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    L.A. Noire

    Game » consists of 17 releases. Released May 17, 2011

    L.A. Noire is a detective thriller developed by Team Bondi in Australia and published by Rockstar Games.

    Limiting Gameplay, Fulfilling Narrative

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    ManlyScream

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    Edited By ManlyScream

    Just like many, I am currently playing L.A. Noire and I can't help but feel the normal tendencies I have had as a gamer have been altered, partly because of restrictions placed on a usually freedom centered genre and also from a perspective we haven't had as fully realized before: a detective with a mind for justice. It wasn't until I was about half way through the game when I started to realize that I was almost obeying traffic signs and keeping up with the traffic instead of plowing over anything that got in my way, be it a person or oncoming traffic. I believe some of it has to do with the character Rockstar has created, who we see as an empty character that has a shattered past, but a conviction to always do what is right. Combining a character that we can not only see (from the amazing facial animation) his convictions but also see the emotions that center around those said convictions can only lead to the type of persuasion that may alter a play style. Even during missions you can only pull out your gun when the game (or the character Rhodes) decides it is the right thing to do, or the last resort. Creating a character that dictates how we will play also helps create distinctions between right or wrong in the game world. It will be interesting to see the backlash that may result from these types of limitations that have been placed upon us by Rockstar, but more importantly, a character that shapes the world around us and how we interact with it.

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    ManlyScream

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    #1  Edited By ManlyScream

    Just like many, I am currently playing L.A. Noire and I can't help but feel the normal tendencies I have had as a gamer have been altered, partly because of restrictions placed on a usually freedom centered genre and also from a perspective we haven't had as fully realized before: a detective with a mind for justice. It wasn't until I was about half way through the game when I started to realize that I was almost obeying traffic signs and keeping up with the traffic instead of plowing over anything that got in my way, be it a person or oncoming traffic. I believe some of it has to do with the character Rockstar has created, who we see as an empty character that has a shattered past, but a conviction to always do what is right. Combining a character that we can not only see (from the amazing facial animation) his convictions but also see the emotions that center around those said convictions can only lead to the type of persuasion that may alter a play style. Even during missions you can only pull out your gun when the game (or the character Rhodes) decides it is the right thing to do, or the last resort. Creating a character that dictates how we will play also helps create distinctions between right or wrong in the game world. It will be interesting to see the backlash that may result from these types of limitations that have been placed upon us by Rockstar, but more importantly, a character that shapes the world around us and how we interact with it.

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