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

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]