LA noire was originally pegged as a PS3 exclusive but now details have emerged and it is now multi-platform (coming to the xbox 360 and the PC) and with this news comes even more details about the game. Thanks to ABG:
“L.A. Noire is an open-world action-adventure game set in the City of Angels in 1947. Unlike previous Rockstar efforts, L.A. Noire exists in a real city, painstakingly recreated for historical accuracy. Don’t expect the “shoot everyone” mentality of a Grand Theft Auto title — this is something completely different.
You play as Cole Phelps, a beat cop looking to clean up the streets of L.A. It won’t be easy, seeing as how the L.A. police force is mired in corruption from top to bottom. Phelps has his own issues to deal with, including some very bad things he did in World War II. Though he starts low on the totem pole, over the course of L.A. Noire Phelps progresses through a series of “desks” in the department, including traffic, vice and, ultimately, homicide.
As a detective, you have to solve cases through a mixture of investigations, interviews and interrogations. According to the article in GI, when you come across a scene, you won’t find highlighted items sitting in obvious places. Crime scenes are said to look natural and require a deft eye to spot important clues. See a pair of glasses on the ground of a supposed murder scene and you can pick them up, noting details such as the brand etched on the inside of the frame. These little bits of information are jotted down on your notepad, which can be brought up at any time.
Things get a little more interesting in regards to the interview system. Team Bondi is using revolutionary technology that could change the way games are made. The new facial motion capturing system sets actors alone in a giant room with cameras all around. In full make-up, the actor delivers their dialogue. Every facial moment is recorded, from the most exaggerate of motions to the slightest twitch of an eye. The dialogue is recorded at this time as well, creating a seamless scene. All of this is then translated into a 3D game landscape with no animators needed. The result? According to GI, it’s a picture-perfect rendering of the actor’s scene. That’s important to the gameplay.
When you interview someone, you’ll need to watch their face and determine if they’re lying. Like Mass Effect, your dialogue choices come from a handful of general options: coax, accuse or force. The way you handle an interview or interrogation is greatly determined by the reactions you get from the suspect. You can also refute testimony by selecting clues from your notebook.”
There is something terribly exciting about the information given out. Could the game really be so responsive, accurate and blood pumping? We eagerly await new details!