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cover-L.A. Noire

Monday, July 22, 2024 4:37:20 AM

L.A. Noire Review (carrot.crisis)

I could write so much about this game, but I'm too frustrated. Overall, I would say this game is very worthwhile, but it seems to have an existential crisis as to whether it's a simulation or "video game."
Maybe I'll update with more details, but, in short, it's really hard to know how to make a decision. Sometimes, you have to think of it like you really are a detective and you're making a "simulation" choice. Sometimes, treating it like a game and using game logic works.
(updating to expand) There is an early mission where you are supposed to rush to an apartment to help protect a witness from some thugs. When on cases, the game will sometimes give you a dispatch mission over the radio, usually one per major case. On your way to the apartment is when you get the dispatch call for this case. If you use roleplaying/simulation logic, you would think to just ignore the dispatch call, because a beat cop could just respond to that and you have more important things to concern yourself with. However, game logic contradicts this, as one of the secondary goals is to do the dispatch missions. If you don't do the dispatch mission, you don't check that one off the list and have to replay the mission for another chance. One might think that, since this is a video game, it might be like Skyrim or something where people say they're in a rush, but will wait in one spot until the player triggers an event. But, that's not the case, you miss the thugs if you take too long and that means that you miss story content, which you would then have to replay to see. If you don't get to the apartment in time, the score card at the end of the mission rubs that fact in your nose saying something to the effect of, "If you had gotten to the apartment sooner, you could have given those goons what-for."
Or you could be like me and use game logic to go to the dispatch, but then change your mind and use roleplay logic and go tot he apartment, only to be too late and miss BOTH sets of content... ugh...
So, the game punishes you in some way, no matter which decision you make, by removing content, rather than rewarding the player by adding content in some way.
This is frustrating when you make the wrong decision because the way the save system punishes you is to deny you story content, but then rub that fact in your face. Without any way to replay sections of cases, you're almost forced to restart an entire case to see missed content or change a decision. If you screw up before completing the case, you can quit and load the autosave, but it's still tedious, and you can't backtrack to earlier decisions.
Sometimes interrogations don't make sense as to which choice is the right one. There was one particular instance where, when asking a suspect about potential other suspects and their motives, he said the victim was well-liked by everyone. His facial expression was much more in-line with how characters usually look when telling the truth and I had no evidence to suggest she was disliked. However, the right choice was "Lie" and the evidence as rope on the suspects boat that matched rope that had been used to kill the victim. We were talking about motive. It really seems like the rope was meant for another point.
It's still fun, but halfway through, I'm just starting over, because I buggered a case and I just don't want to restart it, again... and need to pad out my disdain. Plus, I want to make some alternate decisions. Restarting is a common theme, though.
I would suggest you don't hesitate to use intuition points, take your time, read all the evidence, ask your partner for help, and when really stumped, don't hesitate to just glance at a guide. It hurts the payoff to "cheat," but the punishment just isn't worth the risk of failure.