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Quick Look: L.A. Noire
posted by Giant Bomb May 16 2011 23:30 GMT
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Tails begin to wag as Brad and Ryan rub the seedy underbelly of RockStar's latest crime thriller.
Best Buy's Giving Away L.A. Noire DLC at Midnight
joystiq.com posted by Kotaku May 16 2011 22:40 GMT
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According to a Best Buy circular, the first 16 lucky gamers who line up to get their copies of L.A. Noire at midnight tonight will get access to a yet-to-be-announced DLC case, The Nicholson Electroplating Arson Case. [Joystiq] More »
Reviewers Detect Something Wonderful in L.A. Noire
gamepro.com posted by Kotaku May 16 2011 17:20 GMT
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#frankenreview As players prepare to lead Detective Cole Phelps through the seedy underbelly of 1940's Los Angeles, game reviewers have already cracked the case of L.A. Noire's worthiness wide open. More »
14 Minutes of L.A. Noire's Unexpected Thrills
kotaku.com posted by Kotaku May 16 2011 16:00 GMT
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#howitplays I need 14 minutes of your time. I'd like just 14 minutes to show you how L.A. Noire, an extraordinary and unconventional interactive detective thriller, plays. More »
Review
posted by GameTrailers May 16 2011 16:00 GMT
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Featuring a revolutionary facial capture technology that provides incredibly realistic characters, is life as a gumshoe glamorous or just police blotter fodder?
Gunplay Gameplay
posted by GameTrailers May 16 2011 16:00 GMT
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Light up a dark theatre with your trusty sidearm as you attempt to apprehend a suspect.
Interrogation Gameplay
posted by GameTrailers May 16 2011 16:00 GMT
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Think you know how to interview a witness or a suspect?
L.A. Noire review: Go with your gut
joystiq.com posted by Joystiq May 16 2011 17:00 GMT
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Video games have tested your thumbs and brain so many times that you almost don't notice that it's happening. Trials of deduction and dexterity are the vernacular of game design, the foundation of almost every release.

While L.A. Noire still features those classic building blocks, it's also testing something entirely new: Your instinct. Though Team Bondi's execution of the idea is not quite perfect, the results of the experiment are just too interesting to ignore.
Driving Gameplay
posted by GameTrailers May 16 2011 16:00 GMT
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Commandeer an unsuspecting civilian's ride and tour the town.
Review of L.A. Noire
giantbomb.com posted by Giant Bomb May 16 2011 16:00 GMT
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5 out of 5

Steady investigation is more effective than a hail of bullets in L.A. Noire.

Before you approach Rockstar's vintage crime opus L.A. Noire, you should set your expectations and be clear that it is, at its core, an adventure game. Like Grand Theft Auto and its legion of imitators, this game has a sprawling, open city environment for you to explore, but don't expect to grab a Tommy gun and wreak havoc in that city whenever you feel like it. This just isn't that kind of game. Instead, the focus is squarely on good, clean police work: scouring crime scenes for evidence, extracting information from persons of interest whether they're willing to talk or not, building a case, making an arrest. It's a hard-nosed and methodical experience that's not quite like anything else I've played in a game of this scale.

The game's 1947 Los Angeles presents a booming urban jungle full of post-war opportunities for both triumph and tragedy. Like the canon of film noir this game borrows heavily from, it's a world where anyone and everyone is harboring secrets, and even the good guys are more concerned with extracting confessions and generating headlines than with petty trifles like due process. (And that's assuming they truly are good guys in the first place.) Your straight-laced LAPD detective Cole Phelps is a far cry from the anti-heroes and scoundrels that anchor most of Rockstar's games, and a great contrast to this atmosphere of corruption, paranoia, and opportunism. He's a war hero and do-gooder who believes, perhaps naively, that he can actually help clean up his city--though, like almost everyone else in the game, even Phelps has secrets to hide.

