L.A. Noire Review
L.A. Noire is unique. Strangely enough, however, it isn’t unique in the most literal sense of the word, as half of it utilizes a familiar – even outdated – gameplay mechanic, while the other half pushes the envelope and pours a strong foundation for the future. It’s such an odd mix of impressively progressive drama and functional yet relatively old-fashioned elements; it defies categorization and labeling. It lacks a cohesive sense of identity and is continually jarring and yet, we find ourselves immersed in a painstakingly crafted world of beauty and intrigue; a singular atmosphere; a memorable time in American history. And oh yes, it’s amazingly addictive. Despite the inherent clash of old and new, we can’t get enough of it.
The gameplay best characterizes the aforementioned contrast, but the graphics also represent a blend; a dichotomy where two distinct features seem mutually exclusive. On the one hand, there’s that unbelievable environment, which is beautifully designed and created, but doesn’t always boast immense polish and sharpness. Indeed, it’s an upgraded GTA landscape. The city is vast and awash in that vintage 1940s fashion; featuring nearly a hundred different vehicles, lots of NPCs, and an undeniably gorgeous presentation, it’s easy to get lost amidst the richness. But there are visual issues, like clipping and pop-in, and such drawbacks are prominent enough to remind us of some familiar limitations.
But on the high end of the spectrum is that much-lauded facial animation, generated by the great new MotionScan technology. In the world of video games, this is unparalleled. Nothing can touch it. I could provide you with an elaborate explanation but I believe one example says it all- when I first saw traffic desk captain Gordon Leary, I knew I recognized the face. After a little thought, I realized I had seen him in the movie “Life” with Eddie Murphy and Martin Lawrence. It was Ned Vaughn, who had only a small role as the young Sherriff Pike. The movie is 12 years old; I instantly recognized his face, now older, in L.A. Noire. …I’m sorry, but I can’t think of a better representation of this thrilling new step in gaming.
Considering the massive voice cast of professional actors, it should come as no surprise when I say the voiceover performances are top-notch. We gave Red Dead Redemption our Best Acting award last year and at this rate, it seems only Uncharted 3: Drake’s Deception can give L.A. Noire a run for its money in this category. So many actors and actresses; so many fantastic performances. The phenomenal soundtrack may not suit all tastes, which is understandable, and it may also sound limited in scope. But we have to understand that in this time period…well, they didn’t exactly have a whole lot of genres. The effects aren’t spectacular and even mundane in places, but the rest is so amazing, I almost don’t care.
From the start, the player feels as if the game is split into two distinct parts. The first is very GTA-like and has you driving around and exploring a lively, well painted environment. This is where you can explore, locate collectible items (like film reels and landmarks), drink in the vitality of this thriving metropolis, and field dispatch calls. The latter tasks you with resolving random issues cops typically face on a daily basis; this includes robberies gone wrong, domestic disturbances that flare up violently, and even suicide attempts. Now, in contrast to a Grand Theft Auto, there isn’t as much to do. But this is due to one incontrovertible fact that some miss: L.A. Noire does not rely on this structure.
In truth, the open-ended, free-roaming aspect really isn’t the focus. It’s why this part of the gameplay may feel a little empty, perhaps even devoid of certain necessary pieces. Furthermore, we’re using a mechanic that, while tried-and-true and battle-tested, retains eccentricities that are more glaring in this day and age. Granted, these are familiar shortcomings but they must be mentioned. For instance, the control feels just a touch slow and awkward, and I sometimes got the sense that Team Bondi put too much emphasis on movement physics. It seems too exaggerated. The driving also feels a little loose and yeah, those scripted chase sequences – where no matter what you do, the vehicle you’re chasing follows a set path – are back.
