It was an era of big band music, a baby boom, and a communist threat. The Cold War was just beginning; Humphrey Bogart and Lauren Bacall were America’s sweethearts. In Los Angeles, California, the murder of Elizabeth Short left citizens disturbed and on edge.
It’s this environment that gives home to Team Bondi’s title
L.A. Noire, which is published by Rockstar Games. Set in 1947 L.A., you play the role of a police detective and later an insurance investigator to get to the bottom of different cases. You investigate murders, arsons, and drug dealers while building up to an even bigger shock by the end of the story. Interspersed with the story cases are smaller street crimes, with perpetrators like bank robbers, domestic abusers, and people fleeing hit-and-run incidents.
When the name Rockstar Games pops up, one immediately thinks of the
Grand Theft Auto series, which have become household names with both video games in general and, in particular, sandbox-style games in which open-ended gameplay is a mainstay. In the
GTA series, you’re able to complete predetermined missions as well as go anywhere you want to go on the map, interacting with anyone, crashing any vehicle you wish to crash, and destroying…well…pretty much everything.
This is where
L.A. Noire differs. While the game is still sandbox-style in nature—you can drive wherever you wish to drive and walk wherever you wish to walk—there are significant differences with respect to how much damage you can inflict upon the innocent citizens of The City of Angels. You are, after all, playing the role of good guys, who have taken an oath to serve and protect the city’s inhabitants as opposed to removing them from the next U.S. census count.
While it is possible to kill those who aren’t related to any crime on which you’re working, it’s simply more difficult than the
GTA series. And in fairness to this game, L.A. Noire was never said to be a clone of the
GTA games.
L.A. Noire is designed to be a story-heavy game while
GTA is more a series of do-what-you-want and action-above-all-else approaches to gameplay. So keeping that in mind, let’s take a look at the good and bad of
L.A. Noire if you haven’t purchased it yet and are thinking about it.
GAMEPLAYOverallSimply put: The plot is more important than the action. There are many more cutscenes (in which you’re watching the action as opposed to partaking in it) to help develop the characters. This is done to give the player a sense of why each person is doing what they’re doing. It’s also a big help when it comes to your objective, which is solving each crime.
After collecting as many clues as possible at each crime scene, your job as detective Cole Phelps is to question the suspects and decide—yes, you actually have to think in this game—if the suspect is telling the truth or hiding something. If you know that they’re flat-out lying, you can call them on it. If you call them a liar, however, be ready to use a specific piece of evidence against them. Sometimes this situation is easy, sometimes more challenging. I found the most challenging aspect of the evidence use was that a few times I read into the evidence more than what the writers had in mind. Really, you have to keep it simple.
One thing that makes the interviews easy—sometimes to a fault—is that the game uses extensive video capture to actually film the game’s actors. This allows the player to watch what kind of face the suspect makes through the interrogation. They can then decide if the suspect is or isn’t telling the truth.
DrivingSimilar to the
GTA games, driving to a destination or just around the city is a big part of the game. The biggest difference with
L.A. Noire if you’re coming from the
GTA school is that steering responsiveness is much more sensitive. When I first got the game, I was expecting the turning to be much more difficult because the cars are all from the 1930s and 1940s (think no power steering). It was the exact opposite; the steering response is so sensitive that you just have to simply touch the controller to turn the wheels. Even after completing the game, I’m still finding myself overcorrecting at intersections.
On FootDon’t try to jump because you can’t. Well, that’s not completely true, but don’t think that you can force a jump by pressing a controller button, as you can in the
GTA games. In
L.A. Noire, your character will automatically jump when necessary as long as you’re running quickly. I’m sort of torn on this feature because on one hand, this feature means that you don’t have to worry about timing jumps. On the other hand, I do like having as much control of my character as possible.
Other than that, it’s very similar to the
GTA games. One difference is that the character movements in
L.A. Noire are much more flowing than in
GTA. The fluidity of each person reminded me of the movements from the players in the
MLB: The Show series of baseball games. Nothing is choppy.
