L.A. Noire

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L.A. Noire
LA-Noire-Box-Art.jpg
Developer(s) Team Bondi[a]
Publisher(s) Rockstar Games
Distributor(s) Take-Two Interactive
Director(s) Brendan McNamara
Producer(s) Naresh Hirani
Josh Needleman
Designer(s) Alex Carlyle
Programmer(s) Franta Fulin
Artist(s) Chee Kin Chan
Ben Brudenell
Writer(s) Brendan McNamara
Composer(s) Andrew Hale
Simon Hale
Platform(s)
Release date(s)
Genre(s) Action-adventure
Mode(s) Single-player
Distribution Optical disc, download

L.A. Noire (pronounced [ˌɛl ˌɛɪ ˈnwaʁ]) is a neo-noir detective video game developed by Team Bondi and published by Rockstar Games. It was initially released for the PlayStation 3 and Xbox 360 platforms on 17 May 2011; a Microsoft Windows port was later released on 8 November 2011.[7][8][9] L.A. Noire is set in Los Angeles in 1947 and challenges the player, controlling a Los Angeles Police Department (LAPD) officer, to solve a range of cases across five departments.[8] Players must investigate crime scenes for clues, follow up leads, and interrogate suspects, and the players' success at these activities will impact how much of each cases' story is revealed.

The game draws heavily from both the plot and aesthetic elements of film noir, stylistic films made popular in the 1940s and 1950s that share similar visual styles and themes, including crime and moral ambiguity. The game uses a distinctive colour palette, but in homage to film noir it includes the option to play the game in black and white. Various plot elements reference the major themes of gum-shoe detective and mobster stories such as Key Largo, Chinatown,[10] The Untouchables, The Black Dahlia, and L.A. Confidential.

L.A. Noire is notable for using Depth Analysis's newly developed technology MotionScan, whereby the actors portraying the game's characters were recorded by 32 surrounding cameras to capture facial expressions from every angle.[11][12] The technology is central to the game's interrogation mechanic, as players must use the suspects' reactions to questioning to judge whether or not they are lying. L.A. Noire was the first video game to be shown at the Tribeca Film Festival.[13][14] Upon release, the game received wide acclaim for its advances in storytelling and facial animation technology. As of February 2012, both PC and console versions had shipped[b] nearly 5 million copies combined.[15][16]

Gameplay[edit]

L.A. Noire is an action-adventure neo-noir crime game played from a third-person perspective. Players complete cases—linear scenarios with set objectives—to progress through the story. The game also features a mode which allows players to freely roam the open world. In this mode, players can also engage in optional activities.[17] The world features multiple landmarks, which are all based on real monuments from 1940s Los Angeles.

The game takes place in the city of Los Angeles, in the year 1947, with players assuming the role of Los Angeles Police Department Officer, and later Detective, Cole Phelps.[18][19] The game starts with Phelps as a uniformed patrolman,[20] and follows his career as he advances through the police department bureaus (desks) of Traffic, Homicide, Vice and Arson. Each desk gives players a new partner who will help Phelps in his investigation of a number of cases based on a specific type of crime. The game assigns players with cases that they must solve. After each case, players receive a rating of 1–5 stars depending on their performance in both interrogations and searching for clues. In some cases, when searching an area for clues to the crime, players can also find newspapers. Besides reading the story, the newspapers give access to a short cinematic that either covers a part of the game's overarching plot or a flashback to Phelps' war memories. Near the end of the final desk, players assume control of private investigator Jack Kelso, who becomes the player character for most of the rest of the game; although different in appearance and personality, he controls identically to Phelps.

When interrogating witnesses and suspects, players have the option to believe them, doubt them, or accuse them of lying.

The game blends investigative elements with fast-paced action sequences, including chases, combat, interrogations and gunfights.[18] Players use melee attacks and firearms to fight enemies, and may run, jump or use vehicles to navigate the world. In combat, auto-aim and a cover system can be used as assistance against enemies. Should players take damage, their health will gradually regenerate. Weapons can only be used in appropriate circumstances, such as during firefights. When driving vehicles, players have the option to skip directly to the destination by nominating their partner as the driver. Players can also ask the partner for directions. In addition to storyline cases, players may engage in option side-investigations known as Street Crimes that are not related to the case that they are working on; there is a total of 40.

