L.A. Noire The Complete Edition (4DVD)
What awaits Cole Phelps at the next crime scene? Will it
be a couple of hopheads who overdosed on morphine and are now on the
midnight train to nowhere? Or maybe a young lady whose dreams of
Hollywood stardom were chewed up and spit out by the studios and who now
lies naked in a park, the victim of a brutal murder? L.A. Noire
confronts you with these sad situations and many more. Inspired by film
noir classics and hardboiled crime fiction, this tale of a complicated
and troubled cop in postwar Los Angeles makes the business of detective
work absorbing and rewarding, and it's drenched in so much authentic
late-'40s style that you'll practically be able to smell the acrid mix
of glamour and corruption in the air. This PC release comes complete
with the five cases that were released as downloadable content on
consoles, making it the best version of L.A. Noire you can buy.
The City of Angels is one of the stars of L.A. Noire, and it gets the
red-carpet treatment here. The game re-creates a vast swath of the city
circa 1947; though it's by no means accurate down to the tiniest detail,
those who know Los Angeles will appreciate the tremendous amount of
research that clearly went into designing this version of it. (You
expect to see the historic Egyptian Theatre in its proper place on
Hollywood Boulevard, for instance, but seeing the Pig 'N Whistle right
next to it, which has been there since 1927, is impressive.) Your
journey takes you from filthy flophouses and hobo camps to elegant
mansions and the sleek, modern offices of a company that's shaping the
development of postwar Los Angeles. The architecture, which includes
cookie-cutter housing developments that are springing up in droves to
capitalize on the return of soldiers from the war, as well as jazz clubs
where cops and gangsters alike relax after night falls, is authentic
and makes this Los Angeles an absorbing and immersive place.
And it's not just these big things that the game gets right. As a
detective, your work investigating crime scenes is often about the
smallest details, and the richness of these details in L.A. Noire makes
rummaging around grisly crime scenes and perusing the personal effects
of victims a compelling process. The homes of murder victims feel lived
in as a result of pictures on the walls, notes pinned on refrigerators,
and clothing tossed on the floor and forgotten. Pick up an official
document while rummaging through some files and you'll see that it looks
genuine right down to the fine print. This attention to detail makes
the often unsavory business of being a detective deeply absorbing. On
top of this, the period fashions, actual automobiles, and music of the
era--along with a score that evokes the style of some of the great
composers of film noir--weave an intoxicating spell that's sure to stir
the heart of anyone with a fondness for 1940's style. The art direction
that pervades every aspect of L.A. Noire is simply outstanding, and it's
a huge part of what makes this game such a memorable experience. And if
you want the game to look more like Out of the Past than Chinatown, there's an option to play in crystal-clear black and white.
But all that attention to detail wouldn't amount to much if it weren't
in the service of a game that was worthy of it. Thankfully, L.A. Noire
is worthy. You play as Cole Phelps, a young veteran of World War II who
enlists in the L.A.P.D. in 1947. Phelps is played by Aaron Staton, best
known for his role on Mad Men, and thanks to L.A. Noire's use of
an impressive motion capture technology, his performance goes far beyond
voice acting. Phelps' face is Staton's face, and while motion scanning
doesn't quite capture all the soul of an actor's performance, it
nonetheless allows for a great deal of the subtlety of that performance
to come through. It may take a bit of adjustment, seeing
almost-but-not-quite-real faces on these characters, and there's
sometimes a bit of a blurriness around the lips that can be distracting.
But for the most part, it's very effective, allowing for rich and
nuanced performances that seem to fully inhabit the world of the game.
And this isn't just for show. The story of L.A. Noire hits harder
because its characters look and sound so believable. Phelps' commanding
officer Captain Donnelly has a passion for swift, merciless justice and a
preacher's gift for oratory, while the weathered face of Herschel
Biggs, one of many partners you have throughout the game, speaks volumes
about his years on the force. The performances have a concrete impact
on gameplay, too. When you're interrogating a suspect or questioning a
witness, it's the facial expressions of a real person that you're
reading when determining what approach to take.
You
start out playing Phelps as a newly recruited uniformed officer. When a
call comes in over the radio that a few homicide detectives need some
assistance, you make your way to the crime scene and get your first
crack at investigation. While investigating, you move Phelps around the
environment and look for clues. Of course, not everything in any given
location is going to be relevant to your investigation, and at first,
the process can feel a bit silly. You might pick up empty beer bottles,
hairbrushes, rolling pins, and other meaningless stuff, making Phelps
move them around in his hand as if they might conceal vast significance
while he mutters to himself (and to you) that these particular items
have no bearing on the case. But as you progress, you develop a sharper
eye for what things in an environment might be relevant. By default, the
game indicates that you're near something you can examine with chimes
(and controller vibration, if you're using a gamepad), but with this
option turned on, investigations often boil down to just walking Phelps
over every inch of an area, waiting for those indicators to go off.
