Branket asks... I myself am a huge fan of film, and specifically  film-noir. I think it's fantastic that someone is finally striving to do  the genre video-game justice. Will we see any overt nods or references  to classic noir films, or just crime films in general?
  Brendan McNamara: There are countless nods to film noir if you're  a true fan, and the game was inspired by a massive range of film and  literature spreading across eras.  We were inspired by everything from  the Naked City, which invented the police procedural, through to more  obscure movies like Detour and more modern Noir like Chinatown or L.A.  Confidential. We will be posting a full list of recommended viewing to  the 
Rockstar Newswire over the coming months.   
Houli1975 asks... What novelists inspired L.A. Noire? The trailer feels very James Ellroy. Any other crime novelists? Dennis Lehane? Raymond Chandler? Dashiell Hammett?
Brendan McNamara: I have two favorite living American writers:  James Elroy for his unbelievable plotting and for reinventing modern  dialogue and James Lee Burke for his incredible prose. As a teenager  growing up I read a lot of Chandler, Hammett and Joseph Cain. L.A. Noire  attempts to pay homage to all of these great influences and bring a  contemporary lens to this incredibly rich era.
 
Link_Is_My_Homie asks... I've heard you have multiple ways of  uncovering secrets in the game. Will more skilled detectives be rewarded  for their ability to uncover clues quickly?  
Jeronimo Barrera: The goal of the game is to be the best  detective you can possibly be, so each case eventually ends with you  solving the case correctly and rising through the ranks of the LAPD. How  you get there is determined by the choices you make through the case,  leading you down separate paths on your way to each break in the case.  Your effectiveness at solving cases will be determined by how quickly  you can use what you find to solve a case. Scouring a crime scene for  clues is just one part of solving a case quickly.   Discovering different clues may open up different leads to new locations  or suspects, which in turn open up new options for a player to decide  how to go about solving a case. But that's only part of the challenge:  during interrogations, players must correctly analyze a suspect in order  to get the most information from them, and know which evidence to  present and when to present it to get the answers they need.
 
Scodiac666 asks... At first, were any of the actors intimidated by  the depth analysis room? On the other the hand, were they enthused after  they saw what the technology was capable of?  
Brendan McNamara: I think all of the actors see video games as  another exciting opportunity for them, and something that compliments  their film and television careers. We were introducing many of the  actors to motion capture for the first time. MotionScan was even more  radical for them because it was the first time it was being used and we  were learning how to use it as well.  There was definitely some  trepidation at first. Erika Heynatz, who plays the jazz singer Elsa  Lichtman, described the process as "other-worldy."  It's also a challenge to come from classic motion capture, where there's  lots of motion and noise into a forbidding white room where all the  acting is taking place from the neck up. Everyone's reaction to how they  have come out in the game has been total amazement.
 
Quicksand_buddy asks... How many hours of dialogue were recorded for  L. A. Noire? Also, is there enough variety in dialogue alone to merit  multiple playthroughs?  
Brendan McNamara: We captured over 50 hours worth of dialogue in  total, all using MotionScan --  it's equivalent to about two full  seasons of a TV show. Each case has its own twists and turns depending  on the choices you make, leading you down different paths on your way to  cracking the case, giving you plenty of reasons to jump back in and  replay the game.
 
KYGkillingyouguy asks... Will this technology became standard for future Rockstar games?
 Jeronimo Barrera: We would love to see it implemented as widely  as possible, whether it is appropriate will depend on the project.  MotionScan is more than just the end result; it's an entire approach to  game development, so it will not work for every game. It's a huge part  of L.A. Noire because it's tied to the core mechanics of analyzing a  suspect's behavior during interrogations and reading their emotional  cues. It's a pioneering form of technology that breaks new ground for  gameplay.   
  Ridabelaco asks...Can you mess up an investigation like send to jail  the wrong guy? And how will that affect the main character or the  history of the game?
 Brendan McNamara: There is an overarching plot that governs the  story of the game, but how you get there is up to you. There are  definitely situations in the game where you can arrest the wrong  suspect. It's a player choice and adds an interesting challenge,  especially if the evidence is compelling for both suspects.   
AndrewW91 asks... Could you give us a sense of how open the world  is? And what kind of activities we can take part in while not on a  mission (if any)?
 Jeronimo Barrera: The world is completely open for you to travel  through at all times, but the focus of the game is not the same as a  Grand Theft Auto or Red Dead Redemption. This time, the city is a  backdrop for the incredibly accurate real-world locations and crime  scenes that Cole Phelps explores on his way to solving each case. The  game has been crafted to seamlessly blend classic cops-and-robbers style  action with dynamic interrogations and searching for suspects in a way  that one doesn't distract from the other.    There are ambient events within the game world that you will hear more  about in the weeks ahead, like unassigned cases or robberies in progress  that you can take on outside of the main story, but the focus is on  Cole's progression through the ranks of the LAPD and the events that  unfold as a result.   It's a very intense game because we ask you to listen very carefully to  what has been said and to remember names, places and clues, as well as  decide whether you can believe what someone is saying. It's going to be a  very new experience for our audience but one we think they are very  ready for.