During interrogations, players ask questions. When the interviewee responds, players are given the option to either believe them, doubt them, or accuse them of lying. If players accuse them of lying, they must submit evidence to prove it. When interrogating two suspects at the police station, players may decide who to charge with the crime; charging the wrong suspect affects players' end rating. Players have the option to skip past an action sequence and continue through the narrative if they fail it three times.[21]

Plot[edit]

The story begins with Officer Cole Phelps (Aaron Staton) on the Patrol Desk at the Wilshire Division 7 Police Station as a fairly new member of the police department in 1946 Los Angeles, California, successfully investigating a murder with his partner, Officer Ralph Dunn (Rodney Scott). The game follows Phelps' progress through the ranks and through different departments, and shows the collapse of his reputation and marriage after being publicly exposed as falling for German lounge singer Elsa Lichtmann (Erika Heynatz).

When a U.S. Marine from Phelps's former unit is found brutally murdered, Phelps discovers many of his former squad members are being assassinated as well, and after meeting with his old comrade, Jack Kelso (Gil McKinney), he deduces that the men in his unit were selling surplus morphine after stealing a large supply of morphine syrettes from the USS Coolridge, the ship that carried the unit back to Los Angeles at the end of World War II. The men are being killed by mobsters who are working for Mickey Cohen (Patrick Fischler) who controls the drug trade and resents the competition.

The Suburban Redevelopment Fund

The Suburban Redevelopment Fund, publicly has good intentions — to build houses for homecoming American servicemen — it is actually a front for an insurance fraud scam, run by a tycoon named Leland Monroe, where sub-standard houses are built and then fall victim to arson in order to claim the insurance money. This is eventually revealed to be only a small part of the fraud, as the true fraud was against the federal government regarding eminent domain. The Suburban Redevelopment Fund aimed to build entire communities, albeit with matchstick houses, to fool the federal government into paying much higher prices for the land where they were constructed, as they are in the path of the proposed Whitnall Parkway in the Wilshire district of Los Angeles.

Further investigations by Phelps and Kelso lead them to discover that the money from the morphine sales is being used to fund a program known as "The Suburban Redevelopment Fund." The scam, run by a tycoon named Leland Monroe (John Noble), involves local businessmen, dignitaries and even the police chief. It also involves a pop-psychiatrist named Harlan Fontaine (Peter Blomquist) and a headstrong member of Phelps and Kelso's unit, corpsman Courtney Sheldon (Chad Todhunter), who is later killed by Fontaine. After a shoot-out at Monroe's mansion by Kelso, it is revealed that the arsonist has killed Fontaine and has kidnapped Elsa Lichtmann. It also revealed that the arsonist was Ira Hogeboom, a former flamethrower operator from Phelps' and Kelso's unit, suffering from PTSD and schizophrenia after inadvertently killing a large number of civilians in what was thought to be an enemy encampment at the Battle of Okinawa on Phelps' orders. Hogeboom was unknowingly being manipulated by Fontaine to torch the houses of holdouts who refused to sell out to the Suburban Redevelopment Fund, in order to aid the insurance fraud. However, after Hogeboom inadvertently incinerates a house with an entire family inside, he goes completely insane.

At the Los Angeles River Tunnels, while trying to rescue the kidnapped Elsa, Phelps and Kelso fight their way through corrupt policemen and thugs trying to stop them from exposing the Suburban Redevelopment Fund scam. Outside the tunnels, the Assistant DA blocks the corrupt chief of police from sending additional officers after Phelps, and makes a deal where he sells out the other Fund conspirators. Kelso kills Hogeboom to put him out of his mental anguish and he and Phelps rescue Elsa and flee from the tunnels while struggling against a sewer level that is rising after heavy rain. Eventually, the trio finds an open manhole that they use to get Elsa up to the surface. As the water begins to rise, Phelps voluntarily lifts Kelso to the surface as well; as there is no one else to help Phelps, he says a final goodbye to his comrades as the current sweeps him away.

The game closes at Phelps' funeral. His last partner, Arson Squad detective Herschel Biggs (Keith Szarabajka), tells Kelso that Phelps was never Kelso's friend. Kelso agrees but says that he was never Phelps' enemy. It is revealed during the funeral that Leland Monroe and Harlan Fontaine were brought to justice, but the other Suburban Redevelopment Fund conspirators have apparently escaped justice, as they are all present at Phelps' funeral, hypocritically delivering eulogies to his memory. Elsa is disgusted and walks out as they speak.

