Sending user the Noire added for PLAYSTATION3

Sending user the Noire added for PLAYSTATION3

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L.A. Noire smoking a joint, has reefer madness

L.A. Noire smoking a joint, has reefer madness

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L.A. Noire Smokes a Joint, Has Reefer Madness   REMEMBER ME FORGOT PASSWORD?  NEWS CONSOLESREVIEWSPREVIEWSVIDEOSFEATURESCHEATSCOMMUNITY GAMES FAQS GOODIES RELEASE DATES MAILBAG PODCASTS FORUMSPlayStation 3
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Other... GameRevolution » News » GAMING NEWS L.A. Noire Smokes a Joint, Has Reefer Madness Posted on Thursday, July 7 @ 10:33:50 Eastern by danielrbischoff
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If you're like me, you finished L.A. Noire and haven't gone back to it since. Seriously. I know I want to play the game again to get better scores on my cases, but I just can't. I've moved on. Luckily, Rockstar Games and Team Bondi have some new DLC for their crime-caper of an adventure game.

You can see Reefer Madness in action at the top of this post today, but you'll have to wait until July 12th to download the Vice Case. Related Games:  L.A. NoireTags:  Rockstar Games, Team Bondi, DLC, trailer

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POST A COMMENTCommentsStickyellowsockStickyellowsock - Joined: Oct 8, 2009Me: hmmmm I'm not sure if I believe this guy. I think I'll select "Doubt"

Cole: YOU LYING BASTARD I'LL STRIP YOUR PENIS OF ITS FLESH AND POUR SALT ON IT IF YOU DON'T TELL ME THE TRUTH!

Me: ummmm I'd hate to see what response "LIE" rendered...0 1Like or Dislike?Posted: Jul 7th, 2011 at 12:33 pmtinymhgtinymhg - Joined: Jun 22, 2011HAHA That funny.0 0Like or Dislike?Posted: Jul 7th, 2011 at 9:48 pmStickyellowsockStickyellowsock - Joined: Oct 8, 2009Me: hmmmm I'm not sure if I believe this guy. I think I'll select "Doubt"

Cole: YOU LYING BASTARD I'LL STRIP YOUR PENIS OF ITS FLESH AND POUR SALT ON IT IF YOU DON'T TELL ME THE TRUTH!

Me: ummmm I'd hate to see what response "LIE" rendered...0 0Like or Dislike?Posted: Jul 7th, 2011 at 1:02 pmtinymhgtinymhg - Joined: Jun 22, 2011Gee dude that's not funny.0 0Like or Dislike?Posted: Jul 7th, 2011 at 9:49 pmStickyellowsockStickyellowsock - Joined: Oct 8, 2009I love how this site randomly posts things as doubles sometimes.0 0Like or Dislike?Posted: Jul 7th, 2011 at 2:29 pmtinymhgtinymhg - Joined: Jun 22, 2011What do you mean double posts?0 0Like or Dislike?Posted: Jul 7th, 2011 at 9:50 pm
Post a comment LOGIN or REGISTER to post a comment or rate this review. Username:Password: Remember me next time?   
L.A. Noire
"Reefer Madness" DLC Trailer (00:34)
Dead Block
Cooperative Gameplay Trailer (01:16)
Dead Block
Elimination Methods Trailer (01:42)
Dead Block
A Teaser Trailer (01:24)
GR Realease Round-up 07/05/2011
New Releases of the week. (02:59)
L.A. Noire
"Reefer Madness" DLC Trailer (00:34)VIEW ALL VIDEOSvar videoshown=1;var teaserScrollId=0;$('teaserimg'+videoshown).addClassName('slide-nav-on');function scrollTeasers(){if (videoshown==6) { document.getElementById('videocarslider').style.left = '0px'; videoshown=1; }if (videoshownISPs Destroy Open Internet to Stop Piracy, Invokes FacepalmGo To PAX Prime with GameRevolutionWhat a Real Girl Would Think About Armor in Fantasy WorldsMan Collects Every PS2 Game Ever ReleasedGiveaway: Gatling Gears for Xbox LIVE and PSN Don't Be Racist. Be Like Mario.First Impressions: Star Trek (2012)This Would Be Plants Vs. Zombie's Hard ModeGTA IV's Liberty City Is Still BeautifulThe News: Tuesday July 5th, 2011 Somaroth
Somaroth
Cutscene Guidelines

