Ergebnis 381 bis 400 von 980
Thema: L.A. Noire
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12.05.2011, 10:33 #381Exodus
AW: L.A. Noire
Aber egal wie...trotzdem krass in der heutigen Zeit Spiele auf so vielen Discs auszuliefern. Das kannte ich von Konsolen zuletzt von der Dreamcast
So und nun wieder BTT
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12.05.2011, 10:38 #382LuDaCriSoNe
AW: L.A. Noire
Ich wüsste nicht was daran Peinlich ist, als PS Fan-Boy biste anscheinend nicht mit der PSone aufgewachsen wa ? Oder willste mir verteilen das Final Fantasy VII-XI peinlich war, weil die bis zu 4 Disks hatten ?!?
Naja Back to Topic.
Ich werd mit L.A. Noire aufjedenfall kaufen, für welche Konsole weiß ich noch nicht evtl. auch für beide, dann kann ich bei Patrick2408 mit lachen
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12.05.2011, 10:58 #383Linti
AW: L.A. Noire
öhm... ick hab da ma ne frage...
weiss man eigentlich schon über cuts bescheid?
die AT PEGI version wird mit 18 eingestuft und wir bekommen ne fsk16??? hööö????
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12.05.2011, 11:03 #384piotrmike
AW: L.A. Noire
hmmm gute frage ....
wahrscheinlich sind irgendwo wieder titten zu sehen .... dann gleich mal ab 18 .... war bei GTA (EPISODES) und RDR ja auch der fall ... obwohl die ja auch FSK 18 bei uns hatten...
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12.05.2011, 11:03 #385patrick2408
AW: L.A. Noire
LOL, ich finde es immer wieder witzig wie sich Leute direkt beleidigt fühlen wenn man was gegen "ihre" Konsole sagt!
Sorry, aber die PSone ist wie alt? Das FF7 ist wie alt?? Also hör mir mit so einem Vergleich auf. Peinlich ist es allemal, weil wie war das noch damals als der Mediumskrieg war? Also HDDVD gegen BluRay, hat es da nicht geheissen das die Box auch weiterhin ohne Probleme mit der DVD auskommt? Scheinbar aber jetzt nicht mehr!! Und wie gesagt, solche Zeiten sollten ja schon lange vorbei sein, bei der XBox leben sie aber momentan neu auf!!
Aber fühl dich deswegen jetzt nicht wieder persönlich von mir angegriffen, ich will damit nicht sagen das die 360 eine schlechte Konsole ist, nein sicher nicht, ich hab mich halt damals für die PS3 entschieden, aber nicht weil ich die XBox schlecht fand sondern weil die PS3 halt ein HD Medium eingebaut hatte.
Aber wie du schon sagst, das ist zu viel OT, also B2T
Ich werd mir das Game auch sicher zulegen, aber halt nicht zu Release, von der Art des Games scheint es genau in meine Geschmacksrichtung zu passen, ich mag GTA eigentlich nicht so, aber so Detektivarbeit und Puzzles neben ein bisschen Rollenspielelementen ist eigentlich ein Game das mir zusagen sollte, aber ich bin halt noch skeptisch bzgl. der Umsetzung
EDIT****
Hier ein Zitat aus dieser Quelle: http://www.gamona.de/games/l-a-noire...s,1928991.html
Wie von Rockstar zudem nochmals angesprochen, wird es auch eine PEGI-Version geben, die ab 18 Jahren freigegeben ist. Hier wird jedoch betont, dass die PEGI einige Inhalte anders als die USK bewertet. Demnach seien beide Versionen völlig identisch.
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12.05.2011, 11:16 #386Sheendra
AW: L.A. Noire
Das liegt sicher nicht an den "Schießerein" und deren Darstellung, sondern an den anderen Themen, wie rauhe Sprache und eventuell Nacktheit/Prostitution/Drogen. Letzteres führt bei PEGI eher zu einer 18er Einstufung. In Deutschland wird damit weniger drastisch umgegangen. Sieht man sich die Trailer an, sind die "Shooterelemente" nicht nur in einem "Gesetzeshüter-Kontext" sondern auch nicht mit expliziter Gewaltdarstellung gekrönt. Ähnlich Uncharted. Das allein würde nicht für USK 18 reichen. Sex, Drugs and Rock´n´Roll sind in Deutschland - sofern nicht pornographisch auch "nur" P16.
