While Valve are impressed by the motion captured used in L.A. Noire, they’re unsure if it’d work with the particular style of “reactive” Game Design they’ve used to create the likes of Half-Life 2 and Portal 2.
“It’s impressive technically, for sure,” said 3D graphics man Jason Mitchell told Develop in an extensive feature on Valve
“And I think it’s an important inflection point in the continuum of ever-increasing fidelity in game characters… There are pros and cons to that LA Noire approach, and we’re keeping our eyes on that piece of tech, but it’s not clear how we would integrate it.”
“I guess I’m not really familiar with the performance characteristics of that technology, on the playback side. One of my first impressions was the incredible high-fidelity of it… But the system is based on a playback of a performance, which can go against how we like to think about characters interacting with our players.”
“We like our performances to be far more reactive to what the player does, and not to something pre-acted on a sound stage. It’s not completely obvious how this tech would integrate into our work.
“But since I haven’t played that game, I’m not incredibly familiar with that technology. It’s super interesting, regardless. I’m sure it’s something people will be referring to for years to come on the history of interactive facial tech.”
On the other hand, Quantic Dreams David Cage believes that L.A. Noire’s Art & Animation provides an ‘interesting dead end’ as reported by the Train2Game blog last month.
L.A. Noire is released here in the UK on Friday.
Where do you stand on L.A. Noire? Could it used to produce the “reactive” games Valve do? Is it the future of the industry? Or do you agree with David Cage in that it’s a dead end?
Leave your comments here on the Train2Game blog, or on the Train2Game forum.