I know its unnecessary to restate how much I like a good story in a video game, but seeing as a I parodoxically did anyways, I will gladly repeat: I love a good story in a video game (though I'll be sure to minimize how often I do so as not distract from my topics.) Seeing as I brought up story in games again, I would like revisit something that I touched upon in my first post. I mentioned that some games are overly reliant on cutscenes to convey plot development and exposition that is...   
read more...

Vox ArchivePosted on Friday, June 24 2011 Disgaea 3 Cheats ps3 Spider-Man: Total Mayhem Cheats iphone Atom Zombie Smasher Cheats pc Fate/unlimited codes Cheats psp Cars 2 Cheats xbox360 DiRT 3 Cheats xbox360 Dragon Age 2 Cheats xbox360 F.E.A.R. 3 Cheats ps3xbox360 Nail'd Cheats ps3xbox360 Shadows of the Damned Cheats xbox360 STAFF | CONTACT GR | ADVERTISING | GRADING SYSTEM | PRIVACY POLICY | TERMS OF USE
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Their views of la Noire...

Their views of la Noire...

Predeterminado Their views of la Noire... If you buy the PS3, it was the Red dead redemption, now I see that they released a new game and then the Atenci?n called me but I not play be disappointed would like to, so for those who would like to have played already I hear their opinion... If they have not played not opened even doubt it seriously
Say spoilers that the holder on the Final?Entonces dies after he all use?

-RIX


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L.A. Noire follows notes to the PC in the autumn

L.A. Noire follows notes to the PC in the autumn

It is true, Rockstar Games was late a little down and on the PC platform. Red dead redemption and L.A. Noire both started no PC version in sight, but that's changed a game.

L.A. Noire is on the PC after getting a functioning of Rockstar Leeds in autumn come from. Rockstar writes games:

L.A. Noirerobust feature adaptation includes keyboard remapping and gamepad functionality to the both optimize and adjust performance and user experience. The PC version function is also 3D support for a greater sense of interaction and immersion in a carefully detailed 1940s in Los Angeles.

EW, Dahlia Murder in 3D? I can show only all the blood knife see from the screen to me. HURK!

You have been waiting for L.A. Noire on the PC?


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THE Noire and MW 2 questions! Ayuuuuuda!

THE Noire and MW 2 questions! Ayuuuuuda!

Hello Hello!
I need Ayuuda!
Bought two games these days, and I'm new to the Xbox...!
The Noire, is always, and I've read that play these roles, but already has Cvambie the game and put in the same scene for the first time Kedaba are! You change it, and now neither ends the staff positions and hangs! and I have recommended Rockstar already done everything... New gamertag, delete Cach?! etc etc etc: /.

With MW2 I put the cd, and I would like to "Play" and it is Keda of the black screen... I understand q need a boot cd If you have an old firmware, but I have the LT Warbler +! In other words, is it my understanding Q should no boot cd then need! and also the game to change, and remains the same!

Thanks in advance!
Best wishes!!


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L.A. Noire MotionScan tip to a theater in your area?

L.A. Noire MotionScan tip to a theater in your area?


In an article R & D posted indicated on the now gamerhead Oliver Bao on in-depth analysis of teams interested in the extension of their revolutionary MotionScan technology for the film industry and may in addition. As I in my review of L.A. Noire already, MotionScan is absolutely amazing and you can also use graphics, the less than most modern are easily impressed. The potential is almost unlimited with a large Hollywood budget. According to Bao:


We have already started tests for game and film partners and other industries. I would love to tell you, but we have to wait until we first start shooting.

We were able to see MotionScan tests on various leading game directors and Studio heads, use this tech have been interested in and have their own ideas how the tech can create their own IP or license to the life.


I just hope that this perspective allows us forget it, avatar even earlier.

