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Rockstar Games, with open-world games such as the Grand Theft Auto series and Red Dead Redemption have made a name for themselves producing open ended games. But with L.A. Noire for the PS3 and Xbox 360, Rockstar Games are going on a different direction with the player taking on the role of a cop in the Los Angeles of 1947. While the game is open-ended, Rockstar Games doesn’t want to call it a sandbox game.

"Well, this isn’t really a sandbox game,” Rockstar’s Jeronimo Barrera tells The Telegraph. "You’re not going to go out and create your own gameplay. This is story-driven. The world is open for the player to explore and there are activities which may allow you to deviate from the straight and narrow – for example, on the way to a crime-scene you may get a call that a bank heist is in progress and you may want to head over there and stop it. You can explore the city and find LA landmarks and such."

"The city is a backdrop to the story and the crimes in the plot and the overall narrative arch, rather than a playground”

The main goal for Rockstar to achieve with L.A. Noire to connect the characters in the game with the player through the performances and get the players to do more than just pull a trigger. The game is set to be paced like a TV crime drama with cases that can last up to an hour as players find clues and find out who is lying. There will be bursts of action though, for example; chasing down subjects.

Rockstar say that they "are taking a risk with L.A. Noire" but it’s hard to say that they haven’t done that before. Many questioned whether a western game would work before Red Dead Redemption went on to win many "game of the year awards" among other commendations. In the case of their latest risk-taking adventure, Barrera says, "We’re definitely blurring the lines now. I want this game to be the flashpoint where people start to think of games and film as being on the same level as entertainment, because I’m confident they already are.”

L.A. Noire is scheduled to released sometime in the second quarter of 2011.

Source: The Examiner




Views: 795 | Added by: Admin | Date: 2011-01-11

British newspaper, the Daily Telegraph recently travelled to Los Angeles to experience the technology behind L.A. Noire's facial performance scanning. The second part of the Daily Telegraph's look at L.A. Noire is now online and features an interview with Rockstar Games VP of Development, Jeronimo Barrera and Head of Team Bondi, Brendan McNamara discussing the twin development of the game and the technology that would become the foundation of L.A. Noire's lifelike and emotionally charged interrogation gameplay. Here's a snippet as Brendan discusses the news media of the period, whose coverage of real-life crimes had a huge impact on the dark and occasionally grisly content tackled in the game itself:

"When we were doing the research for the game it was an eye-opener. Back in those days you could literally have a picture on the front page of the newspaper of a woman who had been cut in half. There was a level of brutality that was accepted in that age; people had got used to it during the Second World War and that allowed for that sort of editorial judgement in a paper, which over time changed. You would never see something like that now. Plus, newspapers were coming out three or four times a day at that time and they weren’t just news, they were a sort of entertainment back then."

Read the full interview here: http://www.telegraph.co.uk/technology/video-games/8240920/LA-Noire-developer-interview.html

Read why the Daily Telegraph thinks L.A. Noire is genuinely groundbreaking entertainment in part one here: http://www.telegraph.co.uk/technology/video-games/8204296/L-A-Noire-preview-finally-the-videogame-that-feels-like-a-film.html


Views: 375 | Added by: Admin | Date: 2011-01-11