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  • Quick Thoughts: L.A. Noire

    In which I try to express my misgivings about L.A. Noire at 2AM. I tried to like this game, I really did.

    3 Comments

    • Sydney

      February 1, 2012 at 4:27 AM

      I wish you’d talk like this in your regular videos. When you read a script, you tend to use the same inflection on every sentence - the “professor reaching a point” intonation - no matter what you’re saying. This is much better-sounding.

    • Lee

      June 17, 2014 at 5:53 PM

      When it comes to the narrative part, it does sound like you haven’t finished the game. You mentioned 4 hours at the beginning , right? While I can understand the frustration early on, the sort of contextualization for the mechanics does kick in full gear later on. It this a game filled with moral ambiguity, a three-dimensional protagonist, race-related issues, cinemotography, and more that would classify it as film noir. I don’t like saying “that’s not even an argument” but in this case…I mean…
      Even the contrasted lighting issue is muted by its black/white filter.

      I can understand the interogation complaint, but only to a certain point. Instead of the ‘Doubt’ being the more information button for Phoenix Wright, ‘Truth’ acts as that. This change encourages a closer examination of the evidence you have and THEN pursuing ‘Doubt.’ The designer is able to divine more with this system than you’re letting on.

      Anyways, interesting commentary.

    • tape

      July 4, 2014 at 8:57 AM

      I just finished the game and had the feeling that it would be exactly the game featured in errant signal. I kind of like it but at the same time disliked it for exactly the same reasons. Although the storyline gets a bit more interesting towards the end. But even then more in a caricarture of a filme noire than what the same plot would have looked in a real filme noire.
      And the open world did not seem too open - there are no consequences from what one does and there are no different ways to solve plot elements. It would have been so cool to decide to solve a robbery by being able to drive the car into the bank and jump out shooting, or to sneak into a back entrance, taking out the boss. Or maybe even using the dialogue system to cut some kind of deal to make them give up or allow them to leave or whatever.
      It is sad to see that amazing level of detail - the houses, the different cars, the way the environment tells the story of its inhabitants - wasted on a game which does not utilize any of that.

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    • Post Date 22 May 2011
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