I'm over half way through the game, and I don't honestly know that I'll bother finishing it. I've gotten to the point where I walk away and go make a cup of tea during the cutscenes because the plots are so negligible and knowing what's going on makes so little difference to the gameplay. I too wanted to like this game, but I just can't.
This, a thousand times over. I'd actually forgotten he had a family by the time his affair started.
I also totally agree with this comment:
"I never really felt clever in L.A Noire, and feeling clever and solving crimes was the big draw of the game for me. Because L.A Noire wouldn't let me fail, case work became more of a test of patience than my investigative skills."
It's the inverse equivalent of what you should feel like in any sort of 'puzzle' game - the sort of thing that games like Portal, for example, have already nailed. In Portal's case it's achieved through the use of off-the-wall thinking rather than a raising of the stakes, but both methods can work brilliantly. Unfortunately, as you say, LA Noire has no real stakes...
I have to somewhat agree with Elsa's comment about Rockstar's name being on the box as well.
Yep, that sums it up perfectly. As usual, great write-up, Wrench.
I didn't have the patience you did, and gave up after I got promoted from Traffic. I saw my friend play through homicide, and besides the uniform and the amount of dead bodies, nothing had changed.
Cole was still a dick. An uninteresting dick. A completely one dimensional dick. He picked up evidence and shouted at witness with nothing but his own arrogance to back it up. And his back-story was paper thin.
It was boring. You would've thought that with all of Team Bondi's pushing of its employees, they wouldn't have slacked off.
I agree with all your criticisms, and I wish that somebody at Team Bondi had been able to work your suggestions and solutions into the game (because you have to imagine that at least some of folk there recognized the flaws and shortcomings).
Who wrote the screenplay for this thing anyway? Did they not have an editor telling them "Cole is a cock and nobody is going to wait until your last act reveal before tuning out" or "Why are you doing WW2 flashbacks with no context, and showing the player a 'B' plot about some other character, while you leave the protagonist an unlikable cardboard cutout". Even Terrence-fucking-Malick wouldn't get away with stretching this kind of confused shit out for more than 12 hours of a viewer's time.
The shooting was also bad.
Also, quite an oddly similar piece over here, http://www.leveloralife.com/la-noire-retrospect/
I still think Jack Kelso should have been given some cases between Phelps' promotions. Rayomnd Chandler always had the idea of two seperate cases turning out to be two halves of a whole picture, and the idea that Kelso was getting embroiled in insurance scams, with Phelps' getting in deep with the top brass, would have softened the abrupt nature of the last act.
It would have been far better to see Phelps from Kelso's progessive point of view, rather than the flashbacks. Kelso hated Phelps, but it would have been more of a mystery as to why, with our allegiance firmly in Phelps' court, before twisting it and realising that Kelso was on the money.
Instead, the game tells us that Phelps is a dick from the start because Team Bondi were gunning for an Ed Exley (LA Confidential) type of character that doesn't really earn our sympathy when he finally redeems himself.
It's really sad how you can boil this game down to a few missions. My friend and I believe the game should have been around 12 cases, which would cut out 9 from the total game (and that's not even including the DLC).
Still, Homicide was a rather awesome part of the game and I suppose the beginning is required just to learn the controls. Otherwise, I agree completely with you. This game was not worth any of the hype.
@Elsa
Struggle through it. Jack Kelso is too bad-ass not to play.
Elsa - I have the same suspicious as you about the review scores. I don't know if it was the Rockstar branding, the super-hyped lead up to launch, or the fact that for all its flaws L.A Noire tries for something new, but it definitely benefited from inflated review scores.
Stahlbrand - Weird to say but I think "pacing" was the game's number one problem. A lot of my beefs could have been soothed by just getting to the point with the narrative sooner and trimming out all the unnecessary chores they used to pad the playtime. Yet again, I'd rather play a tight and enjoyable 8 hour game than a stretched out and lethargic 20 hour one.
Stevil - Ah man, I take a look at your blog and suddenly mine seems redundant! A "two-lines, no waiting" narrative set-up would have done wonders for the game. A much better solution than the flash-backs and sudden shift in focus in the end-game. I would have also loved to have seen Kelso's sometimes shady private investigator techniques compared and contrasted with Cole's strict by-the-book police work.