In an epilogue flashback scene, Kelso, Sheldon, and their other fellow G.I.'s find surplus morphine on their ship home. Sheldon convinces the others to sell the drugs, making a profit. However, Kelso refuses, telling Sheldon and the others that they will lose his respect for them as marines if they go through with the drug profiting. They do anyway, leading to the events of the game.

Development[edit]

Team Bondi began to develop L.A. Noire in 2004, following their founding.[22] Initially due to be published by Sony Computer Entertainment, the publishing rights were later handed over to Rockstar Games in September 2006.[23] Though Team Bondi oversaw development, the work was shared between Team Bondi and multiple Rockstar studios around the world. Unlike other games by Rockstar, which run on their proprietary Rockstar Advanced Game Engine, L.A. Noire uses a custom engine, which includes a combination of facial motion capture and animation software.[24] The game is notable for being the first to use MotionScan, developed by Depth Analysis. MotionScan functions by recording actors with 32 surrounding cameras to capture facial expressions from every angle, resulting in a highly realistic recreation of a human face. The technology is central to the game's interrogation mechanic, as players are required to use the suspects' reactions to questioning to judge whether or not they are lying.[25] Analyst estimations place the game's combined development and marketing budget at more than US $50 million, which would make it one of the most expensive video games ever made.[26][c]

The game is set in 1947 Los Angeles, and the open world was modelled accordingly. To model the city, the team used aerial photographs taken by daredevil Robert Spence.[27] The team also used the photographs to create traffic patterns and public transport routes, as well as the location and condition of buildings.[27] While striving to recreate an accurate model of 1947 Los Angeles, the team also took some artistic license, such as including the appearance of the film set for D. W. Griffith's Intolerance; the set had actually been dismantled in 1919.[28]

The original (top) and the final (bottom) logo for the game. The original logo was created by Team Bondi, but Rockstar redesigned the L.A. Noire logo for visibility and commercial reasons.

After a secretive audition process, Aaron Staton and Gil McKinney were selected to portray protagonists Cole Phelps and Jack Kelso, respectively.[29] Their performances were mostly recorded using motion capture technology.[30] L.A. Noire features an original score, which was composed by a team of producers collaborating with each other over a number of years.[31] Licensed music provided by an in-game radio is also used. Some tracks were produced specifically for the game, written by The Real Tuesday Weld and performed by Claudia Brücken.[32]

In October 2003, Team Bondi announced their first project, for "a next-generation Sony platform". In 2004, McNamara said that the project was wholly funded by Sony Computer Entertainment America.[22] The title of the game was not revealed until 2005, when they announced that L.A. Noire was to be released exclusively to the PlayStation 3.[33] In September 2006, it was announced that Rockstar Games would be handling the publishing of the game.[23] The debut trailer was released in November 2010, followed by a behind-the-scenes development video the next month.[34] The game missed its original projected "fiscal 2008" release date, pushed back to September 2010 to allow for further polishing.[35] This was later pushed to the first half of 2011,[36] and then narrowed down to March 2011.[37] Later, the final release date of 17 May 2011 was confirmed.[3] To spur pre-order game sales, Rockstar collaborated with several retail outlets to provide pre-order bonuses.[38]

Additional content[edit]

Several standalone cases, collectibles and challenges for the game were released as downloadable content in the months following its release.[39] A purchase of the "Rockstar Pass" made all additional content immediately available when released. "The Naked City", released on 31 May 2011, is a standalone Administrative Vice case that follows the murder of a model.[40] "A Slip of the Tongue", released on 31 May 2011, is a Traffic case that focuses on a grand theft auto.[41] "Nicholson Electroplating", released on 21 June 2011, is an Arson case based on the 1947 explosion of the O'Connor Electro-Plating company.[42] "Reefer Madness", released on 12 July 2011, is a Vice case that leads the detectives to further conspiracies about the illegal reefer operations.[43] "The Consul's Car", released on 26 July 2011, is a Traffic case that follows a grand theft auto; initially released exclusively for North American PlayStation 3 versions, "The Consul's Car" was later made purchasable in Europe, and eventually included in The Complete Edition.[44] All in-game items initially available as pre-order content were also made available as downloadable content on 31 May 2011: two suits, the Broderick and the Sharpshooter; two guns, the Nickel Plated Pistol and the Chicago Piano Gun; and the Badge Pursuit Challenge, challenging players to collect badges placed around the game world.[45]

