Rockstar Games, a publishing label of Take-Two Interactive Software, and Team Bondi, have announced that L.A. Noire will be arriving this fall for the PC, at retail and digitally. The PC version of L.A. Noire is being developed by Rockstar Leeds. A more specific release date has not been given yet, and neither has a price, but it will likely cost the same as the console version.
The PC version will run on a wide range of PCs and feature customization, including keyboard remapping and gamepad functionality to both optimize and customize the performance and user experience. It will also feature 3D support, but even if you don't go down that road, it will come with increased fidelity and graphical enhancements over the console versions. Here's a description of the game:
L.A. Noire is a crime thriller set in post World War II Los Angeles. As Detective Cole Phelps, players must search for clues, interrogate suspects and chase down criminals to solve a series of cases inspired by real world incidents. As he rises through the ranks of the LAPD, Phelps comes face-to-face with the corrupt heart of Los Angeles: from fallen starlets to double-dealing police officers and the vast reaches of the criminal underworld - and finally, the darkness of his own personal demons.
L.A. Noire was released for Microsoft's Xbox 360 and Sony's PlayStation 3 on May 17, 2011. Since then, L.A. Noire has shipped approximately 4 million units worldwide. The game is rated M for Mature by the ESRB.
"L.A. Noire is a new type of game that makes players see through a detective's eyes in 1940s Los Angeles," Sam Houser, founder of Rockstar Games, said in a statement. "Its unique blend of story, action and crime solving will be perfect to play on PC."
In December 2010, I wrote about how the game uses a brand new type of facial capture technology called MotionScan, which recreates a person's face into a high-resolution 3D image. The technology is very impressive and makes the gameplay that much more realistic. I haven't covered the game since because it turned out to be console-only, but now that this has changed, I'll be sure to keep a close eye on it.
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