Turning these off makes investigation far more involving and encourages
you to carefully study the environment looking for anything that might
give you insight into the case. You still know when you've found
everything important in a given location because the investigation music
fades out, though if you like, you can also turn this indicator off.
Phelps goes above and beyond the call of duty to close this first case
himself, but it's not out of a selfless wish to protect and serve. He
has a cold ambition to rise up the ranks in the department, and it's not
long before his drive pays off politically. This determination also
isolates him from his fellow cops and makes him a bit hard to root for
initially, but this only makes him a better noir protagonist. He's a
deeply flawed hero, and as the game progresses, you learn more about the
experiences that turned him into the man he is today, and he develops
in some fascinating ways as the narrative approaches its powerful
conclusion. It takes quite a while for the story to build up steam, but
the excitement of the later chapters makes the more deliberate pace of
what came before well worth it. And you don't need to be a fan of film
noir and hardboiled crime fiction to appreciate this tale, but if you
are, you may take particular pleasure in the inspiration L.A. Noire
takes from many terrific sources. (James Ellroy's bloody epic L.A. Confidential is a particularly clear influence.)
As Phelps makes a name for himself in the department, he's called upon
to start heading investigations himself, and that means questioning
witnesses and interrogating suspects. During interrogations, you select
something to question the witness or suspect about from a list in your
notebook. (This is partly why thorough investigation of a crime scene is
important; if you miss an important clue, you won't be able to ask
people about it, which may prevent you from getting vital information.)
Once the person responds to your question, you have three choices. If
you believe the person is being honest and forthright with you, you can
select Truth, which results in Phelps responding positively to the
witness or suspect and coaxing more information out of him or her. If
you think a person is being less than entirely honest, you can select
Doubt, which often translates into "press the witness or suspect
harder," and if your instincts are correct, this generally results in
the suspect giving up something useful. But if your instincts are wrong
and the person was cooperating, this approach results in him or her
reacting negatively, which gives you nothing. Finally, if you think the
person is lying to you and you have a piece of evidence that proves it,
you can select Lie. In this case, you have to back up what you're saying
with evidence. For instance, if you ask a suspect what shoe size he
wears and he tells you he wears a size 9, you can use the size 8 work
boots you found in his home to prove that he's lying.
In the early cases, the game holds your hand through these processes,
and as a result, they can feel narrow and artificial. For instance, at
one point, you need to get a confession from a suspect. If you botch the
interrogation, the suspect will dismiss you, at which point your
commanding officer will tell you to get back in there and get a
confession out of the suspect, starting the whole thing over. It's also
typically very obvious early on when a suspect or witness is not being
entirely honest, as he or she makes an exaggerated show of looking
nervous or shifty eyed. But once the training wheels come off, the
process gets a lot more interesting. It becomes entirely possible to
miss vital clues at crime scenes or fail to get important information
from a witness and to progress through a case, and suspects behave more
naturally, which makes them tougher to read.
When you're stumped about the right approach to take, you can spend a
point of intuition, which bears unmistakable similarities to the
lifelines on the game show Who Wants to Be a Millionaire?
Intuition can be used either to remove one of the incorrect
approaches--eliminating Lie, for instance, and leaving you to choose
between Truth and Doubt--or to see what approach other players took at
that particular moment in the interrogation. Intuition can also be used
to highlight the location of every important piece of evidence while
investigating a crime scene. You don't earn intuition points very
quickly so they must be spent sparingly, and they serve as a bit of help
without taking all the detective work out of your hands. There's only
one save file that the game updates automatically, so you can't just
restart when an interrogation goes badly, but this is for the best. It's
far more interesting to just rely on your instincts and finish the case
to see how things play out, at which point you can restart the case and
try for a better outcome if you like. Cases can definitely take some
very different turns depending on your actions, which makes replaying
them worthwhile. In one case, for instance, you might end up shooting a
potentially innocent man and earning the scorn of Captain Donnelly, or
you might put away a social menace, at which point Donnelly takes you
and your partner out for a celebratory drink.
Regardless of whom you put away, you may come away from some cases with
the troubling feeling that you didn't get the right man. That may sound
unsatisfying, and in a way it is, but it's a good kind of unsatisfying.