The latter is familiar to all GTA fans and for some, it’s just plain hilarious. For instance, during one canned chase sequence, I managed to push the chased vehicle into a parking lot, where the driver proceeded to drive into a wall over and over again. So I looked away for a minute, turned back, and he had magically disappeared…sadly – and funnily enough – only to reappear in another parking lot across the street, where he got stuck again. Yes, it’s amusing. And when obvious pop-in and other graphical issues rear their ugly heads, you just sort of accept it as part of the standard free-roaming adventure. And maybe it only seems all the more outdated due to the innovative and progressive nature of the rest of the game; the fact of the matter is, the control, in spite of the flaws, is solid and reliable.
And once we move beyond such recognizable quirks, the game shines brightly. The process of being a detective is a complex one that requires patience and intuition (yeah, I’ll get back to that in a minute). You will examine crime scenes, question witnesses, interrogate suspects, and record clues, locations, and people’s information in a handy notebook. You can talk to your partner if you’re feeling a little lost, and the controller will rumble when you’re near a possible clue. Haunting music will also play as you search and it’ll only die out when you’ve found every clue. All of this works very well; the cases are extremely well designed and written.
But it’s the personal part; the interview part that captures the player. This is where we ask a question, listen to the reply, and select Truth, Doubt, or Lie. At first, this seemed to be an awkward and uncertain process but I soon learned that in reality, you really do have to think like a detective. If you’re going to accuse someone of lying, you better have evidence to back it up, so be prepared to go to the notebook. This requires that you keep a close eye on all accumulated clues; you’re constantly thinking about a person’s reply and how it applies to the evidence. The lying is more about what they say, but for Truth and Doubt, their facial animations are important.
Only by analyzing both a person’s reactions and any information you have at your disposal can you hit upon the correct answer. Wandering eyes, facial twists and ticks, and other behavior that might be attributed to nervousness raises doubt in our minds. Truth usually comes with a direct gaze and genuine-sounding responses. Now, this is where the great voice performances come into play- these people are all acting, so all of it is fake. You have to be a good performer to portray genuine feeling; i.e., if the delivery of the lines was ham-handed, all of it would sound suspect. I found this to be a crucial aspect and the game succeeds nicely.
Experience earns you intuition points, which you can spend during your investigation. In a crime scene, you can spend a point to put all the clues on your map and during an interview, you can spend one to either remove a wrong choice or ask the community. You have to be a member of the Rockstar Social Club to do the latter, but it’s sort of like that Phone a Friend option in “Who Wants To Be A Millionaire.” You might want to save those intuition points for the tougher cases but the purists won’t want to use them at all, as they sort of feel like cheating. Still, it’s a very cool feature and after all, “intuition” is a part of the realistic process.
It isn’t perfect. When selecting Doubt or Lie, Detective Cole Phelps will sometimes get pushy and harsh in a situation that doesn’t call for such a reaction. And there are times when you just can’t decipher a look or a response. But isn’t that part of being a detective? This leads me back to those random crimes in the city; some will claim they can be repetitive or a whole lot of nothing, but again, isn’t this most indicative of the job? The game rewards the patient and observant. You can’t be driving like a maniac; any inflicted damage on the city or its inhabitants will be reflected in a report upon the current case’s conclusion. It’ll also tell you what you might’ve missed. So if you want to be “Valorous,” you have to be – no doubt about it – a public servant.
The worst thing that can be said about L.A. Noire is that it lacks a sense of identity. It doesn’t really know what it wants to be. It really is half one thing and half another. But even the half that gets some criticism is good, if not great, and the other half is just plain mesmerizing. The writing and dialogue is second-to-none in video games, the detective work is fulfilling and even addicting, the atmosphere and environment is unbelievable, the performances can be downright stunning, and those faces alone warrant a purchase. The control can feel a little sluggish and the driving a little a loose, there are canned chases, and the interview process does have a few kinks, but the end result is a fantastic accomplishment. If we adopt a forward-thinking attitude, it’s this accomplishment that stands apart:
If we consider this new facial animation technology, we recognize that we’re ushering in a new level of humanity in the realm of interactive entertainment. Interpreting faces and body language is what we do every single day. It adds much of the luster that makes us emotional, sensitive creatures. Hence, the possibilities for any game that involves a story are that much broader.
