
Let’s get this out of the way: L.A. Noire is not the game you think it is.
You’re probably expecting something like GTA IV or Red Dead Redemption, and of course there’s the superficial similarity to those games that comes from using the same engine, but that’s about it. The actual game itself is less ‘GTA with fedoras’ and more like *Phoenix Wright with the cinematic aspirations of Heavy Rain thrown in for good measure.
Playing as Detective Cole Phelps, fresh from the battlefields of World War II, the game has you solving a series of cases and progressing through the various departments of the LAPD. Like most Rockstar games, it wears its cinematic influences on its sleeve. The glue is still fresh from where they ripped scenes and characters from L.A. Confidential and The Black Dahlia. There are even larger-scale political machinations to deal with, a la Chinatown. It’s a bit tiring though, especially if you’re even slightly familiar with noir and neo-noir films (or even just the three that I mentioned). You can almost map out the entire story before it happens. On the other hand, this is Rockstar’s most accomplished storytelling so far — a narrative that remains consistent throughout the length of the game — but it also comes at a price: it’s also the most cutscene-heavy of all their games. Ten hours of actual gameplay puffed out to twenty-one hours. There will be large parts of the game, especially towards the end, where you won’t even have the controller in your hands, you’ll just be watching the game unfold for you.
Even when you are controlling the game, the things we traditionally associate with Rockstar games — the driving, the shooting, the mayhem, the wonky controls — are still (mostly) present, but have now been reduced to minor parts. Like Phoenix Wright, most of the activity in L.A. Noire mainly consists of two mechanics: searching crime scenes for clues and interrogating suspects to see if they’re telling the truth or lying. If you’ve played the Ace Attorney games and found either of these parts frustrating, then maybe this isn’t the game for you, because it suffers from much the same limitations, such as not being able to progress until you’ve found all of the prescribed clues at the crime scene and not being able to fail. Regardless of how badly you interrogate suspects, your character will eventually stumble towards the same, linear ending of each case. The only thing that will be affected is your overall score at the end. It’s here that I wish the game was less rigidly game-like and took more of a lesson from Heavy Rain‘s book. A game with a branching narrative, where you could ‘fail’ a case and progress down a different path would have been a lot more interesting.
The main new thing about the game — and also its single most impressive feature, even above the painstakingly recreated streets of 1947 Los Angeles — is the terrific facial animation technology. Rather than the traditional method of layering still photographs of actors over hand-created and hand-animated models of faces, the boffins at Team Bondi actually recorded each actor’s performance with a new kind of motion capture technology that allows them to deliver absolutely perfect facial animation. For the first time in a game, you can actually see the emotion on the faces of characters and you can use this to tell if the person is telling the truth or not. This is what allows the interrogation mechanic to work so well.
Overall, it’s a bit of a mixed bag. As a technical show-piece for this new facial animation technology, the game is a huge success. And it’s great to see Rockstar try something new, but I wish that they’d taken even more of a risk and hadn’t tried to shoehorn an adventure game into a GTA structure. As it stands, it falls between two stools: too loose to be a great adventure game, and too rigid to be a great open world game.
A disappointment.
Footnotes