Initially, the game is impressive. The presentation is easily the game’s greatest asset, providing an authentic depiction of 1940s era Los Angeles, from the cars driven to the clothing worn to the music and radio programs, everything here is faithfully reproduced to give the game a very classic film noir style feel. Careful attention to detail was placed on the graphics from bottles and cigarette butts tossed on the ground to postcards and letters. Objects of interest can be picked up and examined or zoomed in for further inspection. Thanks to MotionScan technology the faces of the actors are able to provide a fantastic level of detail and allow their performances to shine in ways it otherwise couldn’t have. This game boasts some of the best voice work in a videogame to date and really makes each character come alive in the scenes.


Had the game been given more focus and attention to the things that did matter (case solving detective work) and less time on the stuff that didn’t (boring extracurricular activities that only trophy and achievement hunters would care about) the game would be a lot better off. The worst part is that this aspect of the title isn’t even needed. A grand recreation of Los Angeles means little if there’s hardly anything to do in it. The most interesting things are random dispatch calls the player can respond to which usually result in having to gun down a random group of thugs. Unfortunate that despite playing as a lawman, the player is given no opportunity to subdue a criminal instead of outright gunning them down. Interesting that the ability to take someone in alive is present in Red Dead Redemption, but not here. Unlike that of Heavy Rain, which is what this game should have been, half of the focus is diverted to this frivolity and not enough on the things that do matter. Things like branching or multiple story paths that affect the outcome of the game’s ultimate conclusion. No, L.A. Noire sees fit to cover up the same basic mission based formula present in Grand Theft Auto and Red Dead Redemption, only this game uses hand holding clue finding and poorly designed Truth or Dare games with suspect questioning to do it.

And that’s truly the saddest aspect of L.A. Noire. The game’s essential selling point, the clue finding and general detective work is stiflingly linear. All cases generally progress the same: travel to location, find a clue, question suspects and witnesses. Yes, this is how police work is generally done, it’s the sheer hand holding way in which the game achieves this concept that makes it so dull. The game almost never offers a choice between areas to investigate; even when it does, traveling to one location before another has no bearing on the ultimate resolution of the case. Half of the “clues” the player finds are worthless and don’t help in the slightest with interrogations and the rigid plot remains unchanged even in the rare event when the player is given a choice of which suspect to convict. The captain in the next scene speaks of how great of a detective Cole Phelps is, even if he did chew him out for a wrongful conviction the scene prior.

"Uh.....nothing, but I found 14 landmarks and got into 10 random cars today so you better spill the beans, pal!"