Steve Boxer, LA Noire Review

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Steve Boxer LA Noire Review
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STEVE BOXER is a contributor to the British newspaper the Guardian, for which he writes video game reviews. Published online as well as in print, the Guardian is one of the most widely read English-language newspapers in the world, and it has received many awards. The video games team, which includes Steve Boxer, won the coveted Games Media Award five years in a row. In addition to being an accomplished game reviewer, Boxer describes himself as a general freelance-for-hire writer as well as an electronic-music lover. As you read Boxer’s review, consider these questions:

1Ever since it first worked out how to assemble pixels so that they resembled something more recognizable than aliens, the games industry has dreamed of creating one thing above all else—a game that is indistinguishable from a film, except that you can control the lead character. With LA Noire, it just might, finally, have found the embodiment of that particular holy grail.

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LA Noire . . . arresting your attention with consummate ease
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2From start to finish, LA Noire feels like a film—LA Confidential, in fact, along with any similarly hard-boiled example of film noir adapted from stories by the likes of Chandler and Hammett. Set in a gloriously convincing depiction of Los Angeles in 1947 (which is much more attractive than today’s L.A.), it casts you as Cole Phelps, returning war hero turned cop. Instantly, you plunge deeply and satisfyingly into his working life, solving a vast number of cases as he becomes the LAPD’s poster-boy, first in Homicide, then in Vice. And your immersion in Phelps’s affairs ratchets up even further when he is hung out to dry by his dubious superiors.

3There have been plenty of games with cinematic pretensions in the past, so what is it that enables LA Noire to make a transcendental leap? Inevitably, technology is involved: the new MotionScan system used to capture actors’ performances simply produces more convincing facial animation than we have ever seen in a game.

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4Couple that with the obsessive attention to detail for which Rockstar’s existing games such as Grand TheftAuto and Red Dead Redemption are famed, and the end result rings true to a greater extent than anything that has gone before. The familiar need to suspend disbelief has been all but eliminated.

Real-Life Gameplay

5LA Noire’s gameplay capitalizes cleverly on this breakthrough technology. Essentially, it sees you playing through Phelps’s working life, doing what you imagine a real-life LAPD detective would have done in 1947. Thus, you have to drive to crime scenes, root around for clues and examine bodies, then follow the resulting leads.

6It’s when you question suspects and witnesses that things get interesting. You have to analyze facial responses and bodily tics like a poker player seeking tells, then choose one of three tones to adopt for each question. These are marked Truth, Doubt and Lying, but Sympathetic, Dubious and Accusatory would perhaps be more rigorous.

7If you accuse a suspect of lying, you must back that up by producing evidence (all accessed, along with your records of each case and details of suspects, from your standard cop’s notebook). If you don’t adopt the correct tone, the character you’re quizzing will, at the very least, take longer to give you the crucial information you seek.

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8As you rise through the ranks, you earn Intuition points, which can be cashed in to eliminate one wrong question-tone (or reveal the location of all the clues at a location). Luckily, LA Noire is pretty forgiving, so if your body language–assessment skills aren’t up to CSI standards, you should still get the right result in the end, although you risk a chewing-out from your boss for shoddy police work, which is genuinely mortifying.

Beautiful Pacing

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9The game’s pacing and narrative arc are as impressive as they are believable. The bog-standard detective work, fun though it is, is punctuated judiciously by action sequences including car chases, pursuing suspects on foot, climbing around inaccessible areas, puzzle-solving and, of course, shoot-outs. Between cases, you either get a flashback to Phelps’s war experiences in Japan or a glimpse into his off-duty life; both those elements end up feeding back into the overarching storyline. The oeuvres of Shelley and even anarchist author Piotr Kropotkin are fed into the mix. Newspapers that you find when hunting for clues trigger yet another backstory (this time involving ongoing LA skullduggery), which yet again intersects with the main storyline in the game’s later stages. A fascinating snapshot of an America struggling to readjust to everyday life in the aftermath of the Second World War emerges. . . .

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10Since you’re at the center of proceedings, participating in and dictating the action, the overall effect is powerfully immersive. Cleverly, Rockstar has ensured that LA Noire is a thoroughly inclusive game, too. The control system is sufficiently simplified that even the most determined nongamers shouldn’t find it intimidating. Indeed, the more hardcore gamers may carp that it isn’t sufficiently action-packed or precise. The one criticism that could be leveled at the game is that the shooting system has been oversimplified so that it feels clunky compared to the likes of Grand Theft Auto.

Depth and Meatiness

11LA Noire largely does away with the free-roaming that enhanced the appeal of Grand Theft Auto and Red Dead Redemption. As you drive around, you do occasionally hear of street crimes to which you can respond, and there are hidden vehicles and LA landmarks that completists can collect and visit, but the overwhelming focus is on the main story. So it’s a good job that, bucking the modern trend for short single-player games, LA Noire is satisfyingly meaty. Rockstar reckons it’s roughly equivalent in length to two seasons of a TV series, a claim that feels roughly accurate.

12Perhaps, then, it would be more accurate to argue that LA Noire more closely approximates a television show than a film—it beats any film hands down in terms of the sheer amount of entertainment on offer, which of course is an advantage games have always had over films. It has all the period charm of Boardwalk Empire or Mad Men—indeed, the role of Phelps is played by Mad Men’s Aaron Staton and other digitized Mad Men actors crop up sporadically—and it seasons the gameplay with a healthy dash of CSI.

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13In the past, games with such overwhelming ambitions have floundered on odd, usually peripheral, aspects that jarred—such as unrealistic animation (and especially facial animation), clunky dialogue, poor virtual camerawork or facile characterization. LA Noire is the first game to lack any such element which naggingly reminds you that you’re playing a video game, rather than strolling through a film or TV series. That’s why it marks a breakthrough for games as a whole—and we can’t wait to see what Rockstar does with LA Noire’s technology in its other blockbuster franchises.