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L.A. Noire Review

Publisher: Rockstar Games
Developer: Team Bondi
Consoles: Xbox 360 (reviewed), PS3
Release: 17 May 2011 (US), 19 May 2011 (AUS)
Price: Fishpond Australia ($67.97), Amazon US ($59.99), Amazon UK (£37.99)

Overview

Often when an upcoming release title is hyped up to ridiculous proportions, it’s difficult for the game to live up to its expectations (take Homefront, which seemed certain to score 9’s and 10’s in the gaming community but fell short of its target by only scoring 6’s and 7’s). However, sometimes the companies get it right and the game is everything it promised to be.

It’s no secret: L.A. Noire has been my most talked about game for 2011 and ranks on my “most anticipated” list. When Rockstar Games first announced the title, I had high expectations for the game. Combine it with the character dossiers, a nomination for Tribeca, and impressive gameplay trailers released prior to its street date, and it seems the game just could not fail. From its MotionScan technology to its mult-layered storyline, L.A. Noire ensures a fresh and innovative gameplay experience which is sure to keep any player on their toes.

Storyline

Based in 1940s Los Angeles, L.A. Noire sees players assume the role of Cole Phelps, a WWII veteran and hero who has returned to Los Angeles to join the police force. Phelps begins his career in the LAPD as a patrolman, and quickly moves up the ranks to the other desks: traffic, homicide, vice, and arson. As he moves through the ranks, he uncovers the truth about Los Angeles: actresses that will stop at nothing for fame, men and women who have affairs and conspire to kill off the husband, and people in power who will do anything to hold on to it. The cases are often based on actual crimes from the era, including the Red Lipstick Murder which takes elements from the real life case, which adds to both the authenticity of the game and the corrupt tale of L.A.

A world where corruption exists on every corner.

While there are set cases to solve which paint a smaller picture of a post-war Los Angeles, there is also an overarching crime which is ever-present in the game through newspaper clippings. The game also features flashbacks to Phelps’ days in the war and uncovers the reason he came back to join the LAPD.

I have to say that, prior to playing the game, the constant solving of cases seemed repetitive to me and I was worried I would get bored of it. However, the flashbacks to Phelps’ time in WWII and the newspaper clippings ensure that the entire game is cohesively strewn together. Each individual case also houses its own storyline, and it was surprising to see how unpredictable the cases were. I have a habit of being able to guess what happens in games far sooner than it actually happens, but in L.A. Noire each case had so many different twists and turns that I eventually stopped trying to guess and just used my evidence to make a judgment.

And on that note of evidence, judgments, and solving cases: the cases aren’t the only thing that makes the game’s storyline as great as it is. Cole Phelps is the greatest example of a true cop. If you looked up “justice” in the L.A. Noire dictionary, his name would be the first definition there: he’s the pursuer and upholder of the law, and the antithesis of everything else in a corrupt Los Angeles. While his partners may believe it’s time to give up on a case, Phelps refuses and it’s really because of him that the game is that much more enjoyable: after all, sometimes it’s fun to play the unwavering good guy.

Graphics

L.A. Noire’s graphics are a delight to look at – to put it simply, I felt as though I was in a noir like Double Indemnity. With the MotionScan technology, and the faithful rendition of 1940’s Los Angeles, Rockstar and Team Bondi have really created a visually stunning game. It’s fun to solve the cases, but sometimes what can be more entertaining is cruising around the city Grand Theft Auto style and checking out what’s what.

The resemblance is uncanny.

From the very beginning of the game, I was impressed with the visuals. The main menu, the pause menu, Phelps’ notebook, and even the conversation log exude the very essence of both noir as a film genre and the time period the game is set in. The world of L.A.Noire is sharp and vivid, and there aren’t any moments where the images look pixelated or blurry – in fact, it’s the essence of an open world game where every place and everything can be examined and explored (unless there’s a fence blocking the way!). The chase scenes are great: I was chasing a guy around on a movie set for one case, and I actually stopped chasing to look at how great the setting was…needless to say, I failed the case because my suspect ran away.

