Wednesday, June 1, 2011

REVIEW: L.A. Noire

For once, I’m in a quandary about how to proceed. I just completed a game that had my full attention, that blew me away in terms of story telling and visual effects, but also left me with a lot of questions and frustrations. Am I being to greedy for wanting more in a game that is already fantastic? Am I being overly critical for totally enjoying a twenty hour experience but still having a bit of an empty feeling. Am I looking too much into a game that gave me all the answers and yet I still have questions?

This is the enigma that is L.A. Noire, from Rockstar Games. Set in 1947 Los Angeles, you play as Cole Phelps, a undeserving war hero turned driven, overachieving LA Police Officer working his way through the ranks one case at a time. As in Rockstar’s last bestseller, Red Dead Redemption the protagonist has a troubled past, trying to make things right, playing out through a twisted maze of friends turned enemies and the mystery of an overarching conspiracy driving the story.

If you've played Red Dead or Grand Theft Auto, you’re familiar with the basic set up. Driving around a large landscape, doing tasks that drive the story, and filling time doing small minor tasks not necessarily germane to the overarching plot. L.A. Noire is really no different in that simplistic presentation. There are, however, a few new elements that you have to grapple with to move yourself throughout the game. Since you are a Police Detective, you must master the art of interrogation and “reading” people’s reactions in order to determine whether they are telling you the truth, they’re hiding something from you, or just flat out lying. If you are correct, you will get the info you need to lead you to the next clue or solve the case quicker. If you are incorrect in your assumption, you’ll get the run around.

Cole Phelps’ troubled past is as a marine lieutenant serving in the horror of the WWII’s South Pacific. He is a meticulous and all too “by the book” as a platoon commander, which draws the ire of both marines under his command, and fellow platoon commanders who feel that Phelps’ dithering is costing time and lives. This storyline is presented in flashback form throughout the game, with characters in that flashback appearing throughout the present day Los Angeles. When you begin the game, Phelps is a gum shoe beat cop, who’s potential catches the eye of his superiors, who advance him to detective based on his stellar performance and reputation as a war hero.

The main story puts you working cases progressing through four department desks; traffic, homicide, vice, and arson. Traffic will get you acclimated to the procedures of gathering clues, interviewing persons of interests, tracking down potential suspects, and eventually making the collar. As you cruise through the streets of Los Angeles, you are also alerted to “street crimes”, emergency calls that you can either tend to or ignore, as mentioned before, they are something that doesn’t really relate to the overall story.

Once you have things down in Traffic, Phelps is promoted to Homicide, where you begin working murders. This desk is the largest of the game, and as you gather evidence and clues, you begin to notice strange ties that string all these murders together. I’m not going to spoil the story from here, but each re-assignment to a new desk is the result of an event in the last case of the last desk; something that continues Phelps down to the realization that in these cases he’s worked lies a deeper and complex plot at hand involving people he’s encountered earlier in the game either through interview and evidence.

There are a few things that really stand out throughout L.A. Noire; first of all the environment and landscape is absolutely stunning. Apparently, Rockstar used footage both through aerial still photographs and landscape photos to faithfully recreate late 1940’s Los Angeles to 90% accuracy. The city is vibrant both day and night, sometimes I found myself driving around the city instead of ‘fast travelling’ to a location just to see the different points of interest.

Another thing that has been made a very big deal about the game is the technology used to create the facial and voice animations, which, quite frankly are the best I’ve ever seen in a video game. And its not just lips moving to words; its facial features expressing emotions like frustration, anger, intimidation. You can just see without hearing anyone speak that they are being coy, smug, desperate, deliberate, or scared. Aaron Stanton who plays Cole Phelps delivers a really remarkable performance that is exemplified by how well his face and body language are rendered. The game does a pretty good job of giving you characters you can both relate with and enjoy like Phelps’ partner Det. Rusty Galloway in homicide, and also distrust and annoy in Earle, your partner in Vice.