Rockstar usually works exclusively with winking facsimiles of actual places, people, and history, but L.A. Noire's ripped-from-the-headlines Los Angeles is the real deal. The city itself is modeled to a degree of detail that will make its layout and famous landmarks feel familiar to anyone who's spent any time around the modern-day version. You'll regularly find yourself cruising down Hollywood Boulevard, responding to a call for backup at 5th and Figueroa, or investigating a crime scene at the city's classic Egyptian Theater. Likewise, L.A. Noire's storyline concerns itself directly with mid-century Los Angeles artifacts like the Black Dahlia murder, West Coast crime boss Mickey Cohen, and the construction of the city's now-infamous freeway system. The game's atmosphere and tone benefit tremendously from the inclusion of these historical elements and the decades of cultural mystique that have built up around them, giving a great sense of authenticity to the whole sordid affair.

Real-world figures like gangster Mickey Cohen make the game feel authentic.

As lovingly rendered as L.A. Noire's open world is, it's incidental to the way the game unfolds. You don't follow one seamless timeline from beginning to end, roaming around the city and picking up missions at will from people with exclamation marks over their heads or something. Instead the game is broken up into 17 lengthy vignettes, each focusing on a single case file and each one feeding directly into the next, often with time passing in between. Phelps will work different desks like arson, homicide, and vice as he ascends the LAPD ladder, and the multiple cases you investigate on each desk contribute to individual story arcs that themselves serve as single acts within the greater plot. You'll get to know new cops and crooks at each desk, but important characters tend to pop up again and again throughout the game, creating a cohesive storyline that goes to some dark places and becomes tense as all hell as it builds toward its climax. The writing is among the best in the business, creating some really memorable and often despicable characters who speak with just the sort of antiquated speech necessary to make the dialog feel appropriate to the setting.

The game's episodic structure is effective preicsely because you're playing by police rules, and Phelps is such a by-the-book kind of guy. It would be entirely out of character and context for you to blow up a block full of cars or wantonly go on a shooting spree in the middle of MacArthur Park, and in fact, you can't even draw your gun unless you're placed in a situation where you reasonably need to use it. Repeat: no random acts of violence allowed. I can respect the limits the game places on your open-world freedom; these limits are there in service of the story and maintaining your immersion within it. There seems to be an awareness of those limits in the design, too, since you're not actually required to drive to each new destination; you can set a map waypoint and have your partner drive, effectively fast-travelling you directly there if you just want to get on with the detective stuff. Since you're never in the car for more than a few minutes at once, I found myself doing almost all the driving myself just to take in the city's sights, and because the game does a good job of masking its load times with the driving sequences, making for a more seamless experience. Driving around during a case also gives you the chance to unlock new Los Angeles landmarks and respond to petty street crimes called out over police dispatch, both of which carry peripheral benefits in addition to giving you a break from the case at hand, but I'll get to those in a bit. (There's a lot going on in this game.)

Steely Capt. Donnelly here wants you to bring back a confession--at any cost.

That's all side stuff, anyway. You play L.A. Noire primarily to solve crimes, and your investigations are broken down into a few specific mechanical components that all feed into each other to generate new leads for you to follow. Your first step is almost always to visit the crime scene itself and gather clues, and the game does a great job of letting you get up close and hands-on with the evidence, letting you manipulate suspicious objects, documents, and even corpses directly. The detail on this stuff is fine enough that you can extract really specific information, like a gun's serial number, and add it to the list of people, places, and clues that you manage in an in-game notebook. There are some neat puzzles scattered here and there that have you piecing objects back together or solving clockwork locks and things of that nature, so it's not all just eyeballing an insurance policy for incriminating information (though there is that, too).