On 28 September 2011, Rockstar announced the PC version of the game, subtitled The Complete Edition, to be released on 8 November 2011. It contained all downloadable content from the original versions. Enhancements include keyboard remapping and gamepad functionality, increased fidelity, graphical enhancements, and stereoscopic 3D support.[46] The Complete Edition was made available for consoles shortly afterwards.[47]

Music[edit]

L.A. Noire Official Soundtrack[edit]

L.A. Noire Official Soundtrack[48]
Soundtrack album by Various artists
Released 17 May 2011
Recorded Abbey Road Studios
Genre Video game soundtrack
Length 55:21
Label Rockstar Games

L.A. Noire Official Soundtrack consists of an original score by Andrew Hale and Simon Hale, as well as original 1940s style songs composed by The Real Tuesday Weld and sung by Claudia Brücken.[32]

L.A. Noire Remixed EP[edit]

L.A. Noire Remixed EP[48]
Remix album by Various artists
Released 17 May 2011
Recorded Verve Records
Genre Remix album
Length 24:19
Label Rockstar Games
Verve Records

A second soundtrack album for the game, Verve Records and Rockstar Games presents L.A. Noire Remixed EP, was released, consisting of six jazz classics from the era, remixed by contemporary DJs. Advertised as a "special installment" of the Verve Remixed Series, the album includes songs by artists of the period, such as Billie Holiday, Dinah Washington, Ella Fitzgerald and Louis Armstrong, remixed by DJs such as Ticklah, DJ Premier, and Moodymann.[32]

Reception[edit]

Reception
Aggregate scores
Aggregator Score
GameRankings (PS3) 88%[49]
(X360) 88%[50]
(PC) 82%[51]
Metacritic (PS3) 89/100[52]
(X360) 89/100[53]
(PC) 83/100[54]
Review scores
Publication Score
1UP.com A[55]
Edge 8/10[56]
Eurogamer 8/10[57]
Famitsu 39/40[58]
Game Informer 8.75/10[59]
GamePro 5/5 stars[60]
GamesMaster 92%[52]
GamesRadar 9/10[61]
GameSpot 9/10[62]
GameSpy 4.5/5 stars[63]
GameTrailers 9.1/10[64]
GameZone 8.5/10[65]
Giant Bomb 5/5 stars[66]
IGN 8.5/10[67]
Joystiq 4.5/5 stars[68]
Official PlayStation Magazine (US) 9/10[52]
Official Xbox Magazine 8/10[53]
PlayStation 3 Magazine 9.3/10[52]
X-Play 5/5 stars[69]
The Guardian 5/5 stars[70]
Awards
Publication Award
GameTrailers Best New IP[71]
VGChartz Best IP[72]
GameSpot Best Atmosphere[73]
Eurogamer 11th Best Game of the Year[74]

L.A. Noire received critical acclaim upon release. It holds an overall Metacritic score of 89 out of 100 for PlayStation 3 and Xbox 360[52][53] and an overall score of 83 out of 100 for the PC.[54] GameRankings rated the PlayStation 3 version 88%,[49] the Xbox 360 version 88%[50] and the PC version 82%.[51] L.A. Noire has been widely praised for its advances in storytelling and facial animation technology.[75]

The first review was published by UK newspaper The Guardian, which awarded the game a perfect score, and stated "Ever since it first worked out how to assemble pixels so that they resembled something more recognisable than aliens, the games industry has dreamed of creating one thing above all else – a game that is indistinguishable from a film, except that you can control the lead character. With L.A. Noire, it just might, finally, have found the embodiment of that particular holy grail."[70]

IGN gave the game 8.5 out of 10, stating "L.A. Noire may not reach the emotional heights of a game like Heavy Rain, but it's something everyone must try out. It reaches high and almost succeeds as a brilliant new type of video game narrative."[67] GameTrailers gave the game a 9.1 out of 10, concluding that "L.A. Noire floors you out of the gate, loses some steam due to repetition, but eventually wins the day thanks to its subtlety, attention to detail, and stunning character interaction."[64] Gamespot's Carolyn Petit awarded the game a 9 out of 10, concluding that "L.A. Noire '​s absorbing investigations and intoxicating sense of style make it an unforgettable journey through the seamy side of the City of Angels."[62] GameZone gave the game an 8.5/10, stating "The story is intriguing, albeit a little slow at first. L.A. Noire takes an old school approach toward its storytelling. It’s a much slower approach, similar to older movies, with a heavy emphasis on detail. It is that attention to detail that sets L.A. Noire apart from other games and makes it enjoyable to play."[65]

