Rockstar on L.A. Noire: the structure of the game is revolutionary for this industry

LA Noire Train2Game blog image

L.A. Noire is one of the most anticipated games of the year and one that the Train2Game blog has been paying close attention to.  It’ll have some of the most sophisticated Art & Animation seen in a game, as you can see for yourself on the Train2Game blog.

With only a week to go until release now, L.A. Noire is getting a lot of publicity, and recently game director Brendan McNamara and VP of development Jeronimo Barrera gave a fascinating interview to The Guardian about the game. It’s an interesting read for Train2Game students.

MacNamara told the newspaper that Game Designers are now realising that games can be about human drama

“There’s no reason why you can’t have the same sorts of relationships – whether they’re about fear, hate or love – with a game character that you can with a film character. That’s one of the freedoms that technology gives you” he said.

Barrea agrees and says L.A. Noire goes someway to crossing the line between video games and television

Even though the structure of the game is revolutionary for this industry, it’s based on the tried and true formula of cop shows that have been around for years on television,” he said

“There’s an element people will be familiar with, whether you’re a hardcore gamer or not: you show up at a crime scene, you find evidence and then you go talk to suspects.”

As reported by the Train2Game blog, Macnamara has previously said in future realism will be hard to differentiate between video games, films and television.

The Rockstar pair believes that an emerging interesting in human drama in video games will change game development.

When you’re making games this big and so frigging complicated you have to have a good director and good writers, you have to have designers who are willing to take chances on creating new gameplay mechanics.” said Barrera

“Something has to change, that’s the only way of raising the bar. We’re taking lessons from Red Dead, which took lessons from GTA, we’re obviously evolving how these games are made.”

Barrera added that when it comes to Game Design, L.A. Noire is taking as big a step forward as Grand Theft Auto III.

We’re taking the same risks with LA Noire as we did when we published GTA 3” he said “At that time, I remember trying to explain to people that there aren’t really any levels, you can go where you want, you activate missions when you want. It was going over people’s heads. They thought it was absurd”

“Well, this game is a bit more cerebral, you have to talk to people, you have to figure out if they’re telling you the truth, but it’s taking that same sort of step that GTA took. We’re going from having a cinematic experience that you can control to a human experience that you can control.”

For more information on the Game Design elements behind L.A. Noire, see the Train2Game blog.

L.A. Noire is released for Xbox 360 and PlayStation 3 on 20th May, and as reported by the Train2Game blog, the Art & Animation is so sophisticated that the Xbox 360 version needs three discs.

So Train2Game, is it a positive thing that some games are becoming more like dramas? How do you think this changes Game Design? And would you like to work on this type of game in future?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: The Guardian

Interesting for Train2Game students: Epic on how the Samaritan tech demo was made

Regular Train2Game blog readers may remember Epic’s extremely impressive Unreal Engine 3 tech demo from earlier this year.

Now Epic Founder and CEO Tim Sweeney has spoken about ‘The Samaritan’ and the work behind it may be of interest to Train2Game students.

“Samaritan is the result of three months’ work by a small team of artists and programmers within Epic, as well as NVIDIA engineers who contributed to the advanced DirectX 11 and physics features we demonstrated.” Sweeney told Games TM.

“This was a pioneering effort, simultaneously figuring out what our development pipeline should be, creating content within that pipeline, and optimizing the visual quality and performance of the end product. We aimed very high, seeking a true movie quality of character lighting (via subsurface scattering and advanced shadowing techniques), reflections, filmic camera effects, cloth, and particle effects.”

“Enabling these features to run with full quality in real time on DirectX 11 hardware required substantial original research by the development team, as well as major code and content optimization efforts.”

The impressive tech shown in the demo is certainly something Train2Game students would love an opportunity to work with in future.

And as previously reported by the Train2Game blog, while Art & Animation is one way of creating realistic characters, Sweeny believes Game Designers need to more to create a truly realistic experience.

“[They] have much further to go in delivering truly dramatic interpersonal experiences,” he said. “Alyx in Half-Life 2 offered a glimpse into this possibility; I think increasingly lifelike characters are key to further progress.”

While the Samaritan tech demo offers a glimpse at the future of triple-A titles, the Epic CEO he also told Games TM what he thinks is to come from indie and social games.

“The game industry has stratified amazingly well in recent years, enabling great games to be developed across two orders of magnitude of budgets. Fifteen-person teams are shipping great Xbox Live Arcade titles, and two-person teams are doing great things on iOS and Android. Web games and social games are doing well with modest budgets. We at Epic expect this trend to continue.”

So Train2Game, what are your thoughts on the work behind the Samaritan? Can you see yourself working on that sort of tech in future?

