaneously capturing it’s texture and colour, not to mention the words coming out of it’s mouth.

“I’ve been doing mo-cap for 12 years, ” Says Mcnamara. “I’ve been pleased with what we got out of it – but what I really wanted to do was to capture the outside of the people and not their bones. ”

 

The Depth Analysis solution uses 32 camera’s acting in pairs as range scanners, and a small, sound proofed white room, evenly lit to remove all the shadows.

“It’s the same technique used by the Dam Busters” says Bao “They used tw eyes to work out what height they were from the water. It’s the same idea with our cameras – they’re all calibrated to they know where they are from each other, so when they see a feature point, they can estimate it’s depth.”

 

The result is not so much an animation – indeed, animators are required to do little more than compose the moving model in a scene – but a 3D film of the actor, make up and all. There’s barely 20 minutes spent on processing each piece of raw footage before it goes straight into the game.

 

“The way it works is that we have video editors working in the background as we record, so they can start editing straight away.” Bao explains as he shows us around the inauspicious warehouse that serves as Depth Analysis’ LA Studio.

“They cut off the junk bits, top and tail, and whenever there’s downtime, like at lunch, they can show the takes to the directors so he can select the best. It’s very much like a factory”

 

We peek inside the white capture booth, it’s array of glaring light panels and cameras making it look like the helm of a far-future spaceship. Michael McGrady from the cop drama Southland sits in the captain’s chair, patiently waiting for the final touches to his hair and make-up to be applied.

“We have to watch out for the son the face,” Bao explains, gently prodding McGrady’s period-accurate bouffant.

“Because we pick up colour and texture, we need to make it as a matt as possible so the camera’s don’t see hotspots. You’ve got the director’s camera at the front there, monitoring the character’s performance.

 

The director next door can talk to the actor and can pop up trough the webcam on that monitor and show the script to him or reference videos.” Today, MCGrady, who plays one of the Phelps’ partners, is doing cutaways: reaction shots for use when other characters are talking.

His hard-bitten police officer isn’t given to great displays of flamboyant emotion ( In the good cop-bad-cop routine he’s clearly the one cracking his knuckles) yet the fidelity of the capture process is such that McGrady is able to get away with the subtlest of facial movements to express hints of sadness or sympathy.

McNamara leans into the microphone which allows him tom communicate with the capture room. “Stop thinking about food” he instructs McGrady who raises an eyebrow.

“we do it line by line,” McNamara explains. “Sometimes they want the other part to read to them, then we do that. Mike is left in limbo and hast to listen to us for direction” He leans into the microphone again. “You have to listen for direction, don’t you, Mike? But you never take it.”

“Well, I pretend I take it,” McGrady shoots back.

 

Later, we talk to Aaron Station, who plays the protagonist Cole Phelps ( And also Ken Cosgrove in the TV series Mad Men) about the difference between this capture process and working on set.

“I think the biggest adjustment is the lack of an acting partner – not having another person there in the space” he says. “But part of being an actor is using your imagination to create the possibility of what a space could be and see something that isn’t there. ”

 

“It’s weird trying to humanise that process ” McNamara Agrees, “but the good part is that we’ve done all of it in mo-cap.”

“Yeah, there’s is definitely a frame of reference,” Staton says. “Almost everything we’re doing in here we’ve already done as an ensemble [For Full body mo-cap] so as far as the timing of it and a general sense of what’s going on, there’s definitely a concrete frame of reference, but the trick is recalling that in a n authentic way. We explore a few different options, do a few different takes on each line. Brendan will have his work cut out for him piecing it together.”

This is no exaggeration, but then it seems Team Bondi isn’t a studio to do things by halves.

“The script’s up to 22,000 pages,” McNamara explains. “That’s two full years of a TV series and probably 12 Feature films. It goes a lot of places!

 

While being able to tell if someone is lying was always central to the game, early designs saw the interrogations play out in somewhat less sophisticated way, as McNamara recalls: “Originally, we have it so that if you hit the people they gave you more information – it just became this slapothon. We tried all sorts of things with the conversations to make them into a game. We did loads of sophisticated AI to try and do natural language stuff but in the end people wanted to make choices themselves – it’s fundamental, we should have realised that quicker – and they wanted what they did to influence the outcome.

That meant taking the story different places. Depending on what you ask, we have branches in the story.

