LA Noire 'Complete Edition' coming to PC in November
Unlike PS3 and Xbox 360 players, PC owners are getting the "Complete Edition" of LA Noire. On November 8th, Team Bondi's detective thriller will be available on PC, Steam and OnLive.
PC gamers may be getting LA Noire a few months later than console gamers, but unlike PS3 and Xbox 360 players, they are getting the "Complete Edition" of the game. On November 8th, Team Bondi's detective thriller will be available on PC, Steam and OnLive.
The PC version is being developed by Rockstar Leeds and will offer "increased resolution and graphical detail." In addition, the publisher is planning a complete keyboard remap for the controls, as well as support for NVIDIA 3D Vision.
The "Complete Edition" will include a "multi-use code" to access all downloadable content from the console versions. The "Nicholson Electroplating" arson case, the "Reefer Madness" vice case, "The Naked City" Vice case, and "A Slip of the Tongue" traffic case--previously bundled via the Rockstar Pass--will be included for free with the PC version. In addition, the previously PS3-exclusive "The Consul's Car" traffic case will also be included.
These additional missions fit in between the main missions, and offer additional insight into the characters. Essentially, PC owners will be able to play a "Director's Cut" of sorts right from the get-go.
If you're interested, here are the specs you'll need to run the game:
Operating System: Windows 7 / Windows Vista Service Pack 1 / Windows XP Service Pack 3 / OnLive for PC or Mac
Processor: Intel Dual Core 2.2GHz to Quad Core 3.2GHz / AMD Dual Core 2.4Ghz to Quad Core 3.2Ghz; · RAM: 2GB to 8GB
Hard drive space: 16GB
Video Card: NVIDIA GeForce 8600 GT 512MB to NVIDIA GeForce GTX 580 1536MB / Radeon HD 3000 512MB to Radeon HD 6850 1024MB
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Andrew Yoon posted a new article, LA Noire 'Complete Edition' coming to PC in November.
Unlike PS3 and Xbox 360 players, PC owners are getting the "Complete Edition" of LA Noire. On November 8th, Team Bondi's detective thriller will be available on PC, Steam and OnLive.-
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that part is totally fine although sometimes you cant back up your accusations with the clues you expect. it's the whole part where you full well know that you are putting away the wrong people in most of the cases but there's nothing that you can do about it and you do nothing about it once you find out who the real killer is even though you figured it out 5 cases ago. like you even get times where you have to accuse 1-3 suspects and if you get all the interrogations right, it could be any of the 3 and if you are observant, you know that it's none of the 3 but you're forced to pick one.
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I really really really wished they had set the idea that there was a much larger story at play as to make the final act where you suddenly switch characters for no reason sane.
There are very very very few works where the final scene is the most pivotal (eg, something like Memento, or pretty much any whodunit), but their attempt here with the final "on the boat, going back to America, after the war" was like "duhhhhhhh, we knew this".
And they made driving waaaay to much of a chore in that game.-
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That sorta had the same problem though. It was a connected thread, but it wasn't obvious it was connected (to me, and yes, I found most of the papers and watched the scenes) until late in the game - again too far into the game to be making this reveal.
I guess part of the problem when I think about it is that we're really never given a lot of motivation to appreciate the main character. I had no idea he was married until that point in the game where his wife leaves him - and that's just the tip of the iceberg. I know they had some of the war scenes in the early part but I think they they put more of those to establish who Cole was, that he does want to see justice done, after witnessing the horrors of the war, then there would have been more incentive for me to feel like I was that character and thus possibly pick up on the larger thread of the story.-
Cole mentions his wife and kids in one of the partner car conversations well before then. In Traffic, I think.
It's definitely a slow build, almost certainly a lot slower than it needed to be, but I always assumed everything was connected. Why would they have put them in if they wouldn't become relevant?
Also, why do you need to feel like you are that character? You're not supposed to - not every game needs to tell that kind of narrative. You're walking in Cole's shoes, but it's still his story. My favourite moment of the game was when I finally understood and sympathised with Cole by the end of the last case, after spending most of the game finding him interesting but unrelatable.
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Can't say I agree. I thought switching to Kelso was a neat touch that fit well with the game's gradual focusing-in on Cole's past. It mixed things up nicely too.
I didn't interpret that last scene that way, either. It wasn't supposed to be a big revelation or anything as far as I could tell. It was just a closing character moment for Kelso.
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