Then there's the game's most talked-about--and what I suspect will be its most divisive--feature, the conversation system. This is where you ask questions (or demand answers) from suspects or other people of interest, then have to determine whether they're telling you the truth or not, and if necessary, present some kind of evidence to disprove their statements. Yes, it's not unlike Phoenix Wright. In the absence of the right evidence, you have to look at their faces and body language, and also try to get inside their heads and think about their motives, to get the right "answer." There is only one right answer to each question, which will probably put some people off, and I'd agree this would be a damnable offense if failing to catch a suspect in a lie triggered some kind of failure or restart. But instead you'll merely miss out on some piece of information and be required to make up for it in some other way, which changes the course of your investigation and gives the flow of each case a dynamic feel. If you, like me, are the sort of person who exhausted every single dialog choice in Mass Effect, you'll eat this stuff up and wish there were more of it.

You can't build a case without gathering the right evidence...

The chance of missing information isn't unique to the conversations. The most important thing to know about the investigations in L.A. Noire is that there's a relatively high degree of variability in the way a case plays out. You can't "fail" a case, per se; you'll always conclude it by nabbing someone--again, making an arrest is more important to most of these cops than discovering the truth--even if that someone isn't actually the right person. But the route you take to get there depends on all kinds of factors, like whether you noticed a crucial piece of evidence or not, or what order you chose to visit a list of locations on your agenda. I went back and played several cases again (the game lets you do this easily from a cases menu) and found several clues I had missed earlier, which allowed me to construct a stronger line of questioning and solve the cases more expeditiously than the first time around. A couple of times, I completed cases without even visiting every location or talking to every suspect, since I'd already gathered enough evidence to go after the perpetrator. It's ironic that the worse you perform, the more content you'll potentially see, but this flexibility helped me feel like I was doing my own casework instead of following a single, rigid "correct" path through each case.

How thoroughly you run your investigation feeds into a five-star rating presented at the end of a case, and this rating directly informs the praise or dressing-down you get from your current superior. (You really don't want to raise the ire of the Irish captain of the homicide squad, with all his righteous sword-of-justice blarney.) More importantly, the rating feeds into a thin RPG layer where you rank up and earn "intuition" points that you can cash in to ease the interrogation and evidence-gathering aspects. You can also unlock new suits for Phelps and a number of fast, fancy cars by ranking up. Doing other side activities like discovering the LA landmarks and completing the street crime missions also generate experience points, so there's a feedback mechanism in place to encourage you to get into the side activities. There are 40 of those petty crime missions, which are usually only a few minutes long and culminate in some kind of quick action sequence after a short cinematic setup explaining what's going on. Expect bank heists, peeping toms, and other undesirable elements of society that need addressing.

...but sometimes you can just let your piece do the talking.

Those types of action sequences also punctuate the story-driven cases when the situation becomes dire enough to call for them. You'll end up chasing a lot of suspects on foot, and you can stop them in their tracks with a warning shot if you can hold your aim on them long enough. Otherwise you'll usually end up getting into a fistfight with them, or gunning them down if they take a hostage. The game does have occasional full-on shooting sequences, operating on a perfectly competent cover-based model, though it should tell you something that there's an achievement for gunning down 100 bad guys and I didn't get it until the last case of the game. The car chases are my favorite aspect of the game's action sequences; the loose, arcade-like handling lets you skid around corners and deftly evade traffic as you try to get close enough for your partner to shoot out a suspect's tire from the passenger side. Then you ram the guy off the road or flip him over. All of this action is relatively basic but hard-hitting enough to be quite entertaining, and these sequences pop up just often enough to provide a nice contrast to the more sedate investigative work.

The game comes by its title honestly, doing just about everything it can to evoke the noir classics from the period that inspired it. That ranges from the typeface used to present each case's title to the fact that you can play the entire game in black and white, which enables the sort of harsh contrast you would expect from the genre. The big-orchestra score feels completely appropriate for the setting and subject matter, and there's a great musical aspect to the investigations as well. When you're out looking for clues you'll get single notes from the piano and stand-up bass indicating there's more evidence to be found, and sustained strings add some discomfort to the interrogations when the tension starts to build between Phelps and his subject. And the game pulls no punches at all. The seedy underside of Los Angeles is an ugly, ugly place: racism, misogyny, rape, pedophilia, mutilation, infidelity, betrayal, and a truckload of grisly corpses (that you'll get up close and personal with) are just some of the elements that underpin the game's cases. It definitely earns its mature rating.

