DreD 17 décembre 2010 Partager 17 décembre 2010 Ça fait longtemps que le jeu a été annoncé, mais on a longtemps resté sans information à son sujet. Dernièrement, il y a un peu plus d'infos qui est sorti et ça semble avoir beaucoup de potentiel. On aurait pu s'attendre tout simplement à un "GTA dans les années 40s", mais ça semble être bien plus que ça. Non seulement le jeu se présente davantage comme une évolution du jeux d'aventure (point n'click), il promet également une grande innovation au niveau technologique. Le titre est développé en utilisant une nouvelle technique de reconnaissance des visages et des mouvements. Si vous êtes sceptiques, je vous invite à regarder les vidéos plus bas (surtout le deuxième) , c'est quand même impressionnant. Pour ceux que ça intéresse, Game Informer a présenté un avant-goût il y a de ça un mois (que j'ai pas vu mentionné ici d'ailleurs). Quelques extraits : In this way, L.A. Noire represents a total break with conventional game development and animation. Instead of recording dialogue, animating, and performing motion capture as separate steps of the process, Team Bondi (using technology developed by its sister company Depth Analysis) is capturing human performances just as a filmmaker would – except instead of generating movie footage, they come away with fully animated 3D models. For McNamara, it’s perhaps the most crucial aspect of L.A. Noire, because the game features an unprecedented volume of spoken lines, encompassing a script of around 2,000 pages. To put it in perspective, the average hour-long television show has about 50 pages, and a longer feature film’s script would be 200 (approximately one page per minute of running time). With these new tools, Team Bondi can produce results that are both faster and vastly improved over games of the past.“We hadn’t had really good results with motion capture, using facial markers and all that,” McNamara recalls. “I’d been doing some research in the U.K. for a number of years on how you could do capture without markers. What we wanted to do was capture the exterior of people instead of the bones. What we have here is the final end of that process, where you put an actor in the chair and as we record it’s instantly turned into 3D. We think it’s pretty significant. The great thing about that is we think that the whole uncanny valley thing is out the window, because you can see people in the game and literally lip-read what they say.” Seeing side-by-side comparisons of the actors with their in-game likenesses, it’s clear McNamara’s technical team (staffed mostly by Team Bondi’s sister company Depth Analysis) is treading new ground in terms of facial animation in games. At first, it’s almost eerie. From hair to the slightest raise of an eyebrow, the facial models are virtually indistinguishable from the real thing. “The actors are weirded out at first – everyone’s used to seeing themselves in 2D,” McNamara reveals. Since the physical performance and dialogue reading are done at the same time, lip synching problems are non-existent, allowing the player to finally react to the characters as real actors in a way that even games like Uncharted 2 or Mass Effect haven’t achieved.Technology for technology’s sake is one thing, but in L.A. Noire Team Bondi’s impressive new techniques aren’t just there for window dressing. It’s a core building block of the game itself. L.A. Noire is not GTA in 1940s drag. The game revolves around real police work: interviewing suspects, collecting data, and piecing together the facts to reveal the truth. To do that, you have to be able to read faces and decide whether or not you’re being lied to – something only possible through the stunningly realistic facial capture Team Bondi has worked so hard to accomplish. “It’s obviously cool technology, but the key thing for us is that when you’re interrogating someone, you can read their face and tell if they are lying,” McNamara claims. “That’s a key component of the gameplay.”Producer Jeronimo Barrera considers L.A. Noire “an adventure game that plays like a GTA.”Throughout the game, Phelps will progress through the ranks of the LAPD through what Team Bondi calls the “desk system.” As in a real police force, there are different departments (desks) that deal with specific types of crime. At first, Phelps will be a simple beat cop, skulking through L.A. alleys for evidence on simple crimes. As he solves more cases, he’ll be promoted to different desks like traffic, vice, burglary, and arson. Ultimately, he’ll make homicide detective, the most prestigious job in the department. At each desk, he’ll be teamed with a new partner, some of whom are more useful (and trustworthy) than others. Along the way, he’ll learn that the police themselves are not saints – Team Bondi’s game director Brendan McNamara points out that the real-life corruption that scandalized the force in the late ‘40s will definitely impact Phelps during the game.http://www.youtube.com/watch?v=EHir-PUoXashttp://www.dailymotion.com/video/xg5iax_l-a-noire-trailer-technique-hd-fr_videogames 3 Lien vers le commentaire Partager sur d’autres sites More sharing options...
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