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Posted by Joystiq Jun 16 2011 19:50 GMT
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MarketWatch reveals that Rockstar's L.A. Noire sold 899,000 units during its May debut. The stat, which NPD no longer regularly reports, was below the million-unit expectation by analysts and far below that of Rockstar's Red Dead Redemption premiere during the same month last year.

Red Dead Redemption 1.5 million units during the month of May 2010, going on to become a blockbuster for Take-Two and unintentionally killing game sales of any premiere for months after. There is speculation that the Call of Duty: Black Ops "Escalation" DLC, which premiered in early May, could have chiseled into Noire's numbers.

Despite L.A. Noire not reaching RDR sales in its first month, it did have a solid debut in the States and abroad, so Take-Two CEO Strauss Zelnick isn't wrong when he says the game is a "powerful new franchise" for the company.

Posted by Kotaku Jun 16 2011 17:30 GMT
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#watchthis Rockstar has a new $4 case for L.A. Noire players to solve, and it'll be out next week. Along with the official trailer, here's the official summary: More »

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Posted by GameTrailers Jun 16 2011 16:00 GMT
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Open a new case and investigate Nicholson Electroplating!

Posted by IGN Jun 16 2011 00:22 GMT
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According to market research firm NPD, boxed video game sales are it its lowest since 2006. It its latest monthly report, NPD states that physical sales for May 2011 reached $743 million in the United States, a 14 percent decline year-over-year. This was also the lowest month in sales since October 2006...

Posted by Kotaku Jun 14 2011 14:40 GMT
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#faceit Those actors should! Many of them have appeared in big name TV programs and feature films. You might not know their names, but maybe you've seen their faces. They are character actors. More »

Posted by Joystiq Jun 14 2011 15:45 GMT
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The cheapest ticket to Los Angeles you're likely to find is on Amazon.com, of all places -- the retailer has discounted Team Bondi's LA Noire to $44.99. Pick it up with a Mad Men box set and watch Cole Phelps, 13 years after the events of the game, go undercover as an affable New York advertising exec!

If you're still in the mood for buying stuff, you should check out the "Dads & Grads" sale, which discounts PS3, Xbox, and PC stuff this week. Standouts include Mortal Kombat for $40, Final Fantasy XIII for $17, and the PC version of Portal 2 for just $30 (it's a reasonable $40 on consoles, too).

Posted by Joystiq Jun 13 2011 23:54 GMT
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Even though we hid the list of May's top software sellers in North America after the break, we have a suspicion that your unparalleled acumen and unmatched perception will provide the clues necessary to determine what the month's top seller was. Simple. Let's move onto harder stuff.

Without a solid historical basis, determining the month's top-selling console might be difficult. So we'll give you a hint: It's been the top selling console for 11 of the past 12 months. That's right, it's the Xbox 360 which managed to move 270,000 units according to Microsoft, representing 39% year-over-year growth and marking the "seventeenth month of year-over-year hardware sales increases," according to a now routine email boast from Redmond.

Overall video game spending is down 13% year-over-year, dropping from $829.4m to $718.8m; while hardware is only down 5%, video game software was down a whopping 19% from May 2010 to 2011. Looking at the list of top sellers, you'll see a few notable facts: the poorly received Brink managed to arrive in second place; there are two Lego games from two separate publishers; and perhaps most notably, there isn't a single Nintendo-published title on the list. Find the full software rundown after the break.

Posted by Giant Bomb Jun 13 2011 22:44 GMT
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Cole Phelps wonders if 899K is considered a hit.

Rockstar Games and Team Bondi's 1940s noir adventure, L.A. Noire, was the top-selling game of May, according to the numbers released by the NPD Group. Splash Damage's Brink came in second.

NPD Group no longer releases specific sales data for software releases, but it did tell me L.A. Noire sold a combined 899K copies across both Xbox 360 and PlayStation 3.

I was unable to get clarity on which platform the game sold better on.

The full list:

L.A. NoireBrinkLego Pirates of the Caribbean: The Video GamePortal 2Mortal KombatCall of Duty: Black OpsZumba Fitness: Join the PartyNBA 2K11Just Dance 2Lego Star Wars III: The Clone Wars

More specifics tend to come out throughout the afternoon. As I learn more, I'll let you know.