Edge praised the facial technology, and pointed out that while there are no other major aspects of the game that had not been done better elsewhere, the fact that Team Bondi had brought together such a wide range of game genres in such a stylish, atmospheric, and cohesive manner was an achievement that few developers had managed.[56] Joystiq gave the game a score of 9, and stated that "L.A. Noire may not always be 'fun' in the traditional sense, but it's also unsatisfied with being 'merely fun,' and the result of that aspiration is something that no one who cares about video games should miss."[68]

Official PlayStation Magazine gave it 9 out of 10, and stated that "In many ways, L.A. Noire is similar to an AMC series... It's a slow build, but once hooked, we couldn't get enough of this provocative adventure, with its compelling characters and innovative gameplay. It's not perfect, but it's also unlike anything else on the PS3 right now."[52] Official Xbox Magazine gave it 8 out of 10, and concluded with "Yes, it's flawed, but L.A. Noire is an honest-to-goodness detective crime thriller – a genuine breath of fresh air that values narrative and story above all else in an age where scripted action sequences and online deathmatch rule the day. It's the closest thing Xbox has to PlayStation's unique adventurer Heavy Rain."[53] GamesMaster gave the game 92%, and concluded that L.A. Noire is "Rockstar's most mature take on open-world fun to date, brought to life with incredible tech."[52]

Despite the overall positive reception, some reviewers thought that the game had too many redundancies in the cases and left too little control to the player,[67] leading to the game being boring at times.[76] Although 1UP gave it a perfect score, they also warned that the extended cut-scenes in the game could make some players feel they lost control of the action.[55]

Responding to criticism that accused the character's bodies of being lifeless, despite the game's use of motion capture, Brendan McNamara stated in an interview with Eurogamer, "People were saying people were dead from the neck down. That's because we had all this animation in the neck and all this animation in the face, but the clothes don't move. Once you get to the level that people can actually see that level of realism, then people expect to see clothes moving and the rest of the body moving in a way we can't replicate in video games." In the same interview McNamara also responded to queries about why Phelps sometimes responds with particularly aggressive lines of dialogue during interrogation scenes. "It's funny. A lot of people say Aaron turns into a psycho. When we originally wrote the game the questions you asked were coax, force and lie. It was actually force because it was a more aggressive answer. That's the way we recorded it. But when the game came out it was truth, doubt or lie. Everyone always says Aaron on the second question is a psycho. So that's not his fault."[77]

Technical issues[edit]

Shortly after the release, a minority of players on both PlayStation 3 and Xbox 360 experienced game freezes due to overheating of the consoles.[78] After initially judging that the problem was due to the latest PS3 firmware, Rockstar later acknowledged the problem on their game FAQ.[79] In a subsequent joint statement, Sony and Rockstar declared that the problem was caused by neither the PS3 firmware update nor the game.[80] In a statement on 20 May, Rockstar reiterated that neither the game nor the console manufacturers were at fault. It also stated that the troubleshooting tips on its website had been "erroneously picked up by some news outlets as a 'story', and that those stories were "categorically untrue".[81]

Sales[edit]

On the day of the game's U.S. release, shares in Take-Two Interactive, Rockstar Games' parent company, closed up 7.75% on the day; a three-year high for the company. The rise was attributed to the positive reviews that L.A. Noire had been receiving.[82] In the last available figures from February 2012, the game had shipped almost 5 million copies.[16]

According to NPD Group, L.A. Noire was the best-selling game in the United States in May 2011,[83] at 899,000 copies across the PlayStation 3 and Xbox 360.[84]

L.A. Noire went straight to top of the UK games chart and became the fastest selling new intellectual property in the UK[85][86] (a record it held until the 2014 release of Watch Dogs).[87] It stayed top of the UK game chart for three weeks.[88] In Australia, video game stores in major cities reported that the game was going out of stock after a week.[89] L.A. Noire debuted in Japan for the week of 4–10 July and sold a combined 71,057 units on PlayStation 3 and Xbox 360. The PlayStation 3 version topped the chart, with 58,436 units sold, and the Xbox 360 version moved 12,621 units.[90][91]

Possible sequel[edit]

