L.A. Noire 7 Years Later

<p>Seven years on&comma; Team Bondi&&num;8217&semi;s development troubles color <em>L&period;A&period; Noire<&sol;em>&&num;8216&semi;s perception&period; Knowing what we know now about its development and working conditions&comma; many of its blemishes make sense&period; While the facial motion capture still holds up&comma; most of the game falls a little flat&period; Investigating is entertaining&comma; but cases play out in such a linear fashion that success or failure doesn&&num;8217&semi;t impact anything&period; You could mess up every question and still make the story progress just the same as a more eagle-eyed detective&period; The only difference would be the star rating delegated at each case&&num;8217&semi;s end&period; <em>L&period;A&period; Noire<&sol;em> was a technically ambitious last gen open world adventure game&comma; but development hell inhibited its vision&period;<&sol;p>&NewLine;<p>For an example of how restrictive <em>L&period;A&period; Noire<&sol;em> could be&comma; look no further than the embedded video above&period; This scene is emblematic of one of the game&&num;8217&semi;s largest issues&period; Much like investigations&comma; secondary gameplay scenarios lack player engagement&period; Far from the game&&num;8217&semi;s only scripted sequence&comma; the embedded clip characterizes everything wrong with <em>L&period;A&period; Noire<&sol;em> as an interactive experience&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;138629" aria-describedby&equals;"caption-attachment-138629" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-138629" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;22125030&sol;L&lowbar;A&lowbar;-Noire&lowbar;201805210905581-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-138629" class&equals;"wp-caption-text">L&period;A&period; Noire&comma; Rockstar Games<&sol;figcaption><&sol;figure>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<h3>A Long Time Coming<&sol;h3>&NewLine;<p>Six to seven years of development and millions of dollars took a toll on the end product&period; Originally conceived as a PlayStation 3 exclusive under direct funding from Sony&comma; the project changed dramatically&period; After two years under Sony&&num;8217&semi;s wing&comma; Team Bondi partnered with Rockstar Games&period; This decision would signal the beginning of the end for <em>L&period;A&period; Noire<&sol;em>&&num;8216&semi;s creative vision&period; Rockstar Games played a hand in butchering what could have been&period; They made the ultimate decisions over what the game was with very little room for Team Bondi to fight against it&period;<&sol;p>&NewLine;<p>The MotionScan technology pioneered by Team Bondi&&num;8217&semi;s founder&comma; Brendan McNamara&comma; remained at the project&&num;8217&semi;s center&period; The incredible amount of expenses required for such an advanced piece of motion capture technology in the mid-2000&&num;8217&semi;s set the project back&period; Rockstar invested 50 million dollars into this detective noire IP with marketing included&period;<&sol;p>&NewLine;<h3>Ancillary Mechanics<&sol;h3>&NewLine;<p>Because interrogation and investigation was <em>L&period;A Noire<&sol;em>&&num;8216&semi;s central focus&comma; all unrelated mechanics felt superfluous&period; Shooting&comma; melee combat&comma; and the open world&&num;8217&semi;s level of reactivity feel like they belong in a licensed game created under a shoe-string budget&period; Even 2003&&num;8217&semi;s <em>Kill Switch<&sol;em> had a more responsive cover system&period; Slow animations&comma; wind-ups&comma; and finicky movement combined to create the worst cover system of its time&period; Each firefight is a chore because of the horrid controls and mediocre shooting mechanics&period; If you can find a cover system that controls even more poorly than <em>L&period;A&period; Noire<&sol;em>&&num;8216&semi;s&comma; you deserve a purple heart for enduring that torture&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;138607" aria-describedby&equals;"caption-attachment-138607" style&equals;"width&colon; 640px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-138607" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;22115737&sol;killswitch3&period;jpg" alt&equals;"" width&equals;"640" height&equals;"480" &sol;><figcaption id&equals;"caption-attachment-138607" class&equals;"wp-caption-text">Kill Switch&comma; Namco<&sol;figcaption><&sol;figure>&NewLine;<p>Shooting&comma; while serviceable enough&comma; never felt quite right&period; No matter how much is done to controller sensitivity and auto-aim settings&comma; <em>L&period;A&period; Noire<&sol;em>&&num;8216&semi;s gunfights are gallery shoot-outs&period; You&&num;8217&semi;re just going through the motions with weapons that carry little weight or impact&period; Thankfully&comma; through the 15&plus; hours&comma; only just over 100 dead bodies end up accumulating&period; Some scenes felt like they shoe-horned a fist fight here or a shootout there to prevent audiences from checking out&period; Unfortunately&comma; that design decision had the opposite effect&period; Every encounter felt like punishment for playing too long in a single session&period;<&sol;p>&NewLine;<p>Shooting may have been unremarkable&comma; but melee combat is at the bottom of the rung&period; Fistfights never posed any challenge&period; Each encounter boiled down to the exact same strategy&period; Hold L2 to lock-on&comma; press square repeatedly to