The Good: Facial animation is revolutionary. Voice acting is superb. Immersive environment and atmosphere. Great writing and dialogue. Case solving can be addictive. Solid overall gameplay and presentation.
The Bad: Small graphical problems. Old-fashioned gameplay issues like scripted chases. Control feels a little cumbersome.
The Bad: “Car driving repeatedly into a wall…that’s unfortunate.”
5/19/2011 Ben Dutka
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Comments (116 posts)
JMO_INDY
Thursday, May 19, 2011 @ 9:42:26 PM
Victor321
Thursday, May 19, 2011 @ 9:50:24 PM
JMO_INDY
Thursday, May 19, 2011 @ 10:28:05 PM
CrusaderForever
Thursday, May 19, 2011 @ 10:48:56 PM
JMO_INDY
Thursday, May 19, 2011 @ 11:00:02 PM
Douchebaguette
Friday, May 20, 2011 @ 8:40:46 AM
Underdog15
Friday, May 20, 2011 @ 9:22:21 AM
Lord carlos
Thursday, May 19, 2011 @ 10:14:36 PM
Reply
LimitedVertigo
Thursday, May 19, 2011 @ 10:15:40 PM
Reply
Ben Dutka PSXE [Administrator]
Friday, May 20, 2011 @ 12:40:45 AM
LimitedVertigo
Friday, May 20, 2011 @ 12:44:46 AM
tes37
Thursday, May 19, 2011 @ 10:52:04 PM
Godslim
Saturday, May 21, 2011 @ 10:58:51 AM
CrusaderForever
Thursday, May 19, 2011 @ 10:56:55 PM
LimitedVertigo
Thursday, May 19, 2011 @ 11:00:23 PM
JMO_INDY
Thursday, May 19, 2011 @ 11:02:17 PM
CrusaderForever
Thursday, May 19, 2011 @ 11:03:06 PM
LimitedVertigo
Thursday, May 19, 2011 @ 11:04:51 PM
JMO_INDY
Thursday, May 19, 2011 @ 11:07:47 PM
LimitedVertigo
Thursday, May 19, 2011 @ 11:11:09 PM
bigrailer19
Thursday, May 19, 2011 @ 11:11:38 PM
LimitedVertigo
Friday, May 20, 2011 @ 12:17:06 AM
Ben Dutka PSXE [Administrator]
Friday, May 20, 2011 @ 12:41:45 AM
___________
Friday, May 20, 2011 @ 6:04:23 AM
LittleBigMidget
Thursday, May 19, 2011 @ 11:01:43 PM
Reply
kevinater321
Friday, May 20, 2011 @ 2:57:24 PM
bigrailer19
Thursday, May 19, 2011 @ 11:16:30 PM
Reply
LimitedVertigo
Thursday, May 19, 2011 @ 11:20:44 PM
bigrailer19
Friday, May 20, 2011 @ 1:57:34 AM
MyWorstNightmar
Friday, May 20, 2011 @ 4:49:44 PM
FM23
Friday, May 20, 2011 @ 12:33:25 AM
Reply
kraygen
Friday, May 20, 2011 @ 12:51:33 AM
Reply
Are the graphical issues, like the clipping, really minor and hardly noticeable? I mean from a 9.2 I would guess yes, but a lot of times you won't mention it if it barely ever happens.
Not a big fan of the scripted chase scenes honestly, with everything that went into this game you'd think they'd have moved past that. I'm sure it might not be a big deal, but it would still be annoying to me.
Overall it seems like a game I'm going to love quite a bit in spite of it's minor flaws, but since my money is beholden to Infamous 2 right now, LA Noire will have to wait.