On 22 May 2011, McNamara said that a sequel to L.A. Noire would take less than the five years it took to develop the first as the technology already exists. He also stated that they are considering using the MotionScan technology for full body performances rather than only faces.[92][93] The same week, in an investor conference call, Take-Two Interactive CEO Strauss Zelnick said that L.A. Noire was "a very successful release" and that they "have every reason to believe that L.A. Noire is another strong franchise for this company". He reiterated that they "do see L.A. Noire as a powerful new franchise".[94]

During an investor call in November 2011, Zelnick re-iterated the importance of the game to Take-Two, stating that the game "has become an important franchise for the company." He announced that the game was Take-Two's "most successful new release" in the past fiscal year and has become a key property in its portfolio.[95] Also in November 2011, it was announced that McNamara's next game would be titled Whore of the Orient, which is described as "one of the great untold stories of the 20th century". It will be published by KMM Studios.[96]

On 13 February 2012, Rockstar Games answered numerous fan questions about their games, including a question regarding the future of the L.A. Noire franchise. Rockstar said that they are "considering what the future may hold for L.A. Noire as a series", adding that they "don't always rush to make sequels". They also announced that no further DLC or additional content would be developed for the current edition.[97] In March 2013, Karl Slatoff, chief operating officer of Take-Two Interactive, revealed that the company has an "extensive pipeline of unannounced titles in development" and mentioned that the L.A. Noire franchise was important to the company.[98]

References[edit]

