A modern take on a slow burning genre
Contrary to the "Grand Theft Noir" vibe that it gives, L.A. Noire is more of a modern take on old school slow and methodical adventure games than a GTA open world action game. Using cutting edge technology the game requires you to read the facial expressions of characters you interrogate in order to determine whether or not they're telling the truth or not. Fitting somewhere in between a straight linear adventure game narrative and open world game, L.A. Noire is probably not going to completely satisfy fans of either. If you're a fan of fast paced modern Call of Duty games or GTA then it's very likely you're going to be disappointed by this style of gameplay and I'd recommend you rent it. If however you like point and click adventure games, the chase scenes and especially driving portions of the game might frustrate you. That said, L.A. Noire is much friendlier for the less action focused gamer and at times even goes out of its way to accomodate gamers who would rather advance the plot than try a twitch reflex action sequence over and over again.

When you boil down the tasks you have in the game it sounds monotonous and repetitive. It is repetitive, but if you're absorbed into the story it's certainly not monotonous. After you receive a case you go to the crime scene to start your investigation by looking for evidence. As you walk around, the controller will vibrate and you'll hear a piano chime indicating you're nearby evidence. Some will be relevant and some will be completely incidental. Some pieces of evidence allow for additional interaction like flipping through books, fitting pieces together, reading brand names, serial numbers and other things that will give Cole his next lead. Relevant evidence is then sorted into Cole's notebook. After finding all the evidence there's a brass music cue that indicates all evidence has been found.
Aside from the evidence, the most prominent feature by far are the interrogation sequences. New motion capture technology allowed the developers to translate the actors' facial expressions and put them onto the game characters. The results are the most realistic facial movements ever seen in a video game. Every forehead wrinkle, crease of the mouth, and eyeball movement is perfectly put onto the screen. As you interrogate you'll be given the option to decide whether they're telling the truth, lying or lying about something in direct contradiction your evidence. Just like old adventure games there is only one right answer per question, which may frustrate players looking to get all the achievements.

As simple and repetitive as the core gameplay can seem, it's a fantastic way of giving the player control over how the story is slowly revealed. I'm not one of those people who figure out the killer from the first ten minutes of the movie, so I hung on every piece of evidence and dialogue as the story unfolded. No matter what you do, the story will go on and even though your game will end the same way as everyone else, the process by which you get there is likely to have a lot of different turns from someone else's game.
There's a light experience system built in. For each correct question you get experience points and as you rank up you're rewarded with hidden cars, outfits and "intuition points." These points can be stored for a maximum of 5. If you're stumped on a question you can use a point to eliminate question options or use the PSN "ask the community" option to see what other people chose (though this isn't always correct). Intuition points can also reveal the location of all evidence in a crime scene. It's best to use them only when you're really stuck since there level 20 is the maximum rank. Experience is also gained from street crimes and landmarks you find around the city.
The other parts of the game are the ones more GTA-like.. Your mileage may vary depending on how much you enjoy those games. The city of Los Angeles has been painstakingly recreated and is quite vast. Reportedly it's the largest city ever to be in a Rockstar game. There're dozens of cars to drive, and many different items to collect. There aren't side missions or factions like in GTA, but instead there are some very quick and short street crimes that you can answer the call of when they come over your police radio. There are 40 of these in total, but most of them can be finished in a few minutes.
At the end of each case you're given a rating from 1-5 stars based on how many questions you judged correctly, how much evidence you gathered and the property damage you caused while on the case. Seeing as you're a cop it's not the kind of game where you go around willfully destroying everything (though there is an achievement for doing that). In fact, the pedestrians are very resilient and I'm pretty sure won't die no matter what, but I never tested the limits of how many times I could hit one guy.
Finished cases can be easily replayed via the main menu if you want to improve your rating or go back and do more street missions.The game helps you out with notifications for street crime you've finished and also newspapers you've found, but for other items you're collecting there's no easily accessible list of what you have which means I won't be going back in without a map and a FAQ. It would've been nice if they had a reward which was a map of collectibles like in Assassin's Creed: Brotherhood.
L.A. Noire is a great looking game, but it's not without its flaws. The facial motion capture is a victim of its own success because by comparison the body animation can look quite stilted and awkward at times. At worst, the characters look like stuntmen in movies who have had their faces replaced with the actors' face. When it happens, the visual disconnect really breaks the illusion. But if you focus primarily on the faces it's very impressive to look at. From what little I know of the time period it appears to have been excellently reproduced from the building exteriors, clothing and cars.

Most of my complaints about the game stem from the GTA-like elements like the driving, unforgiving collecting and also very light checkpointing in the game. I'm guessing the developers didn't want people stopping the game for the sake of 100% completion, because this gives the game replay value. Still, they must've known that people were going to quit and retry missions in order to get all the questions correct, but the game isn't set up to do that with any efficiency. If you mess up and want to try again there are cutscenes you have to rewatch (not all of which are skippable), evidence to recollect and of course the questions to answer. I think it would've been a good choice to add more checkpoints. At the very least, a checkpoint after evidence is collected.
I think it's also time for Rockstar to retire the ambient dialogue of people around you. It used to be kind of interesting that everyone on the street had something to say, but in the context of L.A. Noire it's just weird and downright unrealistic. Maybe people in L.A. are very chatty about every person they see on the street, but I think it's more realistic if every single person that sees you makes some mention of your name and accomplishments.Pretty much everything else is top notch. The acting is excellent all around, and real kudos to the director for getting good performances out of actors isolated sitting in a chair surrounded by HD cameras. It can be hard enough to marry motion capture with actors in a sound booth with no other actors to play off of, but this extra step for the facial capture must've made it that much more difficult. Sometimes the tone and energy can go up and down without any warning, but all things considered it fits together very well. The sheer scale of scanned in faces for the game is staggering with every minor NPC having facial motion capture. Yes, there is a disconnect between the fidelity of the face and body, but it's still a very impressive achievement.
L.A. Noire is a very exciting evolution of the adventure game which has traditionally had very little innovation of its mechanics, but I hope that other companies take some cues and find more ways to make modern takes on point and click adventure. I don't think that this sort of facial motion capture would be good in all games, because in certain games it feels better to have stylized humans, but it's interesting technology that if used correctly could really enhance video games and take them in exciting new directions. I could see games like Heavy Rain adopting this technology well for sequels.
So once again, if you like adventure games and want some more action in them, then definitely play L.A. Noire. If you're looking for another sand boxy GTA game with a world to cause wacky hijinks and destruction then do yourself a favor and look elsewhere. At the very least the game has to be seen just for the technical achievement alone. Your enjoyment will depend on your attention span and your personal requirements for gameplay/story ratio.