FM23
Friday, May 20, 2011 @ 1:07:48 AM
And Infamous 2...that may just end up being the most entertaining game I play this year if it pans out the way I hope it does. If its like Infamous...then it won't, but all the new gameplay enhances make me anxious. Damn, can't wait for that game.
Ben Dutka PSXE [Administrator]
Friday, May 20, 2011 @ 10:18:51 AM
kraygen
Friday, May 20, 2011 @ 12:09:19 PM
Personally I loved Heavy Rain and I quite enjoyed Mafia II.
Mafia II was exactly what I expected it to be and so I had no issues with it, plus I only paid $20 for it so I was a perfectly happy camper.
Plus when I first saw the video's for LA Noire I commented that it looked like an improved Mafia II so it sounds like I'll enjoy it thoroughly.
Lawless SXE
Friday, May 20, 2011 @ 2:29:31 AM
Reply
Also, loved the review Ben.
Peace.
Beamboom
Friday, May 20, 2011 @ 2:35:12 AM
Reply
But I wonder, prior to this release many mentioned Heavy Rain and LA Noire in the same sentences.
How close to Heavy Rain did LA Noire turn out to be?
FM23
Friday, May 20, 2011 @ 3:18:28 AM
Last edited by FM23 on 5/20/2011 3:19:14 AM
CharlesD
Friday, May 20, 2011 @ 3:21:58 AM
@FM23 How exactly is Heavy Rain not a "real game"?
Last edited by CharlesD on 5/20/2011 3:25:27 AM
FM23
Friday, May 20, 2011 @ 3:50:27 AM
Last edited by FM23 on 5/20/2011 3:51:00 AM
Lawless SXE
Friday, May 20, 2011 @ 4:05:51 AM
Beamboom
Friday, May 20, 2011 @ 5:09:17 AM
Add to that the fact that I found the story to be uninteresting (just my personal view of course) and the entire "game" to be... Well... Not really a game, and you understand why I ask.
I really like what I read about LA Noire, but I sincerely hope it is a *major* step away from HR.
Last edited by Beamboom on 5/20/2011 5:12:30 AM
Lawless SXE
Friday, May 20, 2011 @ 5:33:49 AM
Peace.
Beamboom
Friday, May 20, 2011 @ 8:36:24 AM
I believe these games are important to take the games up to the next level.
But it's an extreme challenge to get the games up to the level these try to. It demands so much more from the game environment, design and characters in order to work, compared to the very simple concepts games are based on up until now.
Cause strictly speaking, what we have been doing up until now is to run around with a toy gun inside small spaces filled with stuff we are only allowed to walk on, aiming at cardboard targets.
It's about time we move forward!
Last edited by Beamboom on 5/20/2011 9:09:13 AM
Victor321
Friday, May 20, 2011 @ 9:06:09 AM
Ben Dutka PSXE [Administrator]
Friday, May 20, 2011 @ 10:21:27 AM
Only in terms of drama are they sort of similar and even then, it's not that close. Both are unique in their own ways.
And I really can't figure out what people's problem is with the acting in Heavy Rain. It was better than 99% of anything else out there, even if I didn't really like Leon Ockenden (detective guy).
Beamboom
Friday, May 20, 2011 @ 4:00:25 PM
But! In other games the acting is more or less just "pause entertainment" while data is loaded or some random in-game oneliners.
In Heavy Rain the acting *is* the game. And that makes a *major* difference.
(there are of course exceptions, like anything BioWare :), but you catch my drift)
Last edited by Beamboom on 5/20/2011 4:12:58 PM
Beamboom
Friday, May 20, 2011 @ 5:40:02 PM
It may not be completely fair to compare Heavy Rain with other movies, I realize that. But I definitely don't think it's right to compare it with other games.
They themselves call it an interactive movie and rightfully so. And from that perspective I am sorry to say that I think it looks like a straight-to-dvd low budget production, with too many scenes suffering from too few takes.