The quality of the performances and facial animation is second to none.

Talking about the presentation, a review of this game would be remiss without discussing the performances, because all the ballyhoo about L.A. Noire's facial animation is not for nothing. Judged purely by their faces, these are simply the most impressively believable characters I've ever seen in a game. It doesn't hurt that the performances range from good to stellar (you'll recognize a ton of character actors from all over the place), but the technology is what enables those performances to really show in every furrowed brow and widened eye. The sheer malleability of these faces--the wrinkles and expressions and nuances that can appear and then disappear before you even process them--is almost unnerving. There are some cases where the body movements look stilted or unnatural in contrast to the startling quality of the faces, but on the whole the believability of these characters plays a huge part of making L.A. Noire what it is. The game wouldn't work nearly as well without them.

Having spent a lot of time with both versions of L.A. Noire, the PlayStation 3 game is the clear-cut winner. Both versions of the game look fantastic, but there were a few instances of painful frame rate drops and objects drawing in too slowly on the Xbox that didn't exist on the PS3. Also, the shadows look a bit more jagged. This is splitting hairs since, both games look good enough that you should just get the one on the platform you prefer, though the PS3 also has the added benefit of being on a single disc to the Xbox's three, and includes an exclusive downloadable case (which I didn't get to try, and you probably won't be able to play either until the PlayStation Store is back online).

L.A. Noire is a bold release, because it defies the expectations not just for the type of game Rockstar usually releases, but also for the type of game that receives this degree of care and proficiency in its execution. The world already has enough open-world action games, but a game which marries that open world to such a methodical style of gameplay, with a budget this big, is a rare thing indeed.

LA Noire DLC 'Nicholson Electroplating Arson Case' outed by Best Buy
joystiq.com posted by Joystiq May 16 2011 14:15 GMT
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LA Noire's first downloadable content pack has been announced unceremoniously in Best Buy's latest ad circular. As seen above, the ad promises that the first 16 customers to purchase the game at any Best Buy midnight launch event will receive a code that will unlock "the first DLC pack," known as the 'Nicholson Electroplating' Arson Case, as soon as it becomes available for download.

The fine print notes that every midnight launch location will have a "minimum of 16 Xbox 360 and PS3 codes per store" -- if you're number 17, don't despair. Rockstar has yet to release info on the first DLC pack, and the developer could not be reached for comment as of publishing.