However, it’s the attention to detail which really gives L.A. Noire that authentic feel. Every nook and cranny has had thought put into it: the writing on the blackboard at the LAPD is all legible, the houses have household items all clearly laid around the place, and of course, the characters move and look like their real life counterparts. With MotionScan and questioning/interrogation, every little move is so evident and L.A. Noire really makes the most of this: when looking for signs that a person is lying, it’s not always crystal clear. Even the most subtle swallowing or glance downwards can indicate so much about what the suspect or witness is saying, and every motion the character makes is so similar to a person’s in real life that sometimes it’s hard to remember this is just a game and not actually Los Angeles.

Audio: SFX and Soundtrack

I was fortunate enough to receive the Verve Remixed album with my copy, which was a real treat because the soundtrack is just filled with those jazz beats that everyone loves. L.A. Noire’s soundtrack features a number of unique songs as well as iconic songs from the era (think Ella Fitzgerald and Billie Holiday) and really sets itself apart from other game soundtracks in that respect. Whoever believes a game should only feature hard rock or poppy beats needs to pick up L.A. Noire because the sultry jazz fits the game like a key fits into a lock. The graphics are great at recreating the look of Los Angeles, but what really recreates the feel is the soundtrack. Take the moment when Phelps walks into a jazz bar: I could have sworn I could see the man at the piano, playing away to the song request of a patron. While it’s not as award-worthy as a game like Dead Space 2’s soundtrack, L.A. Noire’s soundtrack most certainly does establish the tone of the game and helps create a brilliant atmosphere.

The audio is as sultry as Candy Edwards.

The audio is integrated into the game not only as a soundtrack, but as a hint to the environment around Phelps. When searching for clues, the music is a great indicator of where things are – kind of like a musical “hot” or “cold” – and the music fades out once all the clues in a certain room have been found. This music is often eerie and adds to the suspense of a creepy case; however it’s also useful as an indicator of whether or not Phelps asked the right question during interrogation. When Phelps correctly guesses whether a person was telling the truth, lying, or to doubt the witness or suspect, there will be an approving tune from the soundtrack; if Phelps is wrong, an ominous sound will play.

Gameplay

The easiest way for me to describe the gameplay is to say this: imagine L.A. Noire as Grand Theft Auto meets Phoenix Wright. It’s got that open world element to it where any car can be taken, any road can be driven on, and people make comments if you run into them or steer your car off the sidewalk; meanwhile the detective side of the game is akin to Wright’s investigation of crime scenes and interrogation of witnesses on the stand (minus the “Objection!”, of course).

In L.A. Noire, the style of gameplay is simple to describe: there’s a case, you investigate the crime scene, drive around to different locations to collect evidence and question witnesses and suspects, and help maintain justice within the city. Sometimes witnesses or suspects will run and it’s up to Phelps to catch them and beat them up; other times people will shoot and Phelps has to protect himself and his witness. However, despite the gameplay being simple to describe, there’s a lot of time and energy that is required for playing L.A. Noire which gives it a totally new experience.

The navigation most definitely has Rockstar’s imprint on it.

Investigation of the crime scene and of various other locations tied into the case, and involves Phelps examining the body (if there is one) and the surrounding area to search for clues. Phelps can pick up objects and – by rotating the left analog stick – examine them closely to judge their relevance to the case. Not everything you find is going to be relevant, but nevertheless it’s great to pick up a bottle of beer and look at the detailed label on it just for fun. Phelps can also look in the victim’s pockets, examine their neck or head for signs of foul play, and speak to the coroner for any extra information involved with the case. Occasionally, some clues will even involve doing a small puzzle, which adds a fun little element to what can otherwise be a very serious game.