But hey - I'm a geek when it comes to movies. If Heavy Rain gave you the chills then good for you! Don't let me spoil the fun. :)
Last edited by Beamboom on 5/20/2011 5:43:21 PM
Fane1024
Friday, May 20, 2011 @ 7:00:04 PM
I do think QD achieved the goal of emotional depth/connection, however.
If it weren't for the game-killing bugs that plagued my play-through, the experience would have been awesomely immersive.
And it's absolutely a game.
mastiffchild
Saturday, May 21, 2011 @ 7:31:54 PM
Not knocking it at all-you can see the quality in a lot of it and I can understand why a lot of people were blown away by it-I find the tech and ideas amazing as well but just feel the rest of the package drags that down rather than that lifting the rest up. As I said liking or disliking a setting can alter the way you look at a game entirely. Had I been a total freak for film Noir I guess I'd be willing to overlook a lot more things than I have.
Whatever, the important thing IS the mo-cap and the performances but getting back to my main point the performances in this are/were less demanding, imho, than the ones for HR. I'll tell you why I think like this: In HR the actors had to juggle with a lot of different possible choices meaning they played scenes out multiple times with different motives and so on. The most in LAN was a little shifting in the interview scenes but that only went from clamming up to blurting it out by and large. The linear nature of LAN makes it easy for an actor to deliver their best because their motives and character stays way more constant and as a result the switching about and reshoots in HR must have made writers' and actors' heads spin at times and to me it's a wonder those performances were coherent let alone as good as they ended up being!!
Just my two cents as I feel, and it's not one of my favourite games(though I do think it IS more a game than a movie because that pacing would KILL a movie stone dead but worked in game), the acting in HR takes a lot of unfair stick and people are all too willing to heap praise on the performances in LAN and forget how much easier their task was. Hell, they even had the mo-cap do exactly what their faces did making it even easier for them to emote as it was closer to film than before(from an acting pov)-this is the big leap forward LAN achieves for gaming and acting in gaming.
Anyhoo-had to say this and though I'm really not feeling the LAN setting I will admit that the interview stuff is really cool but if you're anything like me about this game I'd wait for a drop or go have a look at your mates before dishing out your cash.It's the kind of game that,also, I always thought might review better with critics than gamers because of it's slower pace and the fact writers tend to love new and exciting things more than games which hone and craft what's already there.
Justva voice of caution because nearly ebvery revie is glowing and I doubt i'm lone in ot feeling the game to be the greatest thing ever. Sure, I'm going to be in a tiny minority but that doesn't mean the game will be for everyone and I think a good few will be getting t because of the reviews and I just think it's a pretty easy game to find a bit jarring esp if you have all those reviews hyping it up. just some perspective for those who might already, like myself, doubt it for some reason. So don't hang me!!
I'll still end up buying it and probably go back on all this now!! Not the HR stuff, though, because I felt the actors did incredible jobs considering the problems they faced.
Beamboom
Monday, May 23, 2011 @ 3:36:20 AM
However, I have played Heavy Rain and I can't help but thinking that to a professional actor, acting the same scene with different outcome would not prove to be much of a challenge in itself. But I may be wrong here, by all means, this is just my gut feeling talking.
The worst scene in Heavy Rain, the scene that I remember the best because of the (lack of) acting is the scene where the guy must decide what tool to use to cut off his finger. The voice comments on the different tools there spoiled the entire scene imo. It sounds like the actor is thinking about what to eat for dinner while reading the lines.
It was so uninspiring it would be better if they just skipped the vocal track and just let atmospheric music play there.
Last edited by Beamboom on 5/23/2011 3:39:42 AM
___________
Friday, May 20, 2011 @ 6:24:52 AM
Reply
only 4 things i dont like about it so far.
