L.A. Noire is the newest game published by Rockstar and developed by a new studio, Team Bondi. Modeled after the film genre of the same name, this crime drama takes place in post war 1940s Los Angeles. Focusing entirely on story, this semi-open world game plays more like an adventure game or puzzle game than the Grand Theft Auto games Rockstar is famous for. With the addition of a brand new facial mapping technology, L.A. Noire creates faces more realistic and lifelike than has ever been seen in a game to date.
L.A. Noire is told episodically, in the form of cases. Each episode focuses on a new case based on the current desk Cole is currently working at. Each case is different, and tells a self contained story. There are 21 cases in the game, and each is about 1-2 hours long. Players are given the opportunity to know Cole, as well as his partners, during these cases. As the characters develop, the overall story unfurls. This method for delivering the story worked very well. I enjoyed how I could play a case, and put the game down, knowing that next time I played I’d have a whole new mystery to solve. Players can also choose to accept street crime cases during the main cases, which are essentially side missions, but still have their own mini-stories.
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The city is well detailed. |
With such a heavy emphasis on story, it’s a wonder the gameplay didn’t suffer. In fact, Team Bondi developed the gameplay around the story. There are several modes within the game, creating the feeling almost as if they are a collection of mini-games. All of which appear within the various cases. When you start a case, you are provided with a cutscene to set up the case. From there, you enter free roam mode.
Unlike other Rockstar games, this free roam mode is more limited, and the game directs you toward your objectives very clearly. Additionally, you can’t go on a killing spree or run over pedestrians with your car. Cole is a good guy, he isn’t going to pull his piece and start blasting every Tom, Dick, and Harry in sight. In fact, the game doesn’t even let you pull your gun, unless the story permits it. You can drive any car you see, but instead of “jacking” the cars, Cole tells the driver that he is a police officer, and that he requires use of the car. These restrictions on the open world formula are actually quite welcome. To me, open world games can become very overwhelming, and focusing the world around me aided in connecting me to the character and the story. I mean, it wouldn’t make sense for Cole to go joy riding around before heading to investigate the crime scene of a young Hollywood starlet.
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Investigation isn't always at a crime scene. |
Eventually when all the clues are gathered, you’ll find yourself with a suspect. Using clues and case information, Cole interviews suspects. Based on what they say, you can decide if the suspect is telling the truth, lying, or to doubt their statement. It’s in this aspect that L.A. Noire blows every other game out of the water. Very rarely is the correct response to a suspect’s statement based on what they say. It is based on what they do with their face. L.A. Noire displays the most convincing facial animation I’ve ever seen in a game. You’ll see that little tick of the eye when he mentions he didn’t know her or the hard swallow when she says that she’s never been to that nightclub before. And that’s how you know when the person is a bold faced liar. It’s an incredibly well realized gameplay element that wasn’t ever possible in games before, and it was a ton of fun. But, unlike other games, you have to be paying attention. This isn’t one of those games where you can check your phone or get some food when people are talking. You need to be reading their every move. Only then can you know who is guilty when you make your arrest.
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Your partner will provide helpful input. |
Another aspect of L.A. Noire’s detective gameplay I really enjoyed was the issue of living with your failures. If you fail to find all the evidence or ask the wrong questions in an interview, you can end up accusing the wrong person. There is no game over or re-dos with this. The game forces you to live with your mistake as you move on to the next case. To me this was great as it added a sense of importance to really thinking things through and ensuring I was making the best decisions.
As mentioned, L.A. Noire has some impressive graphics. The facial animations are uncanny, and coupled with motion capture body performances, all characters move in a very convincing way. Each character in the game was not only cast for their voice, but their face and body as well. For the first time I can say that not only is the voice acting in L.A. Noire superb, but the performances of the characters were as well. There were instances where I would literally recognize characters from earlier in the game by face alone, where most games rely on making characters identifiable by clothing or standout qualities. My only complaint was that sometimes the faces looked disjointed from the bodies they were connected to, like a superimposed face on a puppet or something. But that is a small complaint, and this technology is quite remarkable.
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Carefully read the facial expressions. |
L.A. Noire, while not totally perfect, is one of those games that come along once in a generation. Its technology allows for gameplay never before in a game. It tells a mature, compelling character driven story that provides insight into the issues and conflicts of the 1940s. The gameplay is fun, and encourages and rewards the player for thinking critically. It’s a game where the way to beat the level isn’t how fast you can hit the buttons or having the right weapons, but how well you can trust your instincts and intuition. L.A. Noire is a marvel of modern gaming, and really is a game that everyone should play. It’s an instant classic.
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