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L. A. Noire
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About this item
- Solve a variety of cases across the desks of Patrol, Traffic, Homicide and Arson.
- Search crime scenes for clues, question witnesses and interrogate suspects as you search for the truth in each case.
- Use your wits to analyze suspect's behavior and separate the truth from the lies.
- Experience a stunningly accurate block-by-block recreation of 8 sq. miles of 1947 L.A.
- Solve brutal crimes, plots and conspiracies inspired by real crimes from 1947 Los Angeles, one of the most corrupt and violent times in L.A. history.
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Product information
ASIN | B002I0HBZW |
---|---|
Release date | May 17, 2011 |
Customer Reviews |
4.6 out of 5 stars |
Best Sellers Rank | #26,293 in Video Games (See Top 100 in Video Games) #431 in Xbox 360 Games |
Product Dimensions | 0.01 x 4.69 x 4.69 inches; 3 ounces |
Type of item | Video Game |
Language | English |
Rated | Mature |
Item model number | 39803 |
Is Discontinued By Manufacturer | No |
Item Weight | 3 ounces |
Manufacturer | Rockstar Games |
Date First Available | July 15, 2009 |
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Product Description
Using groundbreaking new animation technology, MotionScan, that captures every nuance of an actor's facial performance in astonishing detail, L.A. Noire is a violent crime thriller that blends breathtaking action with true detective work to deliver an unprecedented interactive experience. Search for clues, chase down suspects and interrogate witnesses as you struggle to find the truth in a city where everyone has something to hide.
Amid the post-war boom of Hollywood's Golden Age, Cole Phelps is an LAPD detective thrown headfirst into a city drowning in its own success. Corruption is rampant, the drug trade is exploding, and murder rates are at an all-time high. In his fight to climb the ranks and do what's right, Phelps must unravel the truth behind a string of arson attacks, racketeering conspiracies and brutal murders, battling the L.A. underworld and even members of his own department to uncover a secret that could shake the city to its rotten core.
L.A. Noire is the first videogame to be honored as an Official Selection by the Tribeca Film Festival.
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LA Noire - Gameplay Trailer
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L.A. Noire - Gamplay Trailer 2
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LA Noire
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L.A. Noire - Trailer 3
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L.A. Noire - Pre-order Offer Broderick Suit
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LA Noire - Trailer #2
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L.A. Noire Rockstar Pass Video
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I get asked, "Would I like it?" And that's a hard thing to say. I can't recommend it without hesitation. The reason you may ask? When you see the R* logo most people expect a certain thing. Action for instance. Well it's not an action game -- at least not right away. This is basically an old point and click adventure game wrapped in a veneer that makes most movies look fake. This isn't a problem for me, because I really enjoy those sorts of things. I knew though that something was up when I couldn't draw my weapon at will and two-thirds through the game and I've only shot 30 bad guys. Then during the last few cases in the Arson Desk you have some of the funnest action gameplay I've seen. However it's also at this point where the story takes a dive for me.
The first two-thirds of the story are excellent; well thought out; and very fun. This game is serious though, no low-brow humor here. I counted maybe three things that made me laugh out loud during the 23 hour story. That's not bad either as I don't necessarily care for R*'s brand of humor. (It's ok in small doses but I just don't find it all that funny.) So the seriousness was a very welcome and unexpected change of pace for me, that enabled me to enjoy the story even more. It's very adult both in attitude and content. With that said though I ended up hating the main character by the end of it. It's hard to explain and I don't want to spoil it for anyone, but you'll figure it out eventually at the end. That of course doesn't mean that it'll make sense. Quite frankly I don't think anything past the Vice desk made any sense but I rolled with the punches. They did a great job up until then. (Yes I know what Noire is but be honest with yourself the ending just sucked.)
Specifically I would like to point out:
Interrogations -- This is a very cool feature where you watch facial expressions with Bondi's 'ground breaking' technology and choose whether or not the person is telling the whole truth, concealing something or flat out lying (because you have evidence to back it up). However I never really felt comfortable with the system. Maybe a little more 'practice' cases would've helped. It was either so obvious it might as well have been phoned in or it would've taken Sherlock Holmes to figure it out. Not game breaking it's just a new fun game mechanic that I'm sure will be refined later. Hopefully in a sequel or something.
Driving -- Driving just sucks. I mean the cars look good but I swear motorists in this virtual LA drive like I imagine they really do in LA. CRAZY. Let's put it this way they won't stop for you and can pop out of almost anywhere. Most (99%) cars corner like they're on rails having an effective turning radius of 2 miles. They accelerate as though they were driving through molasses and break as though it's on ice. And just so you know; vehicle, city and pedestrian damage count against your case ranking. Let your partner drive.
Invesitgations -- Are a lot of fun. Searching the crime scene and/or bodies for clues to motive and person/s responsible was handled very, very well. Including a few red herrings. :)
Cases -- Of the four detective desks (Traffic, Homicide, Vice and Arson) you work at throughout the story most of these were very fun, and had a great selection. The cases for the Vice Desk were very few and pretty short. It felt like they cut a lot out as this was the shortest desk in the game. Homicide was about the most creative, and Arson was the most action packed.
Replayability -- Almost zero unless you want achievements. If you do go for achievements you'll notice that there is a ton; and I MEAN TON; of stuff you can NOT skip. Which is a drag if you've played something three times as even the best of writing can get old after a third viewing. And on that note...