Posted by Kotaku Jun 11 2011 18:00 GMT
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#watchthis Fresh from the vivisection they performed on EA Sports and Peter Moore (which Moore himself quoted on our Twitter feed Thursday), the kids of South Park turned their attention to L.A. Noire in Thursday night's episode, in which Stan battles chronic cynicsm—aka "Internet commenter's syndrome." More »

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Posted by Kotaku Jun 10 2011 06:30 GMT
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#watchthis LA Noire takes place in...LA. The guys from Machinima Respawn go on a tour of the landmarks that appear in the game—and in LA—providing fun facts along the way. More »

Posted by Joystiq Jun 06 2011 04:30 GMT
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For the past seven years, Team Bondi and Rockstar Games have been toiling away on LA Noire -- an effort that, at least from a critical standpoint so far, has been totally worth it. But some developers who supposedly had a hand in solving the case of how to launch a game have gone uncredited and taken to the internet for justice by ... launching a website and Facebook page.

T.K. Rose, an alias of one such member (why hide your name?) of the group looking for recognition, told Destructoid that unless individuals were involved during "the final month or two of production" were left out of the game's credits, affecting about 100 individuals who apparently worked on the game. "A significant portion of these people did not leave Team Bondi by choice," Rose detailed, "they were made redundant as the art production wound down, and as Quality Assurance was shifted off-shore to Rockstar's studios."

Rockstar has yet to comment on the claims of these individuals. We've reached out for comment and will update accordingly.

Posted by Kotaku Jun 04 2011 00:00 GMT
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#theysaiditonapodcast Is L.A. Noire—despite its running, gunning and vehicular cruising—essentially an elaboration on the point-and-click adventure game? Some critics and commenators have suggested that the title has more in common with Monkey Island than Grand Theft Auto IV, with the crucial difference being that L.A. Noire (unlike the adventure games of yesteryear) allows you to advance despite having made blunders. More »


Posted by Kotaku Jun 03 2011 08:30 GMT
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#shoutout LA Noire had been in development for over six years across two publishers, so by the time it was done, a lot of people had worked on the game. More than were listed (or listed correctly) in its closing credits. The site lanoirecredits.com, thankfully, seeks to address that. More »

Posted by PlayStation Blog Jun 02 2011 22:49 GMT
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In our excitement, we accidentally left the L.A. Noire DLC out of the Store post last night. If you’re enjoying L.A. Noire anywhere near as much as I am, you’ll be happy to know that a number of DLC options are now available on the Store, including the PS3-exclusive Consul’s Car pack-in voucher.

Rockstar had this to say:

Rockstar Games have announced the full details of L.A. Noire’s extensive list of downloadable content. Starting today, and continuing through the summer months, several standalone cases, collectibles and challenges will be released via PlayStation Network, including all of the pre-order exclusive unlockable bonus content as well as a free downloadable weapon.

Starting today, players will be able to purchase the L.A. Noire Rockstar Pass, a new way to pre-order and purchase DLC that gives players access to all of the upcoming downloadable content for L.A. Noire, available for a limited-time (until June 16th) discounted price of just $9.99 on PlayStation Network.

Then, later this summer, look for two brand new DLC cases. The “Nicholson Electroplating” Arson case (coming June 21st) and the “Reefer Madness” Vice case (coming July 12th).

The L.A. Noire Rockstar Pass includes all the following: “The Broderick” Detective Suit, “The Sharpshooter” Detective Suit, “The Badge Pursuit Challenge” & “The Button Man” Detective Suit, “The Naked City” Vice Case, “A Slip Of The Tongue” Traffic Case, “Nicholson Electroplating” Arson Case and “Reefer Madness” Vice Case. Individual items will become available to download through the L.A. Noire in-game store as they release.

In addition anyone in North America who purchased a copy of L.A. Noire for PlayStation 3 can now download the exclusive case, “The Consul’s Car” Traffic Case.

Stay tuned for more details and information on these L.A. Noire DLC cases in the weeks to come and check below for the full breakdown of L.A. Noire downloadable content pricing and release dates.