Kingsigy - After it became apparent that I wasn't going to beat the game on my own, I took a trip to YouTube and T.V Tropes to spoil it thoroughly, so I know all about Jack Kelso. He is pretty badass, but I'm not sure if he's worth shifting through the rest of the mess to get to him.
The lady at the counter tried to charge me for three rentals.
Because it's on three discs.
Shit like this reminds me why Zod thought Kal-El kept humans as pets. :(
I pretty much just plowed through the game since I was really into detective fiction at the time and found myself enamored with the game, but in hindsight it really could have been much more. I didn't really pay much attention to Phelps as most people did, but whenever I look back now, I think: "Damn, dude really was a dick."
As for the interrogations, I don't know if you've read this but the former Team Bondi head Darren McNamara actually explained why Cole is such a psychopath whenever you choose doubt:
"When we originally wrote the game the questions you asked were coax, force and lie. It was actually force because it was a more aggressive answer. That's the way we recorded it."
Source if you want to check it out:
http://www.joystiq.com/2011/11/10/mcnamara-explains-why-la-noires-cole-seemed-like-a-psycho/
Gamers Ballad: McNamara addressed your complaint directly, saying that it was because the facial animations were so realistic.
Once again, great read.
I absolutely love your idea about the investigations. That's a seriously cool notion that I don't think has been explored... ever? in games. If I had the creative chops, I'd love to be part of making a game that included those kinds of mysteries.
Your blog was great, but I think another equally effective format might have blended the "what's wrong" and "how to fix it" sections together, or at least not delineate them so explicitly.
Thank fucking god someone said it. I hated LA Noire. I mean, it was gorgeous and the facial animations and etc etc but it's like, someone forgot to make the game actually fun to play. Bleh.
@Sir Legendhead
Oh hey, Tennessee. FTW. I'm in Bristol.
Anyway, I really enjoyed it and want to play more cases because I love love LOVE the parts where you piece the puzzles together. The problem is that everything in between gets old fast. Like you said: all the minigames feel really tacked on and poorly implemented. Driving people off the road I liked, though. I found it thrilling, even though it was frustrating that every pole stopped me in my tracks.
The ending of this game, where all the cases in the game come together to a climax, is fantastic...until the final scene. I get it's Noire and so it can't have the happiest ending, but after all the tons of work I did to be rewarded with an ending like that...so lame. And it isn't even what happened to the main characters (trying to not spoil it here) it's who all gets away and the game just is like "Yep. Too bad." After 14 hours or whatever of solving cases that's kind of a kick in the balls.
I loved the concept. I also loved searching the dead bodies. I thought Cole's asshattery during investigations was annoying, but I just pretended I was playing the irritated partners looking in on him. I actually was just like "Cole totally has asburgers. He's a genius, but he's socially inept and can't drive. So I am playing Sherlock, only in the 1940s with an angry guy. We'll take it." It actually made his total douchebaggery kind of hilarious, if not tolerable, and I'd drive bad on purpose to further push my "theory."
The family man thing...completely agree. The affair also seemed totally tacked on with no foreshadowing or build up. That was just straight up poor writing, which is too bad.
I'm considering getting the DLC just because I really loved the cases, but it's a hard sell after that frustrating ending. Also I never got to punch the Vice cop in the face. I really hated that guy.
The only thing that disappointed me about this game was the thick coat of crap-paint that Rockstar applied to the UI
The one thing I want to bring up that struck me as a weird statement was that 'Cole Phelps is a Prick' bit. I can kind of see where people can say that but I think a better way of saying it is that Cole is just intense about his job. You remarked early on that the context of Cole is always him at work and the story twist with his eventual marriage problems is pretty week. I do agree, that part could have been handled better by adding a scene or two of Cole off duty, I think the intended purpose was that Cole doesn't really have a social life outside of his job.
He goes to work, stays at work, spends a small amount of time in the Blue Room Jazz Club and goes home and goes to sleep. He never partakes in any drinks at the job (that we see) and he is almost always strictly business. I would argue that the reason why this story twist happened in the first place is because he had an estranged relationship with his family already. He came back from the war with alot of personal baggage in the form of two VERY serious mistakes that he cannot fix. Cole's upstanding morals were likely to tear him apart because of this. As a result, he wanted to do something, anything to make it better. Hence him joining the law enforcement of L.A.
