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Thread: Article: LA Noire Review

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    Content Team Public Relations Manager Dr Gumaer's Avatar
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    LA Noire Review by Dr Gumaer


    LA Noire is an action adventure sandbox game produced by Rockstar and developed by Rockstar and Team Bondi. It is available on the Xbox360 and Playstation 3. It takes place in 1947 Los Angeles.

    Story

    LA Noire revolves around Cole Phelps, a police officer for the Los Angeles Police Department. It starts with Cole being a lowly beat cop and evolves to him working four separate desks as a detective: Traffic, Homicide, Vice, and Arson. He goes through many cases, some being historical.

    One of the biggest selling points of LA Noire is the inclusion of the Black Dahlia and Lipstick Murder cases that plagued Los Angeles in the mid 1940s. The game does an excellent job in creating new cases that revolve around this lore, but is fundamentally flawed in one aspect. The problem is that to continue the story, you must arrest a suspect at the end of every case.

    The Black Dahlia case is famous simply because the murderer was never caught. The Lipstick Murders is similar because the person arrested recanted his confession. These two combined leaves lots of speculation as to a suspect still being out there in the time LA Noire takes place. LA Noire plays on this speculation by having similar murders as cases.


    One of the Black Dahlia style victims

    The game makes it apparent that the person you arrest did not commit the crime. They do this in an obvious way and a few subtle ways. The obvious: At the start of every case, they show the crime happening. On many cases, it is blatantly obvious that the person the game wants you to arrest is not the perpetrator. The subtle: Throughout the case and even after the case, Cole admits that he is speculative if he arrested the correct person. Both of these let the player know they are not arresting the correct person. So, in order to progress the story, the player must arrest the incorrect suspect.

    Looking back at the cases I can see this flaw getting a slight pass. The captain during those cases is a real hard head that wants results. So, in order to not get chewed out, you need to make arrests. I can see a lot of police stations at that time being like that. With this taken into effect, some may let this flaw slide. Even so, this could have been avoided by not showing the crime at the beginning of every case or not showing the perp. Albeit, they do not show the face, but it is rather obvious that the person arrested is not the murderer just from those quick cinemas. The doubt that Cole brings into play is nominal compared to that opening cinema.

    The Dahlia style murders are far from the main story. The main story revolves around Cole’s past and its connection with the cases he is working. Cole is considered a WWII hero, receiving the Silver Star. The game shows Cole’s history in the war through black and white cut scenes at the end of most cases. His history interacts much with the later cases in the games and creates a wonderful tale.

    Another story element they included is through collectible newspapers found at crime scenes. Once you inspect these newspapers, a cinema begins of the story behind the headline. It is a supplemental story that runs parallel with Cole’s cases.

    At the beginning of the game, these three storylines can become very confusing. Their connection is not entirely apparent until the later stages in the game. So, for the first half of the game, these cut scenes actually hamper it by confusing the player, the newspapers especially.

    The confusing extra scenes combined with the quirks in the Dahlia cases really create a poor first half of the story. The story starts to get real good right around the end of the Dahlia cases, which is half way through the game. If you are able to get through the confusion and mediocrity, the story is well worth it. I just wish they were able to execute the Dahlia style cases better.


    Gameplay

    The gameplay of LA Noire is hit or miss. It brings a lot of new and interesting things to the table while failing in many other aspects. There seems to be a succinct break between good and bad as well. The time where you are actually being a detective is wonderful, but a lot of the open world elements are not as well done.

    Investigation
    One of the shining points of LA Noire is actually being a detective. Cole arrives at every crime scene having to look for clues to aid him in apprehending a suspect. The way this is executed is almost perfect. Cole has free range of the crime scene to inspect everything he could want. While this is happening, a mysterious song plays in the background. Once all the clues in an area are discovered, the music stops playing. This helps out greatly because you instantly know if there are more clues to be found or if you can stop searching.

    When approaching a clue, the controller vibrates and a subtle chime plays over the music. Cole then picks up the clue and inspects it by rotating the analog stick. If the clue is pertinent to the investigation, the controller will vibrate again when inspecting it at the correct angle. All of these subtle hints, like the music and the controller shaking, help alleviate stress when investigating an area.

    The clues will lead to new branches in the investigation. You will then have the option to explore new areas for more clues that will help your case. Many of these branches can be optional and some may be closed off if you did not obtain the proper clues.