From here on, gameplay involves collecting evidence and talking to witnesses and suspects, and building up your knowledge of the case in Phelps’ notebook. The notebook contains Persons of Interest, clues, and locations which all contribute to the solving of the case. Additionally, there are “Intuition Points” which Phelps can use as a hint for clues in the vicinity or when players aren’t sure whether the POI is telling the truth, lying, or to be doubtful. Intuition points are earned through asking the correct questions in the game, and are a real help when you’re stuck in a tight spot.

When interrogating people, I’m going to give you one hint which will make everything easier: unless you have evidence, don’t press the “lying” button! I’ve dropped down the rating in some of my cases because I knew they were lying but didn’t have anything to back it up. While the interrogations are fun though, the chasing and shooting parts of L.A. Noire are my favourite because they add a certain degree of balance to an otherwise slow-paced game. When suspects run, Phelps chases them until they give up – alternatively, some suspects can be very uncooperative and require a bit of a brawl to set them straight. There are also shooter phases where a suspect could take a person as their hostage and Phelps has to get them down before they kill the hostage. Needless to say, while L.A. Noire definitely has many question-and-answer moments, these action-packed sequences reignite the game for those who need a bit of guns to make gameplay complete.

Doubtful…definitely doubtful.

The only thing which annoyed me slightly in L.A. Noire was how repetitive the cases could become at times, as I mentioned earlier. Rockstar certainly did a great job of minimising repetitiveness and balancing out the game with chase scenes, puzzles, and shooting, but going through the game case by case by case can become formulaic at times. Thank goodness the cases are all different enough and intriguing enough to take away from the sometimes formulaic moments, and overall I found that as I got further into the game, I stopped caring about repetition and started focusing on suspects.

Final Comments

L.A. Noire provides gamers with a new experience which is sure to intrigue even the most genre-specific players. After months and months of reading news about the game, talking about it and watching trailers, I have to say L.A. Noire lived up to every one of my expectations. However, from a stellar combination such as Rockstar and Team Bondi, I wouldn’t expect any more. This title is innovative, fun, and a challenge to the traditional genre games in the industry…and for me, that’s a winner. Case closed: I love this game.

I give L.A. Noire

9-5-capsules-out-of-10

Dynasty Warriors Gundam 3 screenshots show off some combat

Although there hasn’t been a lot of information released about the title, there sure have been a lot of screenshots released for Dynasty Warriors Gundam 3. In this batch we see a whole bunch of combat shown off between the various types of Gundams that players will be able to control as well as a few of the characters performing what I can only guess is their special moves, or beginning of a fight of some sort.

Who will be picking this title up when it releases on July 1st for the PlayStation 3 and Xbox 360? Being the third iteration of the Dynasty Warriors Gundam series, the developers have most likely been able to create an experience that all fans should enjoy, both those who enjoy the Gundam series and those who enjoy the Dynasty Warriors series. of course with both Namco Bandai and Tecmo Koei teamed up for this one, it better be. Check out all of the screenshots below.

[nggallery id=272]

BurgerTime World Tour’s E3 Trailer looks Delicious..

MonkeyPaw Games have been quite busy as of late, preparing for the release of BurgerTime World Tour, previously known as BurgerTime HD which will make it’s way to the XBLA, PSN, and WiiWare later this year. The re-imagining of the age old classic puts Peter Pepper in a circular, 3D world in which players must dodge obstacles and quickly stack up burgers.

In a new “E3 trailer” released today, we get a fantastic glimpse into the game as everything appears to be fast-paced and addicting and you can easily spot several new power-ups with the meaty enemies roaming about. Multi-player is also shown off a bit in which four players can go head to head to gain the crown of top chef. Out of all the gameplay that is shown though, the remixed track used in the clip brings back a lot of good memories from the classic version for myself and thankfully, the original formula looks to run through the veins of World Tour. Hopefully, a release date for BurgerTime World Tour will come forth at this years E3, but for now you can watch the hunger-inducing trailer below.