Now, here is my quandary. I really enjoyed my time playing L.A. Noire, and pretty much could not put it down from the moment I bought it on release day. However, there are things that if I really sat down and picked the game apart, I would find almost as much if not more things find negative than positive of it being a great looking game and something that did keep my attention.

The “action” of the game is soft. Yes, there are car chases and gun fights, but they are really kind of substandard when actually compared to similar third-person action  games but even other Rockstar games. You’re trusty weapon of choice is your handy pistol, which you have to bring into every gunfight and hopefully take down the bad guys who always are out-arming you with Tommy Guns and Shotguns. There is a cover system but it just seems a bit awkward going from cover to cover, when you can just run around, auto aim and take people’s heads off.  As Lord Bling eluded to below, street fighting is a button mash fest, though the fights get slightlymore difficult later in the game.

Car chases are very problematic as the fugitives’ cars drive like they are on rails and you’re car varies from having absolutely no power steering to maneuvering like your driving on a sheet of ice. Again, the later I was into the game, I got a better hang of driving. Still, though, I found myself having to restart car chase after car chase because I would get hung up on a light pole that won’t collapse or would be on the heels of the suspect’s car and they would take a perfectly executed turn into an alley and I would sputter onto oncoming traffic.

Truth? Lie? How the hell should I know?
As I mentioned before, while interviewing a person of interest, the answer to your question would be met with three responses: truth, doubt, or lie. If you knew the person was lying, you’d better have evidence in hand to prove it, and you’ve made the right choice. However, sometimes choosing between truth and doubt was pretty much a 50/50 decision. I mean why would a witness to a murder hide something from me when she was obviously shaken and the victim meant something to her? Well apparently, I wasn’t good at figuring that out when I would mistakenly think “yeah, she’s telling the truth”. In OXM’s review of L.A.Noire, they gave the good advice of “when in doubt, choose ‘doubt’”. I’d stick with that practice.

In the end I don't think it really matters because it doesn't appear that the results of some of your interrogations and miscalculations in interviewing people of interest actually affect the result of a case, only how well you were rated on solving the case. And I don’t think (or at least haven’t been alerted to) your rating on the case has any bearing on how the story plays out. Sometimes you have to multiple people tied to a case as a possible suspect and you have to decide who to charge, or you are in a situation where you have to decide to charge someone and you aren’t sure if they are the right person.

Having completed the game and knowing its outcome, I get the latter in why the game’s story makes you charge someone you aren’t sure is the actual culprit. Without spoiling anything, it kind of ties back into the whole concept that you’re not putting a person away because you think they are really the killer, but you have enough evidence that a DA will put them away, and that there is a gray area in Justice that never quite vibed with Phelps.

Phelps is the wanna-be White Knight. As you work cases, you see that he is a guy who wants to do things by the book, but also be someone who is ambitious and yet not content with the status quo of finding the convenient suspect and building the evidence around putting them away. He is thorough, and deliberate, which draws the consternation of everyone around him; the player gets that. Then he does something completely out of character at the end of Vice that hardly set up before hand and you are like “WUT”. It really doesn’t make any sense and sets off a weird tone for the final desk of cases.

Having said all that, I just have to play the hypocrite and look beyond it and say I loved playing L.A. Noire. But don’t discount what Lord Bling and NIN have said below because I cannot really argue with them (sometimes repetition can be mundane and L.A. Noire definitely has that). I've already downloaded the DLC (which was really pre-order bonuses made available to the general public) and am looking forward to getting through that. While I do think there are things that can definitely be improved upon if Team Bondi and Rockstar decide to make future installations of the game (which they’ve hinted to be interested in doing), I think this has been a pretty good first step.

TL;DR- Your mileage may vary.

1 comment:

  1. I finished the game late last night, and my earlier take still stands. Would've made a very good HBO miniseries, but as a game, it's not very good.

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