Noir isn't about tidy resolutions and happy endings. It's often about
the cases where the truth is elusive--the cases that keep cops up at
night. And L.A. Noire rewards your patience. A story strand left
unresolved in one case may come up again a few cases later, and
something you thought would be left unclear may finally come into focus.
Less satisfying is the way that the resolution of one story case
doesn't have any bearing on the next. For instance, even if you
completely botch the aforementioned case and Donnelly rains fire and
brimstone down on you and your partner, the next case begins with him
showering you with praise. L.A. Noire has an overarching story to tell,
and it's a good one, but the inelegant way in which it keeps that story
on track can be jarring.
L.A. still had streetcars in 1947, but it was a city quickly becoming
dominated by the automobile, and that's the only way to travel in L.A.
Noire. Thankfully, driving is fun. Whether you steer them with a gamepad
or the keyboard, cars are responsive and swift, which is particularly
important during the game's many car chases. Still, it's not so
enjoyable that you'll always relish the thought of driving from one end
of the game's large map to the other; thankfully, you can usually opt to
have your partner drive, which functions as a fast-travel option for
getting to your selected destination. The cars are also nicely detailed,
and you can admire any vehicle you've driven in the game's vehicle
showroom.
The gunplay is very easy to pick up. You can
hide behind cover, and pop out to squeeze off shots. Aim assist options
are available, and if you're playing with a gamepad, you may want them
on, but the precision afforded by mouse control makes them unnecessary.
The shooting itself feels fine, but it's the context and the atmosphere
that make some firefights stand out. A pursuit through catacombs, a
gunfight in a historic movie theater, and the tumultuous climactic
shoot-out are just a few of the moments throughout L.A. Noire that have a
cinematic sense of place and style. Although the objectives often
describe your goal as subduing suspects, once the bullets start flying,
the only way out for the criminals is in the coroner's wagon. Shooting
suspects in the legs a few times proves to be as fatal as popping them
in the head once. The grim brand of justice that Phelps doles out in
these situations is certainly in keeping with the game's somber tone,
but it's disappointing that you can't try to keep these criminals alive
so that they can face a trial.
Not everyone you pursue
ends up dead, though. You regularly find yourself pursuing suspects on
foot, and these chases don't always end with someone headed to the
morgue. Pursuing suspects is easy. You just try to keep Phelps headed
straight for his target; he handles all the climbing over fences and
leaping between rooftops automatically. In some cases, you have the
option of trying to bring the suspect to a halt by firing a warning
shot. To do this, you must keep your reticle fixed on the fleeing
suspect for a few seconds as a meter fills up. But strangely, there are
many chases in which you're not given this option. (When you can attempt
it, you'll know because Phelps will have his gun in his hand.) It's
clear that the game doesn't want you to stop suspects before you've
experienced the thrilling chase through a crumbling movie set that
awaits you or whatever else it may have in store, but this restriction
nonetheless feels artificial and limiting.
Gunfights, foot chases, car chases, and the occasional simple brawl
don't just spring up during cases. They're also a regular part of the
street crimes that are reported over the radio, which you can choose to
respond to or ignore. There are 40 street crimes in all, spread across
each of the desks that Cole occupies--traffic, homicide and so on.
They're typically brief; you report to the scene of the crime and a car
chase, shoot-out, or other action sequence ensues. These aren't as
interesting as the action sequences that occur during cases, where you
have a deeper personal investment in the action and the stakes are
higher. But they make this Los Angeles feel more alive and troubled, and
they're a good way to earn experience, which scores you intuition
points and occasionally a spiffy new suit.
For all of
its attention to detail, L.A. Noire hits the occasional false note. For
instance, the way people you pass on the street constantly comment
loudly to nobody in particular about having seen you in the papers or
indicate that you could use a bath is awkward, and it sticks out like a
sore thumb in a world that tries so hard to be believable. But this is a
minor nitpick with a game that gets under your skin the way few games
do. L.A. Noire's length can vary significantly, depending on how many
street crimes you respond to and how much of your own driving you do,
but in any case, the 26 story cases (up from 21 in the original console
release) make for a complete and satisfying experience. You come into
contact with the seamy side of the movie industry and with major players
in the gambling racket; you meet working stiffs and powerful
businessmen; you encounter low-ranking mob thugs and Mickey Cohen, one
of the most powerful gangsters in Los Angeles at the time. L.A. Noire is
a unique game with a terrific sense of period atmosphere, absorbing
investigation mechanics, and a haunting tale with plenty of moments that
would be right at home in a classic film noir. Those smoky nights spent
listening to jazz at the Blue Room, and the price you paid for them,
will stay with you long after you've retired your badge and gun.