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L.A. Noire

PS3 review by Matt Wadleigh on 24th May 2011

L.A. Noire’s hype focused on its heavily-touted presentation. Using cutting-edge motion capture technology, Team Bondi hired a team of professional actors to star in an adventure game heralded before release as unrivaled and unlike anything that had come before. 1940’s LA was painstakingly recreated, giving players a game world grounded in reality as they solved grizzly drug crimes, serial killings and the occasional bit of arson. Like a Siren, L.A. Noire’s hype machine blasted us with beautiful images and videos, pulling us closer and closer until we were finally ensnared. But like Greek sailors, once the trance wears off, players quickly find themselves in trouble.

Players assume the role of Cole Phelps, an up-and-comer in the LAPD. The game opens with Phelps being called to the scene of a shooting to help find evidence. It is here where we’re introduced to the core gameplay of L.A. Noire: searching for evidence. Every case opens with Phelps being called to a crime scene. It’s a fairly straightforward affair. Basically, the player walks over the crime scene in the way a person would hover with their mouse over every object in a point-and-click adventure. Instead of a mouse cursor, players simply walk Phelps over every object in a given area, pressing the action button occasionally when the controller rumbles and a Pavlovian bell chimes to alert us. From there, Phelps picks up the object and we can further inspect it.

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As the main source of actual gameplay, investigating is never very interesting. The mechanic isn’t very engaging, and the crime scenes are so void that it makes finding evidence extremely easy and inevitably dull. After the initial excitement and desire to pick up each and every piece of litter and debris in an environment just for the pleasure of seeing the fine detailing on fairly mundane objects, I found I was quickly losing focus on what I was doing and just simply listening for the auditory signal that a clue was nearby.

Perhaps part of the reason I turned my brain off in these segments is because L.A. Noire doesn’t have a strong, compelling narrative. Each of the four desks the player takes on has a small story associated with it, but they all feel like subplots that should be part of something larger. The game is largely a series of cases strung together that play out with the same flow and story arcs of TV shows like House or Law and Order, only without the character drama that draws the audience into those shows. L.A. Noire would have been better served if, instead of taking place over the course of years, it focused on a single, larger case over a shorter length of time. This would give the player time to develop relationships with the other cops and suspects. As it is, the only constant is the police captain and he only pops in every now and again. You go through several partners as you move between desks, but I can’t honestly remember any of the names of the guys I worked with.

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After scouring a scene, Phelps always has a clue or two to work out. From there, the player must drive through L.A. toward the destination in what is by far the most boring part of L.A. Noire’s experience. Traveling through the city of L.A. is made unnecessarily cumbersome by a poor in-game map. L.A. Noire does not give players the benefit of a highlighted path indicating the best route to get to a destination, and though one can make the argument that GPS didn’t exist back then, one could also make the argument that detectives in the city would know how to get places and could be expected to relay such information to the player. The kick in the groin is that the player’s icon on the map is nearly impossible to see, making it incredibly difficult to plan your route since as soon as you scroll away from your icon you won’t be able to find it again.

Destinations are almost always varied, and unlike other games in the genre, you very rarely drive to the same location twice. This makes it far more difficult to learn the streets in order to get around more easily, since you’ll drive to some areas of the map only a few times. L.A. simply fills the space between small sets where the game’s real action takes place in the same way that Empire Bay did in Mafia II. Like a child in the backseat of a car on a long drive, after the initial excitement of seeing the beautiful recreation, you can’t help but ask if you’re there yet. You’ll chase down criminals on foot and in vehicles, but you’re always passing L.A. by and each block becomes a fleeting, fading memory.

Fortunately, the game gives you the option to skip the open world stuff and simply have your partner drive to each location for you. After driving myself through the homicide cases, the completion of which marks the halfway point, I gave up and started letting my partner drive instead. This moves the game along at a better pace, but from a narrative standpoint, the open-world driving segments don’t work well. The inspiration for the game’s structure is obviously television and the pulp fiction of the day, yet in those mediums they know better than to include these boring parts. No one wants to spend ten minutes watching their favorite CSI character drive to a crime scene, so why make players do it over and over and over again? Because truthfully, without the driving segments, there isn’t much more to the game.

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Your evidence collecting leads to L.A. Noire’s interrogations. Interrogations begin with Phelps’ notebook opening up to present a set of questions that can be asked. After a selection, the suspect responds, after which the player must decide whether he or she is telling the truth, delivering a “doubtful” statement or downright lying. If the person is telling the truth, they stare stone-faced, unblinking. If they are telling a half-truth or lying, they look exaggeratedly anxious. From here, players must review their evidence to see if they can trap the suspect in a lie, or, if they don’t have the evidence, select the doubtful statement option to put the pressure on them to confess.