Im Übrigen - es gibt keinen Unterschied zwischen den "Versionen", es ist nichts geschnitten in der USK16 Fassung.
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12.05.2011, 11:18 #387LuDaCriSoNe
AW: L.A. Noire
Ist nicht meine Konsole, ich hab alle und bin Neutral. Finde es aber lustig wie du dich vor mir Rechtfertigst ^^ Dann hat die HDDVD eben verloren, und die Blu-Ray gewonnen, mir latte. Das spiel läuft auch mit 3 DVD's und wem das wechseln stört, ist einfach nur Stinke Faul.
Back to the Roots:
Ich hol mir trotzdem die PEGI, das Logo is mir tausendmal lieber als das Hässliche USK Logo o.O
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12.05.2011, 13:11 #388Dirk Diggler
AW: L.A. Noire
HookedGamers präsentiert euch ein bisschen durchgesickertes L.A. Noire-Gameplay:
Ein Bild vom Startbildschirm gibt es auch gleich noch:
Beeindruckend
Edit: Hab mal mit einem halben Auge reingeschaut... es ist das bereits bekannte leaked Gameplay vom Red Lipstick Murder Case (von vor ein paar Seiten)
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12.05.2011, 13:16 #389Mr_Zdarlight
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12.05.2011, 13:17 #390Ein Hund im Büro?
AW: L.A. Noire
Danke für den Link, anschauen lohnt.
Die Szenerie ist der Hammer.
(aus dd´s link)
Guardian.co.uk hat ein neues, sehr umfangreicheses Interview mit dem Team Bondi Gründer (Brendan McNamara) und Rockstar´s "vice-president of development" (Jeronimo Barrera) geführt.
guardian
But looking at the game now, it's so richly visual. You've clearly spent a lot of time on period details such as fashion and architecture. Did you have Mad Men in mind?
BM: It's interesting, but the production levels on games like Red Dead Redemption and LA Noire are similar to that kind of show now. We tried hard to get the right costumes, the right fabrics ... we're a little obsessive about detail.
Did you speak to the LAPD?
BM: We spoke to a lot of them. Originally, we approached the LAPD historical society and they took us in hand, told us what it was really like, took us out to one of the old jails, sat us in a cell, all that kind of stuff. They took us through famous cases how the organisation has changed. They told us some great stories.
And most of the missions in the game are based on actual cases, aren't they?
BM: 90% of the cases are. That was part of our research phase: we got the newspapers from every day during 1947, we had the Examiner, the Herald, the Daily News ... there were just so many amazing stories, we thought we may as well use them – it's more interesting than what we could have come up with. And for any that are unsolved, we tried to come up with our own way to solve them.
What were some of the key cases for you?
BM: Obviously the case of the Black Dhalia was why we chose 1947. We weren't trying to solve that, it's like Jack the Ripper, it's unsolvable. But on the front pages of all the newspapers at the time there was a photo of someone cut in half – you can't imagine that now. That set the tone for the brutality of the year. There were a lot of great cases that we couldn't do. We could have had hundreds.
The game is all about reading body language. Did you study the subject during development?
BM: Well, Jeronimo plays a lot of blackjack, so he can probably explain all about tells!
JB: Obviously we did a lot of research, read all the books, but you've got to remember, we're using actors, and they are inherently lying all the time. We directed their performances toward what people are used to seeing on film or on TV, when you watch liars on a cop show, versus really good liars in real life.
BM: The other side of that is, actors will say they're never lying because they're truly in the moment. We weren't consciously looking for micro-tells, as you won't be seeing this game on 14-foot-high screen like you are in the cinema. If you say to an actor, "on this line I really want you to lie", it's amazing how that comes across.
JB: And all the time you're investigating crime scenes, so you have to keep data in your head about what's happening, what's going on. Part of the game is to catch people, to have the evidence available so that you can accuse them when they're lying. It's about keeping track of the story, the whole performance, rather than necessarily looking for an "answer".In many ways, then, the game requires a whole new set of skills from gamers. Is it nerve-racking or exciting to be making those demands?