    Cole investigating a coin to see if it is a potential clue

    Interviews
    The other side to being a detective is interviewing witnesses and interrogating suspects. This sounds like a simple dialogue, but is so much more. When interviewing someone, there comes a point where Cole needs to either believe a statement or disprove it. This is done by three options: Truth, Doubt, and Lie. Selecting “Truth” means Cole fully believes the statement. “Doubt” means Cole will try and press more information about of the person by being, essentially, rude. “Lie” means Cole will blatantly call the person a liar and then use a clue previously found to prove the statement was a lie.

    Now, you do not just blindly pick a choice. The main way you decide which option to use is by observing the person’s actions after their claim. LA Noire has implemented a great deal in the mannerisms of suspects. If someone is telling the truth, they will generally look you dead in the eyes without a problem. If someone is lying, they will be rather fidgety. This, of course, does not work on everyone. Some people are so confident in their lie that they appear to be telling the truth. So, you need to use a combination of what you already know from the investigation in combination with some intuition.

    When you choose the right option a musical cue will sound to let you know. It is vital to get these correct because they normally lead to new clues. Also, when you are interrogating someone to arrest, you need to get so many questions correct in order to make the arrest.

    LA Noire feels like the successor to point and click adventures because of these two elements. You are searching for clues to solve puzzles and talk with others in the same manner. These aspects of the game are executed near flawlessly. The only problem I have with them is the searching for clues. They do include a lot of useless clues in a crime scene, like beer bottles and generic household items. These become somewhat of a pest when you just want to find the clues, but are mostly negligible.

    An interesting hint system has been included to help investigation and interrogations. The game gives “intuition points.” You can spend these points on investigation to show the location of all the clues in an area. Points can also be spent during interrogation. One way is to remove one of the interrogation options. Another way is to show you what others that played the game have picked. This is a very cool way to help and feels like you are playing Who Wants to be a Millionaire


    Your notebook carries all the vital information needed for interrogations

    Action
    If you have ever played a Rockstar game before, you do not need to read this part. The driving is terrible. Every vehicle drives like a tank. You would think that after so many years, they would try to improve on the driving. It is inexcusable. The game is an open world style game in which driving is the only form of transportation (you do not want to walk everywhere). The game does slightly fix the displeasure of driving by giving you the option to let your partner drive instead. But, doing this means you miss out on side missions. Also, the main missions sometimes include a car chase, which can be rather difficult with how the cars drive.

    The shooting is simple yet rewarding. I think it is because I am a police detective, wearing an awesome vintage suit. A lot of the set pieces feel like I am in the movie The Untouchables, blowing away mobsters. They seem to have an excellent mix of era weapons that all feel good to shoot. There is a cover system that is also simple and effective. The firefights feel great when they are story driven, but can be rather monotonous after awhile.

    The fist fighting is also simple and rewarding. You can punch, block, dodge, and grapple. The moves feel like they came out of the 1940s. It is not too difficult, but if you are not paying attention you will get floored. For some reason, the people of the 1940s are willing to throw down over no provocation -- be prepared to fight.


    A car chase sequence

    Side Missions
    The side missions are the worst part of the game. The main cases are executed with brilliance while the side missions are completely tacked on and pointless. They all start off rather interesting. When driving around the city, a dispatcher will call and request for aid at a certain spot in the city. You then drive to the area, which can be pretty far away, and a quick cut scene will begin. This includes a rather cool sounding title and maybe a bit of back story. What actually transpires after that quick scene is a shootout, a fist fight, or a car chase. There is no evolution of that small story.

    For example, one side mission I did was called “Commies.” I thought that was a pretty interesting title and was rather excited to play. There were hostages being held at a bank. Cole and his partner run up to a police car and talk to the officer there. He informed me that there were people inside threatening to shoot the hostages and they needed to do something quick. I then proceed to walk into the building and shot three people in the head. End of side mission. There was no challenge. The only part of the side mission that mentioned communists was the title. It was a great disappointment.

    Luckily, side missions are completely optional. If you do not want to know about them, you can have your partner drive you everywhere. But, they could have done so much more with them. It appears like they attempted to put some back story in them with the interesting titles, but completely failed.

    If LA Noire stuck with just the detective parts of the game, there would be no qualms. Instead they needed to integrate it into an open world. This is not a bad idea, but they were unable to put as much attention into the gameplay of both. For this, half of it is really innovative while the other have is tiring and played out.


    Graphics and Style

    LA Noire is beautiful. More specifically, the characters are amazingly realistic. They really worked on the faces and it shows. They needed to make the faces detailed enough to pull of the interviews properly and they succeeded. The method used involved thirty or so cameras while the characters said their lines. This picked up on all the mannerisms and details when conversing. Combine the amazing detail with stellar voice acting and it sometimes feels like you are watching a movie.