1 you cant change the story, the missions, what happens.
its so scripted!
a game like this relys on the players decisions.
a suspect is running away, do i fire a warning shot risking the time standing still letting him get away?
do i shoot him in the leg thus stopping him cold, but risking legal trouble, and him refusing to cooperate?
its so scripted u cant make these decisions, things happen not because u did them but because its scripted.
2 some clues are easily identified to what they need to be used for, some are impossible and unclear.
for example one of the cases u mention a photo case and the suspect claims its a ordinary case but u have proof she knows its not.
so its obvious shes lying, and its obvious what evidence u need to prove that.
other times ur positive u need to use this, but u dont u need to use something else that does not make sense.
for example in another case a lady says there was another injured lady in the car.
ur suppose to say shes lying and present the torn womens undies as proof.
how does torn undies prove there was not a 2nd injured girl in the car?
seriously?
3 some cases are so easy to follow, understand, and by the end u have a definition of what happened and why, u can almost see the crime as it happens.
other times ur completley lost with no idea what happened or why.
totally unbalanced and confusing!
4 the evidence.
its constantly vibrating and beeping at u but 99% of the time that stuff is irrelevant.
id say 80% of the time ive spent playing this game was wasted checking irrelevant crap!
why cant they make it that only relevant evidence beeps and vibrates?
just gets annoying picking up 20 items and having them all relevant, having to sift through the crap to find the gold!
besides that im really enjoying it.
so nice to have such a different game, and see it sell well!
hopefully this will give devs the confidence to stray away from the norm, enough shooters, and do something different!
___________
Friday, May 20, 2011 @ 11:21:30 AM
bearbobby
Friday, May 20, 2011 @ 3:47:01 PM
Lawless SXE
Friday, May 20, 2011 @ 7:21:34 AM
wolfsinner
Friday, May 20, 2011 @ 8:33:10 AM
Lawless SXE
Friday, May 20, 2011 @ 8:45:08 AM
Underdog15
Friday, May 20, 2011 @ 9:29:31 AM
Lawless SXE
Friday, May 20, 2011 @ 9:59:17 AM
Fane1024
Friday, May 20, 2011 @ 7:10:07 PM
Does Aus have a VAT or is tax charged as a separate add-on, as it is here in NA? Because the amount going to the government makes up a large part of the *perceived* difference in the UK.
Here, for instance, a $60 game actually costs $67.19. Not $89, admittedly, but not $60 either. If your tax rate is higher, as it is in the UK, that may explain the difference.
Lawless SXE
Friday, May 20, 2011 @ 9:12:57 PM
Last edited by Lawless SXE on 5/20/2011 9:14:59 PM
kingjose
Friday, May 20, 2011 @ 7:17:16 AM
Reply
Ben Dutka PSXE [Administrator]
Friday, May 20, 2011 @ 10:22:24 AM
GuyverLT
Friday, May 20, 2011 @ 12:07:50 PM
Who out there is going to take your review serious when the game has received rave reviews across the board.
Also I hear some people complain about the handling on the cars, you have to realize this game takes place during a time period where cars weren't as fast as the ones we drive today and they didn't have the kind of handling that the cars we drive around today have.
Last edited by GuyverLT on 5/20/2011 12:08:19 PM
bigrailer19
Friday, May 20, 2011 @ 1:46:18 PM
Your absolutely right about te vehicles. It's funny that so many people clamor for realism but hate to accept it when it's there. The cars in LA Noire are model years in the 40's, of course they won't handle like anything today. This se thing happened in RDR. People complain about the guns and the reticule being to small. Bottom line The sites on those guns are not even comparable to what we have today for more accurate shots. If you want more realism don't complain when you get it, right?!?!
Alienange
Friday, May 20, 2011 @ 3:16:25 PM
mastiffchild
Saturday, May 21, 2011 @ 7:52:57 PM
I think the game has a lot of class, even if it might not be the game for me, but I'll stand by criticisms of that handling for a year and a day because it fails on both scores for me. It's neither much fun nor is it realistic. My guess is they wanted the cars to handle how they look like they handle in the films that inspired the tgame. IDK but that's my best guess.