Hunted: The Demon’s Forge takes a look around sound’s dark corners

Did you ever wonder how some games get their sound effects to sound so scary or so real to life? Well in some cases they may use some pre-recorded stock sounds but that won’t be the case in Hunted: The Demon’s Forge. Instead that creepy sound you may be hearing could be something as simple as random household items being run together. Or a concoction of different liquid items all mixed into one to make it sound like you are stabbing into flesh.

inXile has spent a lot of time developing the sounds of Hunted: The Demon’s Forge and you can watch the following trailer to find out just how they came up with some of their ideas. Also detailed is the way that the team has implemented puzzles into their game, by making them meld into gameplay without it being to jarring. From the sounds of it some of these puzzles won’t be as easy as some may hope. We’ll be seeing much more of Hunted: The Demon’s Forge next month when it is released on the PC, Xbox 360 and PlayStation 3.

Resident Evil: Revelations Demo to be “very short”..

Resident Evil: The Mercenaries 3D is looking like an awesome addition to the franchise with it’s own merits, but one thing many have been looking forward to is the demo for 2012’s “Resident Evil: Revelations” which will be packaged with the title. In a new interview with Official Nintendo Magazine, Resident Evil producer Masachika Kawata detailed the experience players can expect to see for the demo itself.

“We have included a very short Revelations demo so you can get the feel of it,” said Kawata. “The playable character will be Jill Valentine and the game takes place inside a cruise ship liner so she goes into the boat which is like a very eerie type of Resident Evil universe.”

He added: “There isn’t much of a storyline – it’s a very short demo – but you will get a feeling of what Resident Evil Revelations will be like.”

I did expect a little more from the demo honestly as Capcom have been heavily promoting it as of late, but even though it doesn’t outline a plot, hopefully the atmosphere will give us a true taste of what is to come in true RE style. During the interview, Kawata also mentioned that the script is also now complete for Revelations, and that Capcom “are full-on developing the game”.

Supremacy MMA delayed until September 20th

Fans hoping to get a taste of a new MMA experience are going to have to wait a little longer because the only MMA game releasing this year, Supremecy MMA by Kung Fu Factory and 505 Games has suffered a delay. Originally the game was set for a mid June release but now it has been delayed until September 20th for unknown reasons. The game itself will take the MMA experience to new heights unlike what we have seen in the past from previous titles.

505 President Ian Howe said that “Supremacy MMA is an extremely important new IP for 505 Games and represents another level of depth to our growing roster of games. With that in mind, we believe the tremendous value of the title combined with the overwhelmingly positive response we’ve had from consumers and writers during early gameplay sneak peeks, tells us this title deserves to launch in the thick of the fall buying season.”

From what I’ve seen so far on the title it will definitely be something interesting and it will also be the first MMA title to include actual female fighters. The whole roster has yet to be revealed however and we will know more as time goes by, but all MMA fans should mark on their calender that September 20th Supremacy MMA will be released for the Xbox 360 and PlayStation 3.

Gears of War 3 campaign teased in trailer

Today we were given a very brief look at what Gears of War 3’s campaign may be about. Of course this brief look was so short that all we saw was the characters standing around a fuzzy monitor that shows a brief image of Marcus Fenix’s father. You can catch the video itself below.

Also revealed in the video is that the full story trailer will be shown on May 28th during the Champions League Final Match at roughly 9:45 PM GMT around the world. Also it will be shown during Game 6 of the NBA Playoffs on TNT in the United States. I believe that I will take a look at the basketball game and be rooting for the Chicago Bulls all the way.

Goldeneye 007 Coming to Japan…

The Wii has never been known for shooters, but in my opinion the best on the console has to be 2010’s re-imagining of the classic, Goldeneye 007. Activision released the game last year with some pretty warm results from critics and fans alike (check out our own review here), and now Nintendo of Japan are planning to localize the shooter, with a release date set out for June 30th.

Aside from a new boxart, nothing will change for this release as even the same online servers will be used according to Silconera. As someone who still plays the game from time to time, I can say that the servers are surprisingly still very active and hopefully this new release for Japan can bring even more attention to the game worldwide.