[Thanks, Steven]
L.A. Noire: 5 Essential Tips from Team Bondi
ps3.ign.com posted by IGN May 16 2011 00:39 GMT
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It may have car chases, shoot-outs and an open-world, but L.A. Noire actually has more in common with a classic adventure game than Grand Theft Auto. That's what makes the title unique; the fact that its gameplay is grounded in gathering clues and observation, interrogating suspects and keeping track of information...
Music to Set Your Mood for L.A. Noire
soundcloud.com posted by Kotaku May 15 2011 18:00 GMT
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For your listening pleasure, Rockstar Games has uploaded nine cuts from the L.A. Noire soundtrack, including the game's title theme (embedded below) and two other original compositions. The tracks are hosted at the social music site SoundCloud. More »
L.A. Noire: One Hell of a Town
xbox360.ign.com posted by IGN May 13 2011 18:52 GMT
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L.A. Noire is based in 1940s Los Angeles. Unlike Rockstar's other open-world games, this city isn't a work of fiction. That's right, L.A. actually existed in 1947. But the city isn't a perfect recreation. The scale has been adjusted to fit the needs of the game's design and some areas have been altered to suit developer Team Bondi's artistic vision...
The Newest L.A. Noire Trailer Is The Most Action-Packed L.A. Noire Trailer
kotaku.com posted by Kotaku May 11 2011 16:00 GMT
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#indulgeyourinnerdetective You will need to be patient when you play L.A. Noire. You're a detective, not a soldier; a crime-solver, not a crime-committer. More »
L.A. Noire launch trailer is all good cops and grimaces
joystiq.com posted by Joystiq May 11 2011 17:00 GMT
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Being a good cop in '40s-era Los Angeles isn't as simple as sticking to the book. If L.A. Noire's launch trailer is any indication, detectives will need to rely and relay a lot on his face. Specifically, that look he gets whenever he bite into a lemon.
Launch Trailer
posted by GameTrailers May 11 2011 16:00 GMT
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The wait is almost over! See more in-game footage in the Launch Trailer of Rockstar Games' L.A. Noire.
L.A. Noire Has Its Own 'Rockstar Pass,' We're Just Not Sure What That Is Yet
kotaku.com posted by Kotaku May 11 2011 02:00 GMT
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#xboxlive The next big Rockstar Games release may be hopping on the "online pass" bandwagon, with word of the "L.A. Noire Rockstar Pass" coming from Microsoft today. The 800 Microsoft Point purchase gets you... well, we're not quite sure just yet. More »
L.A. Noire: The Story Behind the Man
xbox360.ign.com posted by IGN May 10 2011 00:12 GMT
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Rockstar and developer Team Bondi are trying something totally new with L.A. Noire. It's a detective story that truly puts you in the shoes of a cop, searching crime scenes and interrogating suspects. To date, we only know Cole Phelps as a hard-nosed cop. But there's more to Cole than just his badge and his gun...
L.A. Noire's Homicide Captain Wants Results, No Matter What
rockstargames.com posted by Kotaku May 09 2011 22:40 GMT
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#gallery Here are some new screenshots of L.A. Noire's hard-nosed homicide captain, James Donnelly. Though you may have seen him in previews and screens before, Rockstar wants you to really get to know the man. [Rockstar] More »
LA Noire soundtrack (and remixed soundtrack!) coming May 17
rockstargames.com posted by Joystiq May 09 2011 00:30 GMT
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Whether you're a fan of jazz standards from the 1940s or totally sick warehouse raves, Rockstar's planning to scratch your itch with the release of LA Noire's soundtrack. Two distinct versions of the score will be released through iTunes alongside the game on May 17:
  • The LA Noire Official Soundtrack, which features original compositions from Scott Pilgrim vs. The World composer Andrew Hale, as well as over 30 licensed jazz numbers from Ella Fitzgerald, Louis Armstrong and others.
  • LA Noire: Remixed, a six-track EP featuring remixes of said jazz standards by DJs such as DJ Premier, Dave Sitek and Truth & Soul.
Of course, we're assuming that we'll be able to listen to said songs while cruising around in-game Los Angeles while we ... wait, had the car radio even been invented back in 1947? We guess we could just lug a Victrola around with us wherever we went, though that might get in the way of all the crime-solving.
Pre-order LA Noire and get $15 credit on Amazon
thriftynerd.com posted by Joystiq May 07 2011 18:00 GMT
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As is so frequently the case with big, upcoming blockbusters, Amazon has sweetened the pot for anyone willing to lay down a pre-order on LA Noire. Anyone who pre-purchases Rockstar and Team Bondi's cinematic crime drama will also get their hands on a $15 credit for future purchases.
First installment of LA Noire: The Collected Stories posted
rockstargames.com posted by Joystiq May 07 2011 16:30 GMT
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The first of eight original short stories in Rockstar's LA Noire: The Collected Stories series has just hit the web. Jonathan Santlofer's What's In a Name? (no relation to our own series, we assure you) tells the story of "a sociopath with high hopes, and a curious knowledge of the Los Angeles underworld. And of a young LAPD detective working to crack the latest murder case to terrify the city." The series, which includes big names like Joyce Carol Oates, revisits some of the "characters and cases in the game." If you'd rather wait until all eight installments are available, "the complete L.A. Noire: The Collected Stories which will be available for download at all major eBook retailers" on June 6th.