[Source]


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Rockstar denies reports of L.A. Noire overheating Xbox 360E, too

Rockstar denies reports of L.A. Noire overheating Xbox 360E, too

Rockstar denies reports of L.A. Noire overheating Xbox 360E, too

From L.A. Noire was released earlier this week in Xbox 360 and PlayStation 3, Rockstar Games has been filtered through reports of freeze, freezes and stories about overheating consoles. For a time, the company was theorizing that the latest PS3 firmware was the culprit. Quickly changed yesterday.

There was no real floating theory to the owners of Xbox 360 plauging of issues, but Rockstar issued a statement today to solve it, pointing the finger to the people of media as I to inspire collective hysteria.

"With the launch of L.A. Noire a very small number of the console Xbox 360 owners reported problems with the game of freezing or locking up playing," said the company said in a statement. "We have posted some suggestions to solve problems in our support site for these very few people, a common practice for any game publisher." "Unfortunately this was mistakenly picked up by some media as a 'history', reports that L.A. Noire was causing problems to consoles Xbox 360 - which is categorically false."

I do not recall accusing the game - or Microsoft - anything devious hardware, only report what Rockstar Yes was saying in his own support Web site. However, people running in problems, hopefully that they should be addressed in a patch that sometime in the near future for both platforms.

"As soon as we have official information on the first patch and the time frame for its implementation, we will post the information here," said a spokesman for the company on the website of Rockstar support.


Souerce: GiantbombAll

L.A. Noire - Xbox360 - GR review

L.A. Noire - Xbox360 - GR review

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They say war is hell, and, well, I can attest to that. Leading good men, good friends, into the shit in Okinawa—it doesn’t get more hellish than that. But that doesn’t mean that peacetime is heaven. In war, you see the horrors a man is willing to commit to survive. In peace, you learn what he’s capable of when it's not his life that's on the table but a quick buck, a cheap thrill. The latter scares me more.

click to enlargeThe streets of L.A. aren’t paved with gold, hopes, dreams, or even good old concrete. They’re paved with the broken bones and dripping corpses of housewives, the tears of abused underage girls weeping for their lost innocence, the crushed empty needles of drooling junkies, and the charred flesh of families burned alive in their homes.

Unlike other G.I.'s coming home after the war, I knew exactly what I wanted to do with my life. I came to the City of Angels to make a difference, to keep those evils off the streets. I wasn’t looking to be a hero, but the people needed one to hold above their heads. Or maybe it isn’t really the people, in the end; it’s the politicians, the gangsters, the papers that need some shining beacon to focus on. After all, the brighter the light, the longer the shadows can stretch out beneath it.

Such is the mindset (my interpretation of it, anyway) of Cole Phelps. L.A. Noire is an engrossing look down the rabbit hole of 1947 L.A. through the eyes of an ex-Marine-turned-cop. I’d like to apologize for not staying in character for the entirety of the review, which was initially what I wanted to do. As you’ll come to understand, however, this is actually more appropriate for L.A. Noire, a game that sets a tone of intense immersion but has the unfortunate habit of breaking its spell on the player.

But let’s not get bogged down with negatives right away. This game is a huge leap forward for the medium in many respects. The most obvious and deserving of mention, of course, is the incredible MotionScan technology used to replicate not just the voices, but the entire performances of every actor in the game. If you’ve followed L.A. Noire at all, you’ve heard it a thousand times: MotionScan gives you the unparalleled ability to deduce whether a suspect or witness is lying just by reading their facial tics and minute gestures.

click to enlargeIt works so well, in fact, that questioning is by far the most difficult part of the game. Sure, it sounds simple enough to watch out for shifty eyes, excessive blinking, nervous smiles, uncomfortable swallowing, flaring nostrils, and all that jazz. But the line between truth, doubt, and lie (the three options you have to respond to each statement) is incredibly thin. Is that witness fidgeting because he’s trying to put one over on you, or is it because he’s got a record and can’t help but be nervous in front of cops? You’ll be surprised at how well this technology can fool you and how often you might guess wrongly during interrogations. And when you think about it, that must be extremely close to how real interrogations unfold.