Now Available

  • “Chicago Lightning” Detective Suit (Free via the Rockstar Games Social Club)
  • “Chicago Piano” Machine Gun (Free)
  • L.A. Noire Rockstar Pass ($9.99 until June 16th)
  • “The Naked City” Vice Desk Case ($3.99)
  • “A Slip of The Tongue” Traffic Desk Case ($3.99)
  • The Badge Pursuit Challenge ($1.99)
  • “The Broderick” Detective Suit ($0.99)
  • “The Sharpshooter” Detective Suit ($0.99)

Available June 21st

  • “Nicholson Electroplating” Arson Desk Case ($3.99)

Available July 12th

  • “Reefer Madness” Vice Desk Case ($3.99)

Posted by Kotaku Jun 01 2011 16:20 GMT
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#lanoire Rockstar and Team Bondi have more cases for L.A. Noire gamers to play soon. One, Reefer Madness, surely involves a wacky weed of some sort. The other involves the explosion you see above (well, you'd see it if not for that darn age-gate). More »

Posted by Joystiq Jun 01 2011 17:05 GMT
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Okay, so you're not convinced whether LA Noire's "Rockstar Pass," which gives you access to all the DLC for a flat $10 ($12 after June 14), is a good deal. Well, what if you were to see a couple of seconds of each DLC case? Would that help you reach a conclusion?

Video
Posted by GameTrailers Jun 01 2011 16:00 GMT
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Get the Rockstar Pass to gain access to extra content in L.A. Noire!

Posted by Giant Bomb Jun 01 2011 14:00 GMT
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Could I have avoided this somehow, Zach?

Chasing a fleeing, desperate man across a falling construction set, it dawns upon me:

"I've *crag*ed up."

Virtual heart racing from sprinting, I'm relentlessly tracking down a man that I've, up until this moment, deduced was guilty of a horrifying crime. He killed someone.

He didn't, though. And as I catch up to him, it's clear there are no more locations to visit, no more suspects to talk to, no more pieces of evidence to string along. The end of the road is in sight. While I (the player) know I've bungled the case, I know the suspect's innocent, and there were five questions that I shouldawouldacould answered better if I'd thought about the whole thing longer, my evidence points to him.

Someone has to take the fall, right?

Someone's got to pay, even if that someone isn't actually the right one, so the papers and the bosses and the neighborhood (does the list ever ever end?) are happy, and as the case draws to a close and I'm assigned my two-star rating, all I can feel is bitter disappointment. It's not the kind of controller chucking misery you get from screwing up a boss battle for the upteenth time, but a real "aw, shucks" realization that I've done a truly bad thing and it just felt wrong.

More games should let you fail. It's less rewarding to be right every time; it's not how life is.

In L.A. Noire, failures are still "succeses." The case is "solved." You might curse the sometimes frustrating adventure game logic driving the interrogations, but I can't help but thumbs up experiences where the fail state isn't just a game over screen. It's why seeing the "you got caught" message during the stealth sections feels so out of place. The rest of the game goes so explicitly out of its way to push players into gray areas, while the action remains black and white.

I twitch every time someone on my Twitter feed curses that they've been awarded less than five stars on a case in L.A. Noire and begin the case from scratch. Give failure a chance, ya'll.

Believe me, I understand the impulse--I have it, too. What's powerful is saying no to it and seeing how you respond. As gamers, we've been trained to achieve perfection, whether it's navigating a sea of bullets or collecting some hidden items. We don't like second place, especially if it's preventable. That's boring. Why should it always go your way? We're constantly asking developers to create more emotional gaming experiences, and though I can't say the same for you, but my personal failures burn more than my successes. They're what drive me to be better.

I'm reminded of the spit-take reaction to Aeris in Final Fantasy VII. I'm convinced the developers wouldn't kill her if they made the game today; they'd have made resurrecting her some achievement, otherwise it would tick too many people off. I want to get pissed off, feel sad, experience regret and engage deeper than the latest macho power fantasy (which I like, too!).

Want to play something moving? Try Jordan Magnuson's The Killer. I want that on a large scale.

There was a similar moment in Grand Theft Auto IV that I wrote about, too, in a post titled "My Conscience, And How ‘Grand Theft Auto IV’ Made Me Feel Regret." I talked about when you're asked to kill Playboy X or Dwayne. Letting Playboy X live presents a cooler gameplay path, with the possibility to grab a larger apartment, while Dwayne, recently released from prison and seeking redemption, offers me nothing as a player, besides toying with my virtual compassion.

I killed Dwayne. Here's how I reacted back in 2008:

"It felt wrong, though. In my gut, I was killing someone with a second chance. Dwayne served his time. But in a dog-eat-dog virtual world, it was about me. Except it wasn’t. It was about me, the player. When Playboy X called me up after the deed was done and denounced our relationship — calling me 'cold' — he was right. There was a knot in my stomach over this. I made the wrong decision. It was too late; the auto save function had kicked in. Dwayne’s fate was signed, sealed, delivered. I have to live with that decision for the rest of the game."

