LA Noire Rockstar Pass Review

 

Right off the bat, I have to give Rockstar credit: the Rockstar pass was an excellent way to sell dlc. Upon purchase of the 10 dollar (now 12 dollar) offer, consumers were immediately granted all preorder bonuses that were offered (two cases, two suits, and a bonus collect-a-thon) and two additional cases to be offered at a later date (Nicholson Electroplating and Reefer Madness). Well, the Rockstar Pass has released its entire repertoire, so how well did it hold up? Pretty well as it turns out, and this review will detail each of the cases.

A Slip of the Tongue is set in the traffic desk, and as such is a pretty simple case to accomplish. Players are tasked with tracking down how a stolen car was sold, which is actually more interesting then it sounds. It’s pretty standard fare, but ultimately it performs pretty well.

The Naked City takes place in Vice, and as such is also much more interesting. Players must investigate a death of a young woman, whose death by overdose was made to appear as a drowning. It’s an enjoyably complicated case, and it pays off in a really enjoyable finale. In addition, the major arc is hinted at with some revealing conversations with Roy, and all of your old detective partners appear as well. This is definitely one of the strongest cases in the package.

The first case released after the release of the Rockstar Pass was Nicholson Electroplating, and boy does it start off with a bang! In all seriousness, this case (taking place immediately preceding the final case) has the players tasked with investigating an explosion at, you guessed it, Nicholson Electroplating. I must take a moment to applaud the really gorgeously made aftermath of the explosion, as it simply looks grand. This case is easily the most large-scale of the dlc cases, and is as good as any of the cases from the main game. The case culminates in a really nice way, and has a cool twist to boot. Probably my favorite case in the whole pass, so I would pick this one up at the very least.

Alas, the Rockstar Pass ends not in a bang, but with a whimper with Reefer Madness. Set during the Vice desk, Reefer Madness has players tasked with taken down a Reefer ring of course. Reefer Madness just doesn’t have that interesting hook that other cases have, as I easily predicted all but the very end of the case. It works in the end because it’s LA Noire, but overall this case is definitely the weakest of the bunch. (Check out the original review of this case here: http://errornotfound.wordpress.com/2011/07/12/l-a-noire-reefer-madness-review/)

The Good: The cases are all very solid aside from Reefer Madness, the extra suits and side activity don’t hurt, a lot of easy achievements are available

The Bad: Reefer Madness is pretty weak, the lack of an inclusion of a new desk seems like a missed opportunity

The Ugly: Nothing

Score: 8.25/10

A Second Opinion on L.A. Noire (PS3)

Check out the main review here.

Cole Phelps: Inquisitive Investigator

Part detective game and part open world epic, L.A. Noire is a game with few peers. Unlike most Rockstar games, it’s story-driven and, despite being in an open world, doesn’t give the player a lot to do. To some, this may seem like a disappointment, but I’m glad it was kept this way. I liked the ambiance of just feeling like I’m a police officer in 1940′s Los Angeles. The city has been beautifully recreated and serves as a backdrop for the ensuing story; it doesn’t need much more than that. In fact, I believe that L.A. Noire makes an interesting case for a new use of open worlds: not one where the player is constantly running around doing random little things while delaying the story, but one where the open world serves as a way to set the mood and feel of the game so the story has that much more impact.

In Noire, the story and gameplay are tied at the most basic of levels. Players are given a case to investigate, they comb over the scene of the crime looking for clues and interrogating witnesses, while trying to find the truth of what really happened. Slowly, some of the cases come together to form an overarching theme that delivers a satisfying ending when everything’s said and done. Helping this is the remarkable facial technology that Team Bondi developed, and simply amazing audio features. Everything from the voice acting (special praise going out to Keith Szarabajka as Herschel Biggs) to the score is among the best in the medium.

