I wanted to jot down some impressions after having spent some serious time with the game yesterday.
Visually, the game is generally stunning. Graphical fidelity is sometimes compromised by the occasional errant low-res texture or the awkward geometrical hair style but these instances are rare and most of the time the game is simply gorgeous, with a hefty dose of minutia supplemented with a fantastic and moody lighting engine. The vibrancy of post-WWII Los Angeles, infused and contrasted with a lingering art deco residual from the 1930's, is fully realized and lends authenticity to the noir thematic. The biggest knock against the game graphically is the lack of Euphoria, a middleware engine that has greatly benefitted other Rockstar endeavors in terms of animation and I personally miss it here.
The face capturing technology is every bit the game-changer it has been touted. Simply put, what Team Bondi has done with motion capture and facial animation entirely eclipses all other efforts to this point, including exceptional examples such as Uncharted, Heavenly Sword, and Heavy Rain. While not perfect, the myriad of facial expressions and the sheer nuance and subtle variations have been captured and translated in such a way as to come that much closer to overcoming the problem of the uncanny valley. Actually, in many instances, I found the facial work so compelling as to approach true photo-realism. This tech is not only superior to anything else seen within gaming but it actually surpasses much of the facial work being done at major FX companies. It's that good.
The voice work, supplemented by facial animation that conveys genuine performances, is the best seen in a game. The slew of actors, both known and unknown, are utilized from a sizeable roster and generally the dialogue and cut scenes are delivered with a quality usually reserved for filmic endeavors. The only awkwardness in dialogue arises from the necessarily utilized idiomatic language of the era, which occasionally comes off as a bit stiff or corny. Ironically, it is precisely this idiomatic language that lends the dialogue an authentic noir flavor even while sometimes sounding a bit linguistically unusual to our modern ears.
The investigation mechanics, while technically simple, are in my own assessment more adequately described as streamlined. Investigation is handled by walking among the crime scene and examining bits of evidence, though even this is done in such a way as to provide a tactile and intimate relationship with these objects. The engine facilitates close inspection and even allows you to roll and adjust your angle to fully assess the item. Even more striking is the ability to closely observe the body of a victim, not only rummaging through their pockets but gently turning their battered, lifeless head from side to side or picking up a limp arm to consider a suspicious bruise or cut. This fosters within the gamer a compelling sense of empathy for the virtual victim and offers a somber and meditative consideration on the subject of death, a topic so often ignored by this particular medium.
The interrogation gameplay, while again seemingly simplistic, is actually quite detailed and requires a much different approach to mastering when compared to the twitchy and reflexive based requirements of most games. The need to rapidly progress and the compulsion to choose the correct response to a witness or suspect's statement can actually work against you and instead success often comes from being patient and taking the time to fully observe and understand the tells and ticks of the character you are talking to. The brilliance of this is that the facial animation facilitates the ability to read – in detail - the manner in which a person is speaking to you along with how they respond when they are finished. As you flip through your notebook (seamlessly integrated and cleverly realized) you can opt to glance at the person as they sit watching you. Often, in this fleeting moment, you will see their gaze shift or observe a smirk flee as they notice your renewed attention. As they speak, you may hear a stutter here or a hesitation there, a dozen facial and verbal clues at every turn that potentially indicate the truth quotient of their statements. While many have aptly compared the mechanics of interrogation to a game like Phoenix Wright, what must be understood is that the simple mechanics are merely a small part of a much larger construct where watching and listening intently and with deductive intent is the game. As gamers we are so used to watching scenes of dialog as passive observers, waiting for the action to commence, that being placed within a gaming situation where watching and listening now becomes the impetus is a stark contrast to the typical gaming paradigm. LA Noir very much changes the way we can play a game and that alone is something exceptional.
The driving is loose and arcade-like, which suits the stylized feel of the game. Driving becomes something almost entirely optional after the tutorial cases conclude and the occasional chase and tail-the-perp sequences, while perhaps obligatory, are brief and handled competently. The shooting mechanics are also quite solid and despite the fact that this game doesn't run on the RAGE engine, it plays markedly similar to GTA and RDR, with a serviceable cover system and solid gunplay mechanics, including some serious heft when shots are fired. At one point during a shootout I picked up a Tommy gun and, because I didn't fire in controlled bursts, the weapon kicked and went a bit wild in my hands until I steadied myself. Other gameplay elements, such as on-foot pursuits, are handled simply and can be skipped altogether in the options menu. In terms of action, what is present is quite good (better than anything Team Bondi delivered with the Getaway franchise) but understand, the action serves only to supplement and punctuate the narrative and investigations. Those who want a 1945 GTA experience be warned: this is not that game.
LA Noire is every bit the innovative title promised, even if some aspects are not entirely flawless. Frankly, I don't expect such a radically divergent experiment in gaming to be perfect but what is present, based on my experience thus far, has been overwhelmingly impressive. I expect this game will garner plenty of detractors as time progresses and already we've seen a handful of pissy reviews from ignorant critics unable to recognize true innovation but in the grander scheme of time I think LA Noir might be one of those true milestones: a moment when the rigid and sometimes unimaginative paradigms of gaming received a swift kick in the ass while simultaneously proving just how much further untapped potential this medium truly holds.
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