L.A. Noire Impressions (Xbox 360, also for PS3)

I’ve been playing L.A. Noire for about 3-4 hours (which equates to the first 6 cases in-game), and I’m loving every bit of it. If you enjoy detective work, solving crimes or adventure games in general, you should check L.A. Noire out.

Simple, Stylish, Effective

The start screen is a simple, but effective one, that of the game’s logo. The main menu is just as stylish — a car’s headlights in the background shines into the alley, and the text is shown as shadows on the wall. Sounds a little weird, so just check this video. The opening cutscene introduces you to the game’s setting: Los Angeles, the City of Angels, set in 1947. You play as Cole Phelps, LAPD Detective and decorated war hero. The first few levels serve as a tutorial to the basics — investigating a crime scene, chasing and questioning suspects, as well as engaging armed criminals (i.e. shoot-outs).


Every main character needs a shotgun. That's why the guy with the pistol is at the back (no offense, pistolholics!).

Each level starts off with a brief cutscene prior to the start of the case, and you’ll begin your investigation thereafter. In the first case you’ll investigate a dark alley at night where a shooting has just taken place. The game offers various cues which lets you know you’re on the right track: if you approach an item of interest, your controller vibrates and a soft chime plays over the investigation music — which in turn, plays when you enter a crime scene. The music only stops when you finish going over all the clues, so you know you’re still missing something if it doesn’t. That and your partner will tell you to go back and continue searching if you start walking off. It may seem like the game is holding your hand (which it does, actually, and at least for the first few levels) but it’s an effective way to signal players.

Homicide 101

When you pick up an item of interest, you can use the left thumbstick to turn the object in your hand, which really helps to further immerse you into the game world. Not all items will serve as actual clues though. You’ll get plenty of bottles, cigarette packs and what not, in which case Phelps will mutter something along the lines of “this doesn’t pertain to the case” — yet another form of contextual cue. The same applies when inspecting a dead body, where you get to choose various parts to examine (head, left/right hand and shirt pocket). It feels kind of surreal (and eerie?) tilting and twisting a corpse’s head and hands, but hey, tell that to the coroner.


It ain't pretty, but somebody's gotta do the job.

The clues you pick up have a great level of detail, from the victim’s driving license to letters from an insurance company, you can pick them up and read the fine print as though you’re actually holding it. Each time you find a clue, you’ll also update it as an entry into your notebook — the quintessential companion of every detective. Remember, they didn’t have fancy smartphones or PDAs then (and apparently, they didn’t have gloves either). Entries are recorded in pencil, with shaded portraits and sketches of clues (add another point to the game’s style). After gathering enough clues, your next stop will be to the suspect’s or next-of-kin’s place of residence, where you can search for more clues. You’ll be talking to them as well; asking questions as represented by important points in your notebook. For each dialogue you can choose “Truth”, “Doubt” or “Lie” to continue with the line of investigation. If you played Phoenix Wright, “Doubt” is pretty much the equivalent of “Hold It!” and “Lie” equates to “Objection!” “Truth” is, well, just that, “press A to continue”.


Kicking butt and taking names, literally. At least for the latter.

You’ll have to observe the interviewee carefully and watch for signs that he/she may not be particularly forthcoming — nervous twitching, shifting of the body, not making eye contact with you etc. I couldn’t tell the difference between “Doubt” and “Lie” at first, but later on I realized that “Lie” is for cases when you have evidence to support your claim, whereas for “Doubt” you don’t. To help you out in your choices, there is a detective level system in-game where you gain experience for successfully questioning people of interest. For every few levels, you’ll gain intuition points which — similar to Who Wants to Be a Millionaire? — can be used to remove a conversation option (leaving you with 2 to choose from) or Ask the Community (which shows how other players approached the situation). For the latter, you’ll have to be signed in to Rockstar’s Social Club network though. At any time you can also look up from your notebook to see how the interviewee is responding, or press the Start button to look at the transcript of the conversation.