Sure, they noticed old cars don't pick up as fast or stop as well as those of today but the physics are still way out of wack and the cars all behave like zombies through the corners. they feel like dead weight rather than a car if you kno what I mean and old cars like they're meant to be mimicking DID have a lot of feedback for the driver and Bondi should have found far better ways of getting that across. I think hat they ended up with is a little like respawning loads more enemies in a shooter when they want to up the difficulty. They made the driving more awkward(as it would have been more awkward just not in the way they made it here)but in a cheap and unrealistic way that does nothing to add to the overall(great quality of the game.
Just because a game does a lot of things right and has a brave(and mesmerising) new technology being used doesn't mean it should get a free ride when it also has something you can legitimately say hampers our enjoyment of the game. Yeah, this guy went OTT in general(what games don't have a few glitches?)with his views but that car handling isn't just annoying for those of us with o concept that cars didn't always handle like they do today or in GT5.
Funnily enough I don;'t even think it should have been that hard a choice for them on this score. Had they gone for a more forgiving but tactile, arcadey kind of handling just with slower acceleration and shonky braking they'd have hit the mark better and way more easily. As it is it's just fiddly for the wrong reasons and that's why it's winding a few of us up. Had it been up to the standard of most of the rest of the game nobody would be pointing it out.
Also, i think EVERYBODY but a small number of idiots understood that we weren't getting modern handling anyway-nor would we want to have to double-d clutch so realistic wasn't ever a good option, hence my desire for plain and simple handling that would have been no issue to anyone. Seriously, those physics just feel wrong and the cars just too dead to be any fun and they don't nearly reflect what driving was like back then either.
It's still a game most people will love-I'm just not willing to accept they did as good a job with the cars handling as they have with nearly everything else and that's fair enough in my book.
Ben Dutka PSXE [Administrator]
Saturday, May 21, 2011 @ 8:48:17 PM
There's nothing realistic about it but it also didn't hamper my enjoyment just because I know that. I can control the cars just fine. And again, that is NOT the point of the game. It's not a racer and it's not GTA. Our success in this adventure very, very rarely depends on driving skill.
I wouldn't give the driving a free pass, either, but I know enough not to call it some sort of colossal flaw when it barely registers on the importance meter. It would only matter if it didn't work or wasn't consistent and I'm sorry, as unrealistic as it is, that's not the case. And I despise poor driving controls; I would've been the first to call it out IF it had actually been a problem.
wolfsinner
Friday, May 20, 2011 @ 8:40:04 AM
Reply
Douchebaguette
Friday, May 20, 2011 @ 8:53:21 AM
Reply
jimmyhandsome
Friday, May 20, 2011 @ 9:03:56 AM
Reply
Quick question for you Ben (or anyone who played a majority of the game): Some of the reviews mentioned how if you wrongly accuse someone, or if you do the opposite and assume they're telling the truth, there are no real consquences. Have you seen anything that refutes this statement?
Spanky
Friday, May 20, 2011 @ 9:58:44 AM
There have been three cases that bothered me. One where I was sure one person was guilty ,but, the game makes you put away another. Two others that I found damning evidence and put away a perp only to get chewed out by the Cap! My wife was watching with me last night when this happened and we both looked at each and went... "HUH?"
This doesn't take away from the addictive nature of this game in fact , for me, it solidifies that I'm going to run through it again with the knowledge I've gleaned from the first go 'round. Maybe it will all get 'splained in the end <shrug>.
The only other thing is sometimes I feel "rushed" when on a case. I would like to roam around and REALLY look for clues or investigate some address ,but, someone is calling for you to go elsewhere or your partner is bugging you. Anyone else notice this?
