Nearly every critic, however, is effusive in praising this aspect of L.A. Because your success in the interrogation phases of the game depends in part on being able to read body language and facial expressions, the graphics could make or break the game. The motion capture and facial animations are without peer. (This approach, in fact, adds to the story mode's replayability.) IGN calls the interrogation scenes "captivating," while the Telegraph writes that "It's deeply impressive stuff, and quite unlike any other conversation system we have seen." Critics appreciate how, despite the fact that there is only one "right" answer to every decision you must make, making the wrong call isn't a dealbreaker, but merely forces you to find the same information another way.
Most critics generally enjoyed these aspects of gameplay - especially since success depends on your own powers of intuition, as it would in real life - with just a few minor quibbles (for example, many reviewers feel the early cases are far too easy).
Though there is some gunplay and driving, the bulk of the gameplay is split - usually 50-50 - between clue gathering and interrogating suspects and witnesses. The investigation/interrogation gameplay is well structured. Several critics feel that the storyline - along with the atmosphere and setting - outshine the actual gameplay, and are worth the price of admission alone. The subject matter can get very dark and violent - as it does in many noir films - and Rockstar is drawing praise for playing it straight, rather than incorporating humor or less realistic elements as it does in its other titles. Critics had a great deal of praise for the storylines and characters Gamepro, for example, calls the plot "engrossing" and "a strong and satisfying narrative," while Giant Bomb says, "The writing is among the best in the business." Despite the fact that it could be so easy for the game to fall into film noir cliches, the game impressively avoids doing just that, according to many reviewers. The storyline is memorable and realistic.
GameSpot says that this attention to detail runs throughout the game, down to the interiors and individual clues, which is what makes your detective work so "compelling" and "absorbing." Many other reviewers love the game's "cinematic" atmosphere and style, which are a big reason why it is so successful. Reviewers have been wowed by the amount of research that went into re-creating post-war Los Angeles, and those efforts are clearly visible in the incredible level of detail and accuracy present throughout the game's environment. The setting is incredibly detailed and authentic. Noire "feels like the first truly complete detective sim we've ever played." Though it has a similarly rich and detailed open world, Noire is also different from past Rockstar games like GTA in that the core of the game centers on the detective work, rather than merely driving around town. Unlike most titles released these days, the game requires much more thinking than dexterity. It's a slow-paced, meditative experience," writes IGN, and that echoes the impression that many other reviewers have of this new title: it's new, innovative, and different.
Here are the most commonly occurring uncommon words found in the full text of the reviews published so far for L.A. So what exactly did critics like and dislike about this major new release? Let's find out. With Metascores hovering around 90 as we write this, the game will likely finish the year among the highest-scoring releases of 2011 for both platforms, though not quite at GTA IV or Red Dead Redemption levels (which were 98 and 95, respectively).
Noire invites players to take on the role of rookie LAPD detective Cole Phelps and assist him in solving a series of crimes that occur throughout a detailed re-creation of 1947 Los Angeles.
Noire (for PS3 and Xbox 360), the newest title from Grand Theft Auto and Red Dead Redemption creators Rockstar Games (in conjunction with Australian studio Team Bondi).Ī rare entry in the genre we like to call Not-A-First-Person-Shooter-and-Not-A-Sequel (or NAFPSNAS for short), L.A. That is precisely the concept behind L.A. Imagine a videogame set inside a Raymond Chandler novel, or the post-war Los Angeles depicted in classic film noirs from Double Indemnity to L.A.