If I could have done that moment over, reloaded a previous save, I might have. How tragic.

I want more moments like that, please. Don't you?


Posted by Giant Bomb May 31 2011 19:42 GMT
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As I've been sternly interrogating and periodically shooting my way through L.A. Noire, I have often wondered when we might start seeing DLC content for the game pop up. For as long as those cases can be, some feel rather fleeting, almost begging you to prolong the investigation just a bit in the hopes of keeping the experience going. Plus, hey, I bought the PS3 version--I want my exclusive bonus case, dammit.

Well, this seems fun!

I, and other PS3 users will have to wait a bit longer to start downloading all willy-nilly, but for those who are playing the Xbox 360 version of L.A. Noire, Rockstar and Team Bondi today released the first two downloadable cases: "The Naked City." a Vice case, and the traffic case, "A Slip of the Tongue."

Both of these cases can be downloaded piecemeal for 320 Microsoft Bucks ($4), or you could opt to pay for the Rockstar Pass, which as of now goes for $10 (800 Microsoft Points), though will eventually go up to $12 in June. Buying the pass pre-orders all the scheduled downloadable content through mid-July, and will actually save you 50% in total purchase pricing, provided you plan to get them all.

Two more cases are scheduled to hit in June and July. "Nicholson Electroplating Disaster," which those who pre-ordered through Best Buy may already have, will hit on June 21st. "Reefer Madness," which is officially my new favorite case before I've even played it, drops on July 12th.

Additional content available today includes the "Broderick" and "Sharpshooter" suit/gun combos, for $1 and $2 respectively, the "Badge Pursuit" challenge (again, $2) and the Chicago Piano machine gun, which is a free unlock for the Rockstar community.

How many of you armchair gumshoes out there plan to grab all this stuff?


Posted by IGN May 31 2011 12:45 GMT
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The Rockstar pass for L.A. Noire has been released on Xbox Live Marketplace and thankfully it's nothing like EA's online pass or comparable schemes. Instead it's a collection of DLC previously released for L.A. Noire in the form of pre-order incentives...

Posted by Joystiq May 31 2011 13:30 GMT
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Detective, thank goodness you're here! We've got a hot case that just came in and we're stumped. Here's what we've got so far: Rockstar has revealed a steady slate of L.A. Noire DLC, coming until late July, that includes four new cases for Cole Phelps to bring his seething congeniality to. (Yep, the previously Best Buy-exclusive Nicholson Electroplating arson case is on the list.) You could buy all the content piecemeal for $20, or you could pre-purchase all of it for $10 with the newly announced Rockstar Pass. After June 14, the price of the pass will increase to $12.

In even better news, two of the cases -- The Naked City and A Slip of the Tongue -- are available today, assuming you have the 360 version. Sadly, trying to access the PS Store on the PS3 version still causes the game to crash, but hopefully the store will be working soon.

If this seemingly smart gambit works as planned, it would give players a reason to keep their copies off of the used game shelves until just before August -- after all, they've already paid for the DLC, right? -- so we'll be interested to see if it plays out that way. ... So, the boys in the lab have been going over it and they can't make heads or t-- whaddya mean it's all laid out there in its entirety, rendering your services pointless? What about a list of all the DLC with prices? ... Oh, right after the break? You don't say.

YouTube
Posted by Kotaku May 28 2011 20:29 GMT
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#watchthis This is true. Another way to handle it is the roommate going apeshit at an innocent response to a procedural question. [5 Second Films, thanks Carlos L.] More »

Posted by IGN May 27 2011 00:29 GMT
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We know you're sick of listening to nerdy boys talk about games, so we've gathered together all the female editors to give you a different perspective. Girlfight is the place to hear Nicole Tanner, Dana Jongewaard, Kristine Steimer, Stephanie Lee, Audrey Drake, and Meghan Sullivan talk about the games they love as well as serious issues about women in gaming and the games industry in general...

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Posted by Kotaku May 25 2011 22:00 GMT
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#watchthis I forget at what point exactly but in L.A. Noire Cole Phelps remarks that his hat cost $12. How much is that worth in 2011 money? Dunno, but it's worth falling off a house a dozen times in 1947. More »

Posted by Joystiq May 24 2011 22:50 GMT
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During this afternoon's Take-Two investor call, CEO Strauss Zelnick said that though he wasn't interested in comparing every new intellectual property to the "extraordinary success of Red Dead Redemption," Rockstar's latest has all the makings of a key franchise.

