L.A. Noire is not what I expected. I’ve been playing Rockstar sandbox games for about 10 years now, so I expected another copy of the original daguerreotype of Grand Theft Auto 3. In this case, the bones are the same, but the skin is different.
That’s a metaphor – of course, but it also works literally. Allow me to explain.
The most impressive part of L.A. Noire is the visual representation of character faces. It’s not often that my favorite part of a game is something visual because I’m more of a gameplay guy, but the representations of real human people in L.A. Noire are outstanding.
So is the acting – the characters do represent real human people. I’m often more impressed by the character's acting in this game than I am by the acting in most movies and TV shows.
But, I suppose, I must admit that the visuals are my favorite part of this game because the gameplay isn’t. That’s not to say it’s bad, but it’s flawed in some significant and often fixable ways.
From the title, you can probably deduce (See what I did there? No? You will.) that Noire is a detective game. And the awesome facial representations make good in a particularly salient fashion during interrogation moments, which can be intensely frustrating. But that’s my error. I’m, evidently, not a great interrogator.
These other things, though, are Rockstar Australia’s problems:
In a game that asks players to spend about 25% of their time meticulously looking for clues at crime scenes, I’d imagine the ability to look might prove valuable. So the omission of an option for first-person viewing is unforgivably shortsighted (irony).
Noire (mildly) rewards responsible driving, but all the cars handle like they were made in the 1940s, which is exactly non-ironic because it’s set in the 1940s. However, cars in Noire also handle like cars in GTA IV, which I was never really happy with because I feel like they’ve sacrificed my driving ability for their game realism. But here’s what I really don’t understand: if I’m supposed to drive responsibly and your cars are supposed to drive realistically, why are there two different buttons that represent braking, but no buttons that represent an actual brake pedal (one button represents a handbrake; the other provides brake but also provides reverse – so realistically stopping at a stoplight, for example, is specifically impossible).
And another thing: all the clues are within five feet of the dead bodies. I want to be rewarded and encouraged for curiosity and discovery, not given a box full of puzzle pieces to practice pattern recognition and archetype reconstruction.
But these gameplay moments, which are more nuisance than problem, are all just building to those story and visual elements. And those are some of the highest quality vijagamin’ elements I’ve seen.
Semi-related Throwback to the Previous Blog Post/Double Standard Report of the Week:
Speaking of conspiracy theories, how come the NCAA ruled (Kentucky’s) Enes Kanter ineligible for college play because he played professional ball in Turkey, but JJ Barea was allowed to play at Northeastern University after playing professional ball in Puerto Rico?