Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It could have been anyone who gave them the pink slips or stolen.
It's pretty dumb like this in parts throughout L.A. Noire as this seems to happen a lot in pretty much every case. Sometimes it's obvious someone is lying and you have first hand knowledge that they are but you just don't have the specific evidence for it or what you would link as evidence to them isn't the specific piece of evidence the game wants you to use even though it should suffice.
There are also other annoying things that made me stop and start the game over such as expecting the character to answer in an obvious way such as "Doubt" somewhat accusing the suspect but then the character says something completely unrelated and of no sense.
I like the game, i've gotten further this time around but it's really irritating how it forces specific answers on you or doesn't offer up viable answers. At least once per case i've been left thinking "Why on earth did Phelps say that when he should have said X, Y or Z?" It's just frustrating to lose a case because of it.
The intuition and interigation aspects of the game bank on foresight, being able to foresee the outcome of your choice in answering questions(Truth, Doubt, Lie) but there's disconnection between the player and the character in how these actions/choices are percieved a lot and instead of it being about the player anticipating the answer or questions towards the NPC it's about the playing trying to anticipate what the game wants you to choose(1, 2 or 3).
This disconnection really brings the game down and provides nothing but frustration. It's annoying to get a question wrong because you simply could not anticipate how the computer would react to your choice. You expect Doubt to shine doubt on the situation and let the NPC know you know something's up but instead you go full gung-ho on their ass when you just expected a slight off handed comment to.
It's just frustrating for this to happen and it happens a lot. One time I even chose "Truth" only for my character to bully the the NPC as if i'd flat out chose Lie. Might have been a bug but Lie always(I think) requires you to follow up with evidence which the game did not offer.
Turns out, I had to also look at her file in front of her bed, as if talking to the doctor who made that wasn't enough.
So yeah, at times it is totally anticipating the game, not the character. I don't know if it is because I got better or the game got easier, but after some cases I started getting more correct answers. But still, I can't ever connect to Cole.
I see two main problems with the game. First is, of course, disconnect with the main character. Second is how mechanical it all is. Every question ends with a single choice, every questioning works the same. The result is you aren't really interrogating someone, you're trying to guess where the game's going.
Anyway, this might be useful: Originally, it was going to be truth, force and lie, but they changed it near the end of development to "doubt". When you interpret doubt also as force, it gets easier. Also, after people are done talking, just watch them for a while. This won't work with everyone though.
Also, yes, lie is always about using the evidence. It is a good idea to use intuition if you don't know if you should pick lie or doubt. Also, keep in mind that getting the correct answer, no matter what option it was, may provide additional useful information.
For an instance, if you get "truth" correct, the character will go on and continue talking about something else which might be relevant to your case. If you use doubt incorrectly, the character then gets offended and withholds the information you'd have gotten.
I noticed you can't rely on just their expressions, neither during or after their speech. At times it gets too easy to focus on the face tech and think it is the main way to out a character. You need to pay attention to the overall context, see if what they're saying would actually checks out.
Sometimes it is helpful backing from a question, you can do that when the game asks you to choose truth, doubt, lie. This lets you get to know the character better, check their lying expression, see how good they're at lying. Also, at times what Cole asks and what the characters talk about end up not having to do with the question you selected, this is extremely distracting and may lead you into errors, always keep in mind what the question says in the notebook.
And remember some characters will lie for seemingly no good reason.
You know I'm okay with failing guesses, it is expected, and I won't lie that a lot of times it is my own fault. It just sucks when the game is insane. If they hadn't gone for such mechanical interrogations, if they would give the player more control over questions and responses, if they had made it all more open, with branching paths and multiple ways to get a correct answer, it'd have been a whole lot better.
As you mentioned Phelps will occasionally ask a question that has nothing to do with the conversation or interrogation which throws you off and does offer up an F-ball on your part which frustrates me far too much(The main reason I kept quitting actually as this happens a lot in the beginning cases). This makes the game feel like you have less control but even so it is a nice way -- when it works -- to keep you guessing about a case and how it could have gone like you said about additional information being shared if you get the correct answer. I chose to be a purist in this playthrough and live with the consequences of getting an answer wrong no matter how the game wanted me to answer and overall i'm quite pleased with it but this game would have been so much better if they at least spent more time on some of the cases so they're a lot more open to reason and directly react the way you would expect it to react when you choose the option you choose. They should have gotten a behaviourist involved in the work if they didn't already.
When you look at the options where Doubt is seen as Force it makes a lot more sense but you can understand why they changed it. I'm guessing they wanted the second option to be more of an inbetween truth and lie as opposed to being skewed towards knowing a person is lying and getting the truth out of them. I'll keep it in mind when I choose option 2.
It is a good game and worthy of a decent to high score even on PC. An L.A. Noire 2 would have been welcomed though, hopefully to address all the problems in this game and make it much more enjoyable and less frustrating. Unfortunately the studio behind L.A. Noire has been closed which is a shame. They did do a good job and they really have done a great job and turning it from individual cases to -- I'm guessing -- a huge story about a good cop against a corrupt police force or how he deals with all the things that unfold as he goes through the ranks. I'm only on my first homicide case but if there is a bigger picture here then I gotta say i'm really impressed. In some cases they really delivered on making it interesting. A lot of the cases I really want to know what's happening and get to the bottom of and in others they do a great job of teasing out what is actually going on if you fail a question or two(Such as what was really going on with the 15 year old girl and the producer). That's quite something to accomplish especially to have so many different cases or stories so interesting and have the player guessing as to how the case could have gone and who was behind it all. In that regard they did a great job of essentially giving you a D in an exam, passing you but not giving you the honours.
The technology is great, the writing is actually pretty good too despite how moronic some cases are, the voice acting, the work done on the settings. But then they kinda ruined everything. I think this game didn't need to be open world, it didn't need to be so mechanical, it didn't need as many cases as it has, it didn't need the shooting, the fighting, the car chases (as fun as it may be).
If it had focused on the investigations and interrogations, if it had tried to do the best it could with that, it'd be so much better. Because in the end that's the meat of the game.
You don't spend nearly as much time shooting, fighting and driving as you do investigating. When the action comes in, it feels gratuitous and pointless. You are constantly running after suspects, those on foot chases aren't ever fun. For me the only fun action are the car chases.
The other fun aspect is driving around town but this game doesn't really give you much space to do that, not while you're in the main campaign at least. You're always on the way to some place, and it breaks the pacing to stop and wander around.
Now imagine if all the effort and money they put into recreating this insanely detailed 1940s LA, the effort and money put into creating action scenes, imagine if all of it had been put into the investigative work.
For one I think they could do better than making you wander around the crime scene interacting with every designated object hoping it'll be relevant. Their idea of investigation is walking around a crime scene. Imagine if they had done something like Gone Home, a lot less directed. Similarly, had made less directed, constrained interrogations.
So I wouldn't be as generous, for me the game is good, not really great, and very flawed. What keeps me going is how interesting each encounter can be. It is nice to see a big budget game stepping out of the usual places they take you. How many games will get you engaged in a conversation with an elderly lady? Not many.