L.A. Noire
Release Date: May 17, 2011
Developer: Team Bondi (Rockstar Games)
Game Type: Third Person Adventure
Price Paid: $40
Graphics: 8
Let’s me start off with the most talked about feature of the game, its motion capturing system that is used for their unique interrogation gameplay. I want to sit here and tell you that the faces look amazing and it works perfectly, but they came off as kind of creepy and a lot of the characters you interrogate seem to have a constipated look that doesn’t come off as the breathe taking technology they said it was. Don’t get me wrong, it’s a lot better than majority of other games, but I still would rather have Red Dead Redemptions character appearances. It was a good enough feature for a first attempt that hopefully gets more polished in a sequel.
Driving around this world they created, you just know they put a ton of research and designing to perfect it, but what I can never understand with these open world games is why they do all this work and then barely try to get you to interact with this brilliant creation. Something that looks so great is practically useless. This isn’t the first game to do this either, it seems to be a trend for open world “city” games. Enough about the negativity about it though, because it looks phenomenal and that’s all that matters here.
Since it is an open world game, you can obviously expect a few minor glitches and pop ups. I bought the PS3 version and ended up having enough problems to render it a problem, so I cannot imagine what the 360 version was like. More than ten times while I was driving a car, mailboxes, vehicles, and sometimes entire buildings popped out of nowhere and caused my car to die out on me. It was ridiculous. Then while I was walking around, quite a few times I must have found a little glitch because I could walk past a broken piece of wood or bush but when I turned to go back, I couldn’t find an opening and had to restart from my last save. These problems may not have happened with others, but it ruined the game for me at times.
Sound: 10
The voice acting in LA Noire is top notch. It also helps that a great number of the cast are professional actors. Unlike other games, I cannot think of a single character whose voice didn’t match their appearance. Usually there is that ONE character, but it never happened here. I think what made it so enjoyable was the actual fact that the mouths were perfectly lined up with the dialogue. That is due to that motion capturing magic. A lot of the times the characters voiced their emotions, their face matched it as well. Just brilliant. It was here that was the best part of the game, not the facial animations.
As for the soundtrack, it was nothing short of amazing. That opening title sequence fits the Noir style o so well. Any other score right there wouldn’t have worked nearly as well as the one they used. Then the jazz club singer Elsa sung some good beats that worked best in the cutcenes but were still effective during detective mode. I don’t remember if it was used during any other section, but the score they used during the flashback scenes in the war were badass. It doesn’t surprise me that a Rockstar produced game has an outstanding soundtrack.
The one annoying thing that bugged the fuck out of me was when Jack Kelso decided he was cool enough to call every female he came in contact too princess. It came across as weird and creepy.
Gameplay: 6
First things first, the story is fucking awful. The parts of LA dealing with Phelps jumped around so much, they only revealed what they needed to move forward, and apparently you can do whatever the fuck you want if you’re a member of the LAPD. Need to steal a car, flash your badge, need to search a house, tell the owner to shut the fuck up and sit down, and need to kill a few baddies, just cover and blindfire. It just felt too messy. It started to pick up towards the end, but it predictable. Whatever you are thinking happened a few hours in is most likely right. The only time I enjoyed the story was when they flashbacked to the war and revealed a completely different character of Cole Phelps than the one you’re playing in LA.
Now the unique part about the gameplay is its interrogation scenes. You essentially question a suspect or witness and based on their reaction you decide whether they are telling the truth or lying. If they are lying you then have to decide if you have evidence that contradicts their statement. If you don’t then you simply doubt them and listen to them sing like a bird. This was a very unique method that is fun but essentially broken. Too many times you have evidence that will work but the game doesn’t recognize it as worthy enough or they are blinking at 1,000 blinks a second but are telling the truth. It needs a little more work to play out the way they intended. If you ever get stuck they use intuition points the same way as Who Wants to be a Millionaire with ask the community and remove an answer. Remove an answer is the only helpful route though. The community is wrong a lot of the time.
As far as finding clues, they can be a little hard to find, but as long as you walk around and try to feel for that vibration that a clue is near you should be fine. This part gets tedious because sometimes an area will have 10 items that cause vibration, but only one of them is relevant to the case. It gets boring and as you progress through the game it starts to become repetitive. In fact a lot about the cases feel repetitive. Finding clues, questioning suspects, and catching running suspects become a bore after the 15th damn time. Speaking of running suspects, apparently everyone runs. The slightest hint that they are in trouble, they decide to run, you chase, then tackle them. Rinse repeat on the next suspect. Then they ran up pipes and onto dead end rooftops, real smart dumbasses.
Then the side missions for the game were pointless as fuck. Only thing I will say is despite there being 40 street crimes, not a single time do you ever question anybody during them. Apparently they thought those would be how you’d get your fix on shooting criminals. It did not though. I ended up skipping past most of the ones that came up unless I accidently drove past a crime in progress and was forced into them.
Lasting Appeal: 8
Hours Played: 25
Game Difficulty: 7.5
Trophy Difficulty: 6
The first run-through with the game was a good length clocking in at 22 hours. It felt like a long 22 hours though because of the snail’s pace the game runs at. You can’t really knock the game at all for its length. If anything it should have been a little shorter. Personally I do not find myself replaying the actual campaign, but I will run back through the cases where I missed out on the 5 stars. I really just don’t see someone replaying it for the gameplay right away. Maybe a year from now when they forget about it, but not anytime in the near future after completion.
As for collectables, they have a bunch of landmarks, film reels, and vehicles to locate in the game. They will take some time to collect and should keep you occupied. It also helps complete the more time consuming trophies, so it’s a win-win situation going for them. The trophies aren’t hard to attain at all and should end up being one of the easier platinums if you end up using a guide.
Final Comments:
I popped in LA Noire thinking it would be one of the best games I would ever play, but quickly I realized I was wrong. Everything about the gameplay was a risk and I applaud them for making a drastically different game then the norm, but it just didn’t work out too well for me this time around. Maybe once they fix the repetitiveness of it all, its sequel can be dynamite. Assassins Creed did it, so why not Noire. As it stands though, it leaves a very dissatisfying taste in my mouth and is the most disappointing game I have played to date. That doesn’t mean its terrible, it just didn’t live up to those lofty expectations I set it up at.
Right to the point:
+ The Originality
+ Presentation
+ Soundtrack
- Repetitiveness
- Story
- Side Missions
Final Score: 7/10
Recommended Price: $25