Here it is.
Look for the full 18-page story to debut this afternoon via their digital app.
The print edition will begin landing in subscribers’ mailboxes this week and at newsstands next week Friday November 16th.
In NYC, about to check out December’s cover game #GTAV twitter.com/GI_AndyMc/stat…
— Andy McNamara (@GI_AndyMc) October 11, 2012
Left: Mic'd up and ready, Game Informer's Dan Ryckert prepares for MotionScan. Center: the raw, three-dimensional scan. Right: The in-game character.
Back in March, Game Informer had an exclusive first look at L.A. Noire and the Depth Analysis studio responsible for scanning the actors and placing them in-game, but that wasn't all. During the visit, one of Game Informer's writers was selected to make a cameo as a minor character in L.A. Noire. While there was some hint of being involved in typical motion capture (the typically anonymous process of donning a dotted jumpsuit and having your movements recorded as datapoints for digital characters), they had no idea they were going to be acting out real lines - and having their entire performances scanned and placed inside the game itself. Here's an excerpt from Game Informer writer Dan Ryckert's experiences:
"It quickly became apparent what I had unknowingly signed up for. Team Bondi's tech affords them the luxury of recording actors with 32 highly precise cameras in a soundproof white room, which then creates an amazingly realistic in-game model of whoever is in the chair. They explained what the plan was for me...I'd be captured with the cameras, allowing my exact likeness to be used for a journalist character in the game. I'd be receiving a full 1940s makeover at the hands of Hollywood stylists, then it was time to get in the chair and record dialogue while the cameras captured every subtle motion of my face."
"They buckled me into the chair and pointed out the X mark that I'd need to keep my eyes trained on. Once I was adequately prepared, the door shut behind me and I was alone in an almost eerie soundproof room that looked like something out of 2001: A Space Odyssey (only with 32 cameras pointed directly at my face and a roomful of people on the other side of the wall monitoring my every move)."
Read the full story here: http://www.gameinformer.com/b/features/archive/2011/01/11/how-rockstar-put-me-into-la-noire.aspx
(Left: Game Informer's original L.A. Noire cover story from February; Right: Among the article's content, the sophisticated capture studio used to create the game's stunning facial animations.)
Earlier this year, Game Informer took an exclusive look at L.A. Noire with a massive cover story revealing lots of first details of the game. With the launch of the game's first proper trailer, they've now published the original article in full at GameInformer.com - so if you missed it on shelves back in February, you can head on over and read it in its entirely now.
While the game has moved on in leaps and bounds since then (look for lots of new information soon - including a whole new round of previews happening later this week), the story discusses the ambitions for the game, and gives insight to the revolutionary performance capture technology behind L.A. Noire's stunningly lifelike faces - that go beyond traditional motion capture to recreate an actor's true performances as you play throughout the entire game - without CGI, during gameplay, and not restricted to cutscenes.
"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. It's a tremendously advanced process." - Game Informer
Read the full story at http://gameinformer.com/games/la_noire/b/xbox360/archive/2010/11/11/l-a-noire-preview.aspx.
Also check out Edge Magazine in the UK’s original cover story, recently posted online here: http://www.next-gen.biz/features/open-world-confidential-la-noire.
Hitting newsstands next week.
A proper first look at L.A. Noire via Game Informer's latest issue cover story.
L.A. Noire is coming to PlayStation 3 and Xbox 360 this fall. Stay tuned for much, much more...
Game Informer magazine's exclusive preview of Max Payne 3 has debuted on Game Informer's new-look website.
Titled "Rockstar's Dark Hero Finds A New Beginning," GI spent time with key Rockstar staff to find out why Sao Paulo is the ideal setting for Max Payne 3, how Max ended up there, and exactly how the radically different setting stays true to the noir vibe of the Max Payne series.
Read the full story at http://gameinformer.com/games/max_payne_3/b/xbox360/archive/2009/10/01/preview.aspx.