If you ask the right things you might get somewhere quicker, but if you get it wrong it might dead-end you and the story moves off somewhere else. You can play out the cases in different ways – some can play out in nine different ways.”

 

The player isn’t alone as he navigates the twisted branches of the narrative, however. Get stuck and you can always speak to your partner, who’ll offer a suggestion as to what the next step should be. In the case of The Driver’s Seat, our partner is the irascible Bukowsky.

He seems to resent Phelps’ rapid rise trough the force, but he’s helpful enough to suggest we go and talk to Eugene White’s wife, having exhausted the possibilities of the crime scene.

The drive to the White Residence is uneventful, but it needn’t to be missing out on potentially useful dialogue with your partner, not to mention the many distractions LA Has to offer. There is, for a one thing, the staggering detail with which Team Bondi has recreated the city and it’s population, who come and go with the natural cycle of day and night.

“I grew up in the post-Vietman generation,” McNamara says when we ask about this fascination with LA. “We were trying to get a sense of how a country could come out as the shinning knight of WWII and go on this constant slide trough Vietnam and all the rest. I think Hollywood is a good mirror for that, because it had this veneer: The American Dream which it sold to the world.”

 

But you don’t need to dig far to find dirt. Certainly not in Team Bondi’s LA, anyway – as you drive about you are likely to hear calls fro assistance on as -yet-unassigned cases through the police radio, or spot robberies or car-jacking in progress. WE manage to resist such distractions en route to the Whites’ House, directed trough the sprawl of LA by our partner.

While the game deigns to have a GTA-Style mini-map, an overlaid GPS route guide was presumably as step too far for the period dressing. Similarly, the game avoids Mafia’s stumbling block of rigorously recreating the unwieldy physics of 1940s vehicles – LA Noire’s cars might look the part, but they move with a bit more zip than their real-world counterparts ever did.

 

Upon arrival, we find Mrs White in a state of distress. She last saw her husband as he left to go for a drink with a colleague called Arty Hogan – a name familiar to use from the receipt in the car’s boot. But, as we take a look around the house, Mrs White’s insinuation of a happy marriage seems dubious. They sleep in different bedrooms. In Eugene’s Room, close to inspection of a picture frame reveals a dedication from a unknown woman.

More suspicious still is the fact that the pipe we found at the crime scene matches a part missing from a recently ordered boiler at the house.

Could Eugene White’s assailant be closer to home?

We ask Mrs White about the picture frame, but she claims there’s nothing to tell- it’s simply a photo taken during a recent business trip.

The questions go back and forth; when you accuse someone, there’s usually some resistance and you have to resort to your notebook to supply the correct piece of evidence.

When we accuse her of knowing more than she’s letting on, Mrs White doesn’t crumble until we point out the dedication written on the picture frame. Then it comes out: Eugene’s been having an affair, and his wife does not have an alibi for the previous evening.

 

Nonetheless, she seems an unlikely killer - hardly of the build required to bludgeon someone into jam and lug the body elsewhere. More importantly, her quivering lip is convincing enough of her genuine concern and upset. We decide to pay pig-purchaser Arty Hogan a visit – using a nearby phone to call up the records and Identification department for the address of the bar where he was to meet Eugene.

We find him in the back, the picture of guilt.

He nonetheless evades the questions, until we pin the receipt to him.

Finally he comes clean – and the truth is more farcical than sinister. Eugene hoped to cover up his elopement by faking his own death, persuading Hogan to help him kill a pig and splatter the car in it’s blood, while depositing a few personal possessions around the scene.

After a few more threats of less-than-orthodox interrogation techniques, Hogan reveals that Eugene is holed up at his house; but if your line of questioning fails here, you can always follow Hogan back home and surprise the pair of them.

 

While the pace of the game has been methodical so far, it’s evident that Team Bondi has worked out ways in which to add an action element to the climax of each case. Cas chases, fist fights or shoot-outs inject the adrenaline required to grab the attention of Rockstar’s existing action-fed audience. In this instance Eugene makes a run for it, diving out of a window and pelting across rooftops with you in pursuit.

The chase comes to an end when your partner skids around a corner in his car and heads Eugene off – but there are other possible outcomes; Draw your gun and fugitives may reassess their chances and give themselves up.

 

“We hope she was worth it, Eugene,” Phelps says as he slaps on the cuffs.