JB: It's a little bit of both and as of this moment, it is still unproven. We've yet to see if people are going to attach themselves to it. At Rockstar, we're always trying to push the medium. If games are only going to be about shooting things, dying and starting over, that's a pretty boring future for us. So here's an opportunity where we thought, how can we make having a conversation be the focus of the gameplay?
It's been sort of the holy grail for a long time and the technology wasn't there to approach it in this manner. Obviously, there have been a million talking heads in video games – games like Mass Effect do an amazing job, the guys at BioWare really know how to work conversation systems. But we wanted to take it a step futher and actually have that human element that can be missing from those games; the ability to see a performance rather than a puppet on screen.
It certainly seems designers are now realising that games can be about human drama ...
BM: Exactly. 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.
JB: 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. 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.
But do you think an emerging interest in human drama will gradually change the way games are developed?
JB: Absolutely. 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. 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.
How about story-telling – have you brought in scriptwriters from Hollywood or TV?
BM: I just wrote it myself, like I normally do! No, as much as I'd like to compare myself to Kubrick or Hitchcock, most parts of a game are super collaborative. I might come up with a plot for a case, but the first thing we'll do before I write a word of dialogue is sit down with the game designers and work out where the holes are; where it would work and where it wouldn't in a game. If you meet this person here, and then you talk to someone else, but don't find this clue … you learn a lot from that process. With video games, whether they're as big as this one or not, you have to be in an office for three or four years with game developers. If you want to wander around in jodhpurs with a bullhorn, it's probably not going to work.
How are the likes of Kinect going to help evolve human dramas? This whole idea of controller-free input must open a few new doors?
BM: Definitely, and to some extent we're exploring that in this game – we put a person in front of you and ask, "do you believe them or not?" Their face becomes the user interface. The controller definitely stops you broadening the audience.
JB: I love the Kinect, we play it in our household. It's evolving, it's trying to find its place – is someone going to make the killer app for it? Absolutely. And for us, if the best way to get our vision across is motion control we'll use it. But that all came along during the development of LA Noire and we didn't want to shoehorn it in.Do you see an era where there is no shooting in a Rockstar game?
JB: Absolutely, and we're flirting with that in this game – there are cases when you never draw a gun or chase a criminal. It's something that's going to happen sooner than later. I have children and when we get together as a family we play games, we don't watch TV. We're a generation that's always been around interactivity, and in the future something like LA Noire could be broadcast directly onto your cable set-top box. It's the future.
And we're taking the same risks with LA Noire as we did when we published GTA 3. 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.
How might LA Noire change the user's relationship with the lead character? Phelps is a complex character with a troubled past – will our relationship with him change? Are we heading into a future where our relationship with the lead character is malleable over the course of the game?
BM: I think Red Dead foreshadows that kind of stuff: the character journey. At Rockstar, we're not really interested in archetypes any more, we're not interested in characters who are the same at the end of the game as they were at the start. For as far back as you can remember, that's been the case with game characters. You can laugh with them, kill with them, but they don't change. We want to see how our characters develop through the entertainment. With TV we get to see how a character develops over a series, that's the interesting part – to go on a personal journey with characters. That's what we want to do with games – and I think that's possible.
Do you think you've clambered over the uncanny valley now?
BM: Oh, there's so much more to do!
JB: It's a good step forward, and it's really important to our industry. Sure, there's a place for shooting games, I'm a big fan of Dead Space 2, but we have to expand our horizons...
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12.05.2011, 19:28 #391MenocidiX
AW: L.A. Noire
Mir sieht das alles schon fast zu bunt aus.
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12.05.2011, 19:52 #392CoFa72
AW: L.A. Noire
Ja, das erste Bild, das Ein Hund im Büro gepostet hat, ist echt verdammt bunt.
In einer Woche ist es ja endlich soweit. Ich denk doch mal, dass man einige Easter Eggs finden wird.
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12.05.2011, 20:36 #393Earthbound
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12.05.2011, 21:09 #394young.b
AW: L.A. Noire
find das spiel schaut gut aus, aber die Grafik is nicht der hit.
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12.05.2011, 21:20 #395Counterweight
AW: L.A. Noire
Öhm die Grafik erinnert mich total an True Crime auf der PS2, also dass in der Distanz alles so komisch unscharf wird. Wenn das der Fall ist, wird das Spiel zu 100% nicht gekauft, fande das damals extrem anstrengend für die Augen.