A living, breathing city

Besides the high level of detail you get from investigating, the general feel of the game is much the same. You’ve heard of the advanced facial expressions, and they’re definitely not just gimmicks. Characters squint, arch their eyebrows, grin (the list goes on) realistically, and it’s not just during the interview/interrogation sequences. They do so during regular conversations (like when you’re talking to your partner) too. Body animation is great too, and for once, characters actually climb staircases — each footstep corresponds to each step on the staircase, and characters (well, mostly Phelps since you’re controlling and looking at him) lift their feet one by one as they climb. Hold the Run button, and you’ll see him take two steps at a time. Go down the stairs, and he’ll glance down to watch his steps as well. While in a brawl, I had my hat knocked off from me, and after apprehending the suspect in a cutscene, I was put back in control of Phelps. In other games you might expect the hat to be magically back on again, but in L.A. Noire, it stayed where it landed. As I walked over to it, my character bent down, picked it up, and put it back on. Again, a small touch, but it works wonders.


Real men use their fists to do the talking. While wearing suits.

Onlookers gather at crime scenes, and will comment as you walk near them. You can tell them to buzz off, at which point some of them will start walking away whereas others will take a few lingering looks before skulking off. Sometimes you won’t get any response from individuals if you try to interact with them, but if you ask me, I don’t usually talk to random people on the streets either. Last example: at the crime scene, a forensics staff was taking photographs of the evidence, and I went right up in front of him. He looked up from the camera and told me to move away (“Gangway, Detective!”). When I wouldn’t, he gave up and went somewhere else to take his photographs. The game has certainly been fine-tuned down to the smallest details to increase the level of immersion.

The game isn’t without its faults though. Texture pop-ins occur, although not very often (it was probably only once or twice in a single playthrough), and certainly not as often as another game I’ve played recently. Cases don’t seem to be connected to each other (so far, at least) so you’re just moving on from one case to the next. But in the end, L.A. Noire is still a fantastic game that has much more good points than it has bad. I mentioned Phoenix Wright earlier, and if you enjoyed it, you can think of L.A. Noire as Phoenix Wright if he turned into a detective, went back to LA in the 1940’s, got more serious and took steroids. And got rid of his spikey hair. OK, maybe not but hopefully you get the idea. Now, I must return to ridding the streets of LA from crime.


Cole Phelps: Detective, Shotgunner, Coroner, Artist, Brawler, and now... Monkey?

Screenshots from official site and GameSpot

This entry was posted in Impressions, PlayStation 3, Xbox 360 and tagged , . Bookmark the permalink.

6 Responses to L.A. Noire Impressions (Xbox 360, also for PS3)

  1. I’m actually playing through this game with my wife who never plays games beyond anything other than Peggle. The animation of the faces is amazing and would love to see it implemented into more games with heavy storylines like this.

    • phazer says:

      Yeah, it’s like playing a movie (add L.A. Noire to the list of games with great cinematic experiences). RPGs could certainly use the facial animation here.

  2. Mikey says:

    This game is kind of like playing the CSI games, mixed with some Grand Theft Auto. I normally don’t like too many sandbox games, but this one is presented as such that it doesn’t feel like it. I started playing yesterday and I was also impressed with the level of detail in the game (and it should be impressive – it was in development for seven years). I will thoroughly enjoy playing through this game.

    • phazer says:

      Never played CSI but I presume they also play out as detective-adventure games. The sandbox here seems pretty optional, so far I’m just focusing on the main case but the rest of the game should be pretty much the same? Didn’t know about the seven years bit though (holy moley!).

      • Mikey says:

        If I’m not mistaken, it was originally supposed to be a ps2 game.

        And with CSI, they are investigative games, but they’re all point-and-click adventures. You still find and examine evidence, interview suspects and witnesses, and get graded on a case-by-case basis. Of course, it’s more “modern” in the setting and there is a bit of lab work. If you stripped down the cases to the BARE minimum, you’d get something like that.

  3. phazer says:

    Hm can’t remember when I started hearing about it, although there was a point in time where I didn’t really follow gaming news.

    Sounds like Phoenix Wright, if you stripped CSI even further down. XD
    If you haven’t played that, it’s a lawyer/courtroom adventure game, although you’re also the one investigating crime scenes and interviewing suspects etc. One of my favourite games.

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