    Looks like Cole is pissed off, but check out that detail!

    This attention to detail does not stop solely at the characters. 1947 Los Angeles has been recreated almost perfectly. There are plenty of landmarks. Most of the cars are actually cars, not knock offs that resemble real cars. The part I enjoy the most are the clothes. Most of the men wear a suit with a matching hat, which is typical of that era (even a matching pocket square). It all makes the player feel like they are in that era.

    The music is also from the era. I am not a Big Band buff, but there are some songs that are instantly recognizable they play on the radio. They also include an entire original score that goes along well with the Noire motif. Noire films normally have very mellow and mood driven songs. They fit very well with a lot of this game, but there are some points the music clashes.

    The developers have done an excellent job in recreating mid 40s LA. Every aspect of the graphics and style have been well thought through to help immerse the player in this world. I have heard tails of constant graphical glitches though. These seem to be extremely common in open world games. I have only noticed textures not loading as quickly as they should once. It is sad, but glitches seem to be more and more common with this generation.


    Verdict
    It is hard to place a specific verdict on LA Noire. Everyone should play the story through once. It is extremely well written. The story is more than worth the confusion in the beginning. The only draw back with the story is if it is worth a replay. I personally will not play this game again. There are lots of collectibles and extras that can be done, but the main draw for me was the story. If the side missions were actually done with more care, that would give me an excuse to go back through the game and play them all.

    The graphics and voice acting are exquisite. The recreation of LA and the time era is almost flawless. Half of the gameplay is great and innovative. The other half is boring and tiresome. The fighting and the firefights are rewarding at times, but they sometimes just forced upon you.

    I guess what it comes down to is if I feel like I received my money’s worth. I think it is safe to say I did. I was very skeptical in the beginning, but after the half way point, the story really started to pick up. I really want to recommend this game as a rental, but the sheer length prevents me from doing this. Thus, this game is a buy, but it is okay to wait until the price drops.

    Thumbs Up Buy
    But, wait until the price drops


    Writer’s additional comments:
    For those that play for achievements, I earned 585 points on my play through. Some of the other achievements appear to be very difficult. At the end of every mission, you are graded on a 5 point scale. There is an achievement for 5 starring every mission. This can be extremely time-consuming.

    This game should not be played by the weak of heart. If you have problems with sex, violence, nudity, drugs, or defilement of dead bodies, do not play this game. I have a hard time with drug usage and overdoses. Track marks are what really bother me. So, when I had to inspect a dead body with track marks, it was difficult. There are a lot of situations that may make people uncomfortable in this game.

    One of the parts of the faces that I was most impressed by were the teeth. In a lot of games that go for realism, the teeth always end up looking like chiclets. This is very apparent in Mass Effect 2. That is now one of the first things I look for.



  2. The Following 6 Users Gave a Noobie to Dr Gumaer For This Useful Post:

    arsenicknife (05-26-2011), Crimson (05-26-2011), Fandango (05-26-2011), jermz678 (05-25-2011), Kaidfather (05-25-2011), wtrswoopes (05-25-2011)

  3. #2
    Content Team UGC Coordinator MixedUpzombies's Avatar
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    Re: Article: LA Noire Review

    Glad to see a quality review of this Doc. Not too overly long which could be very easy for a game like this. Really good job and I hope you write more reviews more often.

  4. #3

    Re: Article: LA Noire Review

    A Prodigy appears....

    Great write up Doc, just finish L.A. Noire myself a few minutes ago. I've been kind of trying to put my own feelings on paper because this game definitely leaves you with some mixed emotions.

    I definitely feel the same when it came to the act of needing to charge someone when I'm pretty damn sure I don't have the right guy. Sometimes being forced into a decision can be a good tool for a story, and I accept it when it serves a purpose. But to just keep slapping you in the face with it in this game was tough to bare. I had to keep reminding myself that I'm playing a character but the game really doesn't make it easy when it's throwing the whole "choose your own adventure" angle in your face with the interrogations.

    You have to play the game within the story, regardless what you know is missing or not right. It’s tough to remember you’re still just playing a character in a story. He didn’t see the murder happen, he’s not privy to ALL the information you are, and he just might not put 2 and 2 together sometimes. You have to kind of remove yourself like this creates a natural disconnect from the character. So when you have this game this is kind of sit back and forget what you saw but also put the pieces together but only from THIS pile of information it definitely left me a little un-easy. And this goes double for the times when they just expect you to plain out FORGET about clues that your character knows about.

