PS3 - L.A. Noire Review
Well, let’s start this off by saying you’ve probably never played a game quite like this. From GTA developers Rockstar and Australian based Team Bondi, L.A. Noire is an ambitiously different kind of title with unbelieveably realistic facial animations, and innovative gameplay, that’s a cross up between the regular open world aspects of GTA and the investigative prowess found in something akin to a Phoenix Wright game. It’s a fascinating experience in its own right and the story, gameplay, and graphics more than make up for its few flaws.
Story
L.A. Noire takes place right in the late 40’s after World War 2. The soldiers have returned home to L.A. and are trying to settle down with their families while the movie industry is just beginning to blossom. But under all of that lies some of the darkest events in L.A. history, from the gruesome Black Dahlia murders to the disturbingly rampant discrimination against anyone who isn’t the typical white American. The game doesn’t stray away from the gruesome and disgusting events of this time and as Detective Cole Phelps, fresh out of the war, you’ll tackle underage rape, murder, homicide and arson.
What’s interesting is the way the story is told; typically, Rockstar’s games have troubled protagonist that have more secrets to hide than they first seem, and gameplay usually reflects that with more focus on evolving the main character’s personality. L.A. Noire is a bit of a different case in that Cole isn’t a troubled character — he’s actually someone who completely believes in administiring justice to criminals and so forth. No, the real star here are the various cases you’ll take as you go up in rank. As mentioned, you start out small and work your way up to much more detailed and complicated cases. It feels like the overall narrative slowly builds up as you progress through the story of individual cases and it seems like a really original and effective way to keep the game moving forward.
Gameplay
Right off the bat: this doesn’t play like anything you’ve ever experienced with a Rockstar label on it. You can only pull out your gun when the game allows you to, you’re actively punished for running over pedestrians, and you’ll be playing at a much slower pace. Typically, a case begins with a crime scene where you can find evidence and question possible suspects. The amount of detail in the items you interact with allows you to move them from side to side, to find hidden messages or bloodstains etc. You even examine some of the gruesome corpses of humans up close, and with the amount of detail put on each it’s easy to discern possible clues to move the story along.
The most interesting thing about these sections is that it’s very easy to miss an important clue or not question a possible witness, and the game will still continue. You can never “fail” a case because you didn’t find one of these clues, but it can create some drastically different outcomes, even some where you don’t arrest the right person. While it doesn’t change the overarching narrative, you’ll still turn these cases over in your head, trying to tell yourself that you made the right, when that may not have been the … errr, case.
The second large aspect of the gameplay is the interrogations, which is the most fascinating feature this game has going for it. When you find a possible witness, you choose from a list of topics to ask them and need to listen to their reply. After they speak, you’re given three possible choices that all play a part in the overall case. You can choose to believe them, doubt them or prove their lying with evidence. It’s so similar to the court sections of Phoenix Wright it’s almost uncanny but the interesting part is you have to study the suspect’s faces to see the way they give you a reply. If someone’s got something to hide they’ll fidget, won’t look you in the eye or try to cover it up. This is where one of the major problems the game has starts to surface. As you grow accustumed to observing their faces, you’ll be able to tell when they’re lying almost instantly, but the two “accuse” options — Doubt and Lie — are so similar that you won’t neccessairly end up choosing the single correct choice. However, it’s quite convenient that the game continues regardless, despite an incorrect answer.
Where the gameplay falters is when you actually need to start really interacting with the game. The chases in the game all look impressive yet they require hardly any input nor are they any challenge. The same idea goes with the few amount of times you’ll need to shoot something, with the guns handling like junk and no indicators for ammo or what weapon you’re carrying. Finally, the cars feel better than GTA but still aren’t on the level of greatness achieved in other top notch racing titles.
Visuals/Audio
You’ve probably already seen the other large selling point for the graphics in L.A. Noire, which is the unbelieveable motion capture technology used to replicate the faces of its actors. It’s pretty amazing when you first see it and the game uses it superbly as you can really tell when a person is lying when they subconciously twitch or don’t look at you directly. You’ll eventually be picking out these little details with ease and it really speaks to the technology that it works so well in nearly all the game’s cases. This is a contrast with the actual bodies of the characters that all still look a little too crisp and video game-like for my taste. That’s not to say there aren’t ample amounts of movement and expression in each one, it’s just a lot more noticeable after being compared to some of the best facial animation you’ll ever lay your eyes on.
Aesthetically, Team Bondi does a masterful job at bringing 1940’s Los Angeles to life in a great film noir style. The streets you drive in are actual places, populated with people going around in their daily lives and plenty of monuments and stores to see or explore. There’s even an option to play the game in black and white, which is an excellent touch that adds to the tone of the entire game.
The game also sounds fantastic. Composer Andrew Hale masterfully displays his comprehension of 1940’s jazz with original tracks that tickle the ears and compliment the entire vintage experience. Voice actors don’t slouch either and along with their facial features you can detect hesitation and fear in their voice easily and quickly, adding to the game in a way never before seen. While some of the more peripheral characters could use some improvement, you’ll hardly notice as you make your way through the primary campaign.
Overall
L.A. Noire feels nothing like your typical Rockstar experience. You hardly ever draw your weapon and injuring civilians hinders your progress in major ways. And you know what? It’s a great change in their usual formula, one that pays off in dividends because of a really great story, unbelieveable facial technology and awesome detective work. Sure, it’s got some minor hiccups along the way and it may be something you’re not familair with but this is one game you’re not going to want to miss.
Pro’s
- Unbelievable facial animation
- Excellent aesthetic style
- Exciting and believeable detective work gameplay
Con’s
- Shooting feels weak and boring
- Chase sequences are too easy
- Interogation responses can be unclear and frustrating
L.A. Noire is nothing like you’ve ever played before, and just by the look of some of its trailer it’s made clear immediately that it’s nothing you’ve ever seen before either. Rockstar’s latest concoction lends itself to an older time, one nearly forgotten in our “modern warfare-ridden” gaming world. However, the polish and innovation injected into this title oozes originality and a sense of excitement that most games just can’t compare with.
///5///