I'd still buy it at full price again...very entertaining game for both the player AND any onlookers! :)
jimmyhandsome
Friday, May 20, 2011 @ 1:48:11 PM
Oh well, looks like I'll be on a Suckerpunch spree between that, replaying inFAMOUS and awaiting inFAMOUS 2.
Thanks for replying Spanky. I think that's what I figured would be the situation with most cases. It seems that some reviews docked the game a few points because it didn't have "consquences" or a "branching story" like Heavy Rain. Maybe the games shouldn't be compared.
tes37
Friday, May 20, 2011 @ 4:15:43 PM
I know what case you're referring to when you say you put the wrong guy away. I did the same thing and I didn't understand what I did wrong. I exited the game to the main menu and tried it again. The second time I got the right guy.
I won't say what I did different because of possible spoilers, but I was more impressed with the game after that case because I understood why I failed to get it right.
I_defenestrate
Saturday, May 21, 2011 @ 3:15:31 AM
Lawless SXE
Friday, May 20, 2011 @ 10:01:04 AM
Lawless SXE
Friday, May 20, 2011 @ 4:48:36 PM
Highlander
Friday, May 20, 2011 @ 11:17:37 AM
Reply
First of all, the M rating, is that triggered by language, violence, gore or sex? Or a combination of all of those. Or is it simply the fact that it's a 'grown up' game that deals with a murder case? Secondly, is there more to the game than the case itself?
Last, I'm not entirely sure about this whole motionflow thing. I have this nagging feeling that as games become ever closer to real, and resemble movies, they will cease to feel like games.
Ah well, probably just a Friday feeling...
Simcoe
Friday, May 20, 2011 @ 12:40:58 PM
Highlander
Saturday, May 21, 2011 @ 12:25:50 AM
CanadianGuy420
Friday, May 20, 2011 @ 11:29:29 AM
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Spanky
Monday, May 23, 2011 @ 10:27:33 AM
Fane1024
Friday, May 20, 2011 @ 7:21:24 PM
MysteriousMagus
Saturday, May 21, 2011 @ 7:40:22 AM
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VOICE
Sunday, May 22, 2011 @ 2:59:46 PM
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Everything that is good about this game is so good that flaws are overlooked...
VOICE
Sunday, May 22, 2011 @ 3:21:21 PM
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GTA 4 cars had massive over/under steering problems, but that didn't take away from it's scores....learn how to drive THESE cars.....I can whip through alleyways no problem, all without hitting a single person or garbage can.....
HeatherShow
Sunday, May 22, 2011 @ 4:11:16 PM
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I thought there would be more thought involved, on my end of it. Tracing the Black Dahlia was exactly what I thought the whole game would be like - I'd be given clues or puzzles, which I would then have to figure out, in order to track down the bad guy. After the Black Dahlia, the rest of the game was slightly disappointing. Once I'd figured out the signals to differentiate Truth, Doubt, and Lies, the rest of it felt a little bit like just going through the motions. I didn't have to think about a crime scene so much as I just had to wander around until my controller vibrated.
Does that make any sense? I'm thinking that if there hadn't been so much awe and wonder with the technology, we'd be a bit more willing to acknowledge the other short-comings. Don't get me wrong, I absolutely loved the game. It was totally engrossing, so much so that I played it straight through in three days cause I couldn't pull myself away.
But it wasn't engrossing because of the game play. It was engrossing because of the story-telling and the wonder of the technology. I just wish I'd been required to use more of my brain, rather than just sit there amazed by the beauty & technological achievement. The last part of tracking down the Black Dahlia was so fun, so thrilling, and just so much more interesting than what came after it. All because it actually asked me to figure something out, rather than just go to the next automatic, predetermined location. I just wish there had been more of that, more of a challenge.
If that makes any sense. Or am I the only one who feels this way?
startazz
Sunday, May 22, 2011 @ 5:27:26 PM
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CrusaderForever
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Thursday, May 19, 2011 @ 9:37:30 PM