So there you, the player, are, playing L. Noire , solving cases first as a beat cop, then at the Traffic Desk, moving on to Homicide, Vice, and Arson later on. As you go along, you move Cole around, find clues, pursue bad guys on foot and in your car, have the occasional fistfight or gun battle, and interrogate suspects and other people of interest.
Now, I could write another whole article on the problems with the gameplay in those aspects of the game, particularly how incredibly nonintuitive the driving experience -- which should come perfectly naturally for a character, like Cole, in his late 20s -- seemed to me, causing me to get more and more frustrated with the car chases and eventually to take the game up on its skip-to-the-next-bit offers on most of them.
And much has been made about the interrogations, which really showcase the technological improvements Rockstar has made, in that the interrogatees' faces actually look like real human faces to the point where you can and must read them for clues to guide you in the interrogation. It was in the interrogations that I first became aware of the fundamental problems with the game, because even when I correctly read the facial expressions I oftentimes was surprised at what Cole said when I selected Truth, Doubt, or Lie, since those are the only options players have during interrogation.
Cole would go further than I thought was indicated by the instruction "Doubt," and, with a limited list of things to ask about, I couldn't guide Cole to avenues of inquiry that I'd thought of, simply because he hadn't. This is on top of the fact that, when combing crime scenes or other locations for clues, Cole has the remarkable ability to tell on sight whether something is useful or not -- seriously, why bother making it possible for Cole to pick up random cigarette butts and empty bottles when he will tell you they're irrelevant as soon as he does?
I began to realize that I wasn't really playing Cole Phelps -- I was simply guiding him through a bunch of arcade-like sequences, while the story kept going without my having any real ability to change or guide it. Doing the cases involves lots of cut-scene watching — and I mean lots since this where the game occurs. You drive between them, get a bit of action here and there but mostly you're not playing. I would be fine with this if the game-play had held me more but it didn't.
Crime-scenes involve walking round pushing the "investigate" button till you have all the clues, then the interviews. The cases progress even if you make mistakes and only once did I really mess up a case and this was late in the game where I was starting not to really care. The plots didn't engage me too much either — there is an overall narrative here but it didn't work that well and some cases are solved far too easily.
I recall one murder case where I was really engaged in the clues and complexity, went to a grocery store, found the murder weapon on a table in an unlocked room, chased the owner, caught him, case closed — it really hurt my interest and the thought I was putting it for it to just "end" like that.
Outside of interviews there will be occasional car chases and shootouts, but again these are far too easy. Shootouts are generally all over in seconds without any effort, while the car chases will eventually end if you just keep up. Also, for some reason, in the chases, you do not get to shoot, only drive — it worked really well in GTA4 to do both, but in this I'm just the silent wheelman while my partner does the cool stuff — I hope that computer controlled character enjoyed it!
So in terms of the story game-play I can understand the complaints because I did start to tire of the repetitive nature of it and I stopped caring so much and the cases started feeling like going through the motions.
So what else is there? Well, this is a sandbox game so in theory you should be falling over with stuff like in Fallout 3 where I could never go anywhere without getting another quest or random event or Red Dead where I played poker for hours and regularly found random little events while travelling.
Well in LA Noire you have 40 street crimes but these are mostly very samey. I can think of several where I drove for minutes to get to it, shot 2 guys and it was all over in 10 seconds. You can replay them but they are scripted and the same each time — they do not feel like random events in a real city.
Outside of these? Well, you have collectibles but that's it. No random encounters and no real freedom to do much beyond drive round. The game needed random street robberies — people calling for help like in Red Dead, not cut-scenes, just people.
It needed more freedom to pull your gun — you cannot pull your gun out in free-roam, not at all. You cannot hurt anyone and you cannot "mess around" when bored like you did in GTA4, RDR or other of their games — with this, when you're bored, going into free-roam will not help you. The very limited free-roam essentially wastes this massive city but also means the makers didn't seem to understand what the appeal of free-roam is — its freedom, not just the freedom to drive places for no reason.
LA Noire is still an impressive game though, but it is repetitive and not as clever as it thinks. The cases are linear and the free-roam is so restrictive that, beyond getting collectables, it is fairly pointless. No random events, no consequences and lots of cut-scenes. The ideas are all good and the technology impresses, but this is a first try — not the game to buy and love.
