McNamara: why you thought LA Noire's characters were "dead from the neck down"
Plus, why Cole Phelps is sometimes a bit of a psycho.
L.A. Noire main man Brendan McNamara has discussed criticism of the body animation in open world detective game L.A. Noire, specifically why some thought they were "dead from the neck down".
While L.A. Noire's character faces, captured using the cutting edge MotionScan technology, were acclaimed by gamers and critics, some criticised the bodies for being lifeless - despite motion capture work done by the studio.
"People were saying people were dead from the neck down," McNamara said at the Bradford Animation Festival 2011 at the University of Bradford this afternoon.
"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."
MotionScan is a motion capture technology developed by Australian company Depth Analysis, a sister company of Team Bondi.
It attracted attention in the run up to release with the promise of an unprecedented level of fidelity in video game faces - and this, according to McNamara, created a problem of expectation when players eventually got their hands on the game.
"It's a subtle thing, but once you attune to that level of realism then you start looking for the other things," he explained. "And we had some criticism from people saying people were a bit stiff in their clothes and from the way they were done. But they were only stiff in comparison to real life.
"That's another reason why we pursued full body capture. There's been some discussion I've heard with people saying some ensemble recordings in some recently launched games were better than what we were doing in L.A. Noire. It's a weird criticism because we were actually doing it in the first place."
Meanwhile, McNamara explained why central character Detective Cole Phelps, played by Mad Men star Aaron Staton, sometimes responds with particularly aggressive lines of dialogue when prompted by the player in interrogation scenes.
"It's funny. A lot of people say Aaron turns into a psycho," he said. "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."
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Comments (41) Latest comment 7 months ago
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The dialogue was written and recorded for coax, force and lie options (referring to Phelps's approach to the interview), then later the options were changed to truth, doubt and lie (referring to Phelps's opinion of the suspect's behaviour) without altering the writing?
No wonder the interviews were so hopelessly muddled and inconsistent. I'm a little shocked at this, to be honest. For a game where the interrogations were the primary feature, this is pretty appalling.
EDIT: Elfworks, you're happy with this explanation??
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Shut up you whore! You are not shocked! Stop lying to me, I know what you are up to! Start telling me the truth or God help me I will put you in jail!
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Should have been heckled off the stage...
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Which does kind of matter if you're making the heads like real life.
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He'll probably blame Rockstar for not letting him use his "encouragement whip" on those lazy developers.
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True, that would have been so much better. I was constantly confused about what doubt meant.
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And I've bought some truly awful games in my time.
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Well that was a bloody silly idea wasn't it. One of the biggest issues was that the truth option sometimes wasn't the right option, even when the answer you had been given WAS THE TRUTH.
Example.
Q. "Do you know Mr Blogs?"
A. "Yeah, I know him."
The answer is true, but Truth isn't the right option because apparently I am supposed to press the perp for extra info related to how him and Mr Blogs went fishing together and shared a wife every other Tuesday or something.
Now fair enough if there is more information to be gleaned, and fair enough if his shifty eyes were suggesting something lying beneath the surface. But if I ask a question, and the perp gives me a truthful answer, I expect to be able to choose the Truth option EVERY TIME!
Simple fix to all of this bollox. Simply print on screen in plain text the exact words Phelps is about to say. Then when I choose an option I won't be surprised 50% of the time by some unexpected craziness emitting from his mouth that I could not possibly have predicted. To quote a friend of mine "I shall never forgive McNamara for making me shout at the teenage rape victim."
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http://www.youtube.com/watch?v=iIA0w-iqVc8
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Maybe some of those stories are exaggerated, and maybe McNamara isn't really the most evil man in the games industry...
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Couldn't care less about anything this guy has to say and won't be buying any game with his name attached in the future.
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Those of you who think, oh, so there should have been a force thats why I failed... No, you just failed because you didn't read the suspects properly.
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As Kangarootoo explained above, sometimes someone *is* telling the truth but "Truth" is the wrong option because the game wants you to get more information from them by yelling at them.
It was actually easier to ignore what they were saying and just base my responses on the ridiculous facial animations they play while they're waiting for you to do something.
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If you think they are being straight with you pick "Truth", otherwise pick "Lie".
Listen to Cole's accustaion.
If you have any evidence to back it up pick the evidence, otherwise back out of the accusation and pick "Doubt".
Works most of the time.
I could tell he was going to say that the body animation only looks dodgey because the facial animation is so amazing, before i even read the article.
It isn't true!! The body animation just looks dodgey full stop!
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-bodies and faces were captured seperately, because the two are impossible to match up you had to instruct the actors to not move around to much. The way the face captures work is that the actor can't move or turn his head too much, and it shows in the game. That's why characters in the game either sit or stand still when they talk and that's why the characters that move and emote the most have that weirdness about them.
-the stiffness in the bodies had nothing to do with the clothing. No game this scale has cloth simulation on characters. I think the body mo-caps where quite good to begin with, but they had to be compressed down a lot to accomodate the data for the faces. A standard way of doing is reducing the number of bones on the skeleton, and the first place to start is the spine. That's why the arms and legs move alright, but the torso is stiff, which is exactly what happens in LA Noire. You can't blame that on not having cloth deformations, which aren't that hard to achieve anyway by getting creative with skinning and some simple effects. But that was probably impossible because of the demands motion scan put on the hardware and production.
-Phelps comes across as a psycho precisely because what he says, but how did that come about? Same reason. You have to record voices early on in the production. Most developers work exactly the other way around so they can evolve storyline and characters along with the gameplay. You don't try to wrap a game around some cutscenes.
Motion scan is really impressive, but also highly impractical. I think it hampered development of the game, which is why it took years to make and still feels underdeveloped, why rockstar had to step in, why Bondi is broke and had to treat it's people like shit and most of all why the game is impressive and boring at the same time.
Face it, it was weak and amateurish direction that made this game fall short. Most of the components on their own were good or at least adequate, they just failed to come together to make anything interesting beyond following the storyline. That turned out to be rather aimless and trying way too hard to tie all of the genre cliches together failing, again, to do anything interesting with them. It didn't know whether it wanted to be an intimate story about love, betrayal and friendship or a sprawling narrative about LA and it's crime, corruption and conspiracies.
THAT is why I thought LA Noire's characters were "dead from the neck down" and why Team Bondi is "dead in the water". Don't put words in my mouth, McNamara. You have only yourself to blame. Grow up and stop making excuses and blaming others. Maybe you should've tried to put out a decent open world cop game first before overreaching yourself and your team.
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Wow, great post.
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I'll not comment on Team Bondi's alleged working practices (I just don't know), but totally get the artistic vision that went into this game. It's pretty unique.
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Also, coax force and lie are mentioned in the tutorial section as well despite these options not really being available. If you're going to change a core mechanic like that then you need to re-write the script for the game, or better yet, don't change something so stupid.
I honestly believed that the interview logic from Homicide onwards was broken to create replay value and prevent people from simply 5-starring everything on their first time out, now I know it's that it's not nearly as clever as that but more that the script simply doesn't match the options given to the player. Poor show really.
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Yes... that was the point of the complaints.
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