Leave your comments here on the Train2Game blog, or here on the Train2Game forum.

[Source: Games TM]

Pokémon team confident in ability to create new creatures

Vanillish

With over 650 Pokémon now in existence, Train2Game students may be forgiven for thinking that the Artist & Animators at Game Freak may be running out of ideas for new ones. However, it seems that is far from the case.

Pokémon’s Chief Art Director Ken Sugimori says his Art & Animation team could easily design many more new creatures.

“It’s not only myself designing new Pokémon,” he told Official Nintendo Magazine “We have about 20 people in our team at Game Freak who design Pokémon so if every one of them came up with ten Pokémon ideas, it’s going to be 200. And that will make a lot of Pokémon designs.”

Sugimori added: “Also, there are people still coming in new to Game Freak and that’s where we get fresh ideas from.”

Some of the stranger looking new Pokémon include Vanillish – which resembles an ice cream – the chandelier lookalike Chandelure.

As reported by the Train2Game blog, Pokémon Black re-entered the UK charts top ten this week at No.9.  Pokémon Black originally debuted at No.2, one place behind Pokémon White which beat it to the top spot.

So Train2Game, what are your favourite Pokémon designs? Do you think the designs will need to get stranger to stay original? And if you had to design a Pokémon, what would you base it on?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: Official Nintendo Magazine

L.A. Noire animation tech so advanced it needs 3 Xbox 360 discs

LA Noire screenshot 187 Train2Game blog image

The extremely impressive Art & Animation techniques of L.A. Noire have certainly caused excitement on the Train2Game forum.

Now Rockstar has revealed that the game is so advanced, that the Xbox 360 version needs three discs to store all of the information. Meanwhile, L.A. Noire on the PlayStation 3 requires the usual one blu-ray disc.

However, Rockstar don’t believe that is will be an issue for 360 gamers.

“To tell the story and make the game we wanted to make, we knew that it was going to take an entire single layer Blu-ray disc and three Xbox discs,”  Rockstar’s Jeronimo Barrera told Kotaku.

“Since the game is built around the concept of progressing through individual cases from desk to desk, players on Xbox will find disc-swapping is hassle-free.

“In fact, players will only need to swap discs twice at natural breaks between cases without interrupting the flow of the game.”

Anyone who needs reminding about the highly impressive facial Art & Animation in L.A. Noire can see it for themselves here on the Train2Game blog. And as also reported by the Train2Game blog, Game Developers Team Bondi claim the technology used to build L.A. Noire will soon make it difficult to differentiate between video games, films and television.

Rockstar’s Barrera also told Kotaku how L.A. Noire could have been even bigger, but some of it has been set aside for DLC.

“Throughout development, we created lots of great cases, the bulk of which were central to the main story of Cole Phelps and his rise through the ranks of the LAPD, alongside other cases that felt more like strong stand-alone episodes,” he said.

“This gave us a powerful main story, and left us with quality extra content that we wanted to put out as DLC, that would slot seamlessly into the existing game.”

L.A. Noire is set for release 20th May on Xbox 360 and PlayStation 3.

So Train2Game, is the L.A. Noire for Xbox 360 coming on three discs an issue for you? Or is it a testament to just how impressive the game will be? And do you think it’s a good move for Game Developers to announce DLC before a game is even released?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: Kotaku]

Improved characters and environments ‘key’ step for next gen games say Epic

Samaritan

Train2Game students may remember Epic’s impressive Unreal ‘Samaritan’ tech demo posted last month, and now the studio say that increasingly lifelike characters are what’s needed to further progress of games.

That’s according to Epic’s CEO and technical director Tim Sweeney, who was speaking to Game Informer about the Samaritan demo.

“I’m most excited about the ability for more realistic characters and movie-quality environments to enhance the player’s emotional attachment to the game world. In the beginning, games only delivered fun, engaging challenges – Donkey Kong’s graphics were sufficient for that. Doom was, to me, the first game with sufficient realism to deliver a genuinely scary experience,” he said

Game Designers are those responsible for creating realistic characters, while Artist & Animators produce the environments.

And despite the realistic graphics of current games, the Epic CEO says more work needs to be done “Game Developers have much further to go in delivering truly dramatic interpersonal experiences,” he said.

“Alyx in Half-Life 2 offered a glimpse into this possibility; I think increasingly lifelike characters are key to further progress.”

Epic Co-founder and Vice President Mark Rein also spoke about the Samaritan demo last month, and you can read the comments here on the Train2Game blog.

So Train2Game, do games need improved characters to advance? What is it about Half-Life 2’s Alyx Vance that makes her so believable? And what other characters do you think are the most life like?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: CVG]