    Part of my thinking is that maybe some of this was intentional to show Phelps' desire to climb to the top? But if it was I don't think it was obvious enough as it just seems sloppy at the best of times.

    Now to the part about the cars... it's the 1940's. By today's standards, I think those cars pretty much WERE tanks. After enjoying my horseback travels of the RDR world so much it was very difficult getting back into a car for this game. The saving grace being that you're the cops! So there's no star rating for hitting people or other cars, no one chasing you (mostly), and the only negative effect this could have is on your case's "star" rating at the end. Which if you don't really care about achievement's shouldn't be a concern for most people.

    It kind of sounds like I might be tearing this game apart a tad but the truth is despite it's flaws I thoroughly enjoyed it.

    Bottom lined: I appreciate what this game is trying to do. It feels like it's the victim of it's own drawn out development with some strange choices throughout that sometimes payout, but a little too often fall somewhat flat. What carries this game is it's style, sounds, characters and some of the most perfectly delivered dialogue I've ever witnessed in a game. I don't know about anyone else but I had a few more glitches and freezes than I would have liked. I know it's an open world RS game so I know what I'm getting myself into, but when your game depends on the dialog and the audio cues it's not acceptable for those not to be playing when there isn't anyway to hear them again short of restarting a save. Again this could be an isolated issue for me, but I doubt it. I'll definitely be cleaning up some achievements on this one to enjoy the world a little more, and more so I'll be leaving the title screen on (as it has been for the last hour) just for the sake of letting the music play.
    --------------------------------------
    The Prod
    @ProdigyTE

    http://tetriseffect.com

  5. #4
    Forum Coordinator Dr Flibble's Avatar
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    Re: Article: LA Noire Review

    Nice review, and I agree with the verdict. It's worth checking out, but not worth full price. I'm almost done with Homicide so I can't comment on what comes later, but I'm finding the case format to be my biggest problem with the game. It's all too shallow and easy. I'm averaging 30-45 minutes per case (real cases, not the 5 minute side missions) and have 5 starred every case so far first attempt. I hope Vice and Arson raise the bar a fair bit higher. I would have preferred fewer cases and more meat to them as it stands.

    Do you want to save the world? Well don't recycle garbage!

  6. #5

    Re: Article: LA Noire Review

    The time where you are actually being a detective is wonderful, but a lot of the open world elements are not as well done.

    A sentence that perfectly encapsulates my feelings towards the game. As impressive as they are, LA Noire just doesn’t need its sandbox elements. I mean, the playable parts of the game are largely confined to a few, very specific, areas, yet we have this vast, beautiful but largely redundant expanse in which to roam. Why? The only answer I can come up with is that there are a few missions that actually require Cole get behind the wheel, but the driving mechanics are so poor it hardly seems worth the effort. Unlike the good Dr, I found the mini missions to be a fun diversion, but I would certainly consider the swapping of sandbox for more story based content to be fair exchange.

    Also, curiously for an action adventure game, I agree that the action adventure mechanics were actually pretty poor. The draw of LA Noire for me came by way of its mature tone, slick presentation, great characterisation and technical innovation (the facial capture work has been the highlight of my gaming year)!

    Question: What was the single most impressive element of the game for you Doc, and how well do you think LA Noire will hold up in 5 years time when facial capture has become the norm?

    Anyway, thanks for sharing your thoughts. Noobie!

  7. #6
    Content Team Public Relations Manager Dr Gumaer's Avatar
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    Re: Article: LA Noire Review

    Quote Originally Posted by Prodigy View Post
    A Prodigy appears....

    Now to the part about the cars... it's the 1940's. By today's standards, I think those cars pretty much WERE tanks. After enjoying my horseback travels of the RDR world so much it was very difficult getting back into a car for this game. The saving grace being that you're the cops! So there's no star rating for hitting people or other cars, no one chasing you (mostly), and the only negative effect this could have is on your case's "star" rating at the end. Which if you don't really care about achievement's shouldn't be a concern for most people.
    I thought about this as well and it still is unforgivable. If Rockstar could actually make the driving decent in their games and then switched it because it was the 40s, I would let it slide. The driving in their games is always terrible, so this game should not get a pass. I know there is not as much penalty as in a GTA game, but it really prevents you from enjoying the world. They recreated 1940s LA with some great detail and the best way to see it is by way of the shitty driving.

    Quote Originally Posted by Fandango View Post
    Question: What was the single most impressive element of the game for you Doc, and how well do you think LA Noire will hold up in 5 years time when facial capture has become the norm?
    I think the most impressive element would be the acting, not the graphics. The acting is something that can transgress time, so I am sure that will hold up in 5 years.



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