The war hero became a cop
The clothes we get dressed are those of a simple man named Cole Phelps . He is one of the many soldiers who fought against the Japanese during World War II. On leave, he tried to leave behind that terrible trauma with a police career. From the stage of a simp
le patrol agent (who is a tutorial) until he reaches the investigative section, his talent arises with bullying and the promotions come without any hiccups. As long as the department’s interference and his war past will not ruin him a painfully built serenity.
Never as in this case go beyond the plot and its strokes would be unforgivable. The Rockstar title proposes a complete and veritable story, as well
as dramatic and bitter. If Phelps occupies the present in bringing Los Angeles rotten in the golden years, his past as a military will be met in flashbackfrom the green image. We will soon learn his torment, hidden in perfect
noir under his rigid sense of justice. In truth, the plot of the game does not look for the net line between good and evil, rather invites to reflect on how vice and depravity can sadly hit anyone. The style is the usual: scratching but not moralistic, at all times it tries
to ironize both in dialogues as well as visually. The screenplay incorporates in 1947 the echoes of our times, with caustic dialogues about politics, war, vice, corruption, hypocrisy, and who wants to use justice for their own purposes.
In addition to the main storyline (twenty-one), this edition obviously offers all the content published in digital, from extra suits to additional cases (five) to better illuminate some of the detachment parabola’s backdrop.
A video game of expectations, words and looks
Although normally classified as an action video game, LA Noire is really an interesting hybrid between the police and the graphic adventure. A ga
meplay that seems to be typed in writing as far as it is dry and accurate. In fact, the game specifically insists on proposing a lesser-known idea of the investigator. He is not an all-gun shooter and flash of genius, but a rational person who inv
estigates, examines, questions and deduces. And that’s exactly what we will do for most of the gameplay . Each case assigned to us will go to the crime sce
ne to examine the clues, gather evidence and hear the testimonies. Fully engaging in Phelps activityis his notebook: there will be stored all the inform
ation necessary to the case, as well as the places uncovered and the people involved. Always through it will pass the system of questioning a
nd collection of testimonies. These dialogues were and will probably remain the most successful part of production: Phelps it will ask questions to the heads, and it will be up to us to know if the answer is sincere or not. The only way to do it will be t
o look at them while they are talking and waiting, trying to catch their suspicious expressions and looks. Deployment can be reacted in three ways: responding to the response, forcing the person to say anything, or ref
uting it, accusing him. It goes without saying that this latter possibility requires that there be convincing evidence, punishing the refusal to cooperate. In itself, however, the game does not encourage aggressive conduct, pushing more to pure dialogue. The so-called
Intuitive Points will come in handy : gaining a level of success, allowing you to highlight clues or facilitate interrogations by removing an incorrect answer.
In spite of the great freedom granted and the various possible ways to end any case, the game is nevertheless designed in such a way as to keep it locked or unresolved. Wanting is a choice of almost symbolic game design, which seems to say that everyone has some skeleton in the closet even though it may be innocent of the crime we are currently wrestling at.
The game script is therefore incredibly elastic, specifically written to encourage progression. And as it works excellently even after a shine, at times it still feels the feeling of being a bit “pushed” forward, almost as opposed to the reflexivity of gameplay .
Another element of livelihood is the frequent pursuits (walking like a car) in which to catch the guilty or the wicked caught up in the fact. Clashes in the fire are obviously present, but those who want it more will have to devote themselves to secondary mission
s, where they can overwhelm small crimes through action. In the case of fighting with weapons, the game is directly related to the system of shells of it
s contemporary products such as Red Dead Redemption . Many of the secondary jobs will be found directly on the map or by answering the calls from time to time passed by the police radio.
Los Angeles, six years later
If the original product is still present in its entirety and inspiration, it is also inevitable to reiterate that we are ahead of remastering. Re-release obviously takes advantage of new consoles to stabilize technically.
The city of Los Angeles appears to be well planted and absolutely unlikely: it is still enchanted by night blacks and reflexes on car
bodies. The faces made with the motion capture were not obviously touched, and their extreme care still astonishes today. Same is true for the environments and homes, dotted with extreme realism.
But despite the fact that it is sensitive to the increase in detail and stability, it is clear that we are ahead of a 2011 product. The skyscrapers and machines line is now too “straight” and square (with aliasing and a bit of pop-ups ) as well as the little detail on vegetation and g
rassland. You also notice the different detail between the faces that have received the motion captureand those for which it was not necessary.
Finally, the remarkable break between the faces and the bodies remains: the features still appear to be “glued” to rigid bodies.
PS4’s power does what it can, but a careful eye will always notice it. One thing, however, must be said: the athletic test for any character (irrespective of the role) is absolutely commendable, and it is still the “plus” factor that shows how much the Rockstar tit
le was ahead for his years. The soundtrack was obviously not touched, in combining jazz pieces with the right bows in the toughest situations. Even
now, the piano notes that the program reproduces when approaching an object Cole can pick up or examine is still beautiful and familiar .