Notes
  1. ^ Additional work by Rockstar North, Rockstar Leeds, Rockstar San Diego, Rockstar New England, Rockstar NYC and Rockstar Lincoln.[1] Rockstar Leeds also led development on the Microsoft Windows version.[2]
  2. ^ Accurate figures for sales to the public are rare. Most publishers only release "shipped" or "sold-in" figures, which reflect the amount of stock moved to stores for sale and are not the same as sales to the general public.
  3. ^ BBC News reporter Kev Geoghegan estimated that the development budget for the game exceeded US$50 million.[26]
Footnotes
  1. ^ Team Bondi (17 May 2011). "L.A. Noire". Microsoft Windows/PlayStation 3/Xbox 360 (v1.0). Rockstar Games. Level/area: Credits. 
  2. ^ R* Q (28 September 2011). "L.A. Noire: The Complete Edition Coming to PC this November". Rockstar Newswire. Rockstar Games. Retrieved 18 November 2014. 
  3. ^ a b Eddie Makuch (22 January 2011). "L.A. Noire emerging from shadows May 17". GameSpot. Retrieved 22 January 2010. 
  4. ^ "Asked & Answered: L.A. Noire Edition". Rockstar Games. Retrieved 24 June 2011. 
  5. ^ Johnny Cullen (24 January 2011). "Blog Archive » LA Noire confirmed for May 20 in Europe". VG247. Retrieved 24 January 2011. 
  6. ^ Brendan Sinclair (28 September 2011). "L.A. Noire hits PC in November". GameSpot. Retrieved 28 September 2011. 
  7. ^ "L.A. Noire No Longer PS3 Exclusive, Hitting Xbox 360". Shacknews. 5 February 2010. Retrieved 24 June 2014. 
  8. ^ a b Ted Thorsen (13 February 2010). "L.A. Noire due in Sept. for PS3, 360 – Report". GameSpot. Retrieved 17 February 2010. 
  9. ^ "L.A. Noire Information". Rockstar Games. Retrieved 22 February 2011. 
  10. ^ "Rockstar Recommends: "Chinatown"". Rockstar Games. 18 February 2011. Retrieved 18 December 2011. 
  11. ^ "Why Rockstar’s "L.A. Noire" Won’t Be Another "GTA" or "Red Dead" - Techland - TIME.com". Techland. 24 November 2010. Retrieved 24 June 2014. 
  12. ^ "L.A. Noire Debuts New Animation Capture Solution From Depth Analysis". Gamasutra. Retrieved 23 February 2011. 
  13. ^ "L.A. Noire honored as official selection of the 2011 Tribeca Film Festival". VG247. Retrieved 30 March 2011. 
  14. ^ "2011 Film Guide | L.A. Noire". TribecaFilm.com. Archived from the original on 27 March 2012. Retrieved 30 March 2011. 
  15. ^ Dutton, Fred (19 May 2011). "L.A. Noire sales near 5 million mark". Eurogamer. Retrieved 3 February 2012. 
  16. ^ a b "Take-Two Interactive Software – Investor Relations – Take-Two News Release". Ir.take2games.com. Retrieved 3 February 2012. 
  17. ^ "Game Trailers LA Noire review". 16 May 2011. Retrieved 19 May 2011. 
  18. ^ a b "Games". Rockstar Games. Retrieved 27 June 2011. 
  19. ^ "L.A. Noire". Rockstar Games. Retrieved 27 June 2011. 
  20. ^ "L.A. Noire". Rockstar Games. Retrieved 27 June 2011. 
  21. ^ "'LA Noire' Lets Casual Players Skip The Hard Parts". 26 April 2011. Retrieved 30 June 2011. 
  22. ^ a b Bramwell, Tom (20 February 2004). "Team Bondi – The First Interview". Eurogamer. Retrieved 15 June 2007. 
  23. ^ a b Surette, Tim (20 May 2011). "Rockstar gets L.A. Noire". GameSpot. Retrieved 23 May 2012. 
  24. ^ Helgeson, Matt (15 February 2010). "Exclusive New L.A. Noire Screens". Game Informer. Retrieved 21 June 2014. 
  25. ^ Alexander, Leigh (4 March 2010). "L.A. Noire Debuts New Animation Capture Solution From Depth Analysis". Gamasutra. Retrieved 23 February 2011. 
  26. ^ a b Geoghegan, Kevin (27 May 2011). "Will L.A. Noire change the game for actors?". BBC News. British Broadcasting Corporation. Retrieved 21 June 2014. 
  27. ^ a b Citizen, Jessica (18 November 2010). "LA Noire’s version of Los Angeles is thanks to 1920s daredevil". VG247. Retrieved 20 May 2011. 
  28. ^ R* Q (16 May 2011). "L.A. Noire's Los Angeles Landmarks". Rockstar Games. Retrieved 21 June 2014. 
  29. ^ "Voice Cast - L.A. Noire". Behind the Voice Actors. 17 May 2011. Retrieved 21 June 2014. 
  30. ^ R* Q (17 October 2011). "Interrogate the L.A. Noire Detectives Part Two: Your Questions Answered About Motion Capture, Prop Souvenirs, Disturbing Sequences & More". Rockstar Games. Retrieved 20 July 2014. 
  31. ^ Citizen, Jessica (9 May 2011). "Rockstar reveals a pair of soundtracks for L.A. Noire". VG247. Retrieved 23 June 2014. 
  32. ^ a b c "Features: In-Game Soundtrack". Rockstar Games. Retrieved 24 June 2014. 
  33. ^ Surette, Tim (18 July 2005). "Team Bondi announces PS3 game". GameSpot. Retrieved 21 July 2014. 
  34. ^ R* Q (16 December 2010). "Watch the New L.A. Noire Video "The Technology Behind Performance"". Rockstar Games. Retrieved 21 June 2014. 
  35. ^ Helgeson, Matt (11 November 2010). "Rockstar Resets The Bar With Its Upcoming Crime Thriller - L.A. Noire". Game Informer. Retrieved 21 June 2014. 
  36. ^ Yin-Poole, Wesley (11 November 2010). "L.A. Noire out spring 2011". Eurogamer. Retrieved 12 November 2010. 
  37. ^ Steinman, Gary (17 January 2011). "L.A. Noire Muscles Its Way Onto the Cover of PlayStation: The Official Magazine". PlayStation Blog. Retrieved 28 January 2011. 
  38. ^ R* Q (24 February 2011). "Presenting Pre-Order Exclusive Unlockable Bonus Content when You Pre-Order L.A. Noire: Cases, Challenges, Suits & More". Rockstar Games. Retrieved 24 July 2014. 
  39. ^ "Rockstar Games Announces New Downloadable Content Plans for Crime Thriller L.A. Noire". Take-Two Interactive. 31 May 2011. Retrieved 6 June 2011. 
  40. ^ R* Q (3 March 2011). "Watch the All-New L.A. Noire Video for "The Naked City" Pre-Order Exclusive Vice Desk Case". Rockstar Games. Retrieved 24 July 2014. 
  41. ^ R* Q (31 March 2011). "Watch the New L.A. Noire "A Slip of the Tongue" Traffic Desk Preorder Bonus Case Video". Rockstar Games. Retrieved 24 July 2014. 
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