Showing posts with label L.A. Noire. Show all posts
Showing posts with label L.A. Noire. Show all posts

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.

L.A. Noire?

More like L.A. Bore, amirite?


I'm barely kidding here. I'm on the third disc, and I'm wondering if it's even worth my time to see it through. I have six cases left, and I'm just over it. Each case takes about an hour, and if that means I have six hours of this left, I don't know if I'm gonna make it. If this is what it was like to be a detective in the late 40s, I would've let myself get shot just to have some paid vacation.

First of all, the writers are clearly big fans of L.A. Confidential. As well they should be. It's a masterpiece. But did they have to be so blatant about it? There are thousands of other books and films from this era that they could've borrowed from. And yet, the typing when you get to the scene of a crime? Stolen from L.A. Confidential. An Irish department head who calls you 'boy-o'? Facepalm.jpeg. I'm sure they borrowed from other stories from the time, but they made a couple of easy thefts from a very obvious source.

So, how is the gameplay?

Combat? What combat? Mash X and A, profit.



I'm not expecting a deep fighting engine, or someone to stop during a fight and yell 'MORTAL KOMBAT!', but it's so base-level, it could've been done on the NES.

Gunplay? Hope you like the 1911. Half the time, you don't even get to go to your trunk to get a better weapon. At this point in the game, I don't even waste the time to go to the trunk because that's just more time I have to spend playing. Again, I'm not expecting Modern Warfare here, but at least be as engaging as the gunplay in previous Rockstar games. This feels like a big step backward.

Street cases? Meh. They're always popping up when I'm in the middle of something more important. Even worse, they're almost all exactly the same, except that one time I saved some dude from jumping off of a tower. Climb to the top of a church, grab the guy, the end. Then I thought, 'What was the point of that?' Oh yeah, I know: Padded game time.

Pic related -- It's me while playing this game.

The framerate is terrible most of the time you're driving or out in the open world. It took Sony 4 1/2 years, but I actually regret buying a game on the Xbox 360. (EDIT: I loaded all three discs onto my hard drive, similar to NIN)

Film reels? I haven't found a single one. Am I doing it wrong? Is there a reason why I should care?

Newspapers? Blah blah blah, bad actor doctor dude, blah blah blah. To quote Stan in the Towelie episode: "Don't care, don't care, don't care."



Lastly, I can't overlook a glaring issue with the story about half-way through the game. I'll keep the spoilers to a minimum, but let's just say that feeling you have that you might be putting the wrong person behind bars? Yeah, it bothered me. And you don't have the option to do any different. For an open world game, I found the lack of freedom in the investigations to be extremely disappointing.

There are plenty of things L.A. Noire does right. The interrogation sequences are strong, even if they're not a step up from the conversation control you have in an action RPG like Mass Effect or even Alpha Protocol. The atmosphere, the look, and the score all are amazing. The mo-cap is fantastic, of course. But those things don't make a great game without the gameplay. I give Rockstar and Team Bondi credit for trying something different, but it would've been a better cable miniseries than a game.

TL;DR -- L.A. Noire is all sizzle and no steak.

Thursday, May 19, 2011

L.A. Noire First Impressions - Spoiler Free


I'm only a couple hours into L.A. Noire, and I thought I would share some of my initial impressions of the game. What Team Bondi and Rockstar have accomplished with this game is evolutionary. It's not without it's criticisms, however, which I have peppered throughout this article.
The acting (and that's what we need to call it. This is no mere voice over) is impressive. It will be debated, but I think this could be the first game to actually breach the "uncanny valley," at least when it comes to the character's faces. Heavy Rain made a valiant attempt, but the process Team Bondi uses to capture actors' emotions and facial animations is what sells it. However, this same process, which puts that fully video-captured head onto a computer generated body also causes my eyes to occasionally question what it is seeing. Most of the time, the complete package sells itself. But there were a few times during my first case as a Traffic Detective that something just looked a little off. I think it's because of how real the characters look, but I have a more empathetic connection to Cole Phelps (the character you play in the game), then I've ever had in a game. And hopefully he grows as a character as the game goes on. I think it's safe to say, Cole and I would probably not be friends in real life. In fact, I think he's kind of a douchebag.
I'm playing the Xbox 360 version, and because of Microsoft's extremely small disc capacity in comparison to the PS3's Blu Ray disc, the game ships on 3 discs. I took the time install all 3 discs onto my 360's hard drive (FYI, took about 45 minutes and uses up 20 GB of hard drive space), which in doing so is suppose to reduce the load times and increase performance. While load times are not an issue (amazingly, there are virtually none), I've had two instances where I saw significant frame rate drops that turned my game into a slide slow. Has anyone else had this problem? And if so, are you playing the game off the hard drive or off the disc? Also, are you playing in color, or have you tried playing in black and white? I haven't had any overheating issues, but apparently they're out there.
My favorite part of the game, and what I believe is the killer app for L.A Noire, is Los Angeles itself. This is the most fully realized open world city ever. As most of us already know, Team Bondi used over 180,000 period photos to recreate 1947 L.A. And when you are driving around in the game, you can see they put those
photos to good use, right down to the Hollywoodland sign. The roads are worn and beat up. Trash cans and dumpsters are full, and trash is strewn about the city. Kick a can, a box, or a pile of wood in an alley or side street, and rats shuffle away. The traffic lights even have those old school "Stop" and "Go" signs that pop up when a light turns red or green.
Call the city the Yellow Pages because it's been used and abused and completely feels lived in.
I've spent well over half my time just driving around the city. I cruised Sunset Drive and
Hollywood Blvd. I drove passed Grauman's Chinese and the Roosevelt Hotel. Driving down Sunset I passed the Palladium, where late last year, I saw Faith No More play a show in real life. It's cool to see these locations that I'm familiar with as they were 64 years ago. Something I didn't know until recently was that most of the cars that are in the game are based on the cars from Jay Leno's collection. The section of L.A. that was recreated for this game is a huge chunk. In fact, if you were to drive from the L.A. River on the East side of the map to the West side of Hollywood in game, it will take you 25-30 minutes driving at full speed. And yet, I'm unjustly disappointed in the size of the map. Since I live in Hermosa Beach, I'd like to venture out to the Beach Cities, even if they were barely there in the late '40s.
All this, and I haven't even talked about the main story and the investigations you do as a cop rising through the ranks of the L.A.P.D. In keeping with the no spoilers theme, all I will say is I'm very much digging it. It reminds me of the old school PC adventure games I played in the late '80s and early '90s. Yet, not in a retro way. More of the sense of accomplishment you feel from discovering all the clues and using those to ask the right questions in your interrogations to get the conviction.
If you are playing this game, and haven't joined the Social Club, just do it. The stat tracking alone is impressive.

TL;DR: Get your dic on and experience L.A. Noire for yourself! It's well worth the trip to 1947.