Preorder DLC with achievements -- Why wasn't Amazon given a preorder case too!? I knew it was coming. In this day and age DLC has become the norm, but to have preorder content that wasn't available to all preorder customers with achievements tied to it is just plain stupid. Shame on R* and Bondi for this!
All told if nothing I've mentioned bothers you it's certainly worth your time. It's such a unique game that it's hard to review and I'm thankful someone decided the risk was worth it because I really enjoyed it. I hope we can see more from Bondi, I'm just afraid that it may be too out of the box for your average Call of Duty player. Which is a shame because they're missing out. If you have patience and like mysteries you can't do much better. I would also recommend Deadly Premonition and Sherlock Holmes vs. Jack the Ripper as both of these games share similar elements in one degree or another. While fun neither are as beautiful looking as LA Noire.
On a personal note I had lost faith in R* after the mess of GTA IV, (let's face it San Andreas is still the best GTA) my faith was renewed after Red Dead Redemption, and totally solidified again with LA Noire.
in the past i've complained about the waxy, cadaverous presence of computer animated facial graphics and the silly way computer mouths flap along with recorded voices. in LAN we finally get realistic faces with realistic expressions and skin tones -- because these are rotoscoped actors blended into animated bodies. although this can produce a jarring "tin man" effect when the flexible face appears mounted on a computer animated body with boxy movements and cylindrical arms, the rotoscoping of the whole actor is always convincing and welcome. LAN often equals the visual standard of modern cinema, which for many years has combined live actors with digitally rendered environments.
the reason for rotoscoping the actors' facial expressions is that LAN revolves around "social intelligence" puzzles. there are a few maze puzzles, where you have to remember where you are, and there is the maze of los angeles streets that the player must navigate to get from one location to another (first consulting the game map makes this much easier). but the core of the game is in the investigative interviews, which first require the player to read facial cues that indicate truthfulness or lying, then place these facial cues in an understanding of the physical clues and testimony that indicate context and facts. even liars occasionally tell the truth; but the choice between doubting an answer and challenging it as a lie is often subtle, and requires the player to remember which specific piece of evidence proves that a response is false. (gameplay rewards "intuition points", which you can use to find obscure clues or simplify choices in an interview.) across all investigations i only got about 60% of the responses correct -- however i didn't usually consult the investigative notebook, which includes a list and description of all clues, or the transcript, which provides a verbatim record of everything said by every character. (you can also replay all completed cases, to improve your score in the episode, recorded as a 1 to 5 star rating; or you can "free roam" the city looking for random crimes to put down.)
the sense of involvement created by the "social" interactions is enhanced by the careful way that cut scenes are merged with controlled display action. this seems well managed in the early investigative episodes, less so in the later episodes. when it works, the player has the uncanny experience of actually participating in the action rather than suffering an interruption, and this was to me the most interesting and compelling detail of the game play. unfortunately, many cut scenes don't put your car where you parked it by including the car in the cut scene -- a silly and easily avoided mistake.
all that said, LAN is visually uneven: some of the crime episodes rise to the level of art in their use of light and color and in the sophisticated way rotoscoped actors are merged with computer environments; other episodes are so crudely programmed and rendered that actors appear to be heads stuck onto robotic mannikins and the lighting and color is straight out of a laura croft episode. across long stretches, the game is visually compelling: the "black dahlia" homicide investigations culminate in a dark and rainy environment that beautifully captures the mood of the investigator and his grim task. but in all episodes, the way player controlled figures will "moonwalk" when they run into an obstacle, and cannot jump or step over small objects, is consistently annoying. where is the physics engine innovation in rockstar videogames?
the usual thumb twitch challenges of combat action games are minimized in LAN: running your car at full speed causes traffic magically to make way at intersections (and earns you a "leadfoot" achievement), while driving slowly almost always puts you in a traffic jam; the auto aim always nails the villain, but manual aim is difficult; foot chases are not difficult at all, and most driving chases only require you to pursue from a distance until the culprit crashes his car. the aural environment combines superb sound effects with musical cues. all crime scenes are enveloped in a continuous theme music, which stops playing if you leave the area where all clues are located; when all clues are found the theme music stops with a distinctive rising melody; your responses at interview decisions are keyed as correct or incorrect by contrasting musical signatures; the music evolves from haunting and atmospheric music in early scenes of an episode to more energetic and rhythmic music as the episode reaches its climax. the game played without obvious glitches (the QA seems thorough and accurate), and the script (the human problem in modern media) is very well done. both the episodes and the unifying backstory are intriguing.
moonwalking figures aside, the main feature in which LAN appears pathetically behind the times is that it places the credits for the live action actors -- the talent that creates the facial expressions and voice acting on which all the narrative cut scenes and gameplay investigative interviews depend -- below the credits for the texture mappers, QA drones, caterers and public relations flacks. this is merely stupid, and indicates that rockstar graphical innovation only occurs within a conservative media corporate culture.
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とにかく良かった
良かった良かった良かった良かった
A mi si me gusto la trama, lean los reviews y vean de que va es como una serie interactiva de detectives de los años 40 (muy difícil acertar los casos sin ayuda) bastante recomendado bajo la calidad que Rockstar games ofrece