Thor: God of Thunder Review

Game Name: Thor: God of Thunder
Platform(s): Nintendo DS, Xbox 360, PS3, Wii
Publisher(s): Sega
Developer(s): Liquid Entertainment
Genre(s): Action
Release Date: May 3, 2011 (US), April 30, 2011 (EU)
Price: $49.99
BUY NOW!

The Xbox 360 & PS3 versions of Thor: God of Thunder were developed by Liquid Entertainment and published by Sega. Now before I get started with this review, I want to say even though I followed coverage for the DS version more before release due to the 2D elements being more up my alley, the console versions of Thor seemed to be full of promise and looked to capture the true essence of the blockbuster film. Sadly, instead of achieving even an average outing for a movie tie-in, Thor fell flat in just about every way. How so you may ask? Here is my review for Thor: God of Thunder for the Xbox 360.

Story
Creating a game from a movie I admit must be a pretty tough chore. You need to set out to represent the character that the movie created while leaving a bit of originality to give fans a never before seen experience. Spider-Man 2 and X-men Origins: Wolverine in my opinion performed this task correctly as both rank up as two of my all time favorites for videogames based on movies. Thor attempts to pull this off as well, but the results just didn’t come out as smooth.

This tale puts Thor on a quest of revenge of sorts after a tragedy takes place that strikes the God of Thunder straight to his heart. Shortly after, Asgard comes under attack and Thor must put his own vendetta aside as he must now save his home from destruction. Odin, Loki, and many game-exclusive characters ripped from the comic books make appearances here, which fans will surely spot quickly. Now the overall direction from the plot sounds fantastic on paper, but it is a tragedy itself due to the hollow characters.

Many of the voice actors from the movie step in to perform their roles in this version of the game, but the pacing and the way the story is told is a complete mess and it honestly feels like the actors were just casually reading from a script to earn a paycheck. I personally rather enjoy the character of Thor, but in this game he comes off as arrogant, unlikeable, and downright hollow. Hollow is a useful term for the other characters as well as I simply could have cared less and following the narrative became downright confusing due to all the bizarre additions thrown in. At times, cutscenes try to portray a bit of emotion to pull you in, but it feels like all the pieces of the plot were just thrown in a timeline and pasted in, leaving no real way to truly immerse the player into the actual story.

Gameplay
With a very lackluster story, gameplay would be the key element to redeem Thor, but instead it made me look forward to the cutscenes as I just wanted it to end. As he should be, Thor is equipped with his legendary hammer, the Mjolnir. To attack an enemy, you simply hit the X button and Thor quickly pops the foe, dishing out a mild amount of damage. Tapping multiple times as well as mixing the Y button into the equation results is a combo that eventually leads to a much more powerful final result. I am not a bad button masher, and I have played quite a few GOW-esqe action titles (which this game presents itself as), but I literally thought my controller was broken and switched just minutes in as command inputs are heavily unresponsive. The first attack usually hits right off, but instead of following up with the attack, Thor just sat there taking damage instead of listening to the input I was pressing. This doesn’t happen every time, but the unresponsiveness with the controls happens way too much to actually enjoy combat whatsoever as it simply threw me out of the whole experience.

The collision detection is also off. I had times where I was right on top of an enemy, smashing away with no hit being delivered. Thor also enjoys pausing after nearly every move due to animation problems, leading to even more response issues. Thor does have a wide array of techniques to learn however, from throwing the Mjolnir at an enemy, summoning lightning bolts, and a plethora of other elemental attacks. These all can be upgraded and oddly enough, the structure behind this is in depth and allows for a lot of option to be added to enhance abilities. Even with this though, the lack of a smooth or even playable combat scheme drain all of the thought added in by the developers. It’s a shame too, as if the combat actually worked well, I really don’t think the game would have been a repetitive trip. Don’t get me wrong…it is repetitive, but that is mainly because it is too much of a chore to actually perform other abilities.

