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L.A. Noire

Game6 documents

6 documents in the library are about L.A. Noire, from writers such as Take-Two Interactive, Extra Credits and Lurkit, the newest from 2024. Each has a summary and key insights with the page they come from.

L.A. Noire cover

L.A. Noire is a neo-noir detective action-adventure video game developed by Team Bondi and published by Rockstar Games. It was initially released for the PlayStation 3 and Xbox 360 platforms on 17 May 2011; a Microsoft Windows port was later released on 8 November 2011. L.A. Noire is set in Los Angeles in 1947 and challenges the player, controlling a Los Angeles Police Department (LAPD) officer, to solve a range of cases across five divisions. Players must investigate crime scenes for clues, follow up leads, and interrogate suspects, and the player's success at these activities will impact how much of each case's story is revealed. The game draws heavily from both the plot and aesthetic elements of film noir—stylistic films made popular in the 1940s and 1950s that share similar visual styles and themes, including crime and moral ambiguity—along with drawing inspiration from real-life crimes for its in-game cases, based upon what was reported by the Los Angeles media in 1947. The game uses a distinctive colour palette, but in homage to film noir it includes the option to play the game in black and white. Various plot elements reference the major themes of detective and mobster stories such as The Naked City, Chinatown, The Untouchables, The Black Dahlia, and L.A. Confidential.

Released
May 17, 2011
Developers
Team Bondi, Rockstar Leeds, Rockstar North
Genres
Strategy, Adventure
Platforms
PlayStation 3, PC (Microsoft Windows), SteamVR, Xbox 360

Game data from IGDB.com

Documents about L.A. Noire

Cover of The Games We Watched: Lurkit’s Top 500 Streaming Report Q1 2024
Report24 pages

The Games We Watched: Lurkit’s Top 500 Streaming Report Q1 2024

The global game streaming market experienced a 10% year-over-year growth in the first quarter of 2024, with the top 500 titles on Twitch generating 3.8 billion hours of watch time.

  • The global game streaming market grew 10% year-over-year in Q1 2024, with the top 500 titles on Twitch generating 3.8 billion hours of watch time.
  • Market dominance by the top ten developers is softening, with their collective market share dropping from 63% to 59% compared to the previous year.
  • Grand Theft Auto V and League of Legends remain the market leaders, recording 479 million and 379 million hours watched respectively.
LurkitMar 2024
Financial report1 page

Take-Two Interactive Form 10-Q: Q1 FY2013

Take-Two Interactive’s financial performance for the first quarter of fiscal year 2013 reflects a period of transition characterized by a decline in net revenue and a widened net loss.

  • As of June 30, 2012, Take-Two held $250.3 million in capitalized software development costs and licenses for titles that had not yet been released, down from $313.1 million at the end of March 2012.
  • The company maintained compliance with all covenants regarding its outstanding debt, including 4.375% Convertible Notes and 1.75% Convertible Notes, as of June 30, 2012.
  • Key upcoming titles in the product pipeline as of August 2012 included Borderlands 2, NBA 2K13, XCOM: Enemy Unknown, BioShock Infinite, and Grand Theft Auto V.
Take-Two InteractiveAug 2012
Cover of Working Conditions - The Deplorable Status Quo that Killed a Studio - Extra Credits
9 min
Extra Credits9 min

Working Conditions - The Deplorable Status Quo that Killed a Studio - Extra Credits

The game industry faces a systemic crisis regarding working conditions, characterized by chronic, mandatory crunch time and poor management practices that undermine both employee well-being and product quality.

  • Chronic crunch is primarily a failure of management and planning rather than a requirement for creative excellence, often resulting in burnout, high turnover, and studio closure.
  • The development of L.A. Noire by Team Bondi serves as a primary case study of how toxic labor practices and unsustainable work cycles over an eight-year period led to internal conflict and eventual bankruptcy.
  • Studios frequently trap themselves in 'death marches' by failing to adopt modular design principles that prioritize a core, shippable product before adding secondary features.
Extra CreditsMay 2012
Cover of Race in Games - Racial Tensions in LA Noire as Character Development - Extra Credits
8 min
Extra Credits8 min

Race in Games - Racial Tensions in LA Noire as Character Development - Extra Credits

The analysis of L.A. Noire posits that racial conflict serves as a potent narrative device for character development rather than merely a subject for social commentary.

  • Racial conflict in games functions as a narrative tool for character development rather than just a vehicle for social commentary.
  • Developers can use a player’s real-world social baggage to efficiently communicate complex character motivations and moral flaws.
  • In L.A. Noire, the protagonist's reaction to racially charged scenarios reveals his lack of social courage, transforming him from a one-dimensional archetype into a flawed, compelling character.
Extra CreditsMay 2012
Financial report1 page

Take-Two Interactive Form 10-Q: Q3 FY2012

Take-Two Interactive’s financial performance for the third quarter of fiscal year 2012 reflects a transition period characterized by a decline in net revenue and a shift to a net loss.

  • Take-Two issued $250 million in 1.75% Convertible Notes due 2016 in November 2011, supplementing their existing $138 million in 4.375% Convertible Notes due 2014.
  • The company maintains a high customer concentration, with its five largest customers accounting for 40.3% of net revenue for the nine months ended December 31, 2011.
  • In October 2011, the company secured a new credit agreement providing for up to $100 million in borrowing capacity, with an option to increase this by $40 million, maturing in October 2016.
Take-Two InteractiveFeb 2012
Financial report1 page

Take-Two Interactive Form 10-Q: Q1 FY2012

Take-Two Interactive’s financial performance for the first quarter of fiscal year 2012 reflects a transitional period characterized by a net loss of $8.7 million, a significant decline from the $26.3 million net income reported during the same period in the previous year.

  • Take-Two reported a net loss of $8.7 million for the quarter ended June 30, 2011, a decline from the $26.3 million net income recorded in the same period of the prior year.
  • The company completed the sale of its 'Jack of all Games' distribution business to SYNNEX Corporation for a final net purchase price of $35.775 million, allowing the firm to focus exclusively on its publishing operations.
  • As of June 30, 2011, Take-Two held $223.357 million in capitalized software development costs and licenses for titles that had not yet been released.
Take-Two InteractiveAug 2011

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