The main problem is that you don’t know where Phelps will go with his line of questioning beyond these one-word selections, and often, they don’t seem to match up. In one case, I suspected a woman wasn’t entirely telling the truth and selected the doubt option, at which point Phelps started berating her instead of gingerly coaxing it out of her like I assumed he would. I reloaded my game save, frustrated that I made the wrong selection, and the next time through the question, I selected the lie option. He then asked her, quite calmly, if she was stretching the truth. It almost seemed as if the developers made a mistake and the responses were switched. Well past the game’s halfway mark, this was not the first time that I’d dealt with this. I found the whole process murky.

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Then, there’s the added issue that this is a game and there’s only so much interaction we can have with it. As a player, you’ll undoubtedly come up with your own theories as to who is behind each crime and think that the evidence that you’ve collected works a certain way to convict them. But games don’t work that way. Only a few item triggers the right response, and so, the player is forced to think in the way the game works and not in their own way. The game doesn’t prevent you from moving forward if you screw up interrogations, but I still like to do well when I play games.

This wouldn’t be such a problem, but without a real idea to where Cole will go with a line of questioning or even a hint of the tone he’ll take, it’s harder than it should be to get into the character’s head and to consistently do well. The game would have been better served with a more traditional dialogue tree in which the player selects from three options that better reveal the direction Phelps’ will take his next line of questioning. Perhaps it might have been too advanced, but I really do think an emotional component would have been helpful, too. Phelps’ yelling and berating of a rape victim instead of being sympathetic and supportive demonstrates the limits of both the character’s range and the technology on display.

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Given the nature of how this game was produced, it was inevitable that there would be issues with the acting. Aaron Staton of Mad Men fame plays Phelps and does an admirable job. There are some times, however, where his tone doesn’t match the scene. He’s often shouting unnecessarily, or speaking more loudly than required given his proximity to other characters. However, the game does an excellent job at maintaining eye lines between characters and is the first that realistically captures eye movement. As I’ve previously said, L.A. is very beautifully recreated and is without question the most detailed city I’ve experienced in an open world game. Storefronts are full of items for sale, advertisements and billboards fill the sky and many of L.A.’s best sights pass by. It’s just too bad there’s nothing really compelling enough to inspire a casual journey through it.

L.A. Noire is a fairly dull detective game unnecessarily superimposed on an open-world. Most of the time players spend while playing L.A. Noire is doing things that are boring, mindless, rote. When the cases are interesting, as several admittedly are, the mystery is compelling enough to drive players through these rough patches. But when the cases fall flat, players can become quickly disinterested and the game starts to become wearing and tedious. The lack of a driving narrative, weak core gameplay and what I personally feel are unnecessarily vague interrogation mechanics keep L.A. Noire from being the game we all hoped it would be. I can’t help but feel that L.A. Noire is a better tech demo than it is a game.

Six out of ten

Pros

  • Beautiful recreation of Los Angeles
  • Some very interesting cases
  • Facial technology is unparalleled

Cons

  • Most of the core gameplay is dull
  • No overarching narrative to keep players interested
  • Interrogation interface is vague

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About the author

Picture of Matt Wadleigh

Matt Wadleigh is an Associate Editor at Thunderbolt, having joined in February 2003. He’s a resident of Portland, OR. and you can follow him on Twitter @asherdeus.

Comments

  • Benny

    24th May 2011

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    There is an overarching narrative though…

    Also, since you wrote the Forecast: LA Noire, I’d have thought you’d link back to it.

  • Patrick

    24th May 2011

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    Sounds like someone’s upset they weren’t very good at interrogations….

    People coming into this game expecting another Red Dead Redemption are just asinine. It’s a completely different style of game. Just because it has the word Rockstar plastered on its case doesn’t mean that L.A. Noire needed to be just like the Grand Theft Auto series or Red Dead. Isn’t it nice to have a little change once in a while?

  • John Fram

    24th May 2011

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    I personally applaud Matt for being honest on how he views the game. He’s right: the technology behind it is remarkable, but how it’s used is dull, stilted, and repetitive. How a team is able to the take a subject like 1940s Los Angeles and create a game that isn’t bursting intrigue, immersion and dread is beyond me.

  • ryu hayabusa

    24th May 2011

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    this is a stupid review

  • Harry

    24th May 2011

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    Great review. Honest, too. Cannot disagree really to be honest!

  • Shredder

    25th May 2011

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    I completely agree with this review. The most honest review I’ve seen yet. You even used the word that I thought most appropriate: boring. L.A. Noire simply lacks fun. By the end of the game I didn’t care about any of the characters and just wanted to finish for the sake of it. Truly disappointing.

  • Kyle Bailey

    25th May 2011

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    This article is perfect. This game is not.

  • justsomeguy

    25th May 2011

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    I’m glad matt was honest. After playing myself he was being generous. The game is broke. Everyone that thinks they are great at it I hate to tell you if the game worked all of you would be failing alot of the questioning. I like the premise of the game but at its core its broken, unfinished and should not of been released. Its too bad that more reviewers werent honest about this game as it fails on every level that it tries to accomplish. THe animation is nice but half the time it doesnt work properly and the script is a mess. See golden butterfly case to know that they are problems with this game.

