L.A. Noire Trailer Reveals the Marriage Between Technology and Performance
by Xav de Matos, Dec 16, 2010 4:30pm PSTIn the latest trailer for Rockstar's upcoming detective title, L.A. Noire, we're given a behind-the-scenes look at the facial tracking tech powering the performance of the actors involved with the title. If you were to track our expression after seeing the tech in action, our digital clones would be mouth agape.
Hopefully the rest of the game has been given the same kind of care and attention. L.A. Noire is launching in the "first half" of 2011 for the PlayStation 3 and the Xbox 360.
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nor will it be the first time something like was used in a game.
will it look nicer than previous versions? possibly. but they're trying to discredit the work i've done previously :(
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Games that take film noir as a cue shouldn't emulate the surface-- trench coats, cigarettes, femme fatales and old LA. Games should emulate the structural and emotional underpinnings that made noir work as an experience. We can do this with readily-available, inexpensive tech; we can leverage older 3D engines and simpler lighting & shader models in the same way noir filmmakers used location shooting and expressionistic cinematography.
It's as though Rockstar read that and said, "NAAAAAH!! Let's do old LA, and let's go all out on technology!" But it's probably just a funny coincidence.
The mocap looks nice, but the detachment between head mocap and body animation sends the character performance into "uncanny valley" territory. The facial animations look great, but I keep concentrating on the neck, and how the head motion seems detached from the body motion.
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pretty sweet still.
All they have to do now is adopt the little "camera attached to your face" thing that Avatar did, and games will jump 8000% in realism.
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