With all of the elemental powers in the game, none are truly fulfilling coming from someone who is labeled the “God of Thunder”. Thunderbolts come off feeling weak and so do many other attacks in the game. On top of this, the bar for Thor’s special abilities is tied to just about every other move aside from the combos and melee attacks Thor performs, and since it quickly drains, that is exactly what you end up using for most of the experience. Grapples are useful at times as they can lead to a quicker finish, but the small time window used along with the response issues lead to the same grapple finisher being performed most of the time. Larger enemies can be climbed as well, but the quick time event used doesn’t work as well as it should due to…well, you get the idea.

Even though the combat was frustrating and agonizing, my biggest problems with this game came in the level design as well as the way the game actually pulls you from one spot to the next. Each area is set up in a linear way, where you are literally dropped into a spot and have to defeat all of the monsters at hand before moving on. Instead of actually moving on though by ways of exploration, the game literally rips the steering wheel out of your hand and takes control itself. For example, if you need to fly to another area, you press one button and Thor takes off and flies by himself, even if it is a short distance. If there are many obstacles in the way, one button yet again triggers a small sequence in which Thor uses his powers to destroy the roadblock. This makes for quite a bit of frustration as I felt I was a bit cheated as watching Thor perform many of the most interesting techniques in the game is certainly no replacement for actually performing them yourself. If I am a powerful God, can I at least feel like it?

Graphics/Audio
I didn’t really have an issue for the character models used in Thor, even if they do look a bit dated. What I did have an issue with however was the environments. Everything feels bland and boring and the pasty colors make each area mesh into the next, killing the variety. Lightning and elemental attacks all come off as dull visually and added no incentive to actually want to see them performed. I also noticed a few graphical glitches as well a jumpy framerate while performing tasks as simple as walking. At times, you can see a bit of detail into simple objects such as Thor’s cape and facial expressions, but those small moments are buried underneath the plain and jerky presentation presented.

The music in Thor is by far the best part of the game. The soundtrack can make each battle seem huge and on an epic scale, which honestly is a bit of false advertisement in this case. Voice acting however is a mixed bag and as I mentioned, the actors just seem to be half-performing with their lines which leads to each coming off as one-dimensional. The sound effects are yet another problem though, as instead of hearing a loud smash when Thor pounds an enemy or a loud crack when thunder is shot down, a much more subtle approach was taken with every weapon coming off soft and at times I wondered if I even had hit the enemy to start with.

Overall
Thor: God of Thunder is simply underwhelming and lackluster in nearly every way. Framerate issues, collision detection problems, glitches, the lack of proper button response, and many more negatives just leave this title feeling like a total cash-in and rush job. Movie tie-ins are known for feeling rushed, but Thor is borderline unplayable at times and is sure to cause a lot of frustration to any player who picks up a controller to become their favorite Thunder God. Buried underneath all of the problems, I could certainly see a little bit of depth that Liquid Entertainment added in, but since you can’t truly enjoy the game, all of the thought and ideas behind Thor become useless. I really wanted to enjoy myself as even if this title was average, it could have been enjoyable to an extent. Sadly Thor’s first console journey is not a pleasant one to experience and fans of the franchise may have a better time just investing in the handheld version of the game.

I Give Thor: God of Thunder for the Xbox 360:
2-5-capsules-out-of-10

Dragon Age 3 confirmed by Bioware staff

In a move that is surprising absolutely no one BioWare has confirmed that there will be a Dragon Age 3 in development. Though how exactly was this announcement made? Through Twitter of course. Creative development director Alistair McNally put word out through Twitter in the search of new recruits to help make Dragon Age 3.

The Tweet itself can be read below:

“I’m looking for exceptional environment artists to join me at #BioWare Edmonton, Canada to work on #DragonAge3 #gamejobs #jobs #3D #artists.”

This tweet is actually a very good sign because this means that there will be more than a handful environments this time around for Dragon Age 3. If you’ve read my review of the Xbox 360 version of the title you will find that the lack of different environments really draws the lack of development time into the light as you will struggle to find more than four different dungeon locations that aren’t literally copies of eachother.