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L.A. Noire


STICK3Rboy

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I don't get the hate, the trailer was awesome, and the game looks good as well. Has a great "LA Confidential" vibe in it, its gonna be awesome. Looks like a refresher amongst all the repetitive moh's and cod's thats been thrown at us !

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Ign preview

 

Your notebook holds a list of questions to ask, based on evidence gathered and other interviews. It's not quite clear how the order you ask questions in changes things, but how you judge the truth definitely has an impact on the information you get and how hard it is to solve crimes.

 

When you ask questions, you'll need to pay attention not only to what people say, but their eyes, mouth, and body language. After responses, you have three options. You can believe them, doubt them, or outright accuse them of lying. The interface for this is remarkably ugly (a list of the same three options in the top left corner of the screen), but the results are pretty interesting. If you can tell someone is holding back, doubting them means pressing for more info. If correct, this leads to new info, and could give you a new suspect or clarify something about your investigation. Choosing incorrectly could close off a person's willingness to cooperate or, at the very least, cost you a piece of evidence.

 

 

All this talky talk and detective work is fine and dandy (and looks really cool), but this is a Rockstar game so expect plenty of action. You'll tail unreliable witnesses, chase down suspects, and get into GTA-like shootouts where you kill an inexplicably high number of enemies. And if someone dares shoot off your hat, you can stroll over and pick it up. After putting a slug between their eyes, of course.

 

There are a few wrinkles to the action portions. You have a regenerative health system, but now when you take hits, the screen desaturates the color. As I'm sure you know, all cops die in black & white. There's also a contextual sprint button, so that if you're near a door while sprinting, you'll kick or shoulder-charge it open. Sprint is sort of your "don't mess with me" button. But overall, this looks a lot like the GTA IV andRed Dead Redemption system, though you won't be in combat nearly as often.

 

 

So there it is folks, shooting is there but at a much smaller level. The game is more of a classic old PC adventure game with following and adding clues.

Looking nice. something different for sure. make it awesome R* <3

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When you ask questions, you'll need to pay attention not only to what people say, but their eyes, mouth, and body language. After responses, you have three options. You can believe them, doubt them, or outright accuse them of lying. The interface for this is remarkably ugly (a list of the same three options in the top left corner of the screen), but the results are pretty interesting.

 

I dont know how it will work. I cant even tell when people are lying to me in real life where I am viewing things in super high resolution at 60 fps with 16xAA and ultra high texture details. How the f**k am I supposed to tell that in a game where all the characters look like they are made of silly puddy. :|

 

I think it might end up being a game of random luck or overly obvious gestures.

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I dont know how it will work. I cant even tell when people are lying to me in real life where I am viewing things in super high resolution at 60 fps with 16xAA and ultra high texture details. How the f**k am I supposed to tell that in a game where all the characters look like they are made of silly puddy. :|

 

I think it might end up being a game of random luck or overly obvious gestures.

 

 

R* have you lot covered yo :P

 

Rockstar assured me that even total idiots who constantly read people the wrong way and can't connect the dots will still be able to solve cases; it'll just take more legwork. The better you are as a detective, the quicker you can find the bad guys. With so many permutations of conversations, there should be replay value even in cases where you know the outcome. If there's any sandbox element to L.A. Noire, it's with the conversation system.

 

From the same preview.

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Go read Gamespot's preview. They give a better description of one of the cases

 

http://asia.gamespot.com/xbox360/adventure/lanoire/news.html?sid=6284208&mode=previews&tag=topslot;thumb;1

 

. The case began with a call to check out a traffic accident. A Chevy Styleline had veered off the road and gone crashing from an escarpment (don't be afraid to look that one up--we certainly had to). At the wheel of the car was a fairly well-known Hollywood starlet joined by an aspiring actress in the passenger seat. Examining the crashed car revealed a number of strange items that might later serve as potential clues: suspiciously torn women's underpants, a note to the aspiring actress from her parents calling for her return home, and a shrunken head clearly intended for use as a movie prop (the latter of which prompted a chuckleworthy "Alas, poor Yorick!" joke from Phelps). All of these bits of clues and evidence were then jotted down in Phelps' notebook.

 

After examining the wrecked vehicle, Phelps took the opportunity to chat with the well-known actress, June, who was sitting in the back of an ambulance. L.A. Noire uses a conversation mechanic that lets you decide how to respond to people's statements with multiple degrees of acceptance and empathy. You have three options for each response: believe/coax, doubt/force, and disbelieve/accuse. Knowing which of these responses to pursue is where the game's facial animations really play a critical role. After asking June whether any foul play occurred before the accident, Phelps was told that she simply lost control of the wheel--an unspectacular, everyday car accident. But the response carried an undeniable level of smugness, as did the grin on June's face afterward. This led the Rockstar reps guiding the demo to conclude that she was covering up something potentially sinister, so they accused her of lying. Any time Phelps makes such a bold claim, he has to provide relevant evidence, so in this case, Phelps brought up the torn underpants inside the car to suggest that June was hiding some sort of potentially devious conduct that led to the accident. But that's the point at which she clammed up and demanded to see her lawyer.

 

Phelps and his partner then hopped in a car to drive over to the hospital and question Jessica, the aspiring actress in the passenger seat who apparently suffered far worse injuries than June.

 

Back on the case, Phelps arrived at the hospital to chat with Jessica. We won't spoil how to best go about prying the truth out of her, but it's clear that there are numerous ways to approach the situation rather than one "right" path toward concrete answers. But suffice it to say, the conversation with Jessica set Phelps on a far more dangerous mission than the initial traffic accident might have suggested--one filled with sexual foul play on the part of some shady Hollywood figures that seemed to confirm Phelps' initial suspicions. The remainder of the case had Phelps tailing a suspect and eavesdropping on the suspect's phone conversation, getting into a fistfight upon entering a fresh crime scene, and fleeing from goons in a high-octane car chase that left several smashed and overturned vehicles in his wake. And it all culminated in a big foot chase and shoot-out through an epic movie set, showing that the developers at Team Bondi aren't afraid to throw some straightforward third-person action into the mix to change up the pacing.

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I dont know how it will work. I cant even tell when people are lying to me in real life where I am viewing things in super high resolution at 60 fps with 16xAA and ultra high texture details. How the f**k am I supposed to tell that in a game where all the characters look like they are made of silly puddy. :|

 

I think it might end up being a game of random luck or overly obvious gestures.

next alone in the dark perhaps :|

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