dodge&comma; and then press x to &&num;8220&semi;counter hit&&num;8221&semi;&period; Dodging didn&&num;8217&semi;t necessitate precision timing&period; Spamming square and x gets you through every battle with ease&period;<&sol;p>&NewLine;<h3>Open World<&sol;h3>&NewLine;<p>I&&num;8217&semi;m not going to poach <em>L&period;A&period; Noire<&sol;em> for its lack of side activities&period; A focused open world game is better than a bloated mishmash of nebulous content and confused game direction&period; <em>Mafia 2<&sol;em> suffered criticism because its open world contained few optional activities&semi; a criticism Hangar 13 took too close to heart during <em>Mafia 3<&sol;em>&&num;8216&semi;s development&period;<&sol;p>&NewLine;<p><em>L&period;A&period; Noire<&sol;em>&&num;8216&semi;s issue isn&&num;8217&semi;t the lack of mission types&period; The game&&num;8217&semi;s open world design serves to reinforce its setting&period; Spending 15&plus; hours navigating the map&comma; where all of these cases take place&comma; leads to a sense of place&period; 1947 Los Angeles is a living space with hundreds of buildings that serve no purpose other than to populate the map&period; This approach to open world design enhances<em> L&period;A&period; Noire<&sol;em>&&num;8216&semi;s narrative about a detective rising through the LAPD ranks&period;<&sol;p>&NewLine;<p>The open world&&num;8217&semi;s lack of reactivity is its real issue&period; As a last generation game&comma; expectations should remain conservative&period; In fact&comma; in some cases&comma; it even went beyond what I expected&period; After one case debriefing&comma; I walked downstairs and noticed a distinguished AI sitting on a bench in the station&&num;8217&semi;s hallway&period; I stood next to her and spammed the talk button hoping to get some sort of reaction&period; After a minute of silence&comma; she utters &&num;8220&semi;Sir&comma; are you a spy&quest;&&num;8221&semi; A few quips from her later and she ended with &&num;8220&semi;Let me guess&period; You got lost in my eyes&comma; right&quest;&&num;8221&semi;&period; Her apprehension slowly dissipating as she realized I posed no threat was a nice world-building detail&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;138627" aria-describedby&equals;"caption-attachment-138627" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-138627" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;22124648&sol;L&lowbar;A&lowbar;-Noire&lowbar;201805210904121--1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-138627" class&equals;"wp-caption-text">L&period;A&period; Noire&comma; Rockstar Games<&sol;figcaption><&sol;figure>&NewLine;<h4>Cars Can&&num;8217&semi;t Drive<&sol;h4>&NewLine;<p>If only the cars reacted as convincingly as citizens on foot&period; In most open world games&comma; if you cut a car off&comma; it will slow down or stop entirely&comma; letting you pass&period; This gives the impression of drivers prioritizing safety&period; If that&&num;8217&semi;s the case&comma; <em>L&period;A&period; Noire<&sol;em>&&num;8216&semi;s drivers suffer from chronic depression&comma; ready to end their lives at any moment&period; Cutting a car off or turning a light means nothing to these LA drivers&period; They act as if you&&num;8217&semi;re not even there&comma; purposely causing easily avoidable crashes&period; This detail completely shatters the immersion of a living city&period; With citizens reacting relatively convincingly and cars using their turn signals before changing lanes&comma; <em>L&period;A&period; Noire<&sol;em>&&num;8216&semi;s world tries so hard to be convincing&period; The oblivious drivers shatter all that hard work that went into crafting a living&comma; breathing Los Angeles&period;<&sol;p>&NewLine;<p>I wholeheartedly believe Team Bondi wanted to create the best game possible&comma; but intentions only go so far&period; With such a large portion of development funds dedicated to MotionScan&comma; Brendan McNamara&&num;8217&semi;s attitude toward the team&comma; and Rockstar&&num;8217&semi;s constant struggle against Team Bondi&&num;8217&semi;s creative vision&comma; it&&num;8217&semi;s a miracle it ever saw the light of day&period; Rockstar pitched in heavily during the last two years of development&comma; providing Team Bondi with programmers&comma; animators&comma; artists&comma; etc&&num;8230&semi;<&sol;p>&NewLine;<h3>L&period;A&period; Noire Today<&sol;h3>&NewLine;<p>Fondly remembered by many&comma; including myself&comma; <em>L&period;A&period; Noire<&sol;em> doesn&&num;8217&semi;t hold up that well&period; Newcomers should still consider playing it and fans of the original release won&&num;8217&semi;t suddenly dislike it&comma; but in hindsight&comma; the game is far from what it could have been&period; Its interesting core vision is muddled by ancillary mechanics that feel cobbled together just to get the game out the door before Team Bondi&&num;8217&semi;s closure&period; Seven years on&comma; <em>L&period;A&period; Noire<&sol;em> is a modern piece of gaming history&period; Its story is one of the most fascinating and disappointing in the public consciousness&period; Cancellations and studio closures happen every day&comma; but few sting as much <em>L&period;A&period; Noire<&sol;em>&period; It had so much potential for a remarkable sequel&period; Here&&num;8217&semi;s hoping the recent remaster is a sign of things to come&period;<&sol;p>&NewLine;

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