There are a few downsides. I personally experienced many gameplay bugs (like NPC’s trapping me in a corner, forcing me to restart) and game crashes that give the feeling that another month or two of polish was needed. I also thought the driving in the game was pretty touchy and becomes a bit of a pain during high-speed chases. Interrogating witnesses felt rigid, due to the fact that the commands ‘doubt’ and ‘lie’ are essentially the same command, except with doubt, there’s no evidence involved. That aside though, the game is among the best of the year and certainly worth the long wait. In short, go buy L.A. Noire. Now.

Score: 8.75/10

This is a condensed version of a much longer and detailed review originally published by me, here.

LA Noire Review: A Flawed Masterpiece

I think this should be brought up first and foremost: LA Noire is not GTA. Aside from a few collectibles and side missions, LA Noire is concentrated on its dark, emotional story that dives into the seedy world of 1947′s LA. Fortunately, Team Bondi pulls this off beautifully. LA Noire has problems, but at the end of the day it delivers what I want: Smart gameplay bolstered by an excellent rendition of LA in 1947, along with an intriguing story with engrossing characters.

You play as Cole Phelps, who starts off as a beat cop and gradually advances through the desks of traffic, homicide, vice, and arson as a detective. Cole Phelps is a good man when it comes down to it, but he also constantly acts out of selfish ambition and sometimes does things without thinking of the consequences: excellent traits for a noire protagonist. The story starts out innocently enough: Cole investigates crimes while occasionally experiencing flashbacks to his time fighting the Japanese in WWII, but the last third of the game pulls the story together really well. Half the reason the story works so well is due to the excellent characters and performances. This is only helped by the groundbreaking facial animations. This will sound cliché, but I honestly forgot I was playing a game a few times due to the realism. The city of LA itself also impresses; not only is it gorgeous, but the authenticity of the clothing, locations, and dialogue was stunning.

Investigations normally consist of examining locations and interrogating people. Examining locations essentially has you walking around in order to find clues to your case, whether it be a popcorn cup or a bloody knife. Many of the objects are useless though, but you  learn to develop a keen eye during investigations. Interrogations involve asking a person a question, and then choosing whether to say that their response is truthful, doubtful, or they’re flat out lying. The interrogations are where the facial animations really shine, as they are normally the basis of how you select an answer. My issue with interrogations is that they can really penalize you for just judging one question incorrectly, thereby shutting off any information you could have gleamed from him/her. In order to help you, the game allows you to use intuition points (which can be obtained by leveling up) to unveil all clues in a crime scene or remove a possible incorrect response from an interrogation.

The game is also accompanied by an excellently blended score of jazz and somber instrumental pieces. Sound effects are spot on, and the voice acting is some of the greatest I’ve ever heard. I’m not kidding; everyone from a railroad worker to an important land developer all sound perfectly cast.

LA Noire does have a few issues. For example, the adequacy of your performance in a case does not tie over into other cases. This means that even if you screwed up a case royally, the next case will start as if you’ve done perfectly fine. This can be jarring at times, and messes up the flow of the story. The game also errs in retaining the GTA IV style of movement, where Cole has to walk in a circle to get unstuck from a wall, which can get extremely annoying in shootouts.

But despite these small gripes, I love LA Noire. I love its gorgeous locales, interesting characters, amazing score, and unique gameplay. This is one game I remember for a while, and I highly recommend you play it.

The Good: Great Story, Great Characters, Great voice acting, Great Score, Fun shootouts, Fun Investigations

The Bad: Sometimes jarring transitions between cases, Interrogations penalize you too heavily

The Ugly: Rockstar, I shouldn’t have to run in a half circle to turn around

Score: 9.25/10

Final Comments: Although it occasionally frustrates, I found LA Noire to be an unprecedented success on the whole. A must play for fans of story driven games.

Disclaimer

Error! Not Found has many articles of opinion. Every editor has different tastes and beliefs, and one point of view does not necessarily reflect the group as a whole.

(c) Evan Tognotti, Editor-In-Chief. 2011

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