“You want to do projects that get you out of bed” McNamara says. “Whether it can get you out of bed for five years straight is another story” That’s a long time. Even [L.a Noire's ] technology is a huge challenge: There’s a huge data side to that. The risk Rockstar took was buying in to my idea – that we could make a huge genre in movies and literature work in games when no one else had.”

“For us it’s always good when you are crafting something and you don’t have a point of reference from other games” counters Barerra. “Even though you could say it’s like GTA because you have this open city you can run around in, it’s paced completely differently. To us that’s what we have to sell: “Look it’s not super-high action like GTA, though there is action, but it’s not as compelling because of the interactions the characters are having. ”

 

We wonder whether an audience trained by GTA and its wannabes to associate open worlds with mayhem will be able to settle into La Noire’s more sedate rhythm. It’s not yet clear what disincentives have been applied to stop the player ploughing through traffic and murdering the citizenry, but one thing it has in its favour is a powerful context, both in the careful drawing of setting and the characters in it.

The difference between this and GTA Is that you play a guy who’s out there trying to do good “Staton says.

“Everyone will initially want to punch a old ladies – I probably would – but people are then going to be interested in the story solving the cases.

And seeing what other old ladies they can punch”

 

“Hopefully we’ll make the audience take a few leaps” Agress McNamara.

“That’s always scary but I think a lot of people will appreciate that stuff too.

We’re never tying to dumb it down for people. I think you should assume your audience is pretty smart.

There’s no doubt that LA Noire is ambitious, a technical marvel and a thrilling hybrid of genres. At such a scale it is fair to wonder whether it can sustain the qualities evident in oru demonstration – being subtle , smart, and solidly produced – but if any company can oversee the radical evolution of the open world from chaotic sandbox to sprawling urban drama then it is surely Rockstar. Even without that reassuring name, Team Bondi’s evident ability to create human intrigue in this immense and painstakingly rendered vision of LA is already something that demands meticulous investigation.

 

Nuotrauka

 

Nuotrauka

 

Nuotrauka

 

Nuotrauka

 

Nuotrauka

 

Nuotrauka

 

Nuotrauka

Dalintis šiuo pranešimu


Nuoroda į pranešimą
Dalintis kituose puslapiuose

tikiu kad bus tikrai geras zaidimas.idomu bus palygint su Mafia2,galbut Mafia bus daugiau action tipo,o sitas labiau toks detektyvinis.tikrai idomu. :nunchuks:

Redagavo Magnitas

Dalintis šiuo pranešimu


Nuoroda į pranešimą
Dalintis kituose puslapiuose

Tikrai pasiziurejus mintis kyla , kad zaidimas darytas pagal senus detektyvus tikrai atrodo neblogai.

Redagavo Batista

Dalintis šiuo pranešimu


Nuoroda į pranešimą
Dalintis kituose puslapiuose

Nuotrauka

 

Nuotrauka

 

Nuotrauka

 

Nuotrauka

 

Nuotrauka

 

Nuotrauka

 

Nuotrauka

 

Nuotrauka

 

L.A. Noire is set in the late 1940s of Los Angeles, with players being given an open-ended challenge to solve a series of murders. The game will have a heavy focus on narrative and user decisions. It's also one of the first Rockstar titles in some time that doesn't use Rockstar's RAGE engine, rather Team Bondi's proprietary engine.

 

The game seems like it is going to be very mature, not just in explicit content (as you can see from the images the game is not shy on showing blood) but rather a mature way similar to Heavy Rain's approach. L.A. Noire is definitely one of the most ambitious Rockstar titles to date and I can't wait to get my hands on it.

 

L.A. Noire is expected to release later this year.

Dalintis šiuo pranešimu


Nuoroda į pranešimą
Dalintis kituose puslapiuose

Prisijunkite prie pokalbio

Jūs galite rašyti dabar, o registruotis vėliau. Jeigu turite paskyrą, prisijunkite dabar, kad rašytumėte iš savo paskyros.

Svečias
Parašykite atsakymą...

×   Įdėta kaip raiškusis tekstas.   Įdėti kaip grynąjį tekstą

  Only 75 emoji are allowed.

×   Nuorodos turinys įdėtas automatiškai.   Rodyti kaip įprastą nuorodą

×   Jūsų anksčiau įrašytas turinys buvo atkurtas.   Išvalyti redaktorių

×   You cannot paste images directly. Upload or insert images from URL.