He's in Law Enforcement because he figures that's his sole shot at redemption. It's the underlying fuel to his entire character. He will do everything to the absolute letter to get it done to the best of his ability. His fall from grace isn't so much the actual relationship with Elsa, further cutscenes show that he apparently has no real shame about what he did, but rather his demotion pretty much prevented him from pursuing leads that would allow him to take on the Suburban Redevelopment Fund.
This is of course, your opinion. I'm sorry that the game isn't what you were quite looking for and I hope that if they tweak the next one in the future (provided there is another one) so that the game can find a wider audience.
HORRIBLE plot devices (Finding a reel of film lying about in an abandoned movie studio that shows all the bad guys sitting around plotting a scam WTF?)
And that it's a detective game that often FORCES you to arrest the wrong suspect. Several times in the game, Phelps busts the wrong perp because the plot DEMANDS that he makes that mistake, even if you as the player can clearly see that the guy is innocent.
This makes Noires "detective" elements completely redundant.
>As a long-time enthusiast of fedoras, hard-nosed detectives, and smokey jazz clubs
Well if you like games about hard-boiled detectives, I strongly suggest getting Nintendo DS, it has many great games in this setting: Hotel Dusk: Room 215, Last Window: The Secret of Cape West (these two are my favourites), Metropolis Crimes, Jake Hunter Detective Story: Memories of the Past, Ace Attorney Series (main character is not not a detective per se but still games's pretty kickass)
"I followed the game's development from the first moody teaser trailer way back in 2006. I stuck with it through the long periods of radio silence in the early development phase, then later through the endless series of featurettes and developer interviews, dripped out to keep interest going during the game's long and troubled production. I was excited to the day I took it home from the store."
You've practically completed the game before you've even played it. Years ago I used to buy magazines and get fed little pieces of information. I still remember reading an exclusive reveal of the characters in Final Fantasy IX.
These days you're bombarded with every scrap of information going, to the point that you have to deliberately be ignorant to save from spoiling the game. Example, Assassin's Creed 3. Everything I look at my RSS feeds there's more details which people have slapped us in the face with. We know the character, setting, game play mechanics and so much more about 6 months before its release.
Sounds like through all the pre-release information you acquired, you ended up putting it on a pedestal so high up that disappointment was the only way you would ever view it.
Shame really, like you say the premise was excellent, just some dumb moves on Team Bondi's part.
Still a great article, but I read it when it was a C-blog.
*Activate hipster glasses*
The most fun I had was running over the "Homes coming soon" signs and when I went back they would be "rebuilt"...then I crash through 'em again.
The "doubt" thing is one of those "semantic" things. Basically, you just have to get past the word itself. I quickly realized that "doubt" didn't actually mean doubt but more like "put pressure" - once I did that I stopped having problems with it.
Cole was definitely a bit of a cold and "calculating" character but that's *his character*. There are all sorts of people in the world, and he happened to be that kind of a person. As a character he was developed very consistently and while he wasn't "likeable" in the traditional sense I found myself understanding him, at least in part, because in a way he kinda did things the way I would've done them.
I do agree though that they should've highlighted his family more. I mean we actually don't see his wife until he cheats on here - that seemed a bit odd.
Finally in regards to the cases and failure. This is was the first game in a long while, maybe ever, where I never reloaded a checkpoint because I wanted to get a "better score", the only times I reloaded the game was when I died. And I had a few 2/3-star case. Throughout the whole thing I just kinda got into it and had a "flow" going and just felt like, if I reloaded it I would somehow break the illusion of watching a great story unfold. I enjoyed the missed clues and messed up interrogations because that's how sometimes it goes. Mind you, I definitely would've loved to see that stuff done better, and your idea about setting the mood before starting the interrogation is awesome.
Anyway, like I said, I think you bring up great points, and the game indeed had its problems, it's just that none of them bothered me enough to prevent me from finishing it and ultimately enjoying it.
After playing about half the game (which took no more than 5 hours), I have to say that I agree with the bulk of this article.
I found myself wanting to play GTA more and more with each passing mission, until finally I shelved LA Noire and dusted off GTA IV. I literally put away a game that I recently bought to play a game I bought years ago. Unreal.
Let's face it: if they want anyone to buy a sequel to this game, they need to make some vast improvements. Wonky controls, boring cinematics, mundane interview mechanics, and a one dimensional main character will not fly the next time around.
Phelps actually is kind of likable -- flawed, but likable -- but you have to spend a lot of time in LA to get to that point.

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