Disgust, fear, surprise, anger and lies--The face is a canvas of micro-expressions, twitches and "tells” that
sweep across a visage in tenths of a second unveiling everything in a
person’s heart. And if Rockstar Games, the maker of Grand Theft Auto
and Red Dead Redemption, has its way, it will also be the future of
gaming.
For more than half a decade Team Bondi has been quietly working with
Rockstar in its Australian studio to create an experience that could
reinvent the way we play games. L.A. Noire will have much of the trappings of traditional Rockstar
video games. You will be able to explore a meticulously rendered city,
gun in hand, searching for your own experiences, your own game-defining
moments. But shooting a gun/driving a car/adventuring won’t be the
game’s central mechanic.
Instead, players will be asked to interview suspects and decide,
based on an extra blink of an eye, a nervous swallow, the bite of a
lip, whether a person is lying.
"We always knew, when we wanted to go down this route and make a
detective game, that the key part was getting the witness in the room,”
said Team Bondi head Brendan McNamara. "The key part is the
interrogation. Can you break them?”
Rockstar’s Jeronimo Barrera said the team even played around with the
idea of forgoing the subtleties of the interview for something more
Grand Theft Auto, the idea of beating a confession out of a suspect.
"But we realised it was actually way more interesting to watch the
performance and see if the suspect is lying or telling the truth,” he
said.
But conventional hand animation wasn’t going to convey the emotions the team wanted to in the game. Nevertheless, Team Bondi kept working on the game, researching the
noir 1940s setting and the art of reading faces. It even began
development, creating a game of essentially headless actors, dummies
with lines of dialog and working interactions but no faces.
"It was working as a sort of text adventure for 18 months or longer before we started shooting it,” McNamara said.
The team would tell Rockstar to imagine people in the game. It
wasn’t until the team stumbled upon a new sort of technology used for
high-definition motion capture from MotionScan that things came
together. The team brought in a middle-aged actor and sat him down in front of
an array of 32 cameras, all pointed at his face, and had him work his
way through the scene. McNamara calls the moment he saw the results an epiphany.
The results were so realistic the team had to unlock the game’s
camera so people could move it around, just to be sure it wasn’t really
just a movie.
"It looked like the most realistic thing we’ve ever seen,” Barrera said.
It captured every facial tic, every little motion on the actor’s
face, allowing the performance to come through the game in a way never
seen before and it’s not just delivered as an extra layer of graphics in L.A. Noire, it is core to the experience. In the game, due out on the PS3 and Xbox 360 this spring, players
will take on the role of a detective in the Los Angeles of 1947,
exploring the city as a police officer, called out to crime scenes and
asked to solve the mystery.
The game will be laid out much like episodes of popular cop shows,
like "Law & Order,” with players having to investigate crime scenes
for clues and interview suspects. Eventually players will use not only
the evidence they find, but their ability to read a face, to call out a
suspect and prove they’re the criminal. The game will deliver more than 40 hours of play. Barrera likens it
to about two full television seasons of a show. And while each case is
self-contained, there will also be an over-arching storyline that
players can follow as well, he said.
L.A. Noire is more detective thriller than adventure game, a bit of a
departure for Rockstar games, but Barrera says it is a good fit for
the studio.
"Bully, The Warriors, Table Tennis, we are a pretty diverse group,” he said. "We like to do things we enjoy making.”
He also thinks that players will initially be as confounded with
L.A. Noire as they were with Grand Theft Auto 3, a game that famously
unleashed players from the typical linear experience of gaming, allowing
them to do whatever they want to do.
"When we were originally going around to people with Grand Theft
Auto 3 it was going over people’s heads,” he said. "I think we are
delivering the same sort of thing with this. We’re trying to push the
medium forward. This is strange interesting stuff and I’m glad we’re
doing it.”
It is a huge risk though, perhaps the biggest a studio built on risk has ever taken. Will gamers be willing to put down the gun, even occasionally, for
the more subtle route of investigation and interrogation? Will people be
as attracted to a game that asks them to slowly guide a suspect into a
verbal trap, rather than allowing them to beat a criminal into
submission? While both McNamara and Barrera acknowledge the risk, they both think it will pay off.
"There is a huge audience for these type of games,” McNamara said.
"We brought in all of this new stuff: Reading people and dealing with
people. It’s very fresh. The first five minutes most people sort of sit
there gawking at it. It’s a pretty revolutionary game.”
Successful or not, it’s clear the ability to deliver an actor’s
full, true performance into a video game will have a lasting impact on
the medium.
"We are trying to do something new here,” Barrera said. "We don’t
know if it’s going to be successful or not, but I think for the
industry it’s going to be a very important game.”
Source: The Kansas City Star