If a sequel ever comes I would be there as the core of the game is good, it is just the repetition, the restrictions, the focus on scripted events and the lack of decent action sections that hurt it. Was this review helpful? Sign in to vote. Mr-Fusion 2 July There's one particular aspect of "L. The action in the game is very linear: main character goes to a crime scene, eyeballs all evidence, then uses said evidence to interrogate a suspect. That's it. And the storyline is kept mostly within that tight framework, moving you through the plot.
The bad thing about this is that the process did at least, for me grow tiring, and the interrogations became frustrating. And what makes that bad is that that's the bulk of the game.
I fully realize it's a detection game, but I was always more interested in exploring the environs. And although I'm holding out hope that the game holds up on replay, for now, the good does indeed outweigh the bad. Team Bondi brought their A-game in recreating the city. A real map with actual city streets, and actual signage. Plus, certain areas that teem with pedestrians, while others do not. The research here is incredible. Add to that an absolutely terrific score that bass!
The authentic setting alone makes me want to go back. The motion capture of real actor's faces featuring half the cast of "Mad Men" was a stroke of genius.
Really, it's the only way the interrogations could work, but it's still letting see how a real actor would emote as opposed to how an animator thinks they would. Eventually, the cases with Phelps wore thin, and I was thoroughly intrigued when the story switched to Kelso. Guy's a badass, and a great playable character.
And then, there's just Much less "noir" in appearance, the game holds more in common with the looks of "L. Confidential", from the story's scope and thread weaving to characters, tone, etc. But the game's got a distinctive visual style all its own, from the opening menus, typography, and luminescent sun-soaked L.
This is an attractive video game. You'll lose yourself in the lighting, alone. Absorbing is the word I'd choose to describe "L. After taking a break, you're left itching to return to this world.
And for the most part, it's a great deal of fun. I still have street crimes to get through, not to mention all the hidden stuff around town.
So I really hope we see a sequel, because there's huge potential. Broaden the story a bit, make things less investigator-heavy, and let the player have access into some of the stores and more of the landmarks. This was never Grand Theft Auto from the start, but there's so much they could do with this world. The small bits of car and foot-chase and rooftop clamoring action were great bits of respite from all the evidence collecting.
Just needed more of that, is all. Even still. If the sequel's more of the same. Greetings from Lithuania.
The only reason i did not gave "L. I played remastered version. Games like this do not come out anymore. Noire" has more in common with a great movie "L.
Confidential" then any other game i have ever played. It has superb story, amazing writing and compelling characters, with great acing by many actors. Music was great, and game does look great when playing it on PS4 pro 4K - its just that open world feels empty and repetitive.
But those are minor complain. Other then that, this is a fantastic game, very unique one. Second off, unlike, those other games where you play the criminal; you played a good cop here. While, this game concept might sound generic to those unfamiliar with the history of gaming; in truth, unlike other media, where police stories are cover in a weekly basics, gaming doesn't have, much to offer too those gamers wanting visualize, what a life is like to protect and serve the community.
Honestly, the last game, I can recall, having something similar to anything similar to police work, was 's video game, 'Police Quest: In Pursuit of the Death Angel'. It's extremely rare to see a game like this. Perhaps, because unruly quick-paced first person shooter games is lot more fun to play than slow-paced, meditative detective work.
While, there is still brutal graphic action in this game; it clear by the gameplay that this isn't for everybody. Without spoiling the game developed by Team Bondi, too much, there were some other things that bug me about 'LA Noire', such as odd abandoning of narrative themes, such as voice narrator, who disappears halfway throughout the game and never returns.
Then, there is the odd cut-scenes newspaper story sequences, elements that spoil the twist, before the main plot even get there, that you find throughout the game in very odd areas. Most of these parts, really did leave me scratching my head; as the game doesn't do a good job, developing the backstory of who Cole Phelps is, and who his lovers, partners, and friends, are, beside what show during the cases.