MotionScan also helps a game with far from cutting-edge graphics still wow the hell out of you. The graphics overall have less polish and technical detail than many other older games, such as Uncharted 2 or God of War III, although I’d be remiss not to mention the meticulous detail put into replicating a beautiful and, near as I can tell, painstakingly accurate 1940s L.A. and all the classic cars traversing it. The ability to switch the whole game to gorgeous black-and-white is a great addition, albeit one that makes it harder to make out obstructions when driving at high speeds.

But the facial detail is unbelievable—several times I recognized actors who I’ve seen before, and lit up at the amazing in-game facsimile of the real person. Of course, this advance in technology also puts us that much closer to tripping into the uncanny valley, but that’s a discussion for another day.

As odd of a comparison as it sounds, the core gameplay in L.A. Noire feels closer to Phoenix Wright than gritty, realistic contemporary mysteries like Heavy Rain. Most of the 21 storyline cases have two distinct phases that you’ll bounce between: investigation and questioning. Investigation involves walking around a crime scene and picking up clues whenever you feel a rumble and hear a chime. While that method of playing hide-and-seek with the evidence does hurt the immersion a bit, it’s better than the option to turn off the cues and go blindly, as a lot of potential evidence is tiny and almost impossible to see amidst the clutter on the ground.

click to enlargeAs for questioning, you’ll go through a bunch of predetermined questions in your trusty notebook and use the aforementioned MotionScan to decide whether to believe the response, doubt it, or accuse the person of lying. If you choose lying, you’ll have to present the one piece of evidence that contradicts their statement. (It’s not mandatory to stand up and point at the screen shouting “Objection!” in your living room, but we all know that’s the only way a real man interrogates witnesses.)

You have a limited number of “intuition points”, which you can spend to reveal all the clues at a crime scene on your mini-map, eliminate one wrong choice at a questioning branch, or if you’re hooked up to Xbox Live or PSN, ask the community Millionaire-style what the most common choice is. But since you need to ration intuition points wisely, most of your questioning will be educated guesswork, just like a real cop.

Unlike a real cop, however, you can’t fail the case by screwing up the questioning. If you mess up, the case will just continue unfolding another way. Failing to push a witness into giving you an address, for example, means that you’ll have to tail them there instead. Your choices do change how the case plays out, but you’ll always get to the same endpoint one way or another, which is another strike against the realism.

And that brings us to the most frustrating aspect of L.A. Noire. For all the attention to detail and convincing immersion during the investigation and questioning—the bulk of the main storyline—there are inevitable moments that pull you back out. You’ll earn experience as you do well, which pops up on the side of the screen to indicate how close you are to your next rank. There’s nothing like virtual points adding to an arbitrary numbered rank to remind you that you’re playing a video game.

click to enlargeThe other gameplay elements are also not nearly as polished as the detective work. Every so often you’ll chase down a suspect, which really just means holding the shoulder button and following them until you catch them. The gunplay sections control perfectly well, but they’re very easy and just consist of mowing down every bad guy in your way, while using a simple cover system to avoid damage. Likewise, the extremely basic brawling scenes are almost impossible to lose; mash the punch button and dodge the occasional telegraphed attack and you win.

Then there’s traversing L.A. in the open world. It can be refreshing and it’s certainly designed as well as any Rockstar game, but at the end of the day, there's not much of a point. Unlike GTA, your goal as a cop is not to cause mayhem, so driving like a maniac only hurts your end-of-case report. The only side quests, if they can be called quests, are 40 random street crimes that you can respond to via radio as you drive around—and nearly all of them trigger a rather bland chase, gunfight, or brawling sequence. To top it off, you can always have your partner auto-drive literally anywhere on the map, skipping the open-world element altogether for the entirety of the game if you so choose.

All of this makes me wonder—were these other gameplay elements and open-world exploration necessary for a game like this? The investigative gameplay is so well done and gets you really involved... and then a generic shootout pops up and reminds you that this is a video game. I get the feeling that Team Bondi felt pressured to make the gameplay more “balanced” because this is a Rockstar game and there are certain expectations that come with that. Maybe they thought people would get bored with just investigating. But ultimately L.A. Noire doesn’t need open-world exploration or action-oriented breaks in the mystery. This is a detective story and the strengths of the game lie heavily in being that detective.