CASESStory CasesThe basic game comes with 21 and more are available online for download. Each case is broken down into parts, meaning that you have a lot of evidence to collect and a lot of suspects to interview. You start as a basic traffic cop and you eventually work your way through other desks at the LAPD like homicide, vice, and arson. You also play an insurance investigator for a bit, which is done for a reason, but I won’t give anything away because the twists and turns in the storyline are worth going through on your own.
Street CrimesIn between your destinations for the story cases, if you feel like driving the car instead of having your partner do it, you can respond to street crimes. Each desk has a different set of crimes but for the life of me I have yet to do all of them. For whatever reason, three of the crimes won’t “take place” (they happen randomly) for me. I’ve read that it’s happened to other users, too, so I’m not sure if it’s a glitch or what.
Street crimes can be things like domestic assaults, bank robberies, and other assorted incidents. The easiest one is talking a jumper down from a building. You can try to make up any missed street crimes after you’ve completed your set of story crimes from each police desk by choosing the free-roam feature at the menu screen. So yes, for the record there really is free roam play on this game. I’ve read a rumor going around the Internet that free-roam didn’t exist in
L.A. Noire, but it does. You just have to find it inside the case folders from the main menu. But even if you’re doing the story crimes, you can still drive around and take the long way to your next destination.
There are other little things throughout the game like finding hidden film reels and “unlocking” cars along the way, but you can do those on your own in the game.
GRAPHICS/VISUALSThe graphics in
L.A. Noire are nothing short of amazing. There were moments when I really did feel as though I were in Los Angeles in 1947. The radio station, the fictional KTI, plays music from the era as well as news bites and make-believe advertisements. The clothing is period, the facial expressions are taken from actual filming, and the buildings are like looking at a photograph (in color, of course).
VehiclesYou can drive 95 different types of vehicles, and each time you drive one, it “unlocks” that model for your game. The only vehicles that cannot be driven/flown are the planes, bulldozers, locomotives, cable cars, and buses. I’m kind of upset by this because it would have been fun to see how much could be done with the Cessna or bulldozer. But again, this isn’t
GTA and really isn’t supposed to be similar.
PeopleAs stated earlier, the folks behind making the game, Team Bondi, actually filmed actors to make the characters look as real as possible. In the end, they succeeded with this goal.
NEGATIVESAs with anything,
L.A. Noire isn’t perfect. There are a few things that could have been tweaked because they were kind of annoying throughout the gameplay. It’ll be easier to just list them with bullets.
- Resilient citizens - While I wasn’t looking to kill anyone other than criminals in the game, there were quite a few times that non-combatants survived rather violent contact with police vehicles. You can run people over and they survive. Given that everything else in the game is very realistic, this part sort of stuck out like a sore thumb.
- Unknown ammo amount - Along with not being able to draw your firearm at any given moment, you also don’t know how much ammo you have. While it seems as though your service piece has an unlimited amount of ammunition, the other guns that you can use—Tommy guns, M-1s, BARs, etc.—are a guessing game; you really have no idea about the amount of ammo that you have until your character says, “Out of ammo!” and drops the gun.
- Limited vehicles - I say “limited” in the sense that you can see certain vehicles like the buses, planes, and trains, but you can’t drive them. This is just a minor thing, but it would have been fun to drive them.
- “Stuck” partners - Be careful, because sometimes your partners get stuck in places and don’t feel like moving. My homicide desk partner stood outside a gas station during one case and for some reason didn’t feel like getting back in the car with me. I then drove to the next destination without him but upon arriving, the next cutscene included him.
- Inconsistent cars - It might be intentional, since you’re “supposed to” drive a police vehicle, but I noticed that if I commandeered a civilian vehicle for a case, during my next cutscene I magically had my previous police vehicle.
Overall I have to give
L.A. Noire 9 stars out of 10. It resurrected an interest in 1940s stuff that I hadn’t had since I was younger and I found myself breaking out old Benny Goodman CDs as well as buying books like
Red Harvest and
Double Indemnity. Most of the negative reviews for this game seem to be by those who want plotless, shoot-everything gameplay. If, however, you’re looking for a game in which you really do need to accomplish tasks while being surrounded by three-piece suits, fedoras, and big-band jazz,
L.A. Noire is probably a perfect fit.
All images on this post are from Rockstar Games.