For your reading convenience, Rockstar is offering a downloadable PDF or, if you find yourself sans-Kindle or iPad, perhaps the web-based reader is more your speed. At a brisk 4100 words, it shouldn't take you long to read it, so you can get back to doing more important things ... like not playing LA Noire for another ten days.
How Large is L.A. Noire's Map?
justpushstart.com posted by Kotaku May 06 2011 23:30 GMT
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#rockstar One of Mafia II's drawbacks was the extremely long driving times often required by a map that spread mission points very far apart. L.A. Noire will be twice the size - eight square miles to Empire Bay's four - and will require 30 minutes to traverse by car. More »
L.A. Noire Teams up with the L.A. Times
latimesinteractive.com posted by Kotaku May 05 2011 23:30 GMT
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#lastories As L.A. Noire's release draws near, Rockstar has teamed with the Los Angeles Times for an informative little promotion that highlights the real-world inspirations of the cases the game will throw at you come May 17. More »
LA Noire's criminal inspirations compiled on interactive map
rockstargames.com posted by Joystiq May 05 2011 20:20 GMT
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Rockstar Games and the L.A. Times recently collaborated on a very neat (and yet very upsetting) project -- an interactive map displaying all of the real-life crimes that inspired the plot of Rockstar's upcoming drama, LA Noire. The crimes, all of which took place between January 1 and December 31, 1947, are heavily detailed by the map, with excerpts from news articles about each crime available for your perusal.

If you've got a strong stomach, many of the cases prove to be an interesting read. Like, for instance, the one about the acrobat burglars who robbed a store for $2,500 and a few gulps of milk. Or, the one about the wife who "playfully" stabbed her husband in the neck until he died from it. Keep an eye on the map in the coming weeks as the outlet adds even more quirky murders to the list.
Rockstar Made L.A. Noire So Big, They Could Barely Fit It On One Disc (or Three)
kotaku.com posted by Kotaku May 05 2011 18:20 GMT
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#mattersofsize You can't judge a video game by the number of discs it ships on&emdash;not unless you're prepared to declare the four-disc Lost Odyssey as the best Xbox 360 game of all time. You can, however, judge the intent of the developer to give you a whole lot for your dollar. More »
LA Noire mysteriously marked down to $45 on Buy.com
buy.com posted by Joystiq May 05 2011 17:15 GMT
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Alright, gumshoes, bust out your novelty-sized magnifying glasses and fingerprint dusters -- we've got a heck of a mystery for you today. We've gone ahead and titled this case "The Mystery of How Buy.com Can Afford To Pre-Sell LA Noire For $44.99." Have at it, inspectors!
LA Noire: The Collected Stories bound in eBook form this June
ir.take2games.com posted by Joystiq May 03 2011 17:00 GMT
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See now, this is confidence.

LA Noire's exploration of the seedy, criminal underbelly of a big city through the eyes of a hard-boiled detective is something pretty special in the gaming world. But in books? There are maybe one or two with a similar premise. Just a few.

But a crowded marketplace isn't keeping 2K and Rockstar from releasing L.A. Noire: The Collected Stories through eBook services on June 6. The anthology collects Hollywood tales from authors like Megan Abbott, Joyce Carol Oates and Jonathan Santlofer that share not only the game's 1940s setting but also some of its characters.

If you'd like a taste of what to expect, you can find a sample of Megan Abbott's "The Girl" right here.
Top Thriller Authors Come Together for L.A. Noire: The Collected Stories
rockstargames.com posted by Kotaku May 03 2011 14:20 GMT
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#rockstar There are a million stories in the naked city of Rockstar's L.A. Noire, and the game can only tell so many. That's why Rockstar has recruited eight of the thriller genre's finest writers to create L.A. Noire: The Collected Stories. More »