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12.05.2011, 23:02 #396mec
AW: L.A. Noire
Hier kann man das Spiel mit einem Gutschein ("Game202") für ca 41-42 € vorbestellen (England)...
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13.05.2011, 06:08 #397Dirk Diggler
AW: L.A. Noire
Installationsgröße
Wie JustPushStart berichtet, wird L.A. Noire mit gerade einmal 1,3GB PS3-Festplattenspeicher auskommen:
Instead of having a 5GB install, L.A Noire will only take 1.3GB of your hard drive space. Yes! with a game so big, I am surprised to see the game only having a 1.3GB install.
Erste Reviews
The Guardian hat ein erstes Review zu L.A. Noire (PS3) veröffentlicht: LA Noire – review | Technology | guardian.co.uk
Ein Abonennt der OXM UK hat die Wertung des Magazins für uns zusammengefasst:
+Very meaty, very lengthy (took them about 30 hours to finish the main story, and took them around 40ish to complete everything)
+Very cinematic, takes many cues from LA Confidential they said. Also according to the reviewer “A game that bridges cinema and the gaming universe.”
+Motion Scan is the highlight for them, and the feeling of actually being a detective. They said no game comes close to the experience that they had with L.A Noire.
+Great Narrative. In there opinion they said it has the dramatic, and cinematic storytelling of Heavy Rain, with the complexity of Metal Gear Solid, mixed with the length of Red Dead Redemption (but longer).
+Excellent pacing. At first you start somewhat slow, but you quickly rise within the ranks. Once you finish the 30 hour epic you become attatched with the world, the characters, the cases. Not many games have done that for him (said the reviewer).
-Gameplay is a bit clunky. If your fan of Red Dead, or GTA IV then the gameplay of LA Noire won’t feel out of place. That said, they were hoping for some advancement in this aspect.
Overall Score: 10/10
Closing comments:
“If you were expecting L.A Noire to be a reskinned GTA then you will be left severely disappointed. Many times we hear, “Who will be gaming’s Citizen Kane?”. Personally, I don’t have the gall to say L.A Noire is that type of game. But it is a game that will revolutionize the gaming industry as we know it. Never in my 20 year history of gaming have I encountered a game with as much finesse, intelligence, and attention to detail as L.A Noire, and for that I applaud L.A Noire. A game which has the nerve to do so much, in an industry where a seldom few are.”
AnalogHype hat die ersten 15 Minuten des Spiels auf Youtube hochgeladen:
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13.05.2011, 08:52 #398piotrmike
AW: L.A. Noire
zum video:
tja gerade erst reingestellt und schon offlineschade aber auch gut ... dann werd ich es doch ohne spoiler anspielen
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13.05.2011, 09:12 #399Exodus
AW: L.A. Noire
Ich hab zwar kein Grafik Fetisch aber ich hätte mir mehr erwartet, die Weitsicht erscheint mir sehr veraltet hm
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13.05.2011, 09:20 #400piotrmike
AW: L.A. Noire
? wieso den das?
abgesehen von min. 5min fuer intro bis man endlich spielen kann sind die ersten minuten meistens so: benutze den LINKEN STICK zum GEHEN, ohhhh ein ZAUN druecke X zum springen..... geh dahinter und drueck O zum DUCKEN ... ohh ein feind druecke L2 zum anvisieren ... und druecke R2 zum schiessen....immer da selbe bei allen games!!!
versteht mich net falsch, ist ja auch net schlecht und besser als das man im handbuch rumlesen muesste..... aber die erste 1-2h sind in jedem spiel (bis sich die story irgendwie aufbaut) meistens total oede ... drum schau ich mir immer die ersten 15min vom spiel an ... da wird ja nix gespoilert was du nicht selber @Home in den 15min siehst ... also who cares ....
aber egal, es kommt ja schon naechstes WE, werd wohl dann selber EINE STUNDE MIT @Home machen
wieso findet ihr den die grafik "zu bunt" ??? ist ja genaus wie gta, rdr usw ... also sieht zumindest so aus .... auch mafia 2 hat so ausgeschaut .... denk das passt schon so .... zur not gibts ja die FARB einstellunge am TVauf B/W machen und schon habt ihr die NOIR stimmung im wohnzimmer
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