Wednesday 1 June 2011

The problem with L.A.Noire



For those that don't know, L.A.Noire is a game that was released mid-may for the Xbox 360 and Playstation 3, published by Rockstar and developed by Team Bondi. The game became an instant hit, becoming the fastest selling new IP in recent history. This is mainly because of the games innovative graphical technology and gameplay mechanics. You play as Cole Phelps a detective in 1947 Los Angeles, faced with a variety of crimes to investigate and determine the cause of. The gameplay spans across 4 distinctive styles - driving, pedestrian, investigation and interrogation. The first two take heavy inspiration from previous rockstar titles such as Grand theft auto - working in much the same way. The investigation and interrogation styles however, feel very unique to the game. The investigation entails with you walking around a crime scene looking for clues which you can manipulate to find names, addresses etc. The interrogation uses the new facial tech bondi has created to let you determine whether someone is lying or telling the truth. Faces look stunningly realistic, and subtle motions are easy to read. It all works well together - but the interrogation sections are a spectacular fault in this otherwise gripping game.
The interrogations consist of you asking the perp a question and then listening to their answer, upon completion of this you can decide if they were A. Telling the truth, B. Doubt their story and press them further, or C. They were Lying - although this must be backed up with evidence. The problem with this is - you and the writers behind Cole have different brains. That sounds silly because of course it's true - but hear me out. You, the player may pick up one piece of a large assortment of evidence and think "this guy was destroying this shirt because there was a snag of the same sort of shirt left at the crime scene - therefore he was there", but when you pick that evidence - Cole says something entirely different, Sometimes outright ignoring the evidence you propose and just accusing the suspect of murdering or what have you. At this point the game feels unfair, and frustrating - at which point I usually switch it off and on again.


Heavy Rain had the same sort of issue where symbols would lead you to think you were going to do one thing - when in fact the game is making you do something entirely different. Perhaps this is just a general issue with games that have sprawling narratives - you have more outcomes of a situation available than the game - so things that make sense to you haven't been put into the final cut. This will happen to you numerous times throughout L.A.noire, most likely when you doubt what someone says and want Cole to say "well, you say you were out, where were you?" but instead he shouts "you murdered your wife!" At which point the suspect closes up and you loose some possibly vital information all because Cole reacts the way he is programmed instead of how you operate him - responses are so sporadic from Cole which doesn't help. The only easy fix is to tell the player what Cole will say before they pick an option -then the player will know what they need to pick.
That's my two cents right now - I just want to say that I am largely enjoying the game and the fun gameplay it has to offer. It's just a shame that it has one of the most frustrating mechanics in recent memory. Also, for those that say this is "cheating" or that the "noire" atmosphere is meant to be unfair etc. I think you've missed the point of the complaints - I agree with those two points entirely when people are switching off every question because they need to get everything perfect frist time - thats just silly. I am only complaining about the momments where I feel cheated by the game itself - not the narrative.

- Serde out

Image credit: rockstarbase.com and botchweed.com respectively

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