More focus, should had been made in making the supporting characters, stand out more than the minor characters for each case. Another problem, I got with the game is the interrogations portions. Don't get me wrong, they are captivating, well-delivered dialogue scenes. However, the game is bit too easy on the challenge to judge the trustworthiness of a witness' statement.
The crimes solving outcomes are still predetermined, and there isn't much punishment for getting, a case wrong. If anything, there is no sense of game over. The only game over screen comes from dying or allowing a fleeing suspect to escape. This makes you less of a real detective and more of a page turner, destined to always reach the next chapter so long as you make a choice -- any choice. I would love the choices, you make, alters the game's entire storyline, a little more; like some characters and small plot points being replaced throughout the timelines or you getting demoted if you do a horrible job.
Because of the lack of stalks, some of the missions come off, as something more like a mindless repetitive marathon of chores from a second job than an engaging television-like cop series. It took me, a while to beat "LA Noire'. Several months for a 14 hour game, due to parts of the game, being too boring or uninteresting.
Nevertheless, whenever, 'L. Noire' breaks free from the repetitive cycle, it can be fun to play. A great example is whenever, you have to solve riddles, leading you to landmarks across Los Angeles or playing as a different character, such as private investigator, Jack Kelso Voiced and Motion Capture by Gil McKinney.
However, this types of examples are rare. The other nitpick, I got with this game, is the 'MotionScan'. It also gave the nerving effect of the Uncanny Valley. Also some of the actions from the human game model doesn't match, well with the movement of the skin. It comes across, as a bit jarring to see the body not matching, what is happening with the face.
This exacting motion-capture technique also led to L. In theory, the digitized performances were supposed to be detailed enough that players could gauge whether or not a character was lying just by studying their face. In practice, the process is inexact at best. I was actually really terrible at the game.
I should be better at it. Staton has remained invested in gaming since starring in L. Noire in I would be curious how it would work now.
Noire created in would be very, very different. And then there are the side missions. The actual game seemed cool, but maybe not as cool as it could have been. The game peaked at the end of the Homicide case Also no real consequences for getting the interrogations wrong. I don't hate it but i also don't deem it one of the best games of the year, just felt dissapointing.
Though it's amusing on the first go'round the game doesn't hold up in retrospect. Plus by the end i felt the story, which in this context is all it has going for it, was a bit disjointed.
Cornman89 hits it i think. It had a great first impression, the presentation, gameplay and story seemed great,. The usual backlash of a high-profile game mixed with the whole Team Bondi debacle and the fact that the game had some serious problems.
I still love it, but I can see where people are coming from when they say it's not that great. I found the game to be cool, I enjoyed the interview scenes and the way that cases cam be failed. It just became really repetitive as the game went on. More variance in the cases could have spiced it up so much more. The questioning aspect is terrible.
It's too ambiguous. Options you pick that look like they should be right, aren't. It was really superfluous for that type of game, and everything from the inconsistent frame rate to the catalogue of glitches would have been easier to address.
Asurastrike : Oh god no The only case I think was woth while and enjoyable was the third traffic one , the one about the husband , that was the one that made me think "ok this game may have something cool about it" but then came homicide desk From people who didn't like the game, obviously.
LA Noir was a cool tech demo, but a terrible videogame. I really disliked that in the homicide desk that we were putting people away that clearly didn't commit the crime. Only to catch him and not be put away. After that anticlimactic outcome, the game became dull and boring, the repetitions of a crime scenes was becoming noticeable in vice. Then in arson, they decided to pull the same shit they did on homicide. I already plate along for the run of the homicide case expecting a decent outcome, nuh uh, then they want me to turn a blind eye and not realize they are forcing the same schtick again?
That really irked me. I didn't care for cole ever because he was a robot Cole can be easy going to soon be having a panic attack in an interview. The structure of the game held it back, tremendously.
It was a lot of fun, but it has some obvious flaws that would hold it back from being a favorite this year. The hate probably stems from the amount of hype, and not really delivering on it. But I look past that and I found a pretty enjoyable, if kinda messed up game. Noire started out as a great game to me but the more and more time I spent with it the more and more bored I got.
Despite taking on every side mission I could find it felt like I was doing the same shit over and over again. Can however admit I listen to the soundtrack from time to time because it's freaking awesome.
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