  • keith

    25th May 2011

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    Totally agree with this review.

    -main character was a wimpy guy who was not believable holding a gun or getting “tough” with suspects. Needed both a different character model & a different voice actor. Different writers, for that matter.

    -both shooting and hand-to-hand combat was like fighting through molasses. Not that there was much of it. Coming off just playing Mafia II, who did it way better than this game did, it was very disappointing.

    -cases were simply not that interesting.

    -ending was totally unsatisfying

  • Nate

    25th May 2011

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    “one could also make the argument that detectives in the city would know how to get places and could be expected to relay such information to the player.”
    - They do, if you press square. Doiiiii

    Anyway, I both agree and disagree with the review. Do I think it’s an incredible achievement to have the facial technology as well as the narrative? Yes. Do I love the mood of the game, the look and the cases? Yes.

    It’s too easy though, even with the vibration and music turned off; I feel like I’m being walked through the case instead of using powers of deduction. And the final few chapters were incredibly stupid storywise.

    A solid 7.5/10 for me; a sequel in modern day New York or Baltimore with harder difficulties where you could fail and had to piece things together yourself, with a Mass Effect branching dialogue tree would be great. More longer cases built up over a number of hours a la The Wire, and some tweaking of stuff and it’s all gravy. And GTAV HAS to have the facial technology.

  • Wally-G.

    25th May 2011

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    Thanks for keeping it real. Best review and score I have found for this game.

  • elpresador

    26th May 2011

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    To the guy who typed asinine on his comment

    You r just a retard with the iq of a brick and u mad u cant accept another person POV wanna be scholar faggot with no sign of intellegence of composure in your post

  • TheKnoa

    26th May 2011

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    Well written review. You make many great points. Love the ‘tech demo’ line at the end. 6 may be a bit low in my opinion, but you’re not far off. I think it’s more of a 7, but not much more than that.

  • Benny

    26th May 2011

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    It’s a pity there are so many panning the game, especially for its story. It’s one of the most mature tales in videogaming and a promising beacon for the future of the medium. The idea that there’s no overarching narrative is a misunderstanding on the part of the player, probably because gamers are not used to having such little exposition. Normally everything has to be explained, but L.A. Noire provides many subtle hints. The game is not a normal videogame. Cole isn’t a superhero. The police just care about putting people away, it doesn’t matter why. It’s a seedy world, and Cole are forced to make any decision, regardless of whether you want to or not. This is a story about Cole and his rise and fall. The narrator tells you that from the very beginning. The city swallows him up.

    L.A. is recreated for a reason. It’s not there to be abused with silly mini-games dotted about, or hidden rocket launchers on top of the tallest buildings. It’s another character in the tale. The bright lights of a striving city, building new success which is actually rotten underneath the coat.

    Just think of some of the most lauded films around and you’ll see most of the times everything is not explained, at least not directly. Hey, we don’t even need to look across to movies for examples. Shadow of the Colossus is an example of game which doesn’t need to tell you everything. It doesn’t need to fill the world with rubbish either.

    Btw, the review mentions there is no GPS and states that the detectives should know L.A. They do, press square and the partner will tell you which way to go.

  • john mike

    27th May 2011

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    I don’t understand the constant talk of how boring this game is. For me anyone who has this to say clearly didn’t understand the game going in. I find the execution of all the elements in this game to be far superior to that of gta 4. I loved gta but i found that got boring way quicker than l.a. noire. Even elements such as the car chases. In gta i would hate whenever a mission required me to chase someone down since it felt so monotnous but in this game the combination of the beatiful score which is one of the best i have heard in a game and the reversed role of being on the good side really made those moments exciting for me. I don’t entirely disagree with all the points made but i did feel like he spent his entire time focusing on the negative aspects rather than trying to shine light on the things the game did well of which there are many

  • Howard

    30th May 2011

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    I think there is a lot of critical fawning over this game. The facial scanning technology is generally excellent, but the overall impression is one of being led by the hand to the inevitable singular conclusion for each case. In addition, the lack of a clear indication of what motivates Phelps is a serious failing, perhaps the biggest in the game; the devs should have focused more on his home life rather than the hackneyed WW2 backstory.

  • Really?

    1st June 2011

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    It’s so cool to hate LA Noire.

    DULL? Try the competition - Sherlock Holmes and CSI

    Seriously a joke review.

  • Tanked

    6th July 2011

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    I agree with almost everything the reviewer stated. I wrote a review on a forum, and I addressed all the problems that this article had. To everyone that says that the detectives tell you where to go, the problem is that the game does not tell you about it in a clear manner, and I didn’t know about it until I read what benny said. It was dull for a GAME, and instead was more of an interactive movie for me and the reviewer. No excuse for a game not to be a game, and the reviewer addresses all of this.

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