"We have every reason to believe L.A. Noire is another strong franchise for this company," Zelnick said. "No matter how you slice it, it's a very successful release and to be able to say that again is extraordinary." Of course, Rockstar's many successes colored much of the call, from the announcement that Red Dead Redemption has now sold over 8.5 million units to the news that Rockstar's core creatives have renewed their employment contracts. "And if it needs to be said, this management team is just immensely grateful to Rockstar for delivering another superb title," Zelnick reiterated to investors. "One can never take that for granted. The hit ratio for this group is nothing short of extraordinary."

When asked about downloadable content plans for L.A. Noire, Zelnick predictably side-stepped the question -- "We'll leave it to Rockstar to announce" any plans, he said -- but he again said that L.A. Noire is a "powerful new franchise" for Take-Two. Earlier in the call, Take-Two discussed downloadable content at some length, saying that it kept consumers engaged with its brands, and turned single games into franchises.

Posted by Kotaku May 24 2011 21:07 GMT
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L.A. Noire just came out and no one behind the game has made any official announcements about an L.A. Noire sequel, but this is what Strauss Zelnick, head of Take Two, had to say about L.A. Noire on a call with investors today: "We have every reason to believe that L.A. Noire is another strong franchise for this company." And... "We do see this as a powerful new franchise." This man sounds like he's ready for sequels. No word from the game's developers at Team Bondi and Rockstar if they want to do it again. More »

Posted by Joystiq May 24 2011 22:04 GMT
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As part of its latest financial report, Take-Two announced that it has renewed its employment agreement with "key members of the creative team of Rockstar Games." Namely, both Sam and Dan Houser along with Leslie Benzies have renewed their agreements on "substantially similar economic terms."

Take-Two CEO Strauss Zelnick spoke highly of the Rockstar team, alluding to it as "the best creative talent in the industry." He added that Take-Two looks forward to working with Rockstar for "many years to come." In other words, it looks like Take-Two is holding on tightly to what is undoubtedly its biggest gun.

Posted by Giant Bomb May 24 2011 20:22 GMT
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The Houser brothers aren't going anywhere.

Several key developers at Rockstar Games--Sam Houser, Dan Houser, Leslie Benzies--have signed a new employee contracts with parent company Take-Two Interactive, keeping them firmly in place.

The news comes just as Take-Two has announced its fiscal 2011 results. Keeping the noted talent behind much of Take-Two's own bottom line is important, and something mentioned in many of Take-Two's own financial calls. The contracts were due to expire soon, though clearly that will not be happening.

Details of the agreement will never come out, but Take-Two says the new agreement comes on "substantially similar economic terms" to its previous contacts.

L.A. Noire, a collaboration between Rockstar Games and Team Bondi, was just released last week. Max Payne 3 is expected to the next release from Rockstar Games but is not listed on Take-Two's schedule. It is not uncommon for Take-Two to leave Rockstar Games productions off its schedule.


Posted by Joystiq May 24 2011 17:25 GMT
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Though our expertly crafted guide to L.A. Noire may be invaluable, there's one group who may still be struggling: Those living with Asperger's syndrome. Though the autism-spectrum disorder leaves cognitive and linguistic functions relatively preserved, it leaves some with what's sometimes referred to as mind-blindness, or the inability to divine what's happening in the mind of another human. In the words of researcher and coiner of the phrase Simon Baron-Cohen, those with mind-blindness find they have an inability to "put themselves into someone else's shoes, to imagine their thoughts and feelings."

In L.A. Noire, facial animations are so realistically captured that players can actually tell if their interview subjects are lying. In fact, players have to do precisely that to unearth the clues essential to putting a case together.

As we progressed through the game, we worried that could leave those with mind-blindness unable to play along, especially if the technology is more widely adopted. But where we saw a hurdle, Professor Tony Attwood sees opportunity.

Posted by Kotaku May 24 2011 15:00 GMT
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#review The best trailer for the video game L.A. Noire that its creators never made would have featured a man's face. The face would have been that of an unremarkable owner of a liquor store in 1947 Los Angeles, a hard-working type. His face would be creased, just a little, from the effects of encroaching middle age. More »