The story is complex and interesting, using cases based on real historical events (the Black Dahlia case being the most famous) as source material. A lot of recurring characters weave in and out of the cases, and optional newspapers that you can find tell of what’s going on behind the scenes, which sometimes don’t seem related to Phelps at all but eventually contribute to the game’s overall arc. It’s hard to root for Phelps at times, but that’s what you want from a hard-boiled detective. He plays it cool, almost too cool, but if you look long and hard enough, you can pinpoint the flaws beneath his steely façade.

click to enlargeYet for all that, the storytelling occasionally stumbles. The writing and acting is fantastic, but there are moments that are overly contrived merely to chug the plot along or create a twist. One twist in particular, about three-fourths through the game, comes out of nowhere and is hardly believable (you’ll know it when you get there). It would have been a great, poignant moment, except for the fact that there’s no prior trace of Phelps’ particular personality trait that leads to it, nor do you even see one of the important characters involved for the entire game until it’s convenient for the twist.

Finally, I encountered a few prominent glitches during my initial 20 hours with the PS3 version (which is the game’s native console). Twice my partner blocked me into a corner and I couldn’t run past him to get out, and once I sank under the ground and got a look at the literal underbelly of L.A. (it’s actually an endless ocean of blue fog—who knew?). These glitches were all game-breaking and forced me to reload from the last checkpoint. A less egregious one happened when the background failed to load before an interrogation started—just a visual hiccup that corrected itself after a few seconds.

L.A. Noire is a lot like Heavy Rain, and not just because they’re both mystery games. They each take bold steps in untested waters for gaming, they each establish an amazing level of immersion (at times), and they each make odd choices that can frustrate you as well as awe you. While I do have complaints, this is still a game that needs to be experienced because the positives are just that strong. Like Phelps, you won't be able to leave this story alone until you see it through to the end.


View the original article here

L.A. Noire - PS3 - GR review

L.A. Noire - PS3 - GR review

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They say war is hell, and, well, I can attest to that. Leading good men, good friends, into the shit in Okinawa—it doesn’t get more hellish than that. But that doesn’t mean that peacetime is heaven. In war, you see the horrors a man is willing to commit to survive. In peace, you learn what he’s capable of when it's not his life that's on the table but a quick buck, a cheap thrill. The latter scares me more.

click to enlargeThe streets of L.A. aren’t paved with gold, hopes, dreams, or even good old concrete. They’re paved with the broken bones and dripping corpses of housewives, the tears of abused underage girls weeping for their lost innocence, the crushed empty needles of drooling junkies, and the charred flesh of families burned alive in their homes.

Unlike other G.I.'s coming home after the war, I knew exactly what I wanted to do with my life. I came to the City of Angels to make a difference, to keep those evils off the streets. I wasn’t looking to be a hero, but the people needed one to hold above their heads. Or maybe it isn’t really the people, in the end; it’s the politicians, the gangsters, the papers that need some shining beacon to focus on. After all, the brighter the light, the longer the shadows can stretch out beneath it.

Such is the mindset (my interpretation of it, anyway) of Cole Phelps. L.A. Noire is an engrossing look down the rabbit hole of 1947 L.A. through the eyes of an ex-Marine-turned-cop. I’d like to apologize for not staying in character for the entirety of the review, which was initially what I wanted to do. As you’ll come to understand, however, this is actually more appropriate for L.A. Noire, a game that sets a tone of intense immersion but has the unfortunate habit of breaking its spell on the player.

But let’s not get bogged down with negatives right away. This game is a huge leap forward for the medium in many respects. The most obvious and deserving of mention, of course, is the incredible MotionScan technology used to replicate not just the voices, but the entire performances of every actor in the game. If you’ve followed L.A. Noire at all, you’ve heard it a thousand times: MotionScan gives you the unparalleled ability to deduce whether a suspect or witness is lying just by reading their facial tics and minute gestures.

click to enlargeIt works so well, in fact, that questioning is by far the most difficult part of the game. Sure, it sounds simple enough to watch out for shifty eyes, excessive blinking, nervous smiles, uncomfortable swallowing, flaring nostrils, and all that jazz. But the line between truth, doubt, and lie (the three options you have to respond to each statement) is incredibly thin. Is that witness fidgeting because he’s trying to put one over on you, or is it because he’s got a record and can’t help but be nervous in front of cops? You’ll be surprised at how well this technology can fool you and how often you might guess wrongly during interrogations. And when you think about it, that must be extremely close to how real interrogations unfold.

MotionScan also helps a game with far from cutting-edge graphics still wow the hell out of you. The graphics overall have less polish and technical detail than many other older games, such as Uncharted 2 or God of War III, although I’d be remiss not to mention the meticulous detail put into replicating a beautiful and, near as I can tell, painstakingly accurate 1940s L.A. and all the classic cars traversing it. The ability to switch the whole game to gorgeous black-and-white is a great addition, albeit one that makes it harder to make out obstructions when driving at high speeds.

But the facial detail is unbelievable—several times I recognized actors who I’ve seen before, and lit up at the amazing in-game facsimile of the real person. Of course, this advance in technology also puts us that much closer to tripping into the uncanny valley, but that’s a discussion for another day.

As odd of a comparison as it sounds, the core gameplay in L.A. Noire feels closer to Phoenix Wright than gritty, realistic contemporary mysteries like Heavy Rain. Most of the 21 storyline cases have two distinct phases that you’ll bounce between: investigation and questioning. Investigation involves walking around a crime scene and picking up clues whenever you feel a rumble and hear a chime. While that method of playing hide-and-seek with the evidence does hurt the immersion a bit, it’s better than the option to turn off the cues and go blindly, as a lot of potential evidence is tiny and almost impossible to see amidst the clutter on the ground.

click to enlargeAs for questioning, you’ll go through a bunch of predetermined questions in your trusty notebook and use the aforementioned MotionScan to decide whether to believe the response, doubt it, or accuse the person of lying. If you choose lying, you’ll have to present the one piece of evidence that contradicts their statement. (It’s not mandatory to stand up and point at the screen shouting “Objection!” in your living room, but we all know that’s the only way a real man interrogates witnesses.)

You have a limited number of “intuition points”, which you can spend to reveal all the clues at a crime scene on your mini-map, eliminate one wrong choice at a questioning branch, or if you’re hooked up to Xbox Live or PSN, ask the community Millionaire-style what the most common choice is. But since you need to ration intuition points wisely, most of your questioning will be educated guesswork, just like a real cop.

Unlike a real cop, however, you can’t fail the case by screwing up the questioning. If you mess up, the case will just continue unfolding another way. Failing to push a witness into giving you an address, for example, means that you’ll have to tail them there instead. Your choices do change how the case plays out, but you’ll always get to the same endpoint one way or another, which is another strike against the realism.

And that brings us to the most frustrating aspect of L.A. Noire. For all the attention to detail and convincing immersion during the investigation and questioning—the bulk of the main storyline—there are inevitable moments that pull you back out. You’ll earn experience as you do well, which pops up on the side of the screen to indicate how close you are to your next rank. There’s nothing like virtual points adding to an arbitrary numbered rank to remind you that you’re playing a video game.

click to enlargeThe other gameplay elements are also not nearly as polished as the detective work. Every so often you’ll chase down a suspect, which really just means holding the shoulder button and following them until you catch them. The gunplay sections control perfectly well, but they’re very easy and just consist of mowing down every bad guy in your way, while using a simple cover system to avoid damage. Likewise, the extremely basic brawling scenes are almost impossible to lose; mash the punch button and dodge the occasional telegraphed attack and you win.

Then there’s traversing L.A. in the open world. It can be refreshing and it’s certainly designed as well as any Rockstar game, but at the end of the day, there's not much of a point. Unlike GTA, your goal as a cop is not to cause mayhem, so driving like a maniac only hurts your end-of-case report. The only side quests, if they can be called quests, are 40 random street crimes that you can respond to via radio as you drive around—and nearly all of them trigger a rather bland chase, gunfight, or brawling sequence. To top it off, you can always have your partner auto-drive literally anywhere on the map, skipping the open-world element altogether for the entirety of the game if you so choose.

All of this makes me wonder—were these other gameplay elements and open-world exploration necessary for a game like this? The investigative gameplay is so well done and gets you really involved... and then a generic shootout pops up and reminds you that this is a video game. I get the feeling that Team Bondi felt pressured to make the gameplay more “balanced” because this is a Rockstar game and there are certain expectations that come with that. Maybe they thought people would get bored with just investigating. But ultimately L.A. Noire doesn’t need open-world exploration or action-oriented breaks in the mystery. This is a detective story and the strengths of the game lie heavily in being that detective.

The story is complex and interesting, using cases based on real historical events (the Black Dahlia case being the most famous) as source material. A lot of recurring characters weave in and out of the cases, and optional newspapers that you can find tell of what’s going on behind the scenes, which sometimes don’t seem related to Phelps at all but eventually contribute to the game’s overall arc. It’s hard to root for Phelps at times, but that’s what you want from a hard-boiled detective. He plays it cool, almost too cool, but if you look long and hard enough, you can pinpoint the flaws beneath his steely façade.

click to enlargeYet for all that, the storytelling occasionally stumbles. The writing and acting is fantastic, but there are moments that are overly contrived merely to chug the plot along or create a twist. One twist in particular, about three-fourths through the game, comes out of nowhere and is hardly believable (you’ll know it when you get there). It would have been a great, poignant moment, except for the fact that there’s no prior trace of Phelps’ particular personality trait that leads to it, nor do you even see one of the important characters involved for the entire game until it’s convenient for the twist.

Finally, I encountered a few prominent glitches during my initial 20 hours with the PS3 version (which is the game’s native console). Twice my partner blocked me into a corner and I couldn’t run past him to get out, and once I sank under the ground and got a look at the literal underbelly of L.A. (it’s actually an endless ocean of blue fog—who knew?). These glitches were all game-breaking and forced me to reload from the last checkpoint. A less egregious one happened when the background failed to load before an interrogation started—just a visual hiccup that corrected itself after a few seconds.

L.A. Noire is a lot like Heavy Rain, and not just because they’re both mystery games. They each take bold steps in untested waters for gaming, they each establish an amazing level of immersion (at times), and they each make odd choices that can frustrate you as well as awe you. While I do have complaints, this is still a game that needs to be experienced because the positives are just that strong. Like Phelps, you won't be able to leave this story alone until you see it through to the end.


View the original article here

Rockstar theorizes PS3 Firmware causing 3, 61 L.A. Noire freezing issues

Rockstar theorizes PS3 Firmware causing 3, 61 L.A. Noire freezing issues

Rockstar theorizes PS3 Firmware 3.61 causing L.A. Noire freezing issues Maybe Team Bondi should make this one of the downloadable cases for L.A. Noire eventually. perhaps the Bondi team should do this one of the downloadable cases for L.A. Noire eventually.

Here is a new one.

Rockstar Games has received enough complaints about L.A. Noire players experiencing locks on PlayStation 3 to, after internal testing, publicly respond and theorize the recent firmware 3, 61 fault. The answer of study came in response to a question about inflection of PS3 was playing L.A. Noire.

According to Rockstar, there are two scenarios: the PS3 turns off automatically or is blocked, requiring that the user turn off the computer.

"We have confirmed locally to various games (Rockstar and not Rockstar) overheating or they freeze only when it is installed 3.61," the company said.

I've contacted Sony about the subject, but Sony did not respond as of this writing.

"At this time we are recommending to contact Sony directly to report the problem of overheating," he continued Rockstar. "However, this is not the end of our support;" "we are continuing to test L.A. Noire in all versions of firmware and hardware models to isolate problems and see what you can do".

In the short term, a patch is coming. Rockstar, however, cannot guarantee that it will solve the problem.

"Continue to take this overheating issue very seriously," said Rockstar.


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