Tuesday, December 6, 2011

Review: L.A. Noire


L.A. Noire
PS3 (reviewed), Xbox 360, PC
Publisher: Rockstar Games
Developer: Team Bondi
Release Date: 17 May 2011

Can you read people? Can you, with only a glance, tell if someone is lying? What hides behind furtive glances and not-quite-meeting-your-eye looks? Great detectives and policemen do this routine every day. They work with witnesses and interrogate suspects to piece together what happened. Searching crime scenes for clues and confronting someone with facts that counter their lies is compelling stuff. It's an exciting battle of wits; where thoroughness in your preparation wins the day. This cerebral cat-and-mouse game is the basis for Team Bondi's and Rockstar's L.A. Noire. More detective drama than game it nonetheless takes players on an amazing interactive journey through the gritty and rough streets of a faithfully recreated 1940s Los Angeles.

This time, you are the law


Cole Phelps has returned from World War II a haunted man. His time in the Marines in the Pacific Theatre has left him with personal demons that he tries to hide and shut away. Phelps has always tried to do what's right, even if he isn't popular for it, but war isn't so “black and white.” Phelps joins the L.A. police after the war and he swiftly rises through the ranks with his singled-minded sense of justice. We get to guide Phelps as he rises up from a beat cop to glamorous jobs at the Traffic, Homicide, Vice and Arson desks. The game's story is told with amazing acting and writing. Every case is filled with shifty characters, hard-talking cops and everything you would expect from a gritty police drama. All of the cases come from real-life crimes. Names and circumstances are changed a bit, but the authenticity of the game comes through these true-to-life crimes. In fact, the entire Homicide desk follows the Black Dahlia murders, an unsolved murder from that time. The overall plot has a solid noir feeling throughout, and each sassy dame and shadowed gunshot resonates with the player. The game features fractured story threads that only come together in the end. As the player closes in, the whole picture comes into focus and everything that seemed strange now makes perfect sense. It's a great story, and one that fans of noir will enjoy whole-heartedly.

Phelps, our conflicted hero, arrives at a crime scene

Rockstar is known for giving players an open sandbox to do whatever they'd like in the Grand Theft Auto series. The mature themes carry over, but little else. True, L.A. Noire is an open world that you can roam about exploring. However, instead of running over pedestrians and shooting everything in site, L.A. Noire takes a different approach. Since you are the police, folks dive out of your way if you try to hit them; and your gun can only be pulled out in specific instances. While this will undoubtedly turn some away, it's the rest of the game that is a draw. The game plays like the old “point-and-click adventure” games of yesteryear. Now, instead of pixel hunting, you wander around crime scenes looking for items of interest. Wandering near a clue will give your controller a pulse (if it's rumble-enabled) and a chime, but you can have these notifications turned off if you'd prefer. Checking a car's bonnet for blood, looking in trash cans, finding notes left, and comparing boot sizes are the types of things that Phelps and the player do. The music and Phelps himself with indicate when every clue has been discovered (though this too can be turned off). Once you have combed a crime scene, you chat with witnesses. Confronting them with evidence when they lie will lead to more opportunities to wring information out of them. Once the process is repeated a couple of times, Phelps is tasked with bringing in a suspect and using the accumulated evidence to extract a confession. It's in these scenes that L.A. Noire really shines. The final battle to determine guilt or innocence is pulse raising.

It's not a noir police drama without a sassy dame

The cases spread out across the four desks all play this way. Therein lies one problem with the game: repetition. Each case starts with a crime scene. Here, you wander about picking up nearly everything you can and examining it. Once you find every item of usefulness (and plenty of useless ones), you talk to a witness. After that, Phelps and his partner head to another location. Here, you might engage in a car or foot chase to arrest the suspect. These are alright, but you begin to expect one or the other every time. After you finish the chase, you comb another location for clues. This leads you back to your police station and the interrogation rooms. Another questioning session follows and you either score a slam dunk by presenting the correct evidence at the right times, or you muddle through and get a non-answer. While questioning anyone, you have access to your notebook (filled with whatever clues you've uncovered) and Intuition points. Intuition acts like 'Who Wants to be a Millionaire' lifelines. You can remove wrong answers, or get a percentage guess (based on all players, if you are connected to the internet). Once spent, you have to earn more by doing well on cases or gaining ranks by completing 'street crimes' or cases. At the end of the case, your superior either praises your excellent detective skills, or reams you out for incompetence. You can't really “fail” entirely. Regardless of how you do, you end where you are supposed to. It's great to experience the whole story and not have to do everything perfectly. The game even allows you to skip the action sequences if you fail them too many times. So, it's a story-driven game, and the game wants you to see the whole story. While this is not a big deal, it does mean that an arbitrary score is the only motivation to do well.

Clues could be anywhere, even on bodies

Besides the main cases, there really isn't much to do in L.A. Noire and therein lies the second major problem. Your partner will always suggest that you drive, but you can “fast travel” by having them do it. While you are in control, a 'street crime' may be called. You have the option to ignore it or to respond. These are more action-oriented than the story cases and are tied to each desk (for those wanting to go back and complete them). Some are shootouts with thugs and others are high-speed chases (both on foot and in cars). There isn't a penalty for ignoring 'street crimes' except that you can gain ranks and get more Intuition points. These feel slightly out of place in the game. They really feel like a traditional video game, while the rest of the action feels more like a novel. It's hard to explain, but going from an in-depth story case (with a small body count) to a generic shootout where 10 thugs get shot is jarring. Most of the time these missions feel like artificial padding or just thrown in to appease the more blood-thirsty gamers who may have gotten bored with talking more than shooting. It's a shame that most of these are “same stuff, different location” missions, and they really do not add much to the game.

The amazing facial technology at work on Aaron Staton

I'm sure those that haven't seen the amazing technology behind L.A. Noire are thinking, “How can you read faces?” when most games have passable, at best, facial animations. Team Bondi's amazing tech allows actors to perform their parts in two bits: body and face. The body animations are typical of the current generation: good, but a bit stilted at times. The facial capture, though, is incredible. Each wrinkle, pore and errant eyebrow hair are captured clearly. This means that while questioning characters, you have to watch their eyes and other parts of the face for hints of deception. Starting off in early cases, each person has “tells” that give away when they are hiding something or lying. It may be blatant, like making solid eye contact until a certain question, or even looking bashful. Later cases feature characters with better poker faces; some of them believe they are right, and as such, are the best at hiding things. The tech is central to the game, and it is something that hints at what is to come for games. Having quality actors helps, too. Each character in the game feels fully realised, and each have their own histories and quirks. Hero Cole Phelps (Aaron Stanton of Mad Men fame) is the most fleshed out and his story sets the game in motion. The partners for each desk in particular are wonderful. Each desk has a different partner. They are the friendly Stephan Berkowski (played by Sean McGown), the hard-boiled cynic Rusty Galloway (played by Michael McGrady) (my favourite), the slimey Roy Earle (Adam Harrington) and the “why bother, I'm nearly retired” Hershel Briggs (Keith Szarabajka). These characters help Phelps along and offer insight into the cases as you investigate. They also help during interrogations, allowing for “good cop, bad cop” routines. L.A. Noire shines as a masterfully told tale with likeable (and detestable) characters throughout.

Phelps and Stephan Bekowski grill a suspect during the Traffic desk

L.A. Noire is a polarising game. It is story-focused (to the point of fault) and the action is more cerebral than visceral. Fans of detective stories and noir films will love it. Gamers in the mood for more action and the usual Rockstar open-world romp will be disappointed. The story told along the main cases is an amazing 15 hour ride (increased to 20+ with DLC cases that are on the level of the main game). Where the game stumbles is in the repetitive nature of each investigation and the fact that the story is mostly out of your control. No price for failure means that everyone can see it through to the end, but that also removes the incentive to do well. The other distractions (collecting film reels, visiting famous landmarks and 'street crimes') take the player out of the story-driven game and put them in a more traditional video game. This doesn't really work for L.A. Noire in the long run. I really enjoyed my time with the game and feel that it should be played by nearly everyone. If you want a great detective story, look no further.

Gritty noir thrills

Score: 8 out of 10
Bottom Line: A great game that really showcases what the medium can do with a great story. Shame that it sometimes falters trying to be more game-like.
Check it out if you like: 1940s Americana, point-and-click adventures